Approaches to Videogame Discourse
Lexis, Interaction, Textuality
-
20% KEDVEZMÉNY?
- A kedvezmény csak az 'Értesítés a kedvenc témákról' hírlevelünk címzettjeinek rendeléseire érvényes.
- Kiadói listaár GBP 120.00
-
57 330 Ft (54 600 Ft + 5% áfa)
Az ár azért becsült, mert a rendelés pillanatában nem lehet pontosan tudni, hogy a beérkezéskor milyen lesz a forint árfolyama az adott termék eredeti devizájához képest. Ha a forint romlana, kissé többet, ha javulna, kissé kevesebbet kell majd fizetnie.
- Kedvezmény(ek) 20% (cc. 11 466 Ft off)
- Kedvezményes ár 45 864 Ft (43 680 Ft + 5% áfa)
Iratkozzon fel most és részesüljön kedvezőbb árainkból!
Feliratkozom
57 330 Ft
Beszerezhetőség
Megrendelésre a kiadó utánnyomja a könyvet. Rendelhető, de a szokásosnál kicsit lassabban érkezik meg.
Why don't you give exact delivery time?
A beszerzés időigényét az eddigi tapasztalatokra alapozva adjuk meg. Azért becsült, mert a terméket külföldről hozzuk be, így a kiadó kiszolgálásának pillanatnyi gyorsaságától is függ. A megadottnál gyorsabb és lassabb szállítás is elképzelhető, de mindent megteszünk, hogy Ön a lehető leghamarabb jusson hozzá a termékhez.
A termék adatai:
- Kiadó Bloomsbury Publishing (UK)
- Megjelenés dátuma 2019. május 2.
- Kötetek száma Hardback
- ISBN 9781501338458
- Kötéstípus Keménykötés
- Terjedelem336 oldal
- Méret 228.6x152.4 mm
- Súly 612 g
- Nyelv angol
- Illusztrációk 30 tables, 19 bw illus 0
Kategóriák
Rövid leírás:
Approaches to Video Game Discourse is the first significant collection on videogame discourse analysis, focusing in particular on lexicological, sociolinguistic, interactional, (para)textual and multimodal matters.
TöbbHosszú leírás:
"
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games.
In the first section, ""Lexicology, Localisation and Variation,"" chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. ""Player Interactions"" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, ""Beyond the 'Text',"" scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies.
With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Tartalomjegyzék:
Acknowledgements
List of Tables
List of Contributors
Introduction
Locating Videogames in Medium-specific, Multilingual Discourse Analyses, Astrid Ensslin (University of Alberta, Canada) and Isabel Balteiro (University of Alicante, Spain)
PART I. Lexicology, Localization, Variation
1. Videogames: A Lexical Approach, Carola ï¿1⁄2lvarez-Bolado (Universidad Politï¿1⁄2cnica de Madrid, Spain) and Inmaculada ï¿1⁄2lvarez de Mon (Universidad Politï¿1⁄2cnica de Madrid, Spain)
2. Lexical and Morphological Devices in Gamer Language in Fora, Isabel Balteiro (University of Alicante, Spain)
3. Phraseology and Lexico-grammatical Patterns in Two Emergent Paragame Genres: Videogame Tutorials and Walkthroughs, Christopher Gledhill (Paris Diderot, France)
4. Playing with the Language of the Future: the Localization of Science Fiction Terms in Videogames, Alice Ray (Universitï¿1⁄2 d'Orlï¿1⁄2ans, France)
5. End-user Agreements in Videogames: Plain English at Work in an Ideal Setting, Miguel ï¿1⁄2ngel Campos-Pardillos (University of Alicante, Spain)
PART II. Player Interactions: (Un)collaboration, (Im)politeness, Power
6. Bad Language and Bro-up Cooperation in Co-sit Gaming, Astrid Ensslin (University of Alberta, Canada) and John Finnegan (Falmouth University, UK)
7. 'Shut the fuck up re! Plant the Bomb Fast!': Reconstructing language and identity in First Person Shooter Games, Elisavet Kiourti (University of Nicosia, Cyprus)
8. 'I cut it and I . well now what?': (Un)collaborative Language in Timed Puzzle Games, Luke A. Rudge (University of the West of England, Bristol, UK)
9. 'Watch the Potty Mouth': Negotiating Impoliteness in Online Gaming, Sage L. Graham (University of Memphis, USA) and Scott Dutt (University of Memphis, USA)
PART III. Beyond the 'Text': Multimodality - Paratextuality - Transmediality
10. On the Procedural Mode, Jason Hawreliak (Brock University, Canada)
11. The Player Experience of Bioshock: A Theory of Ludonarrative Relationships, Weimin Toh (National University of Singapore, Singapore)
12. Language Ideologies in Videogame Discourse: Forms of sociophonetic Othering in Accented Character Speech, Tejasvi Goorimoorthee (University of Alberta, Canada), Adrianna Csipo (Ludwig Maximilian University, Germany), Shelby Carleton (University of Alberta, Canada) and Astrid Ensslin (University of Alberta, Canada)
13. Playing it by the Book: Instructing and Constructing the Player in the Videogame Manual Paratext, Michael Hancock (University of Waterloo, Canada)
Afterword, James Paul Gee (Arizona State University, USA)
Bibliography
Index
Ding Dong Daddy from Dingburg
7 031 Ft
6 468 Ft
Genetic Maps & Human Imaginations - The Limits of Science in Understanding Who We Are: The Limits of Science in Understanding Who We Are
8 575 Ft
8 147 Ft