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What impact do accents have on our lives as we interact with one another? Are accents more than simple sets of phonetic features that allow us to differentiate from one dialect, variety or style, to the other? What power relationships are at work when we speak with what those around us perceive as an 'accent'? In the 12 chapters of this volume, an international group of sociolinguists, applied linguists, anthropologists, and scholars in media studies, develop an innovative approach that we describe as the ‘pragmatics of accents’. In this volume, we present a variety of languages and go beyond the traditional structural description of accents. From ideologies in national contexts, to L2 education, to accent discrimination in the media and the workplace, this volume embraces a new perspective that focuses on the use of accents as symbolic resources, and emphasizes the importance of context in the human experience of accents.
Winner of the 2017 N. Katherine Hayles Award for Criticism of Electronic Literature A CHOICE Outstanding Academic Title 2018 The digital age has had a profound impact on literary culture, with new technologies opening up opportunities for new forms of literary art from hyperfiction to multi-media poetry and narrative-driven games. Bringing together leading scholars and artists from across the world, The Bloomsbury Handbook of Electronic Literature is the first authoritative reference handbook to the field. Crossing disciplinary boundaries, this book explores the foundational theories of the field, contemporary artistic practices, debates and controversies surrounding such key concepts as canonicity, world systems, narrative and the digital humanities, and historical developments and new media contexts of contemporary electronic literature. Including guides to major publications in the field, The Bloomsbury Handbook of Electronic Literature is an essential resource for scholars of contemporary culture in the digital era.
This volume analyses the complex relations between multilingualism and the media: how the media manage multilingualism; how multilingualism is presented and used as media content; and how the media are discursive sites where debates about multilingualism and other language-related issues unfold. It is precisely this inter-relatedness that we want to flag up when we talk about “thematising” multilingualism in the media. More specifically, the focus of this volume is on the empirical and theoretical opportunities and challenges posed by the thematisation of multilingualism in the media. The volume, originally published as a special issue of the Journal of Language and Politics 10:4 (2011), presents a number of case studies from a variety of linguistic, media, political, social, and economic contexts: from print-media debates on trilingual policies in Luxembourg to “new media” discussions about the “sexiness” of Irish or the “national” value of Welsh; from issues of linguistic “authority” and “authenticity” in an American television programme to Wikipedia’s multilingual policy and practice.
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitati...
The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and...
The second edition of the highly successful Handbook ofDiscourse Analysis has been expanded and thoroughly updated toreflect the very latest research to have developed since theoriginal publication, including new theoretical paradigms and discourse-analytic models, in an authoritative two-volumeset. Twenty new chapters highlight emerging trends and the latestareas of research Contributions reflect the range, depth, and richness of currentresearch in the field Chapters are written by internationally-recognized leaders intheir respective fields, constituting a Who’s Who ofDiscourse Analysis A vital resource for scholars and students in discourse studiesas well as for researchers in related fields who seek authoritativeoverviews of discourse analytic issues, theories, and methods
Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.
This innovative monograph focuses on a contemporary form of computer-based literature called 'literary hypertext', a digital, interactive, communicative form of new media writing. Canonizing Hypertext combines theoretical and hermeneutic investigations with empirical research into the motivational and pedagogic possibilities of this form of literature. It focuses on key questions for literary scholars and teachers: How can literature be taught in such a way as to make it relevant for an increasingly hypermedia-oriented readership? How can the rapidly evolving new media be integrated into curricula that still seek to transmit 'traditional' literary competence? How can the notion of literary competence be broadened to take into account these current trends? This study, which argues for hypertext's integration in the literary canon, offers a critical overview of developments in hypertext theory, an exemplary hypertext canon and an evaluation of possible classroom applications.