Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games
James Paul Gee’s Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games not only offers a comprehensive theoretical framework that can be used to analyze discourse, video games, and action, but also explores the underlying commonalities that unite these seemingly disparate do...
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Format: | Article |
Language: | English |
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Columbia University Libraries
2015-02-01
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Series: | Working Papers in Applied Linguistics and TESOL |
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Online Access: | https://academiccommons.columbia.edu/doi/10.7916/D8PC3D6T/download |
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author | Catherine Heil |
author_facet | Catherine Heil |
author_sort | Catherine Heil |
collection | DOAJ |
description | James Paul Gee’s Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games not only offers a comprehensive theoretical framework that can be used to analyze discourse, video games, and action, but also explores the underlying commonalities that unite these seemingly disparate domains. The root of Gee’s theory is that “conversations” are not limited to talk, but also include text and action (what he calls “conversations with the world”). In life, humans have conversations with the world by taking on various identities (avatars) and “playing” as themselves through their interactions. Readers, too, interact with text by conversing with it in their minds, gleaning what they see as relevant based on the objectives of their avatars. Gee argues that video games, as a new multimodal communicative form, ought to be granted the same consideration that literary critics have given to texts and discourse analysts have given to discourse. Video games, like other forms of communication, involve interaction and turn-taking: A player performs an action in a game, and the game responds. Throughout this book, Gee weaves together illustrative examples from history and experience, images and analyses of video games, segments of classroom discourse, and even excerpts from literature and poetry to support this expansive framework. |
first_indexed | 2024-12-22T04:44:14Z |
format | Article |
id | doaj.art-11cdcc30611f43e9b2d82de8371d9617 |
institution | Directory Open Access Journal |
issn | 2576-2907 2576-2907 |
language | English |
last_indexed | 2024-12-22T04:44:14Z |
publishDate | 2015-02-01 |
publisher | Columbia University Libraries |
record_format | Article |
series | Working Papers in Applied Linguistics and TESOL |
spelling | doaj.art-11cdcc30611f43e9b2d82de8371d96172022-12-21T18:38:38ZengColumbia University LibrariesWorking Papers in Applied Linguistics and TESOL2576-29072576-29072015-02-01142636710.7916/D8GM8KXRUnified Discourse Analysis: Language, Reality, Virtual Worlds, and Video GamesCatherine Heil0Teachers College, Columbia UniversityJames Paul Gee’s Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games not only offers a comprehensive theoretical framework that can be used to analyze discourse, video games, and action, but also explores the underlying commonalities that unite these seemingly disparate domains. The root of Gee’s theory is that “conversations” are not limited to talk, but also include text and action (what he calls “conversations with the world”). In life, humans have conversations with the world by taking on various identities (avatars) and “playing” as themselves through their interactions. Readers, too, interact with text by conversing with it in their minds, gleaning what they see as relevant based on the objectives of their avatars. Gee argues that video games, as a new multimodal communicative form, ought to be granted the same consideration that literary critics have given to texts and discourse analysts have given to discourse. Video games, like other forms of communication, involve interaction and turn-taking: A player performs an action in a game, and the game responds. Throughout this book, Gee weaves together illustrative examples from history and experience, images and analyses of video games, segments of classroom discourse, and even excerpts from literature and poetry to support this expansive framework.https://academiccommons.columbia.edu/doi/10.7916/D8PC3D6T/downloadVideo gamesApplied linguisticsDiscourse analysisLinguisticsEducationBook reviewReviewMultimodal communicative formCommunication |
spellingShingle | Catherine Heil Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games Working Papers in Applied Linguistics and TESOL Video games Applied linguistics Discourse analysis Linguistics Education Book review Review Multimodal communicative form Communication |
title | Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games |
title_full | Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games |
title_fullStr | Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games |
title_full_unstemmed | Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games |
title_short | Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games |
title_sort | unified discourse analysis language reality virtual worlds and video games |
topic | Video games Applied linguistics Discourse analysis Linguistics Education Book review Review Multimodal communicative form Communication |
url | https://academiccommons.columbia.edu/doi/10.7916/D8PC3D6T/download |
work_keys_str_mv | AT catherineheil unifieddiscourseanalysislanguagerealityvirtualworldsandvideogames |