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  • Broschiertes Buch

Videogames are currently one of the most widespread means of digital communication and entertainment; their releases are attracting considerable interest with growing number of audience and revenues each year. Videogames are examined by a variety of disciplines and fields. Nevertheless, scholarly attention concerned with the discourse of videogames from a linguistic perspective is relatively scarce, especially from a pragma-stylistic standpoint. This book addresses this vital issue by providing a pragma-stylistic analysis of the digital discourse of two well-known action videogames (First…mehr

Produktbeschreibung
Videogames are currently one of the most widespread means of digital communication and entertainment; their releases are attracting considerable interest with growing number of audience and revenues each year. Videogames are examined by a variety of disciplines and fields. Nevertheless, scholarly attention concerned with the discourse of videogames from a linguistic perspective is relatively scarce, especially from a pragma-stylistic standpoint. This book addresses this vital issue by providing a pragma-stylistic analysis of the digital discourse of two well-known action videogames (First Person Shooter Games). It explores the role of the digital discourse of action videogames in maintaining real-like interactivity between the game and the gamers through the use of pragma-stylistic resources.
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Autorenporträt
Nassier A.G. Al-Zubaidi é professor associado de língua inglesa e linguística no Departamento de Inglês da Faculdade de Letras da Universidade de Bagdade, Iraque. Karrar H. Saieed é professor assistente com um mestrado em língua inglesa e linguística no Departamento de Inglês da Faculdade de Letras da Universidade de Bagdade,Iraque.