In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games.
In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is author of many titles including An Introduction to Discourse Analysis, 4th edition (2014), How to Do Discourse Analysis, 2nd edition (2014), Language and Learning in the Digital Age (2011) and co-editor of The Routledge Handbook of Discourse Analysis (2012).
Inhaltsangabe
1: Introduction 2: Language, Worlds, and Games 3: Avatars and Affordances 4: The Things We Can Be 5: Syntax and Semantics 6: Situated Meaning 7: An Interim Summary 8: A Unified Theory of Discourse Analysis 9: Chibi-Robo10: Metal Gear Solid 11: Projective Identity 12: Avatars and Big "D" Discourses 13: Non-Responsive Media 14: Alignment and Development
1: Introduction 2: Language, Worlds, and Games 3: Avatars and Affordances 4: The Things We Can Be 5: Syntax and Semantics 6: Situated Meaning 7: An Interim Summary 8: A Unified Theory of Discourse Analysis 9: Chibi-Robo10: Metal Gear Solid 11: Projective Identity 12: Avatars and Big "D" Discourses 13: Non-Responsive Media 14: Alignment and Development
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