CHF 249.00

Interpersonal Positioning in English As a Lingua Franca Interactions

Inglese · Copertina rigida

Spedizione di solito entro 1 a 3 settimane

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Informationen zum Autor Svitlana Klötzl received her PhD from the University of Vienna. Her research interests include discourse analysis, English as a lingua franca, applied linguistics, and private couple interaction. Her publications include articles in Journal of English as a Lingua Franca , Discourse and interaction , and a chapter in Globalisation: Myth or Reality? Birgit Swoboda is a freelance researcher publishing and presenting on language use in computer-games. She studied English Linguistics and History at the University of Vienna and holds a PhD degree (thesis title: L2P n00b – The pragmatics of positioning in MMORPGs ). Her research focus is CMC, politeness and positioning theory. Zusammenfassung This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today’s global world. Inhaltsverzeichnis Table of Contents Chapter One INTRODUCTION: from text to discourse Why English as a lingua franca? Why ingame (disembodied) interaction? Why ELF couple interaction? Two domains – the same basic issues Outline Chapter Two THE DISCOURSE OF ELF Channel Code Context Participants Conclusion Chapter Three COMMUNICATION AS POSITIONING Communication as "a meaningful whole" Positioning as polyphony Bakhtin’s voice Positioning as Bakhtin’s dialogicality Positioning Theory Positioning in the social sciences Positioning and the face Positioning as politeness: personal wants and other motivations Positioning as involvement and independence: pro-social and relational approaches The co-operative and territorial imperatives Conclusion Chapter Four POSITIONING AS POLYPHONIC METHODOLOGICAL APPROACH Methodological issues: "a paradox of irreducible subjectivity" Research design: triangulated inquiry Gamer-participants Couples-participants Couple 1. Nargiz (Ukrainian) and Dan (French) (C1/ua-fr) Couple 2. Sue (Israeli) and Henry (Austrian) (C2/il-au) Couple 3. Sandy (Italian) and Peter (Austrian) (C3/it-au) Couple 4. Monica (Austrian) and Patrick (Czech) (C4/au-cz) Couple 5. Anna (Austrian) and Paul (Hungarian) (C5/au-hu) Ingame data Third-person data: self-compiled corpus of ingame and out-game interaction Second-person data: questionnaire First-person data: critical incident log Couple data Third-person data: corpus of couples’ self-recordings Second-person data: interviews and participants’ comments First-person data: the researcher’s diary and field notes Summary and conclusion Chapter Five DISEMBODIED COMMUNICATION: Positioning in computer-mediated gaming discourse Introduction MMORPGs and its communication Communication channels and their functions Aspects and challenges Places and positions in gaming The gamers' motivations Finding place and assigning place Ingame positioning LFG (Looking for group) sequences: finding help and grouping ingame Trolling Griefing Wiping: the death of all party members Conclusion Chapter Six A LOVE AFFAIR WITH ELF: positioning as interpersonal dynamics in ELF couple discourse Introduction "What ???? /mami/?": achieving meaning in couple talk "Schatzi what does your mother do there eigentlich": use of language to the pragmatic effect of togetherness "This dog is a topic": ‘others’ as interactional resource in the process of establishing coupleness "Lustig mein mann ist": intertextuality as an interactive resource in ELF couple talk "Mucho bueno": achieving ‘coupleness’ through representationa...

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