scholarly journals Rekurrenz – Evokation – Konnotation: Bausteine für eine strukturalistische Analyse literarischer Texte

Author(s):  
Clemens Knobloch
Keyword(s):  

ZusammenfassungÜber welche theoretischen und methodologischen Ressourcen verfügt ein (strukturalistisch sozialisierter) Linguist für die Analyse dessen, was einen literarischen Text ausmacht? Von zwei Gesichtspunkten her geht der Beitrag dieser Frage nach: Einmal von Eugenio Coserius textlinguistischer Reflexion der Besonderheiten von Literatur, mit dem Schwerpunkt auf geordneter Rekurrenz von Elementen in allen Ebenen, und zum anderen von den Theorien des US-Sprachphilosophen und Literaturkritikers Kenneth Burke. Illustriert werden die Deutungsverfahren an Beispielen aus Lyrik und Prosa.

2009 ◽  
Vol 90 (2) ◽  
pp. 247-249
Author(s):  
Alexander Shurbanov
Keyword(s):  

boundary 2 ◽  
2021 ◽  
Vol 48 (1) ◽  
pp. 3-15
Author(s):  
Jonathan Arac

With reference to the author’s experience with English and other languages, this essay reflects on the problem of American monolingualism and explores modes of learned critical attention to the work language does in society, examining writing by Kenneth Burke, Raymond Williams, Erich Auerbach, and Sheldon Pollock.


2021 ◽  
Author(s):  
Lyuba Encheva

In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design principles in the organization of every day environments, tasks and interactions. As an offspring of advanced communication technologies, gamification relies on the unhindered use of networked devices that transforms every experience into a user experience. Borrowing on the ubiquitous popularity of video games, the premise of gamification is the technologically enabled relationship between virtual causes and real-life effects, and its promise - a mutually beneficial coordination of corporate and personal interest. This dissertation outlines the socio-political implications of the concept of gamification through a critical examination of its content and intended meanings. The unpacking of gamification as an aspiration and a worldview reveals that as soon as we take for granted the equality of the sign and the signified, we also accept that life experiences do not exceed the signs we use to describe them. Therefore, to play life as a game, as gamifiers urge, is to live life by design. The definition I coin considers gamification from the perspective of political consequences, rather than practical application and mechanics. I work towards this definition by focusing on the rhetoric of gamification as an expressed intention that constructs motives and renegotiates beliefs. Hence, the theoretical model I apply draws on the work of two major theorists. American rhetorician and philosopher Kenneth Burke offers a theoretical apparatus for the study of the form and rhetorical devices of addressed messages. French semiotician and social theorist, Jean Baudrillard, informs the deconstruction of the claims gamification makes. The treatment of language as intention and action that is necessarily subjective and interested, offers a liminal stand-point from where the vision of a gamified world can be seen as an ideology which normalises itself by rhetorical means. Thus, I propose that the concept of gamification, whether applied in practice or not, is a political act. It constructs an ideology that seeks to reconcile the myth of the sacrosanct freedom of the Western individual with the constant imposition of corporate and government demands for compliance, accountability and efficiency.


1994 ◽  
Vol 1 (2) ◽  
pp. 117-135 ◽  
Author(s):  
J.N. Vorster

AbstractIn the current uncertainty prevailing in the social and human sciences, rhetoric has achieved epistemic status. The article proposes that a radical theory of rhetoric, following in the wake of Kenneth Burke and emphasising rhetoric as the creation and use of symbols to induce cooperation, can be of value to studies in religion.


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