scholarly journals MATRIX AND THROUGH IT. COLLECTIVE MONOGRAPH REVIEW “MEDIAPHILOSOPHY XII. GAME OR REALITY? RESEARCH EXPERIENCE IN THE STUDY OF COMPUTER GAMES”

Author(s):  
A. V. Govorunov ◽  
Author(s):  
Daria Kurenova ◽  
Andrey Olyanich

The paper focuses on the clusters of signs that support semiosis of belligerency and contribute to actualization of the concept-sphere "Militancy" in creolized advertising texts. The objectives of this study were to summarize the global research experience on the semiolinguistic and lingua-cultural phenomenon of advertising in connection with relevant discursive practices in the form of a creolized (poly-coded) text, to describe the Militancy's use as the psychological phenomenon in the semiosis of advertising through the cognitive conglomerate "Militarity", which is represented as the concept-sphere in the totality of such concepts as "War", "Weapon", "Ammunition", "Hostilities" "Aggression", " Demolition", "Homicide " ("Termination of Life").The substantial, figurative and valuable characteristics of the entire concept-sphere were considered in their connection with the constituent concepts. The authors pointed that militarity is a typical characteristic of modern ludic culture and it is actively exploited by advertising creative actors in formation of a semiotically saturated multi-code advertising text by means of an extensive cluster of militaronyms that denotes warfare and incorporates relevant aggressive images into the advertising discourse, thereby reinforcing and broadcasting ideas of achieving victory "in the fronts" of the advertising wars, in the "battles" of brands, or manufacturing companies. It is proved that militancy is reflected in the nominations and names of computer games and is supported in the semiosis of cyber space through using militaronyms (demolitonyms; instrumentatives; impetocaptives; locatives). Militancy in the semiolinguistic and discursive space of cinema advertising is discovered through semiosis of armabellitonyms and demolitonyms.


2020 ◽  
Vol 13 (4) ◽  
pp. 460-475
Author(s):  
Nadezhda A. Zinovyeva ◽  

The article provides an overview of research devoted to the popular practice of watching game streams and let’s play. The goal is to outline the “points of growth” for sociological analytics of the new field. Streams and let’s play videos are divided according to the criterion of online and offline communication: streams are created and shown synchronously online, and let’s play videos are recorded and edited offline. Today, both of these kinds of videos are integrated into the computer game industry, and the emergence of comments for the public date back to television shows. Based on the research results, it is possible to speak about the social structure of streams and let’s play videos — the leading role of the gamer or commentator and the community that is developing around his channel. Although the text of a computer game is the basis for comments, it still does not cover the entire topic of communication between a streamer/let’s play creator and the audience. Analysts think that computer game commenting is a form of resistance to the direct consumption of a computer game. The comment content often reflects not only the gaming experience, but the current agenda — politics, economics, and popular culture. Thus, the most popular streamers/let’s play creators become opinion leaders, their status is similar to that of other media celebrities who are at the center of a parasocial relationship. Viewers of game streams/let’s play videos form online communities with common interests, skills, and knowledge. Immersion in one information environment, understanding of its language and other symbols strengthens the feeling of belonging to a group of “friends”. The author’s contribution consists in the systematization of the research experience on the problems of social aspects of commenting on computer games and in substantiating the sociological approach to this practice as a space for the life of new teams.


2016 ◽  
Vol 1 (5) ◽  
pp. 4-12
Author(s):  
David P. Kuehn

This report highlights some of the major developments in the area of speech anatomy and physiology drawing from the author's own research experience during his years at the University of Iowa and the University of Illinois. He has benefited greatly from mentors including Professors James Curtis, Kenneth Moll, and Hughlett Morris at the University of Iowa and Professor Paul Lauterbur at the University of Illinois. Many colleagues have contributed to the author's work, especially Professors Jerald Moon at the University of Iowa, Bradley Sutton at the University of Illinois, Jamie Perry at East Carolina University, and Youkyung Bae at the Ohio State University. The strength of these researchers and their students bodes well for future advances in knowledge in this important area of speech science.


2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
Keyword(s):  

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