Player-Game Interaction

2018 ◽  
Vol 8 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Karim Ibrahim

This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a pilot case study that examined the dynamics and activities that comprised gameplay in the interactions of 2 learners of Arabic as a foreign language in the simulation-management video game Baalty. Data collected through observations, thinkaloud protocol, gaming journals, gaming walkthroughs, and debriefing interview were analyzed using discourse analysis methods. An ecological approach to FL learning was used as a theoretical framework. Data analysis and interpretation demonstrated that participants interacted with the game to develop their gameplay trajectory, and to this end, they drew on and engaged with in-game FL discourses to inform experiential learning of gameplay.

2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.


Author(s):  
Tanya Bondarouk ◽  
Maarten van Riemsdijk

In this chapter, we conceptualize the implementation process associated with SAP_HR as an experiential learning one (Kolb, 1984), and analyze qualitative data collected using discourse analysis during a sixmonth case study. We saw that a lack of communication plus misunderstandings between the different parties involved in the project led to mistakes in working with the system. However, with encouragement from the “top” to improve learning, working with the system became easier for the whole group involved and for the individual users. Although Kolb’s theory is widely acknowledged by academics as a fundamental concept that contributes towards our understanding of human behavior, we propose another use: to consider this theory in association with an IT implementation strategy to identify the mechanism of IT adoption in an organization.


2015 ◽  
Vol 17 (2) ◽  
pp. 313 ◽  
Author(s):  
Eric Gómez Burgos ◽  
Sandra Pérez Pérez

<p>This article aims to provide the results of a research focusing on 12<sup>th</sup> graders’ attitudes towards English as a Foreign Language in two secondary schools in Puerto Montt, Chile. Attitude towards a language has been considered as an important factor that influences the process of learning a foreign language (Shams, 2008); for this reason, it is fundamental to identify students’ attitudes since positive attitudes towards English allow the students to have favourable orientation towards learning it (Karahan, 2007). Under this premise, this study corresponds to a case study that includes a quantitative method of data analysis. A survey of five dimensions was conducted amongst 154 students in order to measure their attitudes towards the target language. The results show that their attitudes towards English as a foreign language are favourable; however, the dimensions related to learning English, and English as a subject at school obtained unfavourable attitudes. </p>


Author(s):  
Rainforest Scully-Blaker

This paper uses the findings of an investigation into the /r/patientgamers subreddit to account for the ways that our leisure time and our play have been assimilated by the logics of neoliberal, late capitalism. I do this by tracing classed experiences of slowness as experienced by video game players. The figure of the patientgamer was selected not just because of their protracted approach to video game consumption, but because the grows out of a frustration with the financial and temporal costs to access leisure. Through Foucauldian discourse analysis, two major themes were detected across a number of posts which traced how many players tried, and often failed, to slow down their lives in restful ways through their play and the conversations that emerged from the impulse to treat their leisure time as work. Specifically, users’ nostalgia for their childhoods and their anxieties around possessing a video game backlog are both emblematic of the way that video game play has been made legible to capitalist logics such that any distinction between labour and leisure becomes moot and attempt to lift from the patientgamer ethos some potential ways that the work of play may be reframed to undercut logics of efficiency and productivity. The case study of /r/patientgamers holds relevance not just for the study of games and/as culture, but of how technocapitalism instrumentalizes all leisure and the consequences felt by those who try to slow their rhythms of consumption but do so without proper attention to issues of class and power.


2018 ◽  
Vol 23 (1) ◽  
Author(s):  
Gustavo Roese SANFELICE ◽  
Mauricio BARTH ◽  
Rafael NUNES ◽  
Tiago De Souza BERGENTHAL

RESUMO. O presente trabalho tem como objetivo geral analisar, do ponto de vista imagético, o banner desenvolvido para o filme Warcraft. Em seu arcabouço teórico, a pesquisa utiliza Kotler, Kartajaya e Setiawan (2010), Blackwell, Minniard e Engel (2005), Wheeler (2012), Aaker (2007), entre outros especialistas em suas respectivas áreas. Quanto aos procedimentos metodológicos, entende-se que o trabalho configura-se, quanto à forma de abordagem do problema, como uma Pesquisa Qualitativa. Quanto aos seus objetivos, o mesmo pode ser definido como Descritivo. No que se refere aos procedimentos técnicos, delineia-se como Pesquisa Bibliográfica e Estudo de Caso. Quanto ao método usado para a análise de dados, utilizou-se da Análise de Imagem, seguindo os conceitos criados pela autora francesa Martine Joly (2007). Ao fim do estudo, constata-se que os resultados expressos através da análise manifestam que a imagem da peça publicitária do filme Warcraft consegue exercer a função de engajar, fidelizar e captar novos consumidores, usando símbolos e significados que remetem aos trabalhos intensos feitos pela empresa. Palavras-chave: Warcraft. Banner. Análise da Imagem. ABSTRACT. The objective of the present work is to analyze, from an imagery point of view, the banner developed for the Warcraft movie. In his theoretical framework, the research demonstrates a path of several authors, such as Kotler, Kartajaya and Setiawan (2010), Blackwell, Minniard and Engel (2005), Wheeler (2012), Aaker (2007), among other experts in their respective areas. As for the methodological procedures, it is understood that the work is configured, as to the approach of the problem, as a Qualitative Research. As for your goals, it can be defined as Descriptive. With regard to technical procedures, it is outlined as Bibliographic Research and Case Study. As for the method used for the data analysis, it was used the Image Analysis, following the concepts created by the French author Martine Joly (2007). At the end of the study, the results expressed by the analysis show that the image of the advertisement of the movie Warcraft succeeds in engaging, retaining and attracting new consumers, using symbols and meanings that refer to the intense work done by the company.Keywords: Warcraft. Banner. Image Analysis.


2015 ◽  
Vol 8 (2) ◽  
pp. 107-124
Author(s):  
Daiane Winter

RESUMO:Este artigo objetiva analisar o vídeo como um instrumento de motivação na aula de língua estrangeira, considerando a importância da motivação na aprendizagem de línguas. A hipótese é de que o vídeo intensifica a motivação dos alunos. A pesquisa é de natureza qualitativa e a fundamentação teórica está baseada, principalmente, no modelo ARCS de John Keller, na Gramática Visual de Kress e van Leeuwen e nas formas de multiletramentos do The New London Group. Para coletar os dados, a metodologia constou de dois momentos: no primeiro, os alunos assistiram a um vídeo do YouTube; no segundo, produziram seu próprio vídeo e postaram no YouTube. A análise dos dados revelou que o vídeo intensifica a motivação dos alunos na aprendizagem de línguas estrangeiras.PALAVRAS-CHAVE: vídeo; motivação; língua estrangeira; multiletramento.  ABSTRACT:The aim of this paperis to analyse video as an instrument of motivation in the foreign language class, considering that motivation is very important in language learning. The hypothesis is that video enhances students’ motivation in the classroom. The research is qualitative and the theoretical framework is based on John Keller’s ARCS model, on Kress e van Leeuwen’s Visual Grammar and on the concepts of multiliteracy of The New London Group. In order to collect the data, the following methodology was used: in the first moment, the students watched a video from YouTube; and in the second moment, they produced their own video and posted it on YouTube. The data analysis showed that the use of video enhances students’ motivation in foreign language learning. . KEYWORDS: video; motivation; foreign language; multiliteracy.


2021 ◽  
Vol 119 ◽  
pp. 01004
Author(s):  
Ismail Zahidi ◽  
Zouhir Zighighi

This research is part of the theoretical framework of discourse analysis and was designed within an enunciative approach. It represents a cross-domain of linguistics and information science. It focuses on media communication, particularly the question of enunciative positioning within the journalistic discourse. Indeed, this work proposes to study the subjectivity in the issue entitled: « Boycott, les raisons d’un ras-le-bol », published on May 4th, 2018, by the Moroccan weekly TEL QUEL.


2015 ◽  
pp. 1831-1853
Author(s):  
Komalsingh Rambaree

This chapter considers computer-aided deductive critical discourse analysis with ATLAS-ti 6.2 using a case study on eco-social work research from Mauritius. Data for this case study were gathered in digital audio format from eight focus group discussions, three semi-structured interviews and various reports from secondary sources. For the analysis, a literature review using ATLAS-ti was first carried out, in order to develop a conceptual/theoretical framework related to eco-social work. Then, the gathered data were directly plugged into ATLAS-ti for a computer-aided deductive critical discourse analysis using the developed eco-social work conceptual/theoretical framework from the literature review. Using the case study as an example, this chapter (a) demonstrates the techniques, and (b) appraises the opportunities, limitations and challenges of computer-aided critical discourse analysis.


Author(s):  
Rosa Muñoz Luna

Abstract: Learning to write in a foreign language requires the mastery of L2 discursive items. However, teaching practices in the field have traditionally focused on a grammatical level, leaving other macro–linguistic aspects aside such as coherence and cohesion. In this paper, we are analysing the written academic discourse of a group of intermediate–level students of English to see how textual structures actually affect their final written output in L2. In order to obtain a coherent and cohesive text, explicit language awareness must be fostered in class on a daily basis: the teaching of L2 writing needs to be meaning–based so that text composition becomes more flexible and natural. Título en español: “Más allá del nivel oracional en la E.S.O.: estudio de caso de análisis del discurso de textos en L2”Resumen: Aprender a escribir en una lengua extranjera requiere dominar los elementos discursivos en la L2. Sin embargo, las corrientes pedagógicas de enseñanza de lenguas tienden a centrarse en un nivel gramatical, dejando estos aspectos discursivos de lado tales como la coherencia y la cohesión. En este artículo, analizamos el discurso acadé- mico de un grupo de estudiantes españoles de nivel intermedio de inglés para ver cómo las estructuras textuales influyen en el escrito final en L2. Con el fin de obtener un texto coherente y cohesivo, se necesita trabajar la conciencia lingüística en clase a diario: la enseñanza del inglés como L2 debe ser significativa para que la composición de textos pueda ser más flexible y natural.


Author(s):  
Mariel J. P. Andrade ◽  
Clara Pereira Coutinho

Researchers have presented several training models for teachers with the goal of developing TPACK. However, it is necessary to investigate how learning theories can help in the elaboration of these models. It is also essential to use a theoretical framework that provides guidance on how to deal with this complexity involved in TPACK and teacher training. This problem motivated the investigation of how a course based on a model that uses the cognitive flexibility theory (CFT), the cognitive operators of complexity and implemented in the flipped classroom can help in the development of the TPACK. The investigation was carried out through a case study. Participants were pre-service teachers at a Brazilian university. Data analysis allowed to identify that the course helped in the development of the TPACK by the teachers and to determine the positive aspects and the difficulties faced in the implementation of the proposed model.


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