From Gamers to Grammarians: How Online Gaming is Changing the Nature of Digital Discourse in the Classroom

Author(s):  
Virginia Tucker
2011 ◽  
Author(s):  
M. E. Mitchell ◽  
Alexis J. Kramer ◽  
Morgan I. Carey ◽  
Jennifer A. Marola ◽  
Bethany Grix ◽  
...  
Keyword(s):  

Author(s):  
Elena Domínguez-Romero

The present article claims that the British public opinion’s repositioning towards inner terror after the 2017 Westminster attacks was (i) affected by the visual reframing of an original viral press photograph of the attacks targeting a Muslim passerby as an inner terrorist and (ii) linguistically expressed through the use of ‘look’ object-oriented visual markers of evidentiality in written digital discourse. To support this claim, British readers’ commentaries on a selection of online opinion articles reframing inner terror into terror through the use of reframed press photographs will be taken as the corpus of analysis. The ultimate aim of the article is to unveil the British readers’ reactions to the reframed photographs of the attacks as linguistically expressed through their use of ‘look’ object-oriented repositioning strategies of visual evidentiality in order to analyse the repositioning process.


Author(s):  
Crispin Thurlow

This chapter focuses on sex/uality in the context of so-called new media and, specifically, digital discourse: technologically mediated linguistic or communicative practices, and mediatized representations of these practices. To help think through the relationship among sex, discourse, and (new) media, the discussion focuses on sexting and two instances of sexting “scandals” in the news. Against this backdrop, the chapter sets out four persistent binaries that typically shape public and academic writing about sex/uality and especially digital sex/uality: new-old, mediation-mediatization, private/real-public/fake, and personal-political. These either-or approaches are problematic, because they no longer account for the practical realities and lived experiences of both sex and media. Scholars interested in digital sex/uality are advised to adopt a “both-and” approach in which media (i.e., digital technologies and The Media) both create pleasurable, potentially liberating opportunities to use our bodies (sexually or otherwise) and simultaneously thwart us, shame us, or shut us down. In this sense, there is nothing that is really “new” after all.


2021 ◽  
pp. 002581722098181
Author(s):  
Shweta Sunil ◽  
Manoj Kumar Sharma ◽  
Nitin Anand

Online gaming has become a concern for health professionals due to its dysfunctional effects. This study aimed to conceptualise and summarise the impact that gaming platforms like PUBG can have on an individual’s mental health. A systematic review was conducted using the PRISMA model. A total of five papers were shortlisted and reviewed for the purpose of this study. The results indicated the use of gaming platforms like PUBG by players to address and cope with anxiety and depression, and it also highly influences the presence of other concerns like ADHD and suicidality, self-harm and aggressive behaviours. While the literature points to the detrimental effects of PUBG, this study highlights the importance of undertaking more research to establish the causal patterns in PUBG use and how to address the issues posed from both psychological and legal perspectives.


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