In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the fostering of a sense of community in which special, close, and intimate interactions can be traced. These research studies have employed both qualitative and quantitative approaches to get insights into the understudied virtual phenomenon. In an attempt to add to this body of knowledge, a study was conceptualized to analyse interactive written discourse (IWD) that takes place in game play. Game play attracts teenagers as participants and allows them to express themselves in virtual space that invites reciprocal exchange in a variety of contexts. These exchanges are subject to content and textual analysis to show the forms and performatives o...
Communication changes form constantly and the importance of the Internet is in that context unpredic...
In this paper the authors explore the use and adaptation of a language specifically developed for, a...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
Virtual worlds such as the online multiplayer game World of Warcraft have become popular spaces for ...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
© 2014 Dr. Sarinya KhattiyaThe intent of this study is to examine computer-mediated discourse (CMD) ...
This paper investigates the discourse-functional use of speech and writing by players of online mult...
Discourse analysis has the potential of providing insight into gameplay dynamics and team success. H...
This exploratory study investigates the linguistic and social interaction of four intermediate EFL l...
Alternate Reality Games (ARGs) are an innovative form of digital entertainment. Players, companies, ...
Technopopular culture such as computer games immerses young people in highly complex and engaging wo...
Little is known concerning how young players learn to participate in various activities in virtual w...
Communication changes form constantly and the importance of the Internet is in that context unpredic...
In this paper the authors explore the use and adaptation of a language specifically developed for, a...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
Virtual worlds such as the online multiplayer game World of Warcraft have become popular spaces for ...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
© 2014 Dr. Sarinya KhattiyaThe intent of this study is to examine computer-mediated discourse (CMD) ...
This paper investigates the discourse-functional use of speech and writing by players of online mult...
Discourse analysis has the potential of providing insight into gameplay dynamics and team success. H...
This exploratory study investigates the linguistic and social interaction of four intermediate EFL l...
Alternate Reality Games (ARGs) are an innovative form of digital entertainment. Players, companies, ...
Technopopular culture such as computer games immerses young people in highly complex and engaging wo...
Little is known concerning how young players learn to participate in various activities in virtual w...
Communication changes form constantly and the importance of the Internet is in that context unpredic...
In this paper the authors explore the use and adaptation of a language specifically developed for, a...
This dissertation focuses on the ways four academically struggling adolescent males used their video...