1: Introduction 2: Language, Worlds, and Games 3: Avatars and Affordances 4: The Things We Can Be 5: Syntax and Semantics 6: Situated Meaning 7: An Interim Summary 8: A Unified Theory of Discourse Analysis 9: Chibi-Robo10: Metal Gear Solid 11: Projective Identity 12: Avatars and Big D Discourses 13: Non-Responsive Media 14: Alignment and Development
In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games.
This is without a doubt the most significant book on discourse analysis to come along in at least a decade. Gee masterfully accomplishes what many discourse analysts have fallen short of: formulating a unified framework for discourse analysis that explains not just how we engage with texts, but how we engage with the world and with one another. What is presented is a bold, unapologetic argument for discourse analysis as 'an integrative science of meaning making in human lives and society'. It is an argument that few other scholars have the clarity of vision to make so persuasively and so dramatically. This is an extraordinary book that will be of interest to discourse analysts, teachers, game designers, and anyone interested in how we make meaning and take action in the world. It will no doubt open up space for all sorts of useful debates about language, learning, and human relationships.