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Playing with identity: Literacy, di...
~
Fleischer, Stephanie K.
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Playing with identity: Literacy, discourse, and identity in role-playing gaming.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Playing with identity: Literacy, discourse, and identity in role-playing gaming./
Author:
Fleischer, Stephanie K.
Description:
216 p.
Notes:
Source: Dissertation Abstracts International, Volume: 68-10, Section: A, page: 4281.
Contained By:
Dissertation Abstracts International68-10A.
Subject:
Gender Studies. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3286694
ISBN:
9780549291145
Playing with identity: Literacy, discourse, and identity in role-playing gaming.
Fleischer, Stephanie K.
Playing with identity: Literacy, discourse, and identity in role-playing gaming.
- 216 p.
Source: Dissertation Abstracts International, Volume: 68-10, Section: A, page: 4281.
Thesis (Ph.D.)--University of Louisville, 2007.
This dissertation is an empirical study of language use in role-playing gaming. Role-playing gaming is a site around which literacy, discourse, and identity operate in the practice and composition of a community and its members in ways that reveal how these three issues are essentially intertwined. This dissertation demonstrates that gainers' literacy practices enact a kind of Bakhtinian Carnival through which they play with mainstream constructions of literacy and identity, particularly in terms of masculinity. Further, it reveals that gainers perform identity through practices and conceptions of literacy. These performances, based in carnivalesque and contradictory practices and conceptions of literacy, ultimately play with constructions of identity. Through these multiple manipulations of literacy, discourse, and identity, gaming, as a literate and discursive activity, and gainers, as a community involved in enactments and performances of these practices, present a fertile resource for examining how noninstitutionalized literacies and discourses and their respective communities of language-users act to create their own possibilities for composing identity.
ISBN: 9780549291145Subjects--Topical Terms:
898693
Gender Studies.
Playing with identity: Literacy, discourse, and identity in role-playing gaming.
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216 p.
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Source: Dissertation Abstracts International, Volume: 68-10, Section: A, page: 4281.
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Thesis (Ph.D.)--University of Louisville, 2007.
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This dissertation is an empirical study of language use in role-playing gaming. Role-playing gaming is a site around which literacy, discourse, and identity operate in the practice and composition of a community and its members in ways that reveal how these three issues are essentially intertwined. This dissertation demonstrates that gainers' literacy practices enact a kind of Bakhtinian Carnival through which they play with mainstream constructions of literacy and identity, particularly in terms of masculinity. Further, it reveals that gainers perform identity through practices and conceptions of literacy. These performances, based in carnivalesque and contradictory practices and conceptions of literacy, ultimately play with constructions of identity. Through these multiple manipulations of literacy, discourse, and identity, gaming, as a literate and discursive activity, and gainers, as a community involved in enactments and performances of these practices, present a fertile resource for examining how noninstitutionalized literacies and discourses and their respective communities of language-users act to create their own possibilities for composing identity.
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The dissertation is divided into an introduction and five chapters. The Introduction describes the act of role-playing gaming and the various discursive activities involved in and surrounding this endeavor, introduces the argument of the project, and provides a breakdown of that argument by chapter. Chapter I reviews the literature on narrative and literacy practices in gaming and on further theories of discourse and identity that offers a theoretical framework for analyzing the connections between literacy, discourse, and identity in table-top role-playing gaming. Chapter II describes the ethnographic methods and procedures used in gathering data, introduces key participants in the study, and discusses the implications of the methodology for this kind of study. Chapter III analyzes the literacy practices involved in gaming in the context of mainstream constructions of literacy, particularly those that attempt to define masculine literacies. Chapter IV examines the effect that these literacy practices have on gamers' conceptions of literacy and the performances of identity that result. Chapter V summarizes the study's findings, discusses implications for future research, and concludes the project.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3286694
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