With the growth and advancement of digital communication technology over the past decade and the advent of modern telecommunications and the Internet, the structure of human behavior and social interaction has been redesigned. This handbook is a compendium of over 50 scholarly works on discourse behavior in digital communication. The diverse, but related disciplinary perspectives presented in the handbook further establish how modern communication technologies are shaping discourse and social interaction all over the world, providing a comprehensive overview of empirical as well as theoretical issues on digital communication from various regions of the world.
As competition between companies increases, the need for effective public relations and advertising campaigns becomes imperative to the success of the business. However, with the introduction of new media, the nature of these campaigns has changed. Today’s consumers have more awareness and diversified ways to obtain knowledge, and through new media, they can provide feedback. An understanding of how to utilize new media to promote and sustain the reputation of an organization is vital for its continued success. The Handbook of Research on New Media Applications in Public Relations and Advertising is a pivotal reference source that provides vital research on the application of new media tools for running successful public relations and advertising campaigns. While highlighting topics such as digital advertising, online behavior, and social networking, this book is ideally designed for public relations officers, advertisers, marketers, brand managers, communication directors, social media managers, IT consultants, researchers, academicians, students, and industry practitioners.
Politeness is a big theme in the studies of pragmatics. It has been discussed for the last seventy years and yet certain depth can still be added into the body of works. This book is written to connect the classical theories of politeness and the practical applications of politeness in the digital age. Today, we are faced with two kinds of interactions due to technological advancements: face-to-face interaction and cyber interaction. Both interactions seem to use the same mechanism of semantics and pragmatics. However, in reality, they have gaps. With this in mind, I feel the urge to make those gaps explicit. Those discrepancies between face-to-face and cyber interaction may not be intuitive. Even in some cases, they are counter-intuitive. We, human beings, have been utilizing face-to-face interaction for at least forty thousand years, yet in the last twenty years, cyber communication has been infiltrating our life. The infiltration started with small and limited application like email and short messages but now the infiltration has been securing some hours of our daily communications among human beings. Humans from all ages plunge in the arena of cyber communication. We may have had the assumption of face-to-face interaction politeness principles and features transferred to its cyber counterpart and vice versa. Some of those politeness principles and features work well in both worlds. Those are human-made principles and used in the human world anyway. However, it is so often some principles, which work well in a medium, fail to convert comfortably in the other medium.
This is the first book to examine the discourse of reality television. Chapters provide rigorous case studies of the discourse practices that characterise a wide range of generic and linguistic/cultural contexts, including dating shows in China and Spain, docudramas in Argentina and New Zealand, and talent shows in the UK and USA.
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
"The 2nd edition of the Dictionary of Information Science and Technology is an updated compilation of the latest terms and definitions, along with reference citations, as they pertain to all aspects of the information and technology field"--Provided by publisher.
Cyberpragmatics is an analysis of Internet-mediated communication from the perspective of cognitive pragmatics. It addresses a whole range of interactions that can be found on the Net: the web page, chat rooms, instant messaging, social networking sites, 3D virtual worlds, blogs, videoconference, e-mail, Twitter, etc. Of special interest is the role of intentions and the quality of interpretations when these Internet-mediated interactions take place, which is often affected by the textual properties of the medium. The book also analyses the pragmatic implications of transferring offline discourses (e.g. printed paper, advertisements) to the screen-framed space of the Net. And although the main framework is cognitive pragmatics, the book also draws from other theories and models in order to build up a better picture of what really happens when people communicate on the Net. This book will interest analysts doing research on computer-mediated communication, university students and researchers undergoing post-graduate courses or writing a PhD thesis. Now Open Access as part of the Knowledge Unlatched 2017 Backlist Collection.
This book offers a multimodal perspective on how to design meaningful learning experiences with digital technologies. Digital education is of increasing importance in today’s digital society and the editors bring together international thought-leaders and well-established academics across geographical regions to explore the topic. The book addresses the need to design learning with digital technologies, especially in a post-pandemic environment where blended learning has become ubiquitous. The book is organised around five themes: designing learning, digital learning designs, digital learning with embodied teaching, digital learning interactions, and digital multimodal literacies. The chapters focus on digital technologies as multimodal semiotic resources and the educational implication of each theme is drawn out from illustrative cases across contexts of learning. Essential reading for researchers and postgraduate students, this book offers state-of-the-art thinking on how educators can design new learning experiences for students through the meaningful and effective use of digital technologies. Chapter 1 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
The present volume focuses on complimenting behavior, including the awarding of (self-)praise, as manifested on social media. These commonplace activities have been found to fulfil a wide range of functions in face-to-face interaction, discoursal and relational amongst others. However, even though the giving of compliments and praise has become a pervasive practice in online environments, it remains a largely underexplored field of study within pragmatics. Self-praise is an activity that appears at the present time to be rapidly gaining ground online, and the various functions it performs clearly also need further investigation. The different contributions to this ground-breaking volume – 12 in total – aim to address this gap in research by exploring and shedding light on a number of aspects of these phenomena in a range of languages and language varieties. New socio-digital contexts are examined, supported in some cases by social networking sites not previously studied in complimenting behavior research. These include Facebook, Instagram, Renren, Twitter, as well as web forums, message boards and live text commentary.