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Massively Semiotic Ecologies and L2 Development: Gaming Cases and Issues

  • Conference paper
Book cover Serious Games: The Challenge (ITEC/CIP/T 2011)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 280))

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Abstract

In dialectic tension with the immense growth in digital information and communication media, Internet information and communication technologies have amplified conventional communicative practices in the areas of breadth, impact, and speed and also have enabled the emergence of new communicative, cultural, and cognitive practices. These practices emerge within distinctive cultures-of-use—that is, the process wherein communication tools and the practices they mediate co-evolve (Thorne, 2003). With these aforementioned issues as context, this article begins by describing contradictory appraisals of the perceived value and complexity of new and ‘sociable media’ (Donath, 2004) environments. This is followed by a discussion of the diverse semiotic ecology comprising the widely played massively multiplayer online game World of Warcraft (hereafter WoW), including routine player engagement with written texts and exposure to multiple languages, assessment of the linguistic complexity of texts designated as highly important by players, and consideration of attendant textual and expressive activity occurring outside of the game, with the purpose of better understanding the potential usefulness of online gaming, and WoW in particular, as a setting for language use and learning.

This paper is a written version of a keynote presented at the International Symposium for ‘Serious’ Online Gaming, October 20th, 2011, at the K.U.Leuven campus Kortrijk, Belgium. The text draws extensively from other publications, namely Thorne, Fischer, and Lu (in press), Thorne and Fischer (in press), and Thorne (2010). However, the content expressed here is highly condensed and interested readers should consult the aforementioned full-length publications.

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Thorne, S.L. (2012). Massively Semiotic Ecologies and L2 Development: Gaming Cases and Issues. In: De Wannemacker, S., Vandercruysse, S., Clarebout, G. (eds) Serious Games: The Challenge. ITEC/CIP/T 2011. Communications in Computer and Information Science, vol 280. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33814-4_3

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  • DOI: https://doi.org/10.1007/978-3-642-33814-4_3

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