Playing the Corporate Language Game


Book Description

Explores the relationship between context and text and presents a comprehensive framework for the investigation of the communication practices that are currently in use in international business. It includes and extensive survey of multinational corporations in the Netherlands, and it goes on to present a detailed analysis of the genres and discourse strategies that could be identified in a large corpus of authentic documents written by Dutch and British writers, consisting of letter, reports and e-mails messages.




Dialect


Book Description




Games Language People Play


Book Description

Learning a new language can be very demanding, but it can also be good fun, and in between the hard work of language acquisition there are opportunities for breaks from the regular classroom routine where what has been learned is put to rewarding and practical use. Games Language People Play provides teachers with a variety of language games to make the teaching and learning of a new language an occasion for enjoyable competitiveness. There are 110 games in all, ranging in level from Beginners to Advanced. Each game carries an indication of the language skill or combination of skills being employed -- reading, writing, listening, speaking -- and the optimal group size, from as few as 10 students to games suitable for classes of unlimited size. The game's instructional objective -- for example, vocabulary expansion -- the materials needed, a full description and additional suggestions are all provided, with all that remains being for you and your class to enjoy the wonderfully creative ideas that Jerry Steinberg has put into book form for you. Originally published more than 20 years ago, Games Language People Play has continued to delight teachers and students of English every year since then.




Values at Play in Digital Games


Book Description

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.




The Language Game


Book Description

Forget the language instinct—this is the story of how we make up language as we go Language is perhaps humanity’s most astonishing capacity—and one that remains poorly understood. In The Language Game, cognitive scientists Morten H. Christiansen and Nick Chater show us where generations of scientists seeking the rules of language got it wrong. Language isn’t about hardwired grammars but about near-total freedom, something like a game of charades, with the only requirement being a desire to understand and be understood. From this new vantage point, Christiansen and Chater find compelling solutions to major mysteries like the origins of languages and how language learning is possible, and to long-running debates such as whether having two words for “blue” changes what we see. In the end, they show that the only real constraint on communication is our imagination.




The Many Faces of Language Games


Book Description

Wittgenstein used the concept of language games to refer to all forms of linguistic expression in practical contexts and to the myriad ways in which signs are used in language. He used the term to specify speaking as an activity and to relate it to a form of life. Wittgenstein was well aware that his proposal for “language games” did not solve the central problems of language. Until today, the essential characteristics of the concept remain unspecified. The contributors in this volume analyze the reasons for the difficulties in understanding the concept and propose new essential characteristics and contents, by examining language games such as certainty and error, belief, strategy, and their linguistic foundations.




Language Games Galore: Parts of Speech and Language Mechanics, Gr. 3, eBook


Book Description

Quick to prepare and easy to learn, the games in this resource make learning parts of speech and language mechanics fun. This book comes with full-color, ready-to-use card stock game pieces for 10 standards-based games. Every game plays by an identical set of rules and has a corresponding reproducible activity page that reinforces the concepts featured in the game. Games include answer keys to facilitate independent use by students.




101 Language Games for Children


Book Description

Language games allow children to stretch their communication abilities, enhancing vocabulary, conversation, and storytelling skills. A suggested age range accompanies each game in this book; some games may be adapted to different age groups. Language games for beginners focus on making children aware of the ways letters look, the presence of letters in their surroundings (on signs, for instance), and the different letter systems in different cultures. More advanced games include creating poems and haiku, making up stories, and joke-telling. 39 black-and-white illustrations are included in this wonderful resource for teachers, therapists, and social workers.




Language, Games, and Evolution


Book Description

Recent years witnessed an increased interest in formal pragmatics and especially the establishment of game theory as a new research methodology for the study of language use. Game and Decision Theory (GDT) are natural candidates if we look for a theoretical foundation of linguistic pragmatics. Over the last decade, a firm research community has emerged with a strong interdisciplinary character, where economists, philosophers, and social scientists meet with linguists. Within this field of research, three major currents can be distinguished: one is closely related to the Gricean paradigm and aims at a precise foundation of pragmatic reasoning, the second originates in the economic literature and is concerned with the role of game theory in the context of language use, and the third aims at language evolution seen either from a biological or from a cultural perspective. Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this volume is based on a selection of papers of two international conferences, one organised at ESSLLI in 2007 on language, games, and evolution, and the other organised at the ZAS in Berlin on games and decisions in pragmatics in 2008. This volume is rounded off by additional invited papers and now contains eight articles of leading researchers in the field which together provide a state-of-the-art survey of current research on language evolution and game theoretic approaches to pragmatics.




The Language Game


Book Description

Forget the language instinct—this is the story of how we make up language as we go Language is perhaps humanity’s most astonishing capacity—and one that remains poorly understood. In The Language Game, cognitive scientists Morten H. Christiansen and Nick Chater show us where generations of scientists seeking the rules of language got it wrong. Language isn’t about hardwired grammars but about near-total freedom, something like a game of charades, with the only requirement being a desire to understand and be understood. From this new vantage point, Christiansen and Chater find compelling solutions to major mysteries like the origins of languages and how language learning is possible, and to long-running debates such as whether having two words for “blue” changes what we see. In the end, they show that the only real constraint on communication is our imagination.