Digilect

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Digilect

Author: Ágnes Veszelszki
language: en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date: 2017-06-26
The high degree of internet penetration and its social (and linguistic) effects evidently influence how people, and especially the highly susceptible younger generations, use language. The primary aim of the book is not only to identify the characteristic features of the digital language variety (this has already been done by several works) but to examine how digital communication affects the language of other mediums of communication: orality, handwritten texts, digitally created but not digitally perceived, that is printed texts, including in particular advertisements (which quickly respond to linguistic change). Naturally, the book presents the characteristics of the digital language variety (and coins the term digilect) but only to give a framework to the impact analysis. It is important to document changes in progress and thus direct attention to potential outcomes. The current linguistic change is different from previous ones primarily in its speed and form of spreading, and it not only brings innovative grammatical forms and writing/spelling solutions but may also have far-reaching cultural and educational consequences in the long run.
Conversing in the Metaverse

How do metaverse technologies change how we communicate with each other? This book explores how existing metaverse technologies affect our communication, both verbal and non-verbal, as well as the ramifications of these effects. Communication is central to the human experience, and how we currently communicate (and will communicate) can affect our sense of identity and relationships with others, which can have huge long term societal repercussions. Utilising methods of digital ethnography and linguistic landscape, this book takes an in-depth look at what exactly the metaverse is-or will be-and tracks the technological and societal trends that surround it. To do so, it questions what differentiates the metaverse from earlier connected virtual worlds like World of Warcraft or Second Life, and features extracts from interviews with the users and developers of current metaverses, such as Roblox, Minecraft, and Gather.town. It also investigates the impact of the pandemic in changing and accelerating how we communicate in virtual spaces.