Dialogue across Media
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With chapters on social media, videogames and human-machine communication, Dialogue across Media provides a comprehensive overview of the role of dialogue in contemporary media. Drawing on the expertise of scholars and practitioners from multiple fields and disciplines, including screenwriters, literary critics, linguists and new media theorists, each chapter provides an in-depth analysis of dialogue in action. Together, these chapters demonstrate the unique energy and versatility that dialogic forms can offer artists and readers alike, and the special role that dialogue plays in helping us to understand the complexities and contradictions of human interaction. Dialogue across Media provides an essential resource for students and specialists in many fields concerned with dialogue, including language and literature, media and cultural studies, narratology and rhetoric. Dialogue across Media Editorial page Title page LCC data Table of contents List of Contributors Introduction What is Dialogue? Dialogue and Media How can we study dialogue? Methodological issues Chapter outlines Closing remarks Refernces Part I. Creating Characters through Dialogue Pragmatics and dramatic dialogue Introduction Directive speech acts: Resisting Ben’s authority Informative speech acts: Whose reality gets to be ‘Real’? Besting Ben in longer transactions: The Kettle scene Besting Ben: Additional scenes Discussion and conclusion References Dialogue and character in 21st century TV drama Introduction Using dialogue in drama Functions of dialogue in TV drama Scripting, casting and acting character Introducing Sherlock Holmes Extraordinary Sherlock Autistic Sherlock Detective Sherlock Maintaining Sherlock Holmes Sherlock Breaks Out? Discussion References Look who’s talking Introduction Eric Berne and the birth of transactional analysis Characters and caricatures Communication – Fleshing out the detail Stimulus Response Ulterior transactions Rules of communication Conclusion References All Talk Introduction Approaches to film dialogue Paratexts and production Intertexts and genre Simulating talk Interacting for real Conclusion References Part II. Involvement, audience design andsocial interaction Studying everyday conversation Introduction Some basic assumptions and principles Doing Conversation Analysis: The Case of News Announcements and News Receipts Some Basic Features of Informings and their Responses A close analysis of a single extract Discussion: What Does CA Have to Offer? References Appendix Dialogic interactions on radio Introduction The literary interview The interactional nature of literary radio interviews Voices, music, quotation: Multimodality in radio interviews Human interest stories: Catering to a perceived audience Conclusion References Dialogism in journalistic discourse Introduction Dialogue and dialogism Dialogism in journalism News values and newsworthiness A discourse stylistic analysis of McEwan’s “Savagely awoken” Novelistic style and narrative structure Rhetorical questions Pronoun use: Not “I” but “We” Dialogue, dialogism and intertextuality Objectivity and stance Conclusion References Appendix Friends and Followers ‘in the Know’ Introduction Small Stories Research as a Narrative Interactional Paradigm for Social Media Data and Methods Analyzing Interaction in Small Stories Research Projecting Knowing Participation Positioning Self as Knowing Participant ‘Friends’ in the Know Doing Knowing Participation on YouTube Conclusions References Dialogue with computers Introduction Talking machines in fiction: Hal, Ava and Baymax Dialogue Games Reactive dialogue systems Eliza’s Game Beyond Eliza Coda: Automatic harvesting of generation rules Agenda-driven systems Fixed-task agenda Selected-task agenda Joint-task agenda Research frontiers Concluding remarks References Part III. Playfulness and narrative functions of dialogue Dialogue in audiophonic fiction Audio drama as art Shaping the dialogue Three audiophonic adaptations Modes and functions References Dialogue in comics Introduction The embodied speech situation in comics Symbols of the speaker’s mental state and engagement The bond between the speaker and the utterance The temporal and rhythmic functions of speech balloons The narrative function of visual and verbal contrast in scenes of talk Conclusion References Dialogue and interaction in role-playing games Introduction Multiple levels of dialogue in table-top role-playing games Computer role-playing games: rule-systems and fiction Complexities of massively multiplayer online role-playing Discussion: Building bridges into the ludic culture References Index
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