Sadra Khosravi; Masoud Kousari
Abstract
Discussion is asking for a reason from the others; it is not a one-way presentation of our claims, but an interaction (two-way) communication, where communicators and communicatees change their turns and roles continuously, arguing and reacting to each other’s arguments. In discussions of social ...
Read More
Discussion is asking for a reason from the others; it is not a one-way presentation of our claims, but an interaction (two-way) communication, where communicators and communicatees change their turns and roles continuously, arguing and reacting to each other’s arguments. In discussions of social networks in cyberspace, the communication processes are transactional; because they are not just dyadic questions-and-answers, but a helix of feedbacks and feedforwards by others. They are not only reasoning to persuade others, but they may include fallacy, claiming without warrants, and using rhetorical devices for persuasion. This paper is dedicated to sub-processes of critical discussions (i.e. reasoning, fallacies, and strategic maneuvering between them) among Iranian users of two virtual communities within Facebook. Toulmin’s argumentation model was applied to recognize reasoning practices and analyze fallacies. Van Eemeren’s Pragma-dialectic was used to understand how normative principles of a discussion are violated, but the discourse remains dynamic and communications continue. We concluded these discussions are examples of flouting of Grice cooperative principle, and they are performances of Wittgenstein’s concept of language games.
masoud kousari; Saied Bashir Hosseini; Arian Taheri; Masoud Alidadi
Abstract
Relation between logic and computer games can be investigated in two fields: 1. applying logic in design and generating computer games. 2. Applying logic in perceiving and using computer games. According to our media analytical approach, we focused on second field of relation between logic and computer ...
Read More
Relation between logic and computer games can be investigated in two fields: 1. applying logic in design and generating computer games. 2. Applying logic in perceiving and using computer games. According to our media analytical approach, we focused on second field of relation between logic and computer games which is oriented to communicative and media analysis of computer games. Although Logical axioms almost are hidden behind of audiovisual, procedural and narrative attractiveness of computer games, they have essential importance in case of how user perceive and conspire world of a given game. Binary logic in computer games almost appear in structural contradictive duals which are schemed in triple textual layers of computer games. Accordingly, we utilize theoretical framework of semiology and structural linguistics in order to analyzing these structural contradictive duals. Hence, along with make use of collective case study approach to textual analysis, we draw on “stratificational semiotics” methodological foundation to segregating textual layers in computer games. To achieving the goal of preparing deeper understanding of applying binary logic in order to realizing media function of computer games, especially serious games, different types of applying binary logic systems were studied and categorized through analyzing structural contradictive duals in triple textual layers (Signal, Narrative and Procedural) of four serious games (Global Conflicts: Palestine, McDonald’s videogame, Amnesty the game, Peacemaker). In result, we categorize three types of applying binary logic in the four case studies.