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Recherche multi-critères

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Video game theory par Liel Leibovtiz, Claire Richard, publié le 05/12/2012
TV requires you to interpret, to find meaning, to reject meaning, to make up new meaning, to negociate. Video games aren’t like that. Video games require you to do something else. You turn on a video game, and immediately you exist in three separate forms : you are that self on the couch, sitting in the physical space, watching the TV, holding the remote in your hand, you are the avatar on the screen, the character which you control and manipulate, and you’re a sort of third entity, an amalgamation of the two of you, of real and unreal, person and avatar, of gamer and character.
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Promoting patients in narrative discourse: A developmental perspective par Harriet Jisa , publié le 18/12/2009
Languages provide speakers with a number of structural options for manipulating the expression of events in narrative discourse. Underlying narrative competence is the capacity to view events as dynamic actions composed of a bundle of elements such as, agent, patient, affectedness, etc. (Hopper and Thompson, 1980). This study examines the grammatical constructions used by children (5-6-, 7-8- and 10-11-year-olds) and adult speakers of Amharic, English, French and Hungarian to manipulate the expression of agent and patient participants in the expression of events. The narrative task used to elicit the data is composed of a series of pictures which recount the adventures of two principal characters (a boy and a dog) in search of their runaway frog (Frog, Where are you? Mayer 1969). Over the course of the story the boy and the dog encounter a host of secondary characters (a mole, an owl, a swarm of bees and a deer) and change participant status, going from controlling agent to affected patient of a secondary character's action. Our interest lies in the range of structures available in the languages studied and their use by children and adults in narrative discourse. We detail how children and adults native speakers of the four languages use topicalising constructions to promote the patient participant in an event to the starting point (Langacker, 1998) of the recounting of that event.
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