title: Speech genres in Polish media for computer game aficionados
metadata.name: dc.contributor.author
metadata.value: Kaszewski, Krzysztof
metadata.lang: -
metadata.name: dc.date.accessioned
metadata.value: 2020-09-22T20:45:50Z
metadata.lang: -
metadata.name: dc.date.available
metadata.value: 2020-09-22T20:45:50Z
metadata.lang: -
metadata.name: dc.date.issued
metadata.value: 2020-09
metadata.lang: -
metadata.name: dc.identifier.citation
metadata.value: Kaszewski, K. (2020). Speech genres in Polish media for computer game aficionados. Media Linguistics, 7 (3), 368–379.
metadata.lang: en_GB
metadata.name: dc.identifier.other
metadata.value: https://doi.org/10.21638/spbu22.2020.308
metadata.lang: -
metadata.name: dc.identifier.uri
metadata.value: http://hdl.handle.net/11701/19577
metadata.lang: -
metadata.name: dc.description.abstract
metadata.value: Specialized media have not been extensively researched to date with reference to Polish linguistics. However, they deserve a closer analysis due to their popularity and genre diversity.
  The aim of this article is to show the genre uniqueness of Polish media addressed to computer
  game enthusiasts. The author presents the types of speech from two perspectives. The immanent point of view draws attention to the genre pattern itself: its basic components (cognitive,
  pragmatic, compositional, and stylistic), the relationships between them, as well as the ways
  in which the patterns are produced in text. The discursive point of view highlights the extralinguistic conditions of the pattern, such as cultural, social, or commercial influences. Four
  Polish Internet portals (GRYOnline.pl, Eurogamer.pl, Gram.pl, Polygamia.pl) and two printed
  magazines (“CD-Action”, “Pixel”) were analysed. The genres of speech can be divided into
  four main groups: with the dominant ones being informational, evaluative, educational, and
  entertaining. The article presents the characteristics of examples that are representative of each
  group: game review, “production” message, pre-review report, handbook, and overview. These
  genre patterns and their textual concretizations differ in multiple ways from those in the general media and in other segments of specialized media; they can be considered as new speech
  genres, a modification or contamination of traditional types. They can also be seen as implementation templates of traditional genres that are characteristic of this sphere. The article also
  describes how the repertoire, form and content of genres are affected by extralinguistic factors
  related to games (location of games between the spheres of culture and technology, complexity
  of games), their production and sale (timeline for the appearance of games and their need for
  promotion), the context of the Polish gaming market (distance from the largest producers),
  and the target audience (a digital native who is focused on easy to discern information and
  seeks interaction and entertainment).
metadata.lang: en_GB
metadata.name: dc.language.iso
metadata.value: ru
metadata.lang: en_GB
metadata.name: dc.publisher
metadata.value: St Petersburg State University
metadata.lang: en_GB
metadata.name: dc.relation.ispartofseries
metadata.value: Media Linguistics;Volume 7; Issue 3
metadata.lang: -
metadata.name: dc.subject
metadata.value: genre of speech
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: computer game
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: media
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: Poland
metadata.lang: en_GB
metadata.name: dc.title
metadata.value: Speech genres in Polish media for computer game aficionados
metadata.lang: en_GB
metadata.name: dc.type
metadata.value: Article
metadata.lang: en_GB
resources.filename: 368-379.pdf
resources.url: https://dspace.spbu.ru/bitstream/11701/19577/1/368-379.pdf
resources.format: Adobe PDF
resources.size: 662,12 kB