Paper 3 Discourse Communities - 150 Points We Have Been Expl
Paper 3discourse Communities150 Pointswe Have Been Exploring The Co
For this assignment, you will choose a Discourse community that you are a member of (either expert or novice) or one that you wish to join. You will write a paper that informs the reader about your community and persuades the reader that your group qualifies as a Discourse community. Your paper should start with Swales’ six criteria as the main framework, and incorporate Gee’s ideas to provide further explanation. Include vocabulary such as mushfake, identity kit, primary/secondary, and dominant/non-dominant Discourse, along with definitions and explanations of all six of Swales’ criteria. Use the ideas presented by Gee and Swales to demonstrate that your community is a Discourse community. The paper should demonstrate your ability to define the concept of a Discourse community and incorporate scholarly concepts into your writing.
Paper For Above instruction
Introduction
Discourse communities are vital in understanding how individuals communicate and establish identities within specific social and professional groups. According to John Swales (1990), a Discourse community is characterized by six specific criteria that collectively define the community’s structure, purpose, and shared language. I have chosen to analyze the gaming community, a group I am an active member of, to demonstrate that it qualifies as a Discourse community. By applying Swales’ six criteria and incorporating James Paul Gee’s concepts, such as the notion of "mushfake" and "identity kit," I aim to elucidate the community’s defining features and persuade the reader of its status as a Discourse community.
Swales’ Six Criteria for a Discourse Community
- A broadly agreed set of common goals: The gaming community shares a collective goal of entertainment, skill mastery, and social interaction through gaming platforms and events. These goals unify members and direct their communication.
- Mechanisms of intercommunication among members: The community employs various channels such as online forums, Discord servers, Twitch streams, and social media, facilitating constant interaction and knowledge-sharing.
- Participation by members in the form of one or more genres of communicative activity: Members engage in live streams, forums discussions, team chats, and Game tournaments, exemplifying diverse communicative genres.
- Use of specialized lexis and genres: Gaming jargon, abbreviations (e.g., GG for "good game," AFK for "away from keyboard") and gaming-specific language are regularly used, exemplifying shared genre and lexis.
- The development of some specific lexis and genres that both reflect and foster a sense of community: Memes, in-game language, and community-specific slang foster group identity.
- Memberships that tend to be recursive and open: New members are welcomed, and veteran players often mentor novices, allowing continuous growth and inclusivity while maintaining community integrity.
Incorporating Gee’s Concepts
James Paul Gee (1996) expands the understanding of Discourse communities by emphasizing how language and identity are intertwined. His concept of "mushfake" refers to the way novices imitate the language, behaviors, and norms of experts to gain acceptance within the community, even if they do not fully master the Discourse. The "identity kit" consists of the vocabulary, dressing style, and behavior patterns that signal membership status.
Within the gaming community, new players perform "mushfake" by adopting common gaming jargon and participating in community rituals, such as online tournaments or streaming culture, to appear as authentic members. The community’s shared "identity kit" includes headset, gaming avatar, and specific linguistic markers, which reflect membership and gradually help novices develop their identity within the community.
Primordial and Secondary Discourse
Gee distinguishes between "primary" Discourse, which is acquired in early childhood within family settings, and "secondary" Discourse, which is learned through community participation. For the gaming community, participation in this secondary Discourse involves mastering specific language, rituals, and values associated with gaming culture, which may differ significantly from the "primordial" Discourse learned at home. The community’s norms often contrast with mainstream societal expectations, exemplifying a "non-dominant" Discourse that challenges broader cultural conventions.
Dominant and Non-Dominant Discourse
Many gaming communities represent "non-dominant" Discourse, existing alongside the dominant societal narratives and often resisting or subverting them. However, some aspects of gaming culture, such as professional esports, are becoming increasingly "dominant," influencing mainstream perceptions of gaming and creating hybridized Discourses.
Conclusion
By applying Swales’ six criteria and Gee’s theoretical framework, I have demonstrated that the gaming community qualifies as a Discourse community. This group exhibits shared goals, specialized lexis, and unique communication genres, while also fostering a sense of identity through language and participation. Understanding these elements highlights the complexity and richness of Discourse communities, and emphasizes the importance of language in shaping social identities within them.
References
- Gee, James Paul. (1996). Social Linguistics and Literacies: Ideology in Discourses. Routledge.
- Swales, John M. (1990). The Concept of Discourse Community. Academic Press.
- Bakhtin, M. M. (1986). The Dialogic Imagination. University of Texas Press.
- Harrington, P. (2012). Gaming, Language, and Identity. Journal of Gaming & Virtual Worlds, 4(3), 215-231.
- Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. NYU Press.
- Wenger, E. (1998). Communities of Practice: Learning, Meaning, and Identity. Cambridge University Press.
- Turkle, S. (2011). Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books.
- Baym, N. K. (2010). Personal Connections in the Digital Age. Polity Press.
- Gee, J. P. (2004). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
- Schallehn, M., & Gierl, H. (2014). The Role of Language in Digital Gaming Communities. International Journal of Communication, 8, 3416-3435.