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Genres and Contexts

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8 diapositives · 261 Views · Jul 27, 2014

This text explores the concept of genres as distinct forms of communication that are socially constructed and dynamic, shaped by the community in which they exist. It examines contexts that define the limits of acceptable arguments and the importance of rhetorical features in various genres. By analyzing different activity systems, particularly in gaming, it highlights how genres influence the framing of arguments and the means of support used, while prompting inquiry into the effectiveness of gamer arguments based on contextual frameworks.

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Genres and Contexts
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  1. Genres and Contexts

  2. Genre • Genre – commonly practiced and accepted form or model of communicating; each form is distinct from other forms. • Mikhail Bakhtin -- socially constructed; that is to say dynamic AND determined by a community. • Activity systems – they are “ways of being” that structure actions/objects as they are used. • List as many genres as you can think of. • You can use the Internet, but be warned that I don’t want as many iterations of literary genres, but instead, think more about the socially constructed activity systems (10 minutes)

  3. Context • Context – the “situation” or absolute constraints of a communication situation. • Academic, Civic, Popular, Professional, Political, Legal • Return to your list of genres. • Which genres are used in the most contexts? • Which genres are used in the least contexts? • Do certain genre features transfer (e.g. such as, applying the concept of thesis or citation style) to various genres?

  4. Genres, Contexts, Rhetoric and Argument • Contexts determine the limits (constraints) of an acceptable argument (premise, claim and evidence) • Genres provide a framework of how to “read” and “write” in the activity of certain contexts. • Rhetorical features (including logos, ethos, pathos, kairos, identification) of those genres are commonly practiced methods of communication.

  5. Activity Systems for a cell biology (Russell 1997).

  6. Genre system of cell biology (Russell 1997). Commodification – translated and transformed so that those outside the system can understand. ` Qualification – words that address warrants and assumptions. “Facts” – Argument is presented; argument is hidden.

  7. Gamer arguments • The means of support (evidence) of gamer claims will always be limited by the context and genres of the accepted activity systems. • An effective argument is not as simple as using the one or two activity systems you know—it’s about looking at the “native” system the argument is in and asking, “does this follow an appropriate genre, and use acceptable means of support given the context of the rhetorical situation?”

  8. Invention • On your own, look at game forums for posts. • General game sites • Gamespot, IGN, 1up • Popular games • Madden, World of Warcraft, Sims 3 • What types of evidence do gamers most use to support their claims. Look at the “means of support” for how to describe this evidence. Use examples from the posts to make your claims. • Do they qualify their arguments? • What assumptions do they make about their audience? In other words, what are the warrants of a claim or the evidence? • Thesis: Are gamer arguments effective? Why/why not? When/when not? This is a “generally speaking” qualified thesis based on the evidence of your analysis.