ISBN:
9780190931117
,
9780190931124
Language:
English
Pages:
xiii, 183 Seiten
,
Illustrationen
Parallel Title:
Erscheint auch als Sierra, Sylvia Millennials talking media
DDC:
302.23084/2
Keywords:
Generation Y Communication
;
Interpersonal communication
;
Intertextuality
;
Discourse analysis Social aspects
;
Stereotypes (Social psychology) in mass media
;
Mass media and language
Abstract:
"This book examines how U.S. Millennial friends embed both old media (books, songs, films, TV shows) and new media (YouTube videos, videogames, and internet memes) in their everyday talk for particular interactional purposes. Multiple case studies are presented featuring the recorded talk of Millennial friends to demonstrate how and why these speakers make media references in their conversations. These recorded conversations are supplemented with participant playback interviews, along with ethnographic fieldnotes. The analysis demonstrates how the speakers phonetically signal media references in the speech stream, how they demonstrate appreciation of the references in their listening behaviors, and how they ultimately use media references for epistemic, framing, and identity construction purposes, often when faced with interactional dilemmas. The analysis shows how such references contribute to epistemic management and frame shifts in conversation, which is ultimately conducive to different forms of Millennial identity construction. Additionally, this book explores the stereotypes embedded in the media that these Millennials quote, and examines the effects of reproducing those stereotypes in everyday social life. This fascinating book explores how the boundaries between screens, online and offline life, language, and identity are porous for Millennials, and weaves together the most current linguistic theories regarding knowledge, framing, and identity work in everyday interaction, illuminating the interplay between these processes. Media, intertextuality, epistemics, frames, identity, millennials, stereotypes, performance, memes, videogames"--
Note:
Includes bibliographical references and index
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