话轮转换理论下本族语与非本族语讲话者之间的媒介交流分析以“第二人生”为例-外国语言学及应用语言学专业论文.docxVIP

话轮转换理论下本族语与非本族语讲话者之间的媒介交流分析以“第二人生”为例-外国语言学及应用语言学专业论文.docx

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话轮转换理论下本族语与非本族语讲话者之间的媒介交流分析以“第二人生”为例-外国语言学及应用语言学专业论文

版权声明 任何收存和保管本论文各种版本的单位和个人,未经本论文作者同意,不得 将本论文转借他人,亦不得随意复制、抄录、拍照或以任何方式传播。否则,引 起有碍作者著作权之问题,将可能承担法律责任。 烟 烟 台 大 学 硕 士 学 位 论 文 PAGE 10 PAGE 10 Chapter One: Introduction 1.1 Background of the Study With the development of technologies, computer-mediated communication (CMC) has appeared and developed rapidly and widely. That is, technology advancement may give impetus to promoting CMC in various kinds of forms such as email, listservs, web logs (blogs), chat rooms, Web forums, ICQ (‘I Seek You’), instant messaging (IM), short-messaging service (SMS, also known as text messaging or ‘texting’), and the like, “from simple electronic mail (e-mail) to more elegant Web-forum communications, the way humans communicate with each other has continued to evolve along with technical developments” (Hart Mason, 1999, p. 147). Over the past fifteen years, the Internet has triggered a boom in research on human behavior (Herring, 2004, p. 1). As a result of specific technologies ready for use at a given time (Song, 2006, p. 16), “social scientists, marketers and educators look to their behavior in an effort to understand the nature of computer-mediated communication and how it can be optimized in specific contexts of use.” (Herring, 2004, p. 1) Educational researchers and practitioners have paid considerable attention to the use of multi-user virtual environments (MUVEs) in recent years in order to support learning across curricula (Wang, Song, Stone, Yan, Q.Q., 2009, p.1 ). Among MUVEs, Second Life (SL) is one of the most popular environments, with over 18 million account-registered users in May 2008 according to Second Life Economic Statistics. Synchronous CMC overwhelmingly takes place by means of discourse. In other words, participants communicate by means of verbal language, usually typed on a keyboard and read as text on a computer screen or spoken through microphone as daily chatting on the phone. In SL, a 3-D virtual learning community, participants have access to communicating w

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