The Sapir-Whorf Hypothesis traces the relation between human thought or the way people perceive the reality and the language used by a particular communicator. The author intends to shed new light on the relations between the language used in computer games and some possible consequences for the way people perceive the real world. In its essential part the article raises the question whether the Sapir-Whorf hypothesis is reflected in cyberspace and if the language used in computer games can have a direct effect on the mental development of young people who spend a lot of time playing computer games.
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This is a brief ethnolinguistic approach to naval carpenters communities from the South of Bahia, Brazil. Lexical semantic aspects of the linguistic use are analyzed as reflexes of sociocultural practices and models. The data demonstrate that the language of the masters and naval carpenters is highly influenced by modifications they have gone through in their history. It is also assumed that the meanings labour has for those who perform it and the way the subjects are related to their environment strongly interferes in their speech. The study may also contribute to the consolidation of the Ethnolinguistcs as a useful framework to the analysis of lexical semantic phenomena in contemporary dialectological research.
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