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Situating simultaneity: An initial schematisation of the lexicogrammatical rank scale of British Sign Language (2020)
Journal Article
Rudge, L. A. (2020). Situating simultaneity: An initial schematisation of the lexicogrammatical rank scale of British Sign Language. Word, 66(2), 98-118. https://doi.org/10.1080/00437956.2020.1751974

A central tenet of systemic functional theory is the rank scale: an ordered representation of the part-whole relationships of units within semiotic systems. Linguists have schematised the rank scales for the lexicogrammars of English, French, Spanish... Read More about Situating simultaneity: An initial schematisation of the lexicogrammatical rank scale of British Sign Language.

Continuing the contradictions: A multimodal investigation into the front covers of real-life magazines (2019)
Journal Article
Rudge, L. A. (2019). Continuing the contradictions: A multimodal investigation into the front covers of real-life magazines. Journal of Magazine Media, 19(1), 17-43. https://doi.org/10.1353/jmm.2019.0003

Studies analysing women’s magazines note contradiction as a common theme, whether it be the content of the magazines and the ideological values presented therein, or at broader, political levels. This paper empirically investigates to what extent con... Read More about Continuing the contradictions: A multimodal investigation into the front covers of real-life magazines.

“I cut it and I… well now what?”: (Un)collaborative language in timed puzzle games (2019)
Book Chapter
Rudge, L. A. (2019). “I cut it and I… well now what?”: (Un)collaborative language in timed puzzle games. In A. Ennslin, & I. Balteiro (Eds.), Approaches to Videogame Discourse: Lexis, Interaction, Textuality (178-200). Bloomsbury Publishing

Language, in its production and reception, allows us to perform collaborative tasks. These tasks may involve language solely, such as the sentencing of a criminal by a judge, or by using language alongside physical actions. In the world of video gami... Read More about “I cut it and I… well now what?”: (Un)collaborative language in timed puzzle games.