Digital discourse in the realm of related phenomena

  • Anatoliy Prykhodko National University “Zaporizhzhia Polytechnic”
  • Nataliia Lazebna Julius-Maximilians-Universität Würzburg
Keywords: computer discourse, virtual discourse, English-language digital discourse, genres of virtual discourse, clients/agents of discourse


The article is devoted to the study of digital discourse as the most diverse socio-cultural background of the contemporaries’ interaction. This work outlines the theoretical background of digital-oriented discourse in a harmonious symbiosis with the practical manifestation of its existence. This paper distinguishes between the concepts of “computer discourse”, “virtual discourse” and “digital discourse”. The genres of virtual discourse, such as online learning classes, instant messaging, and video game genres are represented as related, but not equal phenomena. These cutting-edge sociolinguistic phenomena manifest the pragmatic intentions of clients and agents of digital discourse, which are discussed in the matrix of their characteristics. In the key focus of the study, one can find common and distinctive properties of related types of discourse, their parameters, and multilevel means that arrange them. Institutional and institutional-typological characteristics of digital discourse, conditions of communication and ways of its organization are revealed; its socializing and communicative purpose is outlined; hypero- and hyponymic dimensions of discourse are considered; strategies for sending and receiving information are presented; micro-, meso-, and macro-levels of digital discourse are identified; the concept of “digital discourse” is developed.


Download data is not yet available.


Ahern, T. C., Peck, K., & Laycock, M. (1992). The effects of teacher discourse in computer-mediated discussion. Journal of educational computing research, 8(3), 291-309.
Arulanantham, A. T. (1998). Breaking the rules? Wittgenstein and legal realism. Yale Law Journal, 107(6), 1853-1883.
Atlan, H. (1988). Measures of biologically meaningful complexity. In E. Peliti (Ed.), Measures of complexity: proceedings of the conference held in Rome, September 30-October 2, 1987 (pp. 112–127). Berlin, New York: Springer-Verlag.
Augello, A., Pilato, G., Machi, A., & Gaglio, S. (2012). An approach to enhance chatbot semantic power and maintainability: Experiences within the FRASI Project. 2012 IEEE Sixth International Conference on Semantic Computing (pp. 186-193).
Bandhakavi, A., Wiratunga, N., & Massie, S. (2017). Lexicon generation for emotion detection from text. IEEE Intelligent Systems, 32(1), 102-108.
Baron, N. (2005). Instant messaging and the future of language. Communications of the ACM 48(7), 29-31.
Baym, N. K. (1995). The emergence of community in computer-mediated communication. In S. Jones (Ed.), CyberSociety (pp.138-163). Newbury Park, CA: Sage.
Bazarova, N., & Yuan, C. (2013). Expertise recognition and influence in intercultural groups: Differences between face-to-face and computer-mediated communication. Journal of computer-mediated communication, 18(4), 437-453.
Beciu, C. (2011). Sociologia comunicarii si a spatiului public [Sociology of communication and public space]. Retrieved from
Bolliger, D. L. (2009). Use of patterns of visual cues in computer-mediated communication. The Quarterly Review of Distance Education, 10(2), 95-108.
Chun, D. M. (2008). Computer-mediated discourse. Mediating discourse online, 3, 115-167.
Collister, L. (2008). Virtual discourse structure: An analysis of conversation in World of Warcraft (Unpublished master's thesis). University of Pittsburgh, USA. Retrieved from
Dijk van, T. A. (1997). The study of discourse. Discourse as structure and process. Discourse studies: A multidisciplinary introduction (vol.1). London: Thousand Oaks, New Delhi: Sage Publications.
DiMarco, A., & DiMarco, H. (2003). Investigating cybersociety: a consideration of the ethical and practical issues surrounding online research in chatrooms. Y. Jewkes (Ed.), Crime, deviance and identity on the Internet (pp.164-179). Portland, OR: William Publishing.
Goroshko, E. I., & Zemlyakova, E. A. (2011). Virtualnoye zhanrovedeniye: stanovleniye teoreticheskoy paradigmy [Virtual genre studies: Formation of theoretical paradigm]. Scientific notes of V. I. Vernadsky Taurida National University. Series Philology. Social Communications, 24 (1), Part 1, 225-237.
Grosz, B., & Sidner, C. (1980). Attention, intentions, and the structure of discourse. Computational Linguistics, 12 (3).
Hacking, I. (1991). Speculation, calculation and the creation of phenomena. In G. Munevar (Ed.), Beyond Reason (pp. 131-157). Boston, MA: Kluwer Academic Publishers.
Indurkhya, N. & Damerau, F. J. (Eds.). (2010). Handbook of natural language processing. CRC Press: Taylor and Francis Group, 2 ed.
Herring, S. C. (2004). Computer-mediated discourse analysis: An approach to researching online behavior. In S. A. Barab, R. Kling, & J. H. Gray (Eds.), Designing for virtual communities
in the service of learning (pp. 338–376). Cambridge University Press.
Holt, R. (2004). Dialogue on the Internet: Language, civic identity, and computer-mediated communication. Westport, CT: Praeger.
Howard, J., & Callero, P. (1991). The Self-Society dynamic. New York: Cambridge University Press.
Jones, S., Johnson-Yale, C., & Millermaier, S. (2009). US college students’ Internet use: Race, gender and digital divides. Journal of Computer-Mediated Communication, 14(2), 244-264.
Kane, D. (2017). UCI Libraries' Chatbot Files (ANTswers), Dryad, Dataset.
Kane, D. (2019). Creació, gestió i anàlisi d'un bot de conversa a biblioteques acadèmiques [Creating, managing and analyzing an academic library chatbot]. BiD: textos universitaris de biblioteconomia i documentació, núm. 43 (desembre).
Kust, B. (2015). Randvoorwaarden voor initiatieven [Randvoorwaarden for initiatives]. Driebergen: Bureau Landwijzer. Retrieved from
Loader, B.D. (2008). Social movements and new media. Sociology Compass 2(6), 1920-1933.
Mohebi, L. (2019, June 8,). Discourse analysis in a virtual classroom: A MOOC example. SSRN Electronic Journal. Retrieved from: or
Noort van, G., Antheunis, M., & Reijmersdal van, E.A. (2012). Social connections and the persuasiveness of viral campaigns in social network sites: Persuasive intent as the underlying mechanism. Journal of Marketing Communications 18(1), 39-53.
Paltridge, B. (2006). Discourse analysis. London: Continuum.
Paul, C. A. (2012). Wordplay and the discourse of video games: Analyzing words, design, and play. New York: Routledge.
Perrault, C., & Allen, J. (1980). Analyzing intention in utterances. Artificial intelligence, 15(3), 143-178.
Petukhova, V., Gropp, M., Klakow, D., Eigner, G., Topf, M., Srb, S., Motlícek, P., Potard, B., Dines, J., Deroo, O., Egeler, R., Meinz, U., Liersch, S. & Schmidt, A. (2014). The DBOX corpus collection of spoken human-human and human-machine dialogues. In N. Calzolari, K. Choukri, T. Declerck, H. Loftsson, B. Maegaard, J. Mariani, A. Moreno, J. Odijk & S. Piperidis (Eds.), LREC (pp. 252-258). European Language Resources Association (ELRA).
Preston, R. (2014, January 21). Virtual mannequins promise better fit for online shoppers. BBC News Technology. Retrieved from
Prikhodko, A. M. (2008). Kontsepty i kontseptosystemy v kohnityvno-dyskursyvnii paradyhmi linhvistyky [Concepts and conceptual systems in the cognitive-discursive paradigm of linguistics]. Zaporozhye: Premier.
Renkema, J. (1993). Discourse studies. Amsterdam/Philadelphia: John Benjamin.
Rock, I. (1988). The logic of perception. Cambridge, MA: MIT Press.
Shevchenko, I. (2019). Enactive meaning-making in the discourse of theatre and film. Cognition, communication, discourse, 19, 15-19.
Sierra, S. (2016). Playing out loud: Videogame references as resources in friend interaction for managing frames, epistemics, and group identity. Language in Society, 45(2), 217-245.
Stansberry, S.L. (2006). Effective assessment of online discourse in LIS courses. Journal of Education for Library and Information Science, 47(1), 27-37.
Tagg, C. (2012). The discourse of text messaging: Analysis of SMS communication. London: Continuum. Retrieved from
Tatsenko, N. V. (2009). Zasoby realizatsii mehakontseptiv PROSTIR, CHAS, INFORMATSIIA v suchasnii anhliiskii movi (na materiali innovatsii virtualnoi realnosti) [Means of realization of megaconcepts SPACE, TIME, INFORMATION in Modern English (Based on the innovations of virtual reality)] (Unpublished PhD dissertation). V.N. Karazin Kharkiv National University, Kharkiv.
University of Pennsylvania, engineering and applied science (EAS), 2022-23 Catalog (2022). Retrieved from
Yan, Z., Duan, N., & Bao, J.-W. (2016). DocChat: An information retrieval approach for chatbot engines using unstructured documents. Proceedings of the 54th annual meeting of the association for computational linguistics (Volume 1: Long Papers) (pp. 516-525). Berlin: Association for Computational Linguistics.
How to Cite
Prykhodko, A., & Lazebna, N. (2022). Digital discourse in the realm of related phenomena. Cognition, Communication, Discourse, (25), 52-64.