Difference between revisions of "BaldaufQuilliatre-deCarvajal2015"

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|Author(s)=Heike Baldauf-Quilliatre; Isabel Colón de Carvajal
 
|Author(s)=Heike Baldauf-Quilliatre; Isabel Colón de Carvajal
 
|Title=Is the avatar considered as a participant by the players? A conversational analysis of multi-player videogames interactions
 
|Title=Is the avatar considered as a participant by the players? A conversational analysis of multi-player videogames interactions
|Tag(s)=EMCA; Video Games; Participation framework; Avatar; Technologized interaction;
+
|Tag(s)=EMCA; Video Games; Participation framework; Avatar; Technologized interaction; AI reference list
 
|Key=BaldaufQuilliatre-deCarvajal2015
 
|Key=BaldaufQuilliatre-deCarvajal2015
 
|Year=2015
 
|Year=2015
 +
|Language=English
 
|Journal=PsychNology Journal
 
|Journal=PsychNology Journal
 
|Volume=13
 
|Volume=13
 
|Number=2-3
 
|Number=2-3
|Pages=127-147
+
|Pages=127–147
 
|URL=http://www.psychnology.org/File/PNJ13(2-3)/PSYCHNOLOGY_JOURNAL_13_2_BALDAUF-QUILLIATRE.pdf
 
|URL=http://www.psychnology.org/File/PNJ13(2-3)/PSYCHNOLOGY_JOURNAL_13_2_BALDAUF-QUILLIATRE.pdf
|Abstract=Videogame interactions show a rather complex participation framework: players interact with
+
|Abstract=Videogame interactions show a rather complex participation framework: players interact with present or absent players in and out of the game, directly or by avatars. The avatar, as fictional character which a player embodies in the videogame, has a central position: it is only through him and his actions that the player can act in the game. We therefore propose to question in detail the place the players of videogames give to the avatars. We will focus particularly on the organization of turn-taking in a complex and dynamic activity (Mondada, 2013), in which the participants constantly address their co-players as well as the different avatars in the game played by themselves. The space itself is constantly changing because the game goes on constantly. Our study is based on a collection of extracts from four French videogame interactions.
present or absent players in and out of the game, directly or by avatars. The avatar, as
+
 
fictional character which a player embodies in the videogame, has a central position: it is
+
The analysis revealed a particular form of turn-taking in videogame interactions (Colón de Carvajal, 2011; Piirainen-Marsh & Tainio, 2009), where the switch of turns of speech is highly dependent on the actions in the virtual world of the videogame. Thus, we have identified four forms of exchange as if a turn or action (Goodwin & Goodwin, 2004) is addressed to: a) a player, b) an avatar, c) a player and his avatar together, and d) an unclear referent.
only through him and his actions that the player can act in the game. We therefore propose
 
to question in detail the place the players of videogames give to the avatars. We will focus
 
particularly on the organization of turn-taking in a complex and dynamic activity (Mondada,
 
2013), in which the participants constantly address their co-players as well as the different
 
avatars in the game played by themselves. The space itself is constantly changing because
 
the game goes on constantly. Our study is based on a collection of extracts from four French
 
videogame interactions.
 
The analysis revealed a particular form of turn-taking in videogame interactions (Colón de
 
Carvajal, 2011; Piirainen-Marsh & Tainio, 2009), where the switch of turns of speech is
 
highly dependent on the actions in the virtual world of the videogame. Thus, we have
 
identified four forms of exchange as if a turn or action (Goodwin & Goodwin, 2004) is
 
addressed to: a) a player, b) an avatar, c) a player and his avatar together, and d) an
 
unclear referent.
 
 
}}
 
}}

Latest revision as of 23:43, 23 February 2021

BaldaufQuilliatre-deCarvajal2015
BibType ARTICLE
Key BaldaufQuilliatre-deCarvajal2015
Author(s) Heike Baldauf-Quilliatre, Isabel Colón de Carvajal
Title Is the avatar considered as a participant by the players? A conversational analysis of multi-player videogames interactions
Editor(s)
Tag(s) EMCA, Video Games, Participation framework, Avatar, Technologized interaction, AI reference list
Publisher
Year 2015
Language English
City
Month
Journal PsychNology Journal
Volume 13
Number 2-3
Pages 127–147
URL Link
DOI
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
Book title
Chapter

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Abstract

Videogame interactions show a rather complex participation framework: players interact with present or absent players in and out of the game, directly or by avatars. The avatar, as fictional character which a player embodies in the videogame, has a central position: it is only through him and his actions that the player can act in the game. We therefore propose to question in detail the place the players of videogames give to the avatars. We will focus particularly on the organization of turn-taking in a complex and dynamic activity (Mondada, 2013), in which the participants constantly address their co-players as well as the different avatars in the game played by themselves. The space itself is constantly changing because the game goes on constantly. Our study is based on a collection of extracts from four French videogame interactions.

The analysis revealed a particular form of turn-taking in videogame interactions (Colón de Carvajal, 2011; Piirainen-Marsh & Tainio, 2009), where the switch of turns of speech is highly dependent on the actions in the virtual world of the videogame. Thus, we have identified four forms of exchange as if a turn or action (Goodwin & Goodwin, 2004) is addressed to: a) a player, b) an avatar, c) a player and his avatar together, and d) an unclear referent.

Notes