Difference between revisions of "Aarsand2009"

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|BibType=ARTICLE
 
|BibType=ARTICLE
 
|Author(s)=Pal Aarsand; Karin Aronsson;
 
|Author(s)=Pal Aarsand; Karin Aronsson;
|Title=Response cries and other gaming moves—Building intersubjectivity in gaming
+
|Title=Response cries and other gaming moves: building intersubjectivity in gaming
 
|Tag(s)=EMCA; Gaming; response cries; Intersubjectivity
 
|Tag(s)=EMCA; Gaming; response cries; Intersubjectivity
 
|Key=Aarsand2009
 
|Key=Aarsand2009
|Publisher=Elsevier BV
 
 
|Year=2009
 
|Year=2009
|Month=\#aug\#
 
 
|Journal=Journal of Pragmatics
 
|Journal=Journal of Pragmatics
 
|Volume=41
 
|Volume=41
 
|Number=8
 
|Number=8
|Pages=1557-1575
+
|Pages=1557–1575
 +
|URL=https://www.sciencedirect.com/science/article/abs/pii/S0378216608002099
 
|DOI=10.1016/j.pragma.2007.05.014
 
|DOI=10.1016/j.pragma.2007.05.014
 
|Abstract=The present study focuses on the ways in which response cries (Goffman, 1981) are deployed as interactional resources in computer gaming in everyday life. It draws on a large-scale data set of video recordings of the everyday lives of middleclass families. The recordings of gaming between children and between children and parents show that response cries were not arbitrarily located within different phases of gaming (planning, gaming or commenting on gaming). Response cries were primarily used as interactional resources for securing and sustaining joint attention (cf. Goodwin, 1996) during the gaming as such, that is, during periods when the gaming activity was characterized by a relatively high tempo. In gaming between children, response cries cooccurred with their animations of game characters and with sound making, singing along, and code switching in ways that formed something of an action aesthetic, a type of aesthetic that was most clearly seen in gaming between game equals (here: between children). In contrast, response cries were rare during the planning phases and during phases in which the participants primarily engaged in setting up or adjusting the game.
 
|Abstract=The present study focuses on the ways in which response cries (Goffman, 1981) are deployed as interactional resources in computer gaming in everyday life. It draws on a large-scale data set of video recordings of the everyday lives of middleclass families. The recordings of gaming between children and between children and parents show that response cries were not arbitrarily located within different phases of gaming (planning, gaming or commenting on gaming). Response cries were primarily used as interactional resources for securing and sustaining joint attention (cf. Goodwin, 1996) during the gaming as such, that is, during periods when the gaming activity was characterized by a relatively high tempo. In gaming between children, response cries cooccurred with their animations of game characters and with sound making, singing along, and code switching in ways that formed something of an action aesthetic, a type of aesthetic that was most clearly seen in gaming between game equals (here: between children). In contrast, response cries were rare during the planning phases and during phases in which the participants primarily engaged in setting up or adjusting the game.
 
}}
 
}}

Latest revision as of 02:02, 23 November 2019

Aarsand2009
BibType ARTICLE
Key Aarsand2009
Author(s) Pal Aarsand, Karin Aronsson
Title Response cries and other gaming moves: building intersubjectivity in gaming
Editor(s)
Tag(s) EMCA, Gaming, response cries, Intersubjectivity
Publisher
Year 2009
Language
City
Month
Journal Journal of Pragmatics
Volume 41
Number 8
Pages 1557–1575
URL Link
DOI 10.1016/j.pragma.2007.05.014
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
Book title
Chapter

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Abstract

The present study focuses on the ways in which response cries (Goffman, 1981) are deployed as interactional resources in computer gaming in everyday life. It draws on a large-scale data set of video recordings of the everyday lives of middleclass families. The recordings of gaming between children and between children and parents show that response cries were not arbitrarily located within different phases of gaming (planning, gaming or commenting on gaming). Response cries were primarily used as interactional resources for securing and sustaining joint attention (cf. Goodwin, 1996) during the gaming as such, that is, during periods when the gaming activity was characterized by a relatively high tempo. In gaming between children, response cries cooccurred with their animations of game characters and with sound making, singing along, and code switching in ways that formed something of an action aesthetic, a type of aesthetic that was most clearly seen in gaming between game equals (here: between children). In contrast, response cries were rare during the planning phases and during phases in which the participants primarily engaged in setting up or adjusting the game.

Notes