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This study offers a contribution to the reception analysis of TV documentaries by focusing on viewer opinions expressed on social media. It analyses German and English comments from YouTube and Facebook in order to find out what aspects of documentaries the audience comments on. More specifically, it describes how the viewers evaluate strategies that the producers use for simplifying complex content while still creating an appealing and entertaining media product. The results imply that most viewers appreciate informative shows that are entertaining at the same time. They also show that viewers tend to focus on the music and image, rather than on the spoken text, and that documentaries where nature plays an important role are judged more positively than science and history documentaries.
This paper presents an extended annotation and analysis of interpretative reply relations focusing on a comparison of reply relation types and targets between conflictual pages and neutral pages of German Wikipedia (WP) talk pages. We briefly present the different categories identified for interpretative reply relations to analyze the relationship between WP postings as well as linguistic cues for each category. We investigate referencing strategies of WP authors in discussion page postings, illustrated by means of reply relation types and targets taking into account the degree of disagreement displayed on a WP talk page. We provide richly annotated data that can be used for further analyses such as the identification of interactional relations on higher levels, or for training tasks in machine learning algorithms.
In so-called Let’s Plays, video gaming is presented and verbally commented by Let’s Players on the internet for an audience. When only watched but not played, the most attractive features of video games, immersion and interactivity, get lost – at least for the internet audience. We assume that the accompanying reactions (transmitted via a so-called facecam) and verbal comments of Let’s Players on their game for an audience contribute to an embodiment of their avatars which makes watching a video game more attractive. Following an ethnomethodological conversation analytical (EMCA) approach, our paper focusses on two practices of embodying avatars. A first practice is that Let’s Players verbally formulate their actions in the game. By that, they make their experiences and the 'actions' of avatars more transparent. Secondly, they produce response cries (Goffman) in reaction to game events. By that, they enhance the liveliness of their avatars. Both practices contribute to a co-construction of a specific kind of (tele-)presence.
This paper investigates situations in French videogame interactions where non-players who share the same physical space as players, participate in the gaming activities as spectators. Through a detailed multimodal and sequential analysis, we show that being a spectator is a local achievement of all co-present participants - players and non-players.
Special Issue: Mobile Medienpraktiken im Spannungsfeld von Öffentlichkeit, Privatheit und Anonymität
(2019)
Social media, as the fifth estate, increasingly influence public discourses and play a major role in shaping public opinion. Undoubtedly, they have the potential to promote participation and democracy. On the other side, they also constitute a risk for democratic societies, as the spread of hate speech and fake news has shown. As a response, forms of counterspeech organised by civil society have emerged in social media to counter the normalisation of hate speech and democracy-threatening discourses. In order to influence discourse in social media in terms of the fifth estate, counterspeech campaigns must be visible also quantitatively. In this ethnographic contrastive study, I analysed the activities of the German and Finnish Facebook groups of the network #iamhere international. The intensity and continuity of their activities is obviously influenced by their strategic organisation: conventionalised rules support them whereas lacking or inconsequent rules seemed to be counterproductive.
This paper investigates self-initiated uses of mobile phones (such as texting or making a call) in everyday video-recorded conversations among Czech speakers. Using ethnomethodological conversation analysis, it illustrates how participants publicly frame their own device use (for example, by announcements), and how co-present interlocutors respond to it. Previous studies have described how participants manage two concurrent communicative involvements, but have not provided detailed sequential descriptions of how device use can be negotiated and accounted for. This study shows that mobile device use in co-presence is not a priori problematic (or vice versa). Instead, participants frame their technology use in different ways according to various features of the social situation they treat as momentarily relevant. These features include the course of the conversation and how the device use relates to it, the overall participation framework and the opacity of the device use for co-present others.
Following the successes of the ninth conference in 2022 held in the wonderful Santiago de Compostela, Spain, we are pleased to present the proceedings of the 10th edition of International Conference on CMC and Social Media Corpora for the Humanities (CMC-2023). The focal point of
the conference is to investigate the collection, annotation, processing, and analysis of corpora of computer-mediated communication (CMC) and social media.
Our goal is to serve as the meeting place for a wide variety of language-oriented investigations into CMC and social media from the fields of linguistics, philology, communication sciences, media
studies, and social sciences, as well as corpus and computational linguistics, language technology, textual technology, and machine learning.
This year’s event is the largest so far with 45 accepted submissions: 32 papers and 13 poster presentations, each of which were reviewed by members of our ever-growing scientific committee. The contributions were presented in five sessions of two or three streams, and a single poster session. The talks in these proceedings cover a wide range of topics, including the corpora construction, digital identities, digital knowledge-building, digitally-mediated interaction, features
of digitally-mediated communication, and multimodality in digital spaces.
As part of the conference, we were delighted to include two invited talks: an international keynote speech by Unn Røyneland from the University of Oslo, Norway, on the practices and perceptions of
researching dialect writing in social media, and a national keynote speech by Tatjana Scheffler from the Ruhr-University of Bochum on analysing individual linguistic variability in social media and
constructing corpora from this data. Additionally, participants could take part in a workshop on processing audio data for corpus linguistic analysis. This volume contains abstracts of the invited talks, short papers of oral presentations, and abstracts of posters presented at the conference.
Zu den Beiträgen des Themenhefts.
Die in dem Themenheft versammelten Beiträge setzen sich unter verschiedenen Fragestellungen, im Rahmen unterschiedlicher methodischer Ansätze und jeweils eigener Datensets mit Öffentlichkeit, Privatheit und Anonymität im kommunikativen Handeln mit mobilen Medien auseinander.
This paper analyses intensification in German digitally-mediated communication (DMC) using a corpus of YouTube comments written by young people (the NottDeuYTSch corpus). Research on intensification in written language has traditionally focused on two grammatical aspects: syntactic intensification, i.e. the use of particles and other lexical items and morphological intensification, i.e. the use of compounding. Using a wide variety og examples from the corpus, the paper identifies novel ways that have been used for intensification in DMC, and suggests a new taxonomy of classification for future analysis of intensification.
In the present article we argue that all communication is medial in the sense that every human sign-based interaction is shaped by medial aspects from the outset. We propose a dynamic, semiotic concept of media that focuses on the process-related aspect of mediality, and we test the applicability of this concept using as an example the second presidential debate between Clinton and Trump in 2016. The analysis shows in detail how the sign processing during the debate is continuously shaped by structural aspects of television and specific traits of political communication in television. This includes how the camerawork creates meaning and how the protagonists both use the affordances of this special mediality. Therefore, it is not adequate in our view to separate the technical aspects of the medium, the ‘hardware’, from the processual aspects and the structural conditions of communication. While some aspects of the interaction are directly constituted by the medium, others are more indirectly shaped and influenced by it, especially by its institutional dimension – we understand them as second-order media effects. The whole medial procedure with its specific mediality is a necessary, but not a sufficient condition of meaning-making. We distinguish the medial procedure from the semiotic modes employed, the language games played and the competence of the players involved.
The paper presents research results emerging from the analysis of Intelligent Personal Assistants (IPA) log data. Based on the assump-tion that media and data, as part of practice, are produced and used cooperatively, the paper discusses how IPA log data can be used to analyze (1) how the IPA systems operate through their connection to platforms and infrastructures, (2) how the dialog systems are de-signed today and (3) how users integrate them into their everyday social interaction. It also asks in which everyday practical contexts the IPA are placed on the system side and on the user side, and how privacy issues in particular are negotiated. It is argued that, in order to be able to investigate these questions, the technical-institutional and the cultural-theoretical perspective on media, which is common in German media linguistics, has to be complemented by a more fun-damental, i.e. social-theoretical and interactionist perspective.
The present article shows an experimental subject investigation on elements of video telephony in relation to experiencing and feeling connectedness and intimacy within private interpersonal communication. Particular interests are questions about possible relationships between image detail, angle of view or perspective as well as image format or the foreign and personal perception of the communicators. Central to this is the question of whether the practices and interactions of users in dealing with communication technology can be used to derive possible conclusions on negotiation measures or even adaptation services. The obtained results are presented on the basis of an introductory theoretical discussion. It is followed by a summary and analysis as well as an outlook on the further use and significance of the results.
Der Einfluss extremistischer Gewaltereignisse auf das Framing von Extremismus in Online-Medien
(2020)
In diesem Beitrag untersuchen wir die Darstellung von Rechtsextremismus, Linksextremismus und Islamismus im medialen Diskurs am Beispiel von SPIEGEL Online, einem der deutschen Leitmedien. Wir leiten vier zentrale Dimensionen für die Konzeptualisierung von Extremismen ab: Ideologie und Organisation, Herkunft der Akteure, Stellung zur Gesellschaft und Typische Handlungen. Wir beobachten die Entwicklung der Darstellung der drei Extremismen an möglichen Bruchpunkten: Wir untersuchen das assoziative Framing der drei Extremismen vor und nach prominenten extremismusbezogenen Gewaltereignissen, namentlich die Anschläge des 11. September, die Veröffentlichung des NSU-Skandals und linksextremistische Aktivitäten während des G20-Gipfels in Hamburg. Mittels einer Kollokationsanalyse identifizieren wir mit den Extremismen assoziierte Aspekte und ordnen diese den Konzeptualisierungsdimensionen zu. Wir beobachten Veränderungen im Framing, die durch die ausgewählten Ereignisse bedingt sind, und vergleichen das resultierende Framing mit den Kerndefinitionen des Verfassungsschutzes aus dem Bericht des Jahres 2017, um mögliche Unterschiede in der Konzeptualisierung von Extremismen mit möglicherweise unterschiedlichen Handlungslogiken als Resultat divergierender Konzeptualisierungen herauszuarbeiten.
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively constructed even in situations where the participants have differential rights and possibilities to act and influence the game.
Playing videogames is a popular social activity; people play videogames in different places, on different media, in different situations, alone or with partners, online or offline. Unsurprisingly, they thereby share space (physically or virtually) with other playing or non-playing people. The special issue investigates through different contexts and settings how non-players become participants of the gaming interaction and how players and non-players co-construct presence. The introduction provides a problem-related context for the individual contributions and then briefly presents them.