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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.
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.
Mobile live video streaming with smartphones is an everyday media practice in which the participants are in a specific multimodal constellation and streamers and viewers have access to various semiotic resources for interactionally establishing alignment. Based on the multimodal sequence analysis of a concise episode of a journalist's livestream coverage of a political event on the streaming platform Periscope, I will address the question of how participation and involvement in live video streams are achieved and organised by the participants. I will show that hosts in the media practice of live video streaming act in an interaction-dominant manner and involve the viewers in the situation through asymmetrical participation coordination via footing shifts.