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Das Forschungs- und Lehrkorpus für GesprochenesDeutsch (FOLK) ist ein Korpus des gesprochenen Deutsch in natürlichen sozialen Interaktionen, das seit 2008 in der Abteilung Pragmatik am Leibniz-Institut für Deutsche Sprache in Mannheim aufgebaut wird. FOLK besteht aus Audio- und Videoaufzeichnungen natürlicher Gespräche aus verschiedensten gesellschaftlichen Bereichen (private, institutionelle und öffentliche Interaktionsdomäne), die durch Transkription, weitere Annotationen und Metadaten-Dokumentation für korpusgestützte Analysen erschlossen und zur wissenschaftlichen Nutzung bereitgestellt werden. FOLK wird auf vielfältige Weise für Untersuchungen zum gesprochenen Deutsch genutzt, insbesondere in der Gesprächsforschung, der Korpuslinguistik und anwendungsorientierten Zweigen der Linguistik.
This article examines how the most frequent imperative forms of the verb to show in German (zeig mal) and Czech (ukaž) are deployed in object-centred sequences. Specifically, it focuses on smartphone-based showing activities as these were the main sequential environments of show imperatives in the datasets investigated. In both languages, the imperative form does not merely aim to elicit a responsive action from the smartphone holder (such as making the device available) but projects an individual course of action from the requester’s side in the form of an immediate visual inspection of the digital content. This inspection is carried out as part of a joint course of action, allowing the recipient to provide a more detailed response to a prior action. Therefore, this specific imperative form is proven to be cross-linguistically suited to technology-mediated inspection sequences.
This study examines head nods produced as embodied and silent answers to polar questions before a transition relevance place has been reached. It discusses the notion of “response” and the ways in which the literature conceptualizes head nods. The analysis of video recordings of ordinary and institutional multiparty interactions shows that answer-nods rely on mutual gaze and that affirmative head nods may co-occur with other facial expressions (e.g., eye blinks). By replying with a silent head nod, respondents may complete an unfolding adjacency pair without claiming speakership, thereby enabling the questioner to extend their turn-in-progress. Alternatively, respondents may expand their answer-nod with talk, in which case silent nodding may contribute to organizing the smooth transition of turns-at-talk. Head nods produced while a question is unfolding are described as a microsequential phenomenon that may affect the questioner’s turn-in-progress. Data are in French and Italian.
This article explores the relation between word order and response latency, focusing on responses to question-word questions. Qualitative (multimodal) and quantitative analyses of naturally occurring conversations in French—where question-words can occur in initial, medial, or final position within the question—show that variation in word order affects the timing of responses. It is argued that this is so because word order provides a differential basis for action ascription, creating different temporal opportunities for projecting the recipient’s next relevant action. The frequent occurrence of early responses to questions with an initial question-word, in particular, stresses the importance of the recognition point of an action under way for response timing and shows respondents’ pervasive orientation to sequential progressivity. Findings highlight how lexico-syntactic trajectories of emergent turns, prior talk and actions, material and bodily features of interaction, and participants’ shared expectations conspire in shaping the time-courses of action ascription and action projection.
This study documents change over time and across proficiency levels in French second-language (L2) speakers’ practices for initiating complaints. Prior research has shown that speakers typically initiate complaints in a stepwise manner that indexes the contingent, moral, and delicate nature of the activity. Although elementary speakers in my data often launch complaint sequences in a straightforward way, they sometimes embodiedly foreshadow verbal expressions of negative stance or delay negative talk through brief positively valenced prefaces. More advanced speakers in part rely on the same initiation practices as elementary speakers. In addition, they recurrently use extensive prefatory work that accounts for and legitimizes the upcoming complaint, and they regularly initiate complaints jointly with coparticipants through a progressive escalation of negative stance expressions. I document interactional resources involved in this change and discuss the findings in terms of speakers’ development of L2 interactional competence. Data are in French with English translations.
The human ability to anticipate upcoming behavior not only enables smooth turn transitions but also makes early responses possible, as respondents use a variety of cues that provide for early projection of the type of action that is being performed. This article examines resources for projection in interaction in three unrelated languages—Finnish, Japanese, and Mandarin—in sequences where speakers make evaluative assertions on a topic. The focus is on independently agreeing responses initiated in early overlap. Our cross-linguistic analysis reveals that while projection based on the ongoing turn-constructional unit relies on language-specific grammatical constructions, projection based on the larger context seems to be less language-dependent. A crucial finding is that in the target sequences, stances taken toward the topic already during earlier talk, as well as other structural patterns, are among the resources that recipients use for projecting how and when the ongoing turn will end.
Focusing on request sequences, this article explores dynamics of projection and anticipation, enabling participants to produce early responses to requests. In particular, the analyses highlight the importance of multimodal formatting and the specific temporalities of multiple multimodal resources for the emergence of projections and the possibility to anticipate an ongoing action. Moreover, the analyses pinpoint the relevance of the local ecology and the praxeological context for the participants, enabling them to anticipate the next relevant action. These features characterizing the temporality of multimodal Gestalts, the relevance of the local ecology, and the details of the praxeological context make it possible for participants to produce very early responses and also to accomplish an action even before it has been actually requested.
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.
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.