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This study explores how ‘gatherings’ turn into ‘encounters’ in a virtual world (VW) context. Most communication technologies enable only focused encounters between distributed participants, but in VWs both gatherings and encounters can occur. We present close sequential analysis of moments when after a silent gathering, interaction among participants in a VW is gradually resumed, and also investigate the social actions in the verbal (re-)opening turns. Our findings show that like in face-to-face situations, also in VWs participants often use different types of embodied resources to achieve the transition, rather than rely on verbal means only. However, the transition process in VWs has distinctive characteristics compared to the one in face-to-face situations. We discuss how participants in a VW use virtually embodied pre-beginnings to display what we call encounter-readiness, instead of displaying lack of presence by avatar stillness. The data comprise 40 episodes of video-recorded team interactions in a VW.
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.
Communicative deviations of respondents in political video interviews in Ukrainian and German
(2021)
The research has the objective to establish the peculiarities of communicative deviations as a cognitive and at the same time discursive phenomenon in Ukrainian- and German-language video interviews from the viewpoint of respondents. The procedure of the research involves the integrated application of methods and techniques of pragmatics, deviatology and communicative linguistics. A new methodological basis has been developed for the reconstruction of communicative deviations using discourse analysis, namely for the reconstruction of a single event in two discursive environments, determining the communicative context and communication of interview in compared languages. The results of the research allow us to identify the features of communicative deviations in political interviews at the external, internal structural levels and at the situational level. The conclusions of the research indicate that the types of communicative deviations in political video interviews are universal in Ukrainian and German, but reflect national and cultural specifics given the peculiarities of both languages and each linguoculture, as well as existing realias, norms, conventions, maxims and rules of communication.
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.
We reflect on the affordances and challenges of interactional data in the analysis of long-term institutional change. To this end we draw on our studies of direct encounters between journalists and politicians in news interviews and presidential news conferences and in particular the use of question design as a window into the evolution of journalistic norms and press-state relations over time and the causal antecedents of such change. All analyses that incorporate a concern with environing contexts of interactional change impose certain burdens of empirical demonstration on the researcher. Here we consider three analytic issues that arise in the kind of historical-institutional analysis we have been pursuing: (a) controlling for the situational context, (b) pinpointing the locus of change, and (c) validating indicators of change. Data are in English.