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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.
Verbs may be attributed to higher agency than other grammatical categories. In Study 1, we confirmed this hypothesis with archival datasets comprising verbs (N = 950) and adjectives (N = 2115). We then investigated whether verbs (vs. adjectives) increase message effectiveness. In three experiments presenting potential NGOs (Studies 2 and 3) or corporate campaigns (Study 4) in verb or adjective form, we demonstrate the hypothesized relationship. Across studies, (overall N = 721) grammatical agency consistently increased message effectiveness. Semantic agency varied across contexts by either increasing (Study 2), not affecting (Study 3), or decreasing (Study 4) the effectiveness of the message. Overall, experiments provide insights in to the meta-semantic effects of verbs – demonstrating how grammar may influence communication outcomes.
Negation raising and mood. A corpus-based study of Polish sądzić ‘think’ and wierzyć ‘believe’
(2021)
The paper describes the distribution of two negation raising predicates in Polish: sądzić ‛think’ and wierzyć ‛believe’ in the National Corpus of Polish with a particular focus on their morphosyntax and the mood of their clausal complements. The aim was to examine whether there are any correlations between these two parameters, and to what extent negation raising with those verbs exhibits performative features (in terms of Prince, 1976). The results of the study support the performative approach to negation raising as per Prince (1976) only for cases with subjunctive complements. The corpus findings further imply that Polish negation raising predicates encode two different degrees of (un)certainty concerning the truth of the embedded proposition depending on the mood of their complements. Structures with indicative complements express weaker uncertainty than structures with subjunctive complements.
In this paper, the meaning and processing of the German conditional connectives (CCs) such as wenn ‘if’ and nur wenn ‘only if’ are investigated. In Experiment 1, participants read short scenarios containing a conditional sentence (i.e., If P, Q.) with wenn/nur wenn ‘if/only if’ and a confirmed or negated antecedent (i.e., P/not-P), and subsequently completed the final sentence about Q (with or without negation). In Experiment 2, participants rated the truth or falsity of the consequent Q after reading a conditional sentence with wenn or nur wenn and a confirmed or negated antecedent (i.e., If P, Q. P/not-P. // Therefore, Q?). Both experiments showed that neither wenn nor nur wenn were interpreted as biconditional CCs. Modus Ponens (If P, Q. P. // Therefore, Q) was validated for wenn, whereas it was not validated in the case of nur wenn. While Denial of the Antecedent (If P, Q. not-P. // Therefore, not-Q.) was validated in the case of nur wenn, it was not validated for wenn. The same method was used to test wenn vs. unter der Bedingung, dass ‘on condition that’ in Experiment 3, and wenn vs. vorausgesetzt, dass ‘provided that’ in Experiment 4. Experiment 5, using Affirmation of the Consequent (If P, Q. Q. // Therefore, P.) to test wenn vs. nur wenn replicated the results of Experiment 2. Taken together, the results show that in German, unter der Bedingung, dass is the most likely candidate of biconditional CCs whereas all others are not biconditional. The findings, in particular of nur wenn not being semantically biconditional, are discussed based on available formal analyses of conditionals.
Obwohl Smartphones und andere mobile Endgeräte mittlerweile ein fester Bestandteil unseres Alltags sind, betonen öffentliche und wissenschaftliche Diskurse immer noch bevorzugt mögliche negative Auswirkungen ihres Gebrauchs auf Gesundheit und Kommunikationsverhalten. Dieser Beitrag skizziert einen anderen Ansatz zur Analyse alltäglichen Technologiegebrauchs, indem er zunächst auf Studien aus der angewandten Linguistik und insbesondere der interaktionalen Forschung eingeht, die sich auf dessen öffentliche Beobachtbarkeit, Mobilität und Ubiquität konzentrieren. Anhand zweier Auszüge aus videoaufgezeichneten Interaktionen wird dann aufgezeigt, wie eine multimodale und sequentielle Analyse dazu beitragen kann, Technologiegebrauch als eine routinemäßige und geordnete soziale Praktik zu verstehen, die nicht mit sozialem, kooperativem Handeln in Widerspruch steht oder dieses gefährdet. Ein detaillierter Blick auf situierten Smartphonegebrauch in informellen und institutionellen Face-to-Face-Settings lenkt die analytische Aufmerksamkeit weg von einer generisch positiven oder negativen Bewertung der Technologie hin zu verschiedenen interaktionalen Phänomenen, die mit ihrer Handhabung und Erkundung in Zusammenhang stehen. Es wird abschließend argumentiert, dass diese Art von mikroanalytischem Ansatz zu einer facettenreichen und objektiveren Perspektive auf die situierte Nutzung mobiler Geräte beitragen kann.
The term “pivot” usually refers to two overlapping syntactic units such that the completion of the first unit simultaneously launches the second. In addition, pivots are generally said to be characterized by the smooth prosodic integration of their syntactic parts. This prosodic integration is typically achieved by prosodic-phonetic matching of the pivot components. As research on such turns in a range of languages has illustrated, speakers routinely deploy pivots so as to be able to continue past a point of possible turn completion, in the service of implementing some additional or revised action. This article seeks to build on, and complement, earlier research by exploring two issues in more detail as follows: (1) what exactly do pivotal turn extensions accomplish on the action dimension, and (2) what role does prosodic-phonetic packaging play in this? We will show that pivot constructions not only exhibit various degrees of prosodic-phonetic (non-)integration, i.e., differently strong cesuras, but that they can be ordered on a continuum, and that this cline maps onto the relationship of the actions accomplished by the components of the pivot construction. While tighter prosodic-phonetic integration, i.e., weak(er) cesuring, co-occurs with post-pivot actions whose relationship to that of the pre-pivot tends to be rather retrospective in character, looser prosodic-phonetic integration, i.e., strong(er) cesuring, is associated with a more prospective orientation of the post-pivot’s action. These observations also raise more general questions with regard to the analysis of action.
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 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.
Schegloff (1996) has argued that grammars are “positionally-sensitive”, implying that the situated use and understanding of linguistic formats depends on their sequential position. Analyzing the German format Kannst du X? (corresponding to English Can you X?) based on 82 instances from a large corpus of talk-in-interaction (FOLK), this paper shows how different action-ascriptions to turns using the same format depend on various orders of context. We show that not only sequential position, but also epistemic status, interactional histories, multimodal conduct, and linguistic devices co-occurring in the same turn are decisive for the action implemented by the format. The range of actions performed with Kannst du X? and their close interpretive interrelationship suggest that they should not be viewed as a fixed inventory of context-dependent interpretations of the format. Rather, the format provides for a root-interpretation that can be adapted to local contextual contingencies, yielding situated action-ascriptions that depend on constraints created by contexts of use.
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.