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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 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.
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.
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 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.
The teaching slides accompany the following textbook:
Svenja Völkel & Franziska Kretzschmar (2021): Introducing linguistic research. Cambridge: Cambridge University Press.
The slides follow the structure of the book chapters and can be used for teaching in class. They include the basic information per chapter and exercises to work on in class or as homework. More detailed information, additional exercises, suggestions for research projects and recommendations for further reading can be found in the textbook.
Privacy in its many aspects is protected by various legal texts (e.g. the Basic Law, Civil Code, Criminal Code, or even the Law on Copyright in artistic and photographic works (KunstUrhG), which protects image rights). Data protection law, which governs the processing of information about individuals (personal data), also serves to protect their privacy. However, some information referring to the public sphere of an individual’s life (e.g. the fact that X is a mayor of Smallville) may still be considered personal data (see below), and as such fall within the scope of data protection rules. In this sense, data protection laws concern information that is not private.
Therefore, privacy and data protection, although closely related, are distinct notions: one can violate someone else’s privacy without processing his or her personal data (e.g. simply by knocking at one’s door at night, uninvited), and vice versa: one can violate data protection rules without violating privacy.
The following handouts focus exclusively on data protection rules, and specifically on the General Data Protection Regulation (GDPR). However, please keep in mind that compliance with the GDPR is not the only aspect of protecting privacy of individuals in research projects. Other rules, such as academic ethics and community standards (such as CARE) also need to be observed.