Journal für Medienlinguistik : jfml = Journal for media linguistics
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Funktionsverbgefüge stehen seit jeher in der Sprachkritik, die sich nun auch auf digitale Räume ausbreitet. Vertreten wird dort die These, Funktionsverbgefüge und ihre entsprechenden Basisverben seien äquivalent und könnten in allen Kontexten durch die verbalen Entsprechungen ersetzt werden. Dies kann durch die vorliegende korpusbasierte und textlinguistische Studie am Beispiel des Gefüges Frage stellen widerlegt werden. Anhand eines extensiven Datenmaterials aus den Wikipedia-Artikel-Korpora des IDS zeige ich die semantischen, grammatischen und textlinguistischen Unterschiede zwischen dem Basisverb und dem Funktionsverbgefüge im Gebrauch auf, die sich in der Anreicherung, Verdichtung, Perspektivierung, Gewichtung und Wiederaufnahme von Informationen im Text manifestieren.
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.
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.
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.
Special Issue: Mobile Medienpraktiken im Spannungsfeld von Öffentlichkeit, Privatheit und Anonymität
(2019)
Social media, as the fifth estate, increasingly influence public discourses and play a major role in shaping public opinion. Undoubtedly, they have the potential to promote participation and democracy. On the other side, they also constitute a risk for democratic societies, as the spread of hate speech and fake news has shown. As a response, forms of counterspeech organised by civil society have emerged in social media to counter the normalisation of hate speech and democracy-threatening discourses. In order to influence discourse in social media in terms of the fifth estate, counterspeech campaigns must be visible also quantitatively. In this ethnographic contrastive study, I analysed the activities of the German and Finnish Facebook groups of the network #iamhere international. The intensity and continuity of their activities is obviously influenced by their strategic organisation: conventionalised rules support them whereas lacking or inconsequent rules seemed to be counterproductive.
This paper investigates self-initiated uses of mobile phones (such as texting or making a call) in everyday video-recorded conversations among Czech speakers. Using ethnomethodological conversation analysis, it illustrates how participants publicly frame their own device use (for example, by announcements), and how co-present interlocutors respond to it. Previous studies have described how participants manage two concurrent communicative involvements, but have not provided detailed sequential descriptions of how device use can be negotiated and accounted for. This study shows that mobile device use in co-presence is not a priori problematic (or vice versa). Instead, participants frame their technology use in different ways according to various features of the social situation they treat as momentarily relevant. These features include the course of the conversation and how the device use relates to it, the overall participation framework and the opacity of the device use for co-present others.
Narratives 2.0. A Multi-dimensional approach to semi-public storytelling in WhatsApp voice messages
(2019)
Based on a corpus of voice message narratives in German WhatsApp group chats, the present study contributes to research on social media storytelling in that it focusses on stories of personal experience which are embedded in a communication platform which favours a continuous dialogic exchange, narrated to well-defined non-anonymous publics and multimodal (comprised of visual and audible posting types). To capture the characteristics of this type of social media storytelling, the paper argues that Ochs and Capps’ (2001) dimensional model originally developed for conversational narratives (including the dimensions of tellability, tellership, embeddedness, linearity, moral stance) should be expanded by the dimensions of publicness, multimodality and sequencing. The prototype of storytelling in WhatsApp group chats is based on recent personal experiences; it is related by a single teller as an initial, sequentially non-embedded and linearly organised “big package” story (in a single voice message sometimes introduced by a text message containing an abstract); other group members routinely document their evaluative stances in rather conventionalised text message responses in the semi-public group space.
This contribution aims to describe privacy, publicness and anonymity as essential analytic dimensions for media linguistic research. The dimensions are not inherent in and predetermined by the technical features and forms of communication provided by mobile devices, but are used by the participants as an orientation grid for shaping their online and offline practices in and with mobile media. Consid-ering both mobile device use in the public realm and the dissemina-tion of increasingly private content in social media (which is said to lead to ‘blurred boundaries’ between the private and the public), the paper provides a brief overview of the main developments in mobile media research: Studies adopting various approaches – e. g. socio-logical-ethnographic, linguistic and media studies – illustrate how publicness, privacy and anonymity are actively shaped and brought about by mobile media users in face-to-face and remote social en-counters. As this shows that publicness, privacy and anonymity are still relevant concepts for users, future media linguistics studies should focus on the dynamic multimodal practices by which they are contextualized and accomplished.
Zu den Beiträgen des Themenhefts.
Die in dem Themenheft versammelten Beiträge setzen sich unter verschiedenen Fragestellungen, im Rahmen unterschiedlicher methodischer Ansätze und jeweils eigener Datensets mit Öffentlichkeit, Privatheit und Anonymität im kommunikativen Handeln mit mobilen Medien auseinander.