Response cries and other gaming moves-Building intersubjectivity in gaming
2009 (English)In: Journal of Pragmatics, ISSN 0378-2166, Vol. 41, no 8, 1557-1575 p.Article in journal (Refereed) Published
The present study focuses on the ways in which response cries (Goffman, 1981) are deployed as interactional resources in computer gaming in everyday life. It draws on a large-scale data set of video recordings of the everyday lives of middleclass families. The recordings of gaming between children and between children and parents show that response cries were not arbitrarily located within different phases of gaming (planning, gaming or commenting on gaming). Response cries were primarily used as interactional resources for securing and sustaining joint attention (cf. Goodwin, 1996) during the gaming as such, that is, during periods when the gaming activity was characterized by a relatively high tempo. In gaming between children, response cries co-occurred with their animations of game characters and with sound making, singing along, and code switching in ways that formed something of an action aesthetic, a type of aesthetic that was most clearly seen in gaming between game equals (here: between children). In contrast, response cries were rare during the planning phases and during phases in which the participants primarily engaged in setting up or adjusting the game.
Place, publisher, year, edition, pages
2009. Vol. 41, no 8, 1557-1575 p.
Response cries, intersubjectivity, gaming, family life
Research subject Education
IdentifiersURN: urn:nbn:se:uu:diva-87284DOI: 10.1016/j.pragma.2007.05.014ISI: 000267905600006OAI: oai:DiVA.org:uu-87284DiVA: diva2:37653
ProjectsEveryday life of working families in Italy, Sweden and the US