Multiple transitions between ‘fiction’ and ‘reality’ have been discussed as an interesting feature of players’ practices. However, the detailed ways in which players situatedly switch in and out of the game have not yet been described. Based on a video-recorded corpus of virtual football games, this paper describes the systematic organisation of players turns-at-talk when they are deeply involved in the game, and shows how turns are transformed as they disengage from the game. These two ways of formatting turns are characterised by two forms of temporality: the first is embedded in the game and is shaped by the mobility and speed of the game dynamics; the second is shaped by the interactional space created between the co-present players. The paper shows how these two regimes are organised in an embodied way: in the former, players are visually focused and bodily oriented towards what happens on their TV monitor; in the latter, players are mutually oriented, exchange glances and gesticulate one towards the other.
2023. Playing Together on a Large Screen: Spatiality, Materiality, Temporality and the Complexity of Interaction. In Complexity of Interaction, ► pp. 255 ff.
Hofstetter, Emily & Jessica Robles
2023. Metagaming and Multiactivity: How Board Game Players Deal with Progressivity. In Complexity of Interaction, ► pp. 65 ff.
Bilat, Loïse, David Javet, Selim Krichane, Isaac Pante & Yannick Rochat
2022. Présentation. Sciences du jeu :17
Rusk, Fredrik & Matilda Ståhl
2022. Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context. Classroom Discourse 13:2 ► pp. 164 ff.
Baldauf-Quilliatre, Heike & Isabel Colón De Carvajal
2021. Séquences de guidage dans des sessions de jeux vidéo : comment co-construire la programmation d’une action dans l’interaction ?. Langages N° 221:1 ► pp. 107 ff.
Bolander, Brook & Miriam A. Locher
2020. Beyond the online offline distinction: Entry points to digital discourse. Discourse, Context & Media 35 ► pp. 100383 ff.
Colón de Carvajal, Isabel & Sandra Teston-Bonnard
2020. Le corps comme médium d’interaction dans le processus d’appropriation ou de résistance au dispositif de jeu vidéo. Interfaces numériques 7:2
Hoey, Elliott M.
2020. When Conversation Lapses,
Hofstetter, Emily
2020. Nonlexical “Moans”: Response Cries in Board Game Interactions. Research on Language and Social Interaction 53:1 ► pp. 42 ff.
Hofstetter, Emily
2021. Achieving Preallocation: Turn Transition Practices in Board Games. Discourse Processes 58:2 ► pp. 113 ff.
Taleghani-Nikazm, Carmen, Veronika Drake, Andrea Golato & Emma Betz
2019. Contextualisations d’extraits de jeux vidéo et prises en compte des ressources multimodales pour une analyse des pratiques interactionnelles entre joueurs. Corela :HS-27
Reeves, Stuart, Christian Greiffenhagen & Eric Laurier
2017. Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play. Topics in Cognitive Science 9:2 ► pp. 308 ff.
Tekin, Burak S. & Stuart Reeves
2017. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, ► pp. 1558 ff.
Sierra, Sylvia
2016. Playing out loud: Videogame references as resources in friend interaction for managing frames, epistemics, and group identity. Language in Society 45:2 ► pp. 217 ff.
Ayaß, Ruth
2015. Doing data: The status of transcripts in Conversation Analysis. Discourse Studies 17:5 ► pp. 505 ff.
baldauf-quilliatre, Heike
2015. Multiple Sayings : répétition et encouragement. Semen :38
Piirainen–Marsh, Arja & Liisa Tainio
2014. Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction. The Modern Language Journal 98:4 ► pp. 1022 ff.
This list is based on CrossRef data as of 23 december 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
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