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Response cries and other gaming moves: Toward an intersubjectivity of gaming
Stockholm University, Faculty of Social Sciences, Department of Child and Youth Studies.
2009 (English)In: Journal of Pragmatics, ISSN 0378-2166, Vol. 41, 1557-1575 p.Article in journal (Refereed) Published
Abstract [en]

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, 1557-1575 p.
Keyword [en]
Computer gaming; Response cries; Intersubjectivity; Everyday life; Action aesthetic
National Category
Other Social Sciences not elsewhere specified
Research subject
Child and Youth Science
URN: urn:nbn:se:su:diva-36233OAI: diva2:289038
Available from: 2010-01-22 Created: 2010-01-22 Last updated: 2013-01-09Bibliographically approved

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Aronsson, Karin
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