Exploring participation, spectatorship, and morality in videogaming activities
Başlık çevirisi mevcut değil.
- Tez No: 780724
- Danışmanlar: Belirtilmemiş.
- Tez Türü: Doktora
- Konular: Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Bilim ve Teknoloji, Computer Engineering and Computer Science and Control, Science and Technology
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 2019
- Dil: İngilizce
- Üniversite: University of Basel
- Enstitü: Yurtdışı Enstitü
- Ana Bilim Dalı: Belirtilmemiş.
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: 236
Özet
This doctoral project investigates the social and interactional organisation of body-based videogaming activities, specifically looking into their temporal, sequential, and multimodal details. It adopts the analytic approach of Ethnomethodology and Conversation Analysis. Examining the situated practices that participants deploy, this project addresses language in use, and explores the issue of what it is to engage in videogaming activities. This study treats the videogaming activities in which participants deploy various interactional resources to play together in a coordinated manner as social phenomena in their own right. Through examining the participants' conduct in the actual instances of playing videogames, this project investigates the work of videogame playing. Based on a video-recorded corpus of Kinect videogaming activities collected in Turkey, this study considers the interactional ecology of such body-based activities, in which players and other participants accomplish their actions in coordinated manners. The first analytic chapter is devoted to the investigation of temporal relations between spectator utterances, which are formatted like instructions, and player bodily movements. The sequential and temporal analysis of proto instructions demonstrates that spectator utterances are not produced and treated as instructions, thereby not constituting conditionally relevant first pair parts. By engaging in proto instructions, participants manifest and exhibit co-engagement in the ongoing activities. The second analytic chapter examines whyinterrogatives and allahallah-utterances, produced in the interactional environments of problematic game outcomes. Whereas why-interrogatives explicitly describe the troubles, and they are often heard as searching for causes, allahallah-utterances implicitly signal the troubles without any specific descriptions of them, and they are mostly treated as manifesting puzzlement. Though these two formats make relevant the participation of people sitting around, they do not establish normative obligations for them to reflect on these troubles. In the third analytic chapter, embodied demonstrations of game relevant bodily movements, produced by spectators, are investigated. In“successful”demonstrations players and spectators collaboratively establish and attend to the demonstrations, working to locate the trouble sources and propose corrective solutions. Yet, in“unsuccessful”demonstrations, the bodily movements of spectators remain unattended by players. This reveals that demonstrations are attended to only when players and spectators share a similar orientation towards the troubles in the games. This thesis offers contributions to the study of situated activities from a social perspective, as well as providing a novel understanding of Turkish grammar in use. It revisits the notions of sequentiality and participation, by providing examples in which some actions are treated as not being conditionally relevant to one another in unproblematic ways. It also presents spectating as an interactional activity, which is temporally coordinated and sequentially ordered. Furthermore, the thesis explores morality in interaction, examining the participants' observable and reportable practices.
Özet (Çeviri)
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