In:The Appropriation of Media in Everyday Life
Edited by Ruth Ayaß and Cornelia Gerhardt
[Pragmatics & Beyond New Series 224] 2012
► pp. 197–230
Organising participation in video gaming activities
Published online: 11 September 2012
https://doi.org/10.1075/pbns.224.09pii
https://doi.org/10.1075/pbns.224.09pii
This chapter focuses on video game-playing as a locus for media engagement and everyday social interaction. Game-playing is analysed from a multimodal perspective: as a temporally unfolding, interactionally accomplished event shaped by the game as a material and semiotic structure which the players attend to in their verbal and nonverbal actions. The chapter investigates how adolescents playing a console-operated video game in the home environment draw upon the game’s discourse locally, in the situated, emergent activities through which they co-construct social play. Detailed analysis of data reveals how players produce their utterances in an indexical way, incorporating specific locally available discursive resources in their talk and adjusting to the constantly changing contexts presented by the game.
Cited by (5)
Cited by five other publications
Liu, Zexi, Teng Teng Yap, Malarvizhi Sinayah & Xinyu Zhang
2025. Streamer discourse density. Chinese Language and Discourse. An International and Interdisciplinary Journal 16:2 ► pp. 344 ff.
Baldauf-Quilliatre, Heike & Biagio Ursi
Colón de Carvajal, Isabel & Sandra Teston-Bonnard
Reeves, Stuart, Christian Greiffenhagen & Eric Laurier
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