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dc.contributor.authorOlbertz-Siitonen, Margarethe
dc.contributor.authorPiirainen-Marsh, Arja
dc.contributor.authorSiitonen, Marko
dc.date.accessioned2021-10-29T07:54:39Z
dc.date.available2021-10-29T07:54:39Z
dc.date.issued2021
dc.identifier.citationOlbertz-Siitonen, M., Piirainen-Marsh, A., & Siitonen, M. (2021). Constructing co-presence through shared VR gameplay. <i>Journal für Medienlinguistik</i>, <i>4</i>(2), 85-122. <a href="https://doi.org/10.21248/jfml.2021.31" target="_blank">https://doi.org/10.21248/jfml.2021.31</a>
dc.identifier.otherCONVID_101659180
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/78425
dc.description.abstractThis study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on in­stances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simul­taneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual config­urations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively con­structed even in situations where the participants have differential rights and possibilities to act and influence the game.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherGoethe-Universität Frankfurt am Main Universitätsbibliothek
dc.relation.ispartofseriesJournal für Medienlinguistik
dc.rightsCC BY-SA 4.0
dc.subject.otherconversation
dc.subject.otherconversation analysis
dc.subject.otherco-presence
dc.subject.othershared gameplay
dc.subject.othersingle player games
dc.subject.otherVR-games
dc.titleConstructing co-presence through shared VR gameplay
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202110295452
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.contributor.oppiaineIntercultural Communicationfi
dc.contributor.oppiaineEnglannin kielifi
dc.contributor.oppiaineIntercultural Communicationen
dc.contributor.oppiaineEnglishen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange85-122
dc.relation.issn2569-6491
dc.relation.numberinseries2
dc.relation.volume4
dc.type.versionpublishedVersion
dc.rights.copyright© 2021 Margarethe Olbertz-Siitonen, Arja Piirainen-Marsh, Marko Siitonen
dc.rights.accesslevelopenAccessfi
dc.subject.ysokeskustelunanalyysi
dc.subject.ysovideopelit
dc.subject.ysovirtuaalitodellisuus
dc.subject.ysoläsnäolo
dc.subject.ysokeskustelu
dc.subject.ysopelaaminen
dc.subject.ysoyksinpelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p7828
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p7990
jyx.subject.urihttp://www.yso.fi/onto/yso/p9266
jyx.subject.urihttp://www.yso.fi/onto/yso/p14004
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p28159
dc.rights.urlhttps://creativecommons.org/licenses/by-sa/4.0/
dc.relation.doi10.21248/jfml.2021.31
dc.type.okmA1


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