{"title":"非词汇的“呻吟”:桌游互动中的回应哭泣","authors":"E. Hofstetter","doi":"10.1080/08351813.2020.1712964","DOIUrl":null,"url":null,"abstract":"ABSTRACT This article examines nonlexical vocalizations in board game interactions, focusing on “moans.” Moans are prolonged, voiced, response cries. Moans react to game events where the player has suffered in some way. Despite the complaint-relevant nature of moans, game actions are never withdrawn in response to a moan, Moans are treated as laughable, while lexical complaints invoke arguments and apologies. This article suggests that moans are a manifestation of managing Bateson’s play paradox in that they denote suffering but also willingness to continue play and a validation of the prior event. Moans are suggested to be a contextualization cue for “this is play.” Given the relative unconventionality of the form of moans, these tokens are suggested as evidence that lack of conventionalization may be a members resource rather than a problem. The article analyzes a corpus of 34 hours of video-recorded board game play (169 tokens) in English (Canadian, American, and British).","PeriodicalId":51484,"journal":{"name":"Research on Language and Social Interaction","volume":"53 1","pages":"42 - 65"},"PeriodicalIF":3.0000,"publicationDate":"2020-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/08351813.2020.1712964","citationCount":"20","resultStr":"{\"title\":\"Nonlexical “Moans”: Response Cries in Board Game Interactions\",\"authors\":\"E. Hofstetter\",\"doi\":\"10.1080/08351813.2020.1712964\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT This article examines nonlexical vocalizations in board game interactions, focusing on “moans.” Moans are prolonged, voiced, response cries. Moans react to game events where the player has suffered in some way. Despite the complaint-relevant nature of moans, game actions are never withdrawn in response to a moan, Moans are treated as laughable, while lexical complaints invoke arguments and apologies. This article suggests that moans are a manifestation of managing Bateson’s play paradox in that they denote suffering but also willingness to continue play and a validation of the prior event. Moans are suggested to be a contextualization cue for “this is play.” Given the relative unconventionality of the form of moans, these tokens are suggested as evidence that lack of conventionalization may be a members resource rather than a problem. The article analyzes a corpus of 34 hours of video-recorded board game play (169 tokens) in English (Canadian, American, and British).\",\"PeriodicalId\":51484,\"journal\":{\"name\":\"Research on Language and Social Interaction\",\"volume\":\"53 1\",\"pages\":\"42 - 65\"},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2020-01-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1080/08351813.2020.1712964\",\"citationCount\":\"20\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Research on Language and Social Interaction\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1080/08351813.2020.1712964\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research on Language and Social Interaction","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1080/08351813.2020.1712964","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
Nonlexical “Moans”: Response Cries in Board Game Interactions
ABSTRACT This article examines nonlexical vocalizations in board game interactions, focusing on “moans.” Moans are prolonged, voiced, response cries. Moans react to game events where the player has suffered in some way. Despite the complaint-relevant nature of moans, game actions are never withdrawn in response to a moan, Moans are treated as laughable, while lexical complaints invoke arguments and apologies. This article suggests that moans are a manifestation of managing Bateson’s play paradox in that they denote suffering but also willingness to continue play and a validation of the prior event. Moans are suggested to be a contextualization cue for “this is play.” Given the relative unconventionality of the form of moans, these tokens are suggested as evidence that lack of conventionalization may be a members resource rather than a problem. The article analyzes a corpus of 34 hours of video-recorded board game play (169 tokens) in English (Canadian, American, and British).
期刊介绍:
The journal publishes the highest quality empirical and theoretical research bearing on language as it is used in interaction. Researchers in communication, discourse analysis, conversation analysis, linguistic anthropology and ethnography are likely to be the most active contributors, but we welcome submission of articles from the broad range of interaction researchers. Published papers will normally involve the close analysis of naturally-occurring interaction. The journal is also open to theoretical essays, and to quantitative studies where these are tied closely to the results of naturalistic observation.