2020
DOI: 10.1080/0163853x.2020.1816401
|View full text |Cite
|
Sign up to set email alerts
|

Achieving Preallocation: Turn Transition Practices in Board Games

Abstract: This paper contributes an analysis of practices for managing a preallocated turn-taking system in board games, expanding existing studies of preallocation beyond question-answer sequences. Although board games have existed for thousands of years across human cultures, and despite being a widely used method of data elicitation in many fields of research, there are few studies of how adults accomplish play. Using conversation analysis, this paper demonstrates how participants organize transition between boardgam… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 13 publications
(4 citation statements)
references
References 49 publications
0
4
0
Order By: Relevance
“…Adjusting the pile after each turn, before the next game move is made, is a practice the players established earlier, working as a closing device. So this gesture embodies an orientation to letting the game progress, as opposed to halting it and disallowing Daniel's move (see also Hofstetter 2021).…”
Section: Resultsmentioning
confidence: 99%
“…Adjusting the pile after each turn, before the next game move is made, is a practice the players established earlier, working as a closing device. So this gesture embodies an orientation to letting the game progress, as opposed to halting it and disallowing Daniel's move (see also Hofstetter 2021).…”
Section: Resultsmentioning
confidence: 99%
“…is carried out (Keevallik 2001;Keisanen et al, 2014) or they may be indexed by gaze and bodily orientations (Hofstetter, 2020b(Hofstetter, , 2021Ticca, 2014).…”
Section: Visuospatial Arrangements and Joint Activitiesmentioning
confidence: 99%
“…It is a structured activity that is organised around a game and its rules and therefore differs from everyday family interaction, for example. Achieving gameplay requires the participants to actively organise and coordinate their actions (Hofstetter, 2021). Social VR offers a new platform for examining gameplay as an interactional activity.…”
Section: Introductionmentioning
confidence: 99%