Journal für Medienlinguistik : jfml = Journal for media linguistics
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Social media, asthe fifth estate, increasingly influence public dis-courses and play a major role in shaping public opinion.Undoubt-edly, they have the potential to promote participation and democra-cy. On the other side, they also constitute a risk for democratic soci-eties, as the spread of hate speech and fake news has shown. As aresponse,forms of counterspeech organisedby civil society have emerged in social media to counter the normalisation of hate speech and democracy-threateningdiscourses. In order to influence dis-course in social media in terms of the fifth estate, counterspeech campaigns must be visible alsoquantitatively. In this ethnographic contrastive study, I analysed the activitiesof the German and Finn-ish Facebook groups of the network #iamhere international. The in-tensity and continuity of their activities is obviously influenced by their strategic organisation: conventionalised rules support them whereas lacking or inconsequent rules seemed to be counterpro-ductive.
As kindergartens and schools closed down during the first wave of the COVID-19 pandemic in Germany, two hashtags emerged on Twitter: #CoronaEltern (#CoronaParents) and #CoronaElternRechnenAb (#CoronaParentsDocumentTheCosts). In this paper, we examine the positioning practices around both hashtags as expressions of “digital activism” (Joyce 2010: VIII). One characteristic of the hashtag campaign is that political demands are hardly ever made directly. Rather, the participants resort to five main linguistic patterns: (1) they address different target groups; (2) they refer to different protagonists; (3) in the subcorpus #CoronaEltern specifically, they constitute themselves as a collective through (4) the recurring use of first-person narratives; (5) and generalization and typification. Our findings show that #CoronaParents are not just parents in times of a pandemic: #CoronaParents are only those who see themselves as such, participating in an evolving, at times misunderstood community.
This paper adds to the growing field of conversation analytical re-search on smartphone-use in face-to-face interactions. Whenever smartphones are used in mobile-supported sharing activities - e. g. to show a picture to co-present others - the smartphone user needs to search for and find the “searchable object” in the World Wide Web, an App or on the device’s local memory. Analyzing audio-recordings of naturally-occurring conversations, this paper iden-tifies two types of practices of speech that explicitly orient to on-going smartphone-supported searches: Collaborative search (cf. Brown/McGregor/McMillan 2015) and search-accompanying com-mentary by the smartphone-user. Both practices verbally provide for the accountability of the otherwise opaque device use. They differ in the way they produce opportunities for co-present others to substantively contribute to the progression of the search as well as the degree to which they produce the search as an interactionally public event.
All linguistics should be media linguistics, but it is not. This thesis is presented by using linguistic landscapes as an example. LL research does not belong to the traditional core of either mainstream linguistics or media linguistics. This is why not everything within power has been done yet to make full use of their thematic, conceptual and methodological possibilities. Visible signs in public space, however, are an everyday phenomenon. You have to pull out all the stops to research them extensively. The distinction between linguistics and media linguistics turns out to be counterproductive. But this does not only apply to the case of linguistic landscapes. It also stands for any comprehensive investigation of language and language use. (Exceptions may be very narrow questions for specific purposes.) The above thoughts are supported by a database of the project „Metropolenzeichen“ with more than 25.000 systematically collected, geocoded and tagged photographs.
In so-called Let’s Plays, video gaming is presented and verbally commented by Let’s Players on the internet for an audience. When only watched but not played, the most attractive features of video games, immersion and interactivity, get lost – at least for the internet audience. We assume that the accompanying reactions (transmitted via a so-called facecam) and verbal comments of Let’s Players on their game for an audience contribute to an embodiment of their avatars which makes watching a video game more attractive. Following an ethnomethodological conversation analytical (EMCA) approach, our paper focusses on two practices of embodying avatars. A first practice is that Let’s Players verbally formulate their actions in the game. By that, they make their experiences and the 'actions' of avatars more transparent. Secondly, they produce response cries (Goffman) in reaction to game events. By that, they enhance the liveliness of their avatars. Both practices contribute to a co-construction of a specific kind of (tele-)presence.