For my analysis, I decided to look at the Gaming Literacy
interview. Originally, I was going to do the teacher comments (data set 4) but
I decided that looking at an interview would be more beneficial for my final
research project. I’m hoping to conduct interviews for that project, so I
thought this would be good practice. To draw a parallel between these two
projects, I decided to try out looking for awkwardness/discomfort in this
conversation. I want to see if I’m able to draw out clues about awkwardness,
and see if I’m even able to make a judgment of how the student is feeling.
The kind of questions I asked during my analysis included
things like: Is the student uncomfortable? Why or why not? What does he think
about the topic he’s discussing? Does he feel comfortable talking about this
topic? If not, why?
Some of the things I decided were that he doesn’t have a
firm belief about the topic, and that is probably because it is the first time
he’s considered the idea that his gaming might contribute to his computer
literacy. Because he isn’t sure of his topic, the student is also
uncomfortable. He does things to create a distance between himself and the
things he is saying, which shows that he doesn’t want to take full ownership
for these ideas yet.
In this interview, the student is being questioned about his
background as a video gamer. The professor is trying to show that his background
as a gamer may have prepared him with the necessary ‘literacy’ in software to
be able to learn computer programs. The student shows some hesitancy in
answering the questions, not seeming sure of himself in giving his examples.
Some signs of hesitancy/discomfort in the interview include: hedging phrases
like “you know” and “well like”, minimizing terms like “just” and “only”, use
of the present tense, fillers like “uh/ah”,
laughter, and use of the present tense. In general, we can note that he
makes few if any direct statements during the interview.
Here’s the writing I have so far…
In the interview, the student uses several vague words and
phrases which may indicate his discomfort. Several of his sentences begin with
the phrases “you know”, “yeah, but”, “well, just”, “well like”. These hedgers
have the effect of putting some mental distance between the speaker and his
claims. Anything that follows in the sentence seems softened. It does not put
the speaker directly in ownership of their claims, which can mean they are
still thinking out their beliefs or do not really believe in what they’re
saying. Furthermore, the speaker may be trying to indicate that they don’t want
their listener to take what they say too seriously. In this case, the student
is developing his thoughts on gaming literacy for possibly the first time. The
professor is trying to pull out particular ideas from him, so as he goes
through the process he is hedging. He is ‘giving an inch’ by saying there could
be a connection between his gaming and his computer literacy, but he doesn’t
want the professor to ‘take a mile’ so to speak.
Another way the student shows this hesitancy is by his
frequent use of the words “just” and “only”. By using these types of phrases,
the speaker is able to put verbal space between himself and the action of the
sentence. By contrast, a phrase like “I’m going” brings the action very close
to the agent, creating more immediacy, showing that the speaker associates themselves
strongly with the action. A phrase with many filler words like “just” or “uh” creates
a buffer of verbal space between the agent and the action. It shows us that the
speaker is trying to put that action away from themselves.
The other, obvious, use of the word just is to minimize the
strength of the point that follows it. By using them in the interview, the
student downplays the significance of the experiences he’s relating. To him,
these experiences are not a big deal, and he wants the professor to see them
that way as well. A good example comes from his fifth line in the interview,
where he uses “just” four times and “only” once:
“Well,
just in learning how to learn a program, I just see buttons, tool tips and ah I
make a go at it, the scissors mean I can cut in here, and I can just cut and
drag and drop - these a simple things everyone knows, I guess the only reason I
can pick up learning a program is that I just have that knack, no other way to
explain it.”
Another way that we may guess that the student feels uncomfortable
is by the laughter recorded in the interview. People often laugh in moments of
tension to help dispel the discomfort, or in lack of something to say. In this
case, student B laughs after admitting something (again, returning to the theme
of perhaps trying to downplay what he admits to)
Example:
Ch that's literacy - you have the basic
tools, the right basic set of assumptions for how to read, understand,
interpret a program. And so what I'm
looking for is the connection between all the gaming experience you have and
your ability to do that with the applications - the academic applications
B well like a lot of games, in the
beginning, there's menus. You don't just
start playing. There's menus, you get to
customize your decal your spray, clothes,
laughing
It's
not all playing the game it's a lot of process to prepare for it, there's like
box, scripts, you practice it, and you're not playing with other people, you're
just like fooling around.
The professor’s questions are leading him to recall the
details which may make up part of the comparison between gaming and computer
literacy. In this excerpt, the professor didn’t even really ask him for the
example, so it’s clear that he’s beginning to come up with ideas on his own and
relate them. He laughs after explaining how in the beginning of a video game
there is a preparation period where you set everything up (which later set him
up for knowing how to familiarize himself with computer software). He laughs
after the phrase, “There’s menus, you get to customize your decal, your spray,
cloths”.
Perhaps at this point he feels embarrassed about this cyber
world, that he places value in unreal people with unreal cloths. Its not common
to discuss hobbies like this in an academic setting, and certainly not to
consider them as valuable to academics. Video games come with certain Cultural
Stories attached, certain stereotypes go with them. So in bringing up more
details about his background as a gamer, he is brushing closer to his identity
as a gamer. That identity is distinct from his identity as a student. To him,
they don’t really overlap, and may even clash. The idea that the professor is
presenting brings those two identities into the same realm may make him
uncomfortable.
Another thing that the speaker does is use the present tense
when giving his examples. His examples are related from memory of past events,
things he used to do with computer and gaming. His use of present tense in
these examples may indicate that he is mentally thinking through the action
while speaking of it. This builds the case that he is discussing these ideas
for the first time. Also, by using the present tense, he brings these actions
closer to himself. If they were in the past tense, it would demonstrate that he
thinks of them as a firm exemplary experience of gaming literacy. Because they’re
in the present tense, they seem more like everyday experiences to him, and less
set apart.
So far, I have lots of examples for why the student may be unsure of what he's talking about. I'm not sure that I can use this to prove that he felt any embarrassment though. I've also pulled in Gee a little bit with my mentions of stereotypes and identities, but I'll need to expand these more in my coming drafts.