TY - JOUR
T1 - Sidewalk encounters
T2 - Card playing and neighborhood use in a lisbon suburb
AU - Nunes, Joaõ Pedro
PY - 2016
Y1 - 2016
N2 - This chapter investigates sidewalk sociability and neighborhood use, by focusing on the regular encounter of a group of retired men to play cards on their neighborhood's main street. Direct and ethnographic observations were used on one Lisbon suburban working and lower middleclasses residential district. Sidewalk card-playing is understood as "focused gathering" (Goffman, 1971a) and this concept discloses the social organization of a public gaming held encounter and the specific rules created to regulate interactions between players and their audience. The sidewalk sociability effects produced by card-playing are interpreted as originating from "triangulation stimuli" (Lofland, 1998; Whyte, 2002) and "sociability pillar" construction (Charmés, 2006). Card-playing encounters are discussed in detail as a practical and symbolical neighborhood-use (Blokland, 2003) enacted by an elder-men peer-group. Research underscores the relationship between the elderly peer-group members' practices and the neighborhood's public space appropriation, their public characters' attributes (Jacobs, 1972) and behavior, and social construction of a sidewalk small social place. Among aged peer-group members, sidewalk card-playing accounts for an increase in social and psychological benefits, ranging from social contacts to memories self-expression, derived either from the gaming situation or from its pervasive sociability.
AB - This chapter investigates sidewalk sociability and neighborhood use, by focusing on the regular encounter of a group of retired men to play cards on their neighborhood's main street. Direct and ethnographic observations were used on one Lisbon suburban working and lower middleclasses residential district. Sidewalk card-playing is understood as "focused gathering" (Goffman, 1971a) and this concept discloses the social organization of a public gaming held encounter and the specific rules created to regulate interactions between players and their audience. The sidewalk sociability effects produced by card-playing are interpreted as originating from "triangulation stimuli" (Lofland, 1998; Whyte, 2002) and "sociability pillar" construction (Charmés, 2006). Card-playing encounters are discussed in detail as a practical and symbolical neighborhood-use (Blokland, 2003) enacted by an elder-men peer-group. Research underscores the relationship between the elderly peer-group members' practices and the neighborhood's public space appropriation, their public characters' attributes (Jacobs, 1972) and behavior, and social construction of a sidewalk small social place. Among aged peer-group members, sidewalk card-playing accounts for an increase in social and psychological benefits, ranging from social contacts to memories self-expression, derived either from the gaming situation or from its pervasive sociability.
KW - Elder suburbanites
KW - Goffman
KW - Neighborhood use
KW - Sociability
KW - Urban ethnography
UR - http://www.scopus.com/inward/record.url?scp=84994506903&partnerID=8YFLogxK
U2 - 10.1108/S1047-004220160000015003
DO - 10.1108/S1047-004220160000015003
M3 - Article
AN - SCOPUS:84994506903
SN - 1047-0042
VL - 15
SP - 53
EP - 78
JO - Research In Urban Sociology
JF - Research In Urban Sociology
ER -