Research

Gaming Language as a Language Variations in Digital Humanities

Gaming Language as a Language Variations in Digital Humanities

Gaming Language as a Language Variations in Digital Humanities

By Furianto and Risa Rumentha Simanjuntak

Abstract

“This study examined the gaming language in the first-person-shooter (FPS) game Valorant. Gaming language usedbetween players of the game was identified as evidence of real communication in digital way of living. In digital humanities, digital language variation is considered an essential milestone in the development of humanity in thedigital era. Such developmentwasinvestigated in terms of its complexity and communicative events setting. However, specific language used by gamers were not always studied within the communicative events, creatingdissipation of the humanistic value and losing the connections with the identities of its users. There were two goalsof this study first, to determine the slang words used by players during the game, and second to examine the functionof these slang words. Data for this study were collected during one month of the consecutive game, including screenshots and recording of sessions. Results showed four categories of slang words used by Valorant players, withacronyms and clippings used more frequently (42,50% for each category) than other slang words. Players used theseslang words to convey emotional and tactical messages. These functions were identified, including disapproval,criticism, support, and praises. It was concluded that the new slang words showed language used in gaming as a phenomenon in digital humanities. Implications for future research were also discussed for further development ofdigital culture and digital humanities.”

Reference

Furianto, & Simanjuntak, R. R. (2022). Gaming Language as a Language Variations in Digital Humanities. Retrieved July 22, 2022, from https://conference.binus.ac.id/ocs/index.php/ICOBAR2022/ICOBAR2022/paper/view/6555/246

Keyword

Gamification, slang, language variation, valorant, digital culture, digital humanities, research