REGISTER AND POWER IN INDONESIAN ONLINE GAME (A SOSIOLINGUISTIC STUDIES)
Rayditya Brillian Prima
Humanus: Jurnal Ilmiah Ilmu-ilmu Humaniora · 2019
doi:10.24036/humanus.v18i2.107169 (opens in a new tab)
We email you when a new notice or a question about this paper appears.
Abstract
The use of language variations in online games are determined by several factors such as time, place, and situation that results in the emergence of the practice of power. This arises because the production of text is strongly influenced by the context in which in a game, there is a need to win the game. The purposes of this paper is to reveal the forms of registers and their applications that shape the practices of power within them. Data obtained from observations in the game. The data were then analyzed using a sociolinguistic approach by using a semiotic triangle of Halliday as the blade of analysis. The results of this paper indicate that the use of registers focuses on interaction among team and another team members in mocking each other. The conclusion of this paper is that the player who has the best ability, has the authority to manage other gamer's games and can mock his opponent team members as well as his own team.
Abstract licence: CC BY-NC
Reads
Read by people on this page
None yet.
Checked or read by AI through naulon
None yet.
A person counts once a day per paper. We keep no cookie and no address: a reader is a hash that changes every day. Any month under five reads shows no number.
Are you an author?
Is this your paper?
Claim it to add your note and be paid when agents cite it. Free.