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Recent studies on internet languages show that internet connects a number of diverse
people and groups. Language is one of the main characteristics from group to group with each
group having its own unique words and expressions (Kalima, 2007).
The first book that deals with internet language as a whole is the Flame War: The
Discourse of Cyber culture (1997). This article discusses the emotions and text expressions. Reid
(1991) discusses how internet relay chat or IRC posed problems for current theory in
communications. Davis and Brewer (1997) show in their study how communication that is solely
Crystal (2001) refers to forum as bulletin board which has accurate descriptions of how
forums work where users read a number of topics of their choice and give comments through
posting in the thread if they want. According to the study conducted by Garland and Cannon as
cited by Jackson and Ze Amvela (2000) shows that that around 25% over the use of many recent
loan words were borrowed from French. There was still the the application of borrowing that
Acronyms and initialization are not generally the powerful processes for forming new
words in English but still there are still some acronyms in the particular field..
Moreover, this paper focuses on the specific word processes used in online and offline
games specifically in the game called DOTA (Defense of the Ancient). This also identifies
researchers will attempt to conduct the study focusing on the internet chat of DOTA players and
go deeply to these languages that can be also used in the social context.
Research Framework
This study is theoretically supported by, the study made by Juhamatti Kalima and
supported with the previous studies on word formation Hatch and Brown (1995) and Garland
and Cannon. Despite these studies, only few researchers conducted a study on the internet
This paper will identify the common morphological processes using the terminologies
used in the game DOTA and how these are applied in the actual social context of communication
based on the framework of Kalima (2007). Specifically, it tries to answer the following
questions.
1. What are the common word processes used in the internet chat of DOTA players?
2. How does these languages being used in their conversation?
3. How does these languages being applied in the actual social context of
The selected online game was subjected to the Word Formation Internet forum analysis
expounded by Kalima (2007). This study hopes to show the morphological application in the
aforementioned corpora. This investigation will not only benefit aspirant linguists and educators
in the field but also future researchers who would attempt to explore this field.
In this paper, after the introduction, the researcher discuss the research framework of the
study, statement of the problem, explain the methodology and present and discuss the result of
The research identifies the word formation processes in the internet games forum known
as DOTA (Defense of the Ancient) and list the words used in the actual communication and even
in the classroom scenarios. The study focused on the languages or codes used in the game and
when this is used in their chat box in the game and outside the games. The participants in this
study were composed of the 35 students and three teachers who also play the game. The study
will be done through joining in the internet games and conducting sets of interview to persons
that always play the game. After the conducting an interview and joining the game, the
researchers will list down all the words gathered and categorized according to the type of word
formation processes that they acquire. The last step is to list down the words that the students
used in the actual communication with their friends and classmates in the social context or even
in the classroom situation. The study attempted to identify the other kinds of word processes
found in the internet games forum chat and the words that are acquired in the actual social
context.
RESULTS AND DISCUSSION
A thorough and rigorous analysis of the languages or codes used by internet players in the
internet games forum to present and identify the word formation presented in the codes was
conducted by the researchers in presenting the Result and Discussion part of the research paper.
Research Question. Word Formation used in online Internet Games and Forums of DOTA
players.
The researchers found out that there were five different word formations in the online games of
the language DOTA players. These are coinage, acronyms, clippings, backformation and
initialism. Out of 61 words gathered in the online games, Coinage had 32, the most number of
usages. Second is Initialism 22, Acronym and Clipping both had 3, and Backformation has one.
Coinage and initialism are often observed DOTA terminologies when they communicate with the
other players in the game. These are mostly standard correct English which became the normal
30
25
20
Number
15
10
0
Coinage Acronym Backformation Initialism Clipping
On the other hand, different official terms in the game use other word formations to refer
to something or someone wherein occasionally applied in situations especially inside the
classroom among the students usually for the purpose of sarcasm, compliment or bragging.
The uses of terminologies in online games involving word formation processes in the
conversation among students were observed. It is noticeable that one cannot simply relate if the
person is not familiar with the words thus only those who play the games can easily understand
the sense of what has been stated. However, over the period of time if the words were frequently
used in the context of the situation other students who were not familiar with the terms
eventually get its meaning.
Though there were several initialism in the online games, only few of them were always
applied in the conversation such as GG (good game usually ironical for losing the game) Ex. 1.
Wow, youre the lowest in our quiz, it was such a GG; SS (special skill) Ex. 2. Kenny showed his
SS in the class; CS (cross fire - this term is used when someone tell something behind their back)
Ex. 3. You know what, he made a CS, he said that you are a cheater; WP (wanna piece of me
use if someone needs your help or assistance) Ex. 4. Hey, do you need WP? FTW (for the win)
Ex. 5. Our performance is FTW, whoooooo!
With regards to coinage, the most frequently used word from the game is Noob wherein
students usually mean it as weak or idiot. It was derived from the term newbie (novice). They
branded someone as Noob if a person always committed mistakes. In terms of blending, the most
popular word used among students is Gank (original meaning gang kill) means to steal or rob in
groups. Ex. Dont let them know our plans so that they will not gank us.
Noticeably, the meaning of the words may change because of how it is used creatively in
a language. Some of the common terms in the game were metaphorically use like Backdoor (an
example of compounding) meaning to enter the enemys lane secretly but students use the word
backdoor if they knew that their classmate cut class. Ex. Maam, Eric used the backdoor. It is
understood that Eric did not pass through the front gate. Minions in the game basically means
creeps; however, students refer to it as buddies or cronies. Ex. Michael is overconfident because
of his minions.
This was supported through the participation in the actual game. The players in the games
uses these sets of initialism such as gg,ss, wp and others were utilized during the actual game.
This was composed of 20 players competing with each other. The players do not used longer
words but they used these language codes in communicating the as a team and expressing their
feelings with the connection in the chat box. Ex. Go to the mid (meaning middle lane) the enemy
is there.
The word is an example of the internet language code of DOTA that tells direction that
players use when they read the map. Other initialism as indicated in the aforementioned a while
ago were used after the game or because the players had other meaning for it, they used it in the
communicating with other players.
CONCLUSION
The study reveals that there were different variations of word formation presented in the
language of internet games specifically in DOTA games. These are backformation, coinage,
initialism, acronyms, and clipping. The most number of used word formation are coinage and
initialism. This research found also that the involvement of students in internet games help them
to discover new vocabulary and sometimes used in the actual communication or social context
that affects the students capability in developing their vocabulary and sometimes use as other
term in communicating with others in the actual environment. The research has the similar
structure in the previous studies done. The potential areas of exploration of the study made will
open more opportunities to analyse and discover new trends and styles in word formation and
can adopt in the actual social context of communication. The researcher suggest that this will
undergo a further study in other internet games and forums as to differentiate the language and
find other forms of word formation aside from the aforementioned above.
ABSTRACT
This study determined and analyzed the common morphological processes using the
terminologies used in the game DOTA and how these are applied in the actual social context of
communication based on the framework of Kalima (2007). The study used words and terms in
the game and classified and identified the words used in the game and in the actual environment
of social communication. The findings of the study reveals that there were different variations of
word formation presented in the language of internet games specifically in DOTA games and in
there were words that are used in different expressions such as compliment or sarcasm when
communicating with friends or classmates . This shows that the involvement of students in
internet games help them to discover new vocabulary and sometimes used in the actual
communication or social context that affects the students capability in developing their
vocabulary and sometimes use as other term in communicating with others in the actual
environment. It is strongly recommended that the strategies are used in the development of the
research studies.
Crystal, D. (2001). Language and the Internet. Port Chester, NY, USA: Cambridge
Undergraduate Research Journal for the Human Sciences, California University of Pennsylvania.
Jackson H. and Z Amvela E. (2001). Words, Meaning and Vocabulary. Trowbridge: The
Cromwell Press.
De La Salle University-Dasmarias
College of Liberal Arts and Communications
Graduates Studies
City of Dasmarias, Cavite, Philippines
Submitted by:
JAYSON V. ERNI
ARLENE RUTH GENTOLIA
CYRELL P. COLLANO
Master of Arts in English as a Second Language
Submitted to:
MARCO SAEZ, PhD
Professor