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INTRODUCTION

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

through electronic services is different than both writing and speech.

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

continuously adds new word in the English language.

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

internet languages that can be used in social or actual communication.


However, there were only limited studies conducted in the internet languages, hence the

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

language specifically on the DOTA games.

Statement of the Problem

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

communication (example: the conversation between friends or classmates)

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 study and conclusion.


METHODOLOGY

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

way of communication among the players. This is shown in table 1.

Word Formation Number of Words


Coinage 32
Initialism 22
Acronym 3
Clipping 3
Backformation 1
Total 61

In Table 2 shows the graphical representation of the data in table 1.


35

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.

Key words: internet language, word formation, context of communication


REFERENCES

Crystal, D. (2001). Language and the Internet. Port Chester, NY, USA: Cambridge

University Press. (16 Dec 2006) http://site.ebrary.com/lib/jyvaskyla/Doc?id=5008037&ppg=22

Driscoll, D. (2002). Ubercool Morphology of Internet Gamers: A Linguistic Analysis.

Undergraduate Research Journal for the Human Sciences, California University of Pennsylvania.

(13 Feb 2007) http://www.kon.org/urc/driscoll.html

Hatch, E. and Brown, C. (1995). Vocabulary, Semantic, and Language Education.

Cambridge: Cambridge University Press.

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

Word Formation on Internet Games: DOTA Application in Actual Social Context of


Communication

In partial fulfillment of the requirements


in
Phonology and Morphology

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

May 20, 2017

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