Ludic Taunting: Does Taunting Work Differently in Video Games?

SF Luthfie Arguby Purnomo(1*), SF. Lukfianka Sanjaya Purnama(2), Lilik Untari(3), Agung Prasetyo Wibowo(4), Nabil Aqib(5), Yosse Vira Oktaviana(6),

(1) English Letters Department UIN Raden Mas Said Surakarta
(2) English Letters Department UIN Raden Mas Said Surakarta
(3) English Letters Department UIN Raden Mas Said Surakarta
(4) English Letters Department Gunadarma University
(5) English Letters Department UIN Raden Mas Said Surakarta
(6) English Letters Department UIN Raden Mas Said Surakarta
(*) Corresponding Author

Abstract


Studies on taunting in video game context tend to mull over around how players taunt other players via online chat features. Studies on how taunting works in games with in-game taunt features are under investigated. Examining twenty-seven gamestory-wise and gameplay-wise games, we argue, through this sociolinguistic study, that taunting designed for game characters is better termed ludic taunting since it has different functions from that of taunting in games with online chat feature and in real life. Ludic taunting has two major functions namely narrative and mechanical. The former which refers to taunting for game story-bound purposes is classified into archetyping, cameoing, and mythopoesing. The latter, for game play-bound purposes, is classified into buffing, cosmeticizing, cueing, debuffing, hinting, and rewarding. Game designers and scholars could employ this study as a reference in designing games with in-game taunt features.


Keywords


game narrative; ludology; ludus; sociolinguistics; taunting; toxic language

Full Text:

PDF

References


Aarseth, E. J. (1997). Cybertext: Perspectives on Ergodic Literature. Maryland: JHU Press.

Balogh, A., & Veszelszki, Á. (2020). Politeness and Insult in Computer Games–From a Pragmatic Point of View. Acta Universitatis Sapientiae, Communicatio, 7(1), 68-91.

Baugh, J. (2018). Linguistics in Pursuit of Justice. New York: Cambridge University Press.

Caillois, R. (2001). Man, Play, and Games. Illinois: University of Illinois Press.

Frasca, G. (2013). Simulation versus narrative: Introduction to ludology. In The video game theory reader (pp. 243-258). New York: Routledge.

Graham, S. L. (2019). Interaction and conflict in digital communication. In The Routledge Handbook of Language in Conflict (pp. 310-327). New York: Routledge.

Hocking, C. (2007). Ludonarrative dissonance in Bioshock. Click nothing, 7.

Huizinga, J. (2014). Homo ludens ils 86. New York: Routledge.

Kwak, H., Blackburn, J., & Han, S. (2015, April). Exploring cyberbullying and other toxic Behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 3739-3748).

Leonard, D. (2004). High tech blackface: Race, sports, video games and becoming the other. In Intelligent Agent (Vol. 4, No. 4.2, p. 1).

Patridge, S. (2017). Video games and imaginative identification. The Journal of Aesthetics and Art Criticism, 75(2), 181-184.

Paul, C. A. (2018). The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: University of Minnesota Press.

Pujante Jr, N. T. (2021). Speech for Fun, Fury, and Freedom: Exploring Trash Talk in Gaming Stations. Asian Journal of Language, Literature and Culture Studies, 1-11.

Purnomo, S. L. A., Nababan, M., Santosa, R., & Kristina, D. (2017). Ludic Linguistics: A Revisited Taxonomy of Fictional Constructed Language Design Approach for Video Games. GEMA Online Journal of Language Studies, 17(4).

Purnomo, S. L. A., Purnama, S. L. S., Untari, L., Asiyah, N., & Anggraini, N. (2019). Gamemunication: Prosthetic Communication Ethnography of Game Avatars. Jurnal Komunikasi: Malaysian Journal of Communication, 35(4).

Rouse III, R. (2004). Game Design: Theory and Practice. Jones & Bartlett Publishers.

Spradley, J. P. (2016). Participant Observation. Illinois: Waveland Press.

Šimko, J., & Bieliková, M. (2014). Semantic acquisition games. Springer. skills. European Scientific Journal, ESJ, 11(13), 72-78.

Su, N. M., & Shih, P. C. (2011, July). Virtual spectating: Hearing beyond the video arcade. In Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction 25 (pp. 269-278).

Tang, W. Y., & Fox, J. (2016). Men's harassment behavior in online video games: Personality traits and game factors. Aggressive behavior, 42(6), 513-521.

Yus, F. (2011). Cyberpragmatics: Internet-mediated Communication in Context. Amsterdam: John Benjamins Publishing Company.




DOI: https://doi.org/10.24071/joll.v22i2.4197

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Journal of Language and Literature (JOLL) is published by  Prodi Sastra Inggris, Fakultas Sastra, Universitas Sanata Dharma.

JOLL is indexed in:

       


This journal is is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 

View My Stats