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THE LANGUAGE OF DOTA 2: A

LOOK INTO ITS WORD FORMATION


Prepared by:
Clarete, Lance Angelo A.
Gumop-as, Eden G.
Lagamayo, Susan B.
Reforial, John Harvey
Villaren, Carla B.
WHY CONDUCT THIS STUDY?
• Internet’s influence (including online games) to people and how they communicate using
this has affected language.
• Online gamers have formed new and unique words and expressions.
For example: gg – good game
b - back
• Many gamers and other users of internet exercise this now as their language and as a way
of communicating, even outside the internet world.
• Only fellow gamers understand this language, which leads confusion to non-gamers.
• Facilitate awareness and understanding to those who are not familiar with these
innovative language.
• Close the gap between gamers and non-gamers.
• As an English major students, it is also our duty to contribute on linguistics, since we are
also part of the constant change of language.
• Being a future teacher, it is important to embrace this evolving language and adapt to
students, which is observe that students in this era in into internet and gaming.
PROBLEM STATEMENT
• This research aims to determine the word formation processes of
the words used by selected gamers of DOTA 2.

Specifically, this study seeks to answer the following questions:


1. What are the words used by gamers?
2. What do those words manifest in terms of: Locutionary act,
Illocutionary act, and Perlocutionary act?
3. What word formation processes are revealed in the words used in
playing DOTA 2?
4. Which is the most dominant and least word formation processes
used?
SCHEMATIC DIAGRAM Speech Act Theory
by Austin (1962) and Searle (1969)

Word Formation Processes by


O’Grady (1997) and Yule (2006)

Gamers in Tagbilaran City

Word Formation Processes:


Categories of utterances:
Coinage Onomatopoeia
• Locutionary act
Borrowing Backformation
• Illocutionary act
Compounding Cliticization
• Perlocutioanary act
Blending Reduplication
Clipping Multiple processes
Derivation Conversion
Inflection Suppletion
Acronym

Words used in DOTA2


METHODOLOGY

• Design
Qualitative research
Descriptive method
-Purposive sampling
• Environment - limited only in Tagbilaran City, and also chat rooms.

• Participants
1. from Taloto, Tagbilaran City – plays online game in Town Portal 3
2. from Ubujan District, Tagbilaran City – plays online game in Town Portal 3
3. from Lindaville Phase I, Tagbilaran City - plays online game in Town Portal 3
4. from Lindaville Phase II, Tagbilaran City - plays online game in Town Portal 3
5.

• Instrument – observation and the use of their screen shots.


METHODOLOGY

• Design- Qualitative research


Descriptive method
Purposive sampling

• Environment - limited only in Tagbilaran City, and also chat rooms.

• Participants –1. from Taloto, Tagbilaran City – plays online game in Town Portal 3
2. from Ubujan District, Tagbilaran City – plays online game in Town Portal 3
3. from Lindaville Phase I, Tagbilaran City - plays online game in Town Portal 3
4. from Lindaville Phase II, Tagbilaran City - plays online game in Town Portal 3
5.

• Instruments – observation and the use of their screen shots.


• Procedures
1.participants will play 2 games in solo queue
2. Documentation
3, Analysis
THANK YOU SO MUCH 

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