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A Sociolinguistics Analysis on Slang and Technological Neologisms in Darren Watkins’ (IShowSpeed) Gaming Livestreams on YouTube Adika Indotua Nainggolan; Yolanda Jesica Sitanggang; Leony Elisabet Situmorang; Tessaria Simorangkir; Monika Natalina Silaban; Tiarma Intan Marpaung
JURNAL ILMIAH NUSANTARA Vol. 3 No. 2 (2026): Jurnal Ilmiah Nusantara Maret 2026
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jinu.v3i2.8837

Abstract

This study investigates how slang and technological neologisms are formed and used in Darren Watkins’ (IShowSpeed) gaming livestreams on YouTube, focusing on one full gameplay session of The Last of Us Part II. Drawing on a qualitative descriptive approach, the study collects lexical items from the livestream transcript and classifies them using Lazore’s (2017) fivefold framework of blends, abbreviations and acronyms, clippings, repurposing of standard English, and coinage of new terms. The analysis distinguishes between general English slang influenced by broader internet culture and specialized gaming slang tied to gameplay mechanics and technological environments, as summarized in two tables of lexical items. Findings show that abbreviations and clippings (e.g., AFK, GG, PC, ult, stats) dominate the data, indicating a strong pressure toward linguistic economy and rapid real-time communication. Repurposed English terms (e.g., dead, stream died, carry, feed, grind) reveal systematic semantic shifts that rely on shared cultural knowledge within the streamer–audience speech community. Coinages and blends (e.g., nerf, buff, gank, lagspike) highlight the creative and community-specific nature of gaming discourse. Overall, the study argues that IShowSpeed’s livestream functions as a socio-technical space where lexical innovation is driven simultaneously by efficiency, identity construction, and technological mediation, illustrating how digital gaming culture actively reshapes contemporary English vocabulary
THE FUNCTION OF SETTING IN DEVELOPING DRAMATIC TENSION IN D. M. LARSON'S “THE WAITING ROOM” Amos Frans Abdial Tarigan; Palti Hansd Togi Maruhum Simanjuntak; Adika Indotua Nainggolan; Daniel Saputra Gurning; Samuel Tampubolon; David Togi Hutahaean
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18646

Abstract

This study aims to analyze the function of setting in developing dramatic tension in D. M. Larson's The Waiting Room. The study uses a qualitative descriptive method because the data are presented in the form of dialogues and stage directions found in the drama script. The analysis focuses on how the setting, including the waiting room itself and the changing atmosphere of the ceiling, contributes to the development of dramatic tension throughout the play. The data were collected by reading the script carefully, identifying descriptions related to setting, and interpreting their relationship with the characters' emotions and the progression of the story. The findings show that the setting in The Waiting Room is not only used as the physical background of the story but also functions as an active dramatic element. The mysterious waiting room creates uncertainty from the beginning of the play, while the changing light of the ceiling reflects the emotional condition of the characters and increases the dramatic tension. The setting also supports the gradual revelation of the characters' memories and leads the audience toward the climax of the story. Therefore, the study concludes that setting has an important role in building suspense, creating emotional atmosphere, and strengthening the overall dramatic effect of the play.