Erlan Aditya Ardiansyah
UIN Sunan Gunung Djati Bandung

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A Pragmatic Analysis of Persuasive Language in Children-Oriented Discourse: The Case of Smash Boom Best Podcast Reva Nur Alfiany; Pepen Priyawan; Erlan Aditya Ardiansyah
Journal of English Language and Education Vol 11, No 3 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v11i3.2622

Abstract

This study investigates persuasive language strategies employed in children-oriented debate discourse by analyzing the Smash Boom Best episode “Forts vs. Puzzles”. The episode was selected because it features a structured debate between two adult speakers evaluated by a child judge, providing a rich context for examining audience-oriented persuasive discourse. This study aims to identify persuasive strategies and explain their pragmatic functions. A descriptive qualitative approach was employed using spoken utterances manually transcribed from the podcast episode published on the official Brains On! YouTube channel. The data were analyzed through qualitative content analysis using Leech's pragmatic framework and Aristotelian rhetoric. The findings reveal that pathos is the dominant persuasive strategy often realized through improvisational narrative and humor supported by logos, audience adaptation, and opponent-weakening strategies. These findings demonstrate how rhetorical appeals and pragmatic adaptation work together to engage child audiences, contributing to the understanding of persuasive discourse in children's digital audio media.
English Abbreviation Slang in the Online Pokemon Go Gaming Comunnity on Discord by Applying Speech Act Theory J.L Austin & John Searle hafsa febinurrani; Andang Saehu; Erlan Aditya Ardiansyah
Journal of Educational Studies Vol. 4 No. 2 (2026): July
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/jes.v4i2.3412

Abstract

The rapid development of digital communication in online gaming relies heavily on abbreviation slang to convey meaning quickly and efficiently. On platforms like Discord, the accurate interpretation of this abbreviation  slang requires analyzing the surrounding context, as it functions as a strategic tool for user coordination rather than mere textual shortcuts. This study aims to identify English abbreviation slang within the online Pokémon Go Discord community and interpret its pragmatic functions using J.L. Austin and John Searle’s Speech Act Theory. Employing a descriptive qualitative method, data were collected through passive observation of active chat channels. The meanings of these abbreviation were then contextually interpreted and analyzed based on locutionary, illocutionary, and perlocutionary acts, along with Searle's illocutionary taxonomy. The interpretation of the findings reveals that abbreviation such as "LFG," "CP," and "AFK" operate as highly conventionalized speech acts, predominantly falling into the categories of Assertives, Expressives, and Directives. This abbreviation slang triggers cognitive, affective, and behavioral perlocutionary effects, facilitating shared understanding, emotional bonding, and concrete in-game actions. The study concludes that abbreviation slang in gaming communities transcends simple morphological truncation; its pragmatic interpretation demonstrates that these abbreviation are performative speech devices used to execute specific social and structural actions