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An Analysis of Figurative Language in James Arthur’s Song Lyrics Wirayuda, Andikha Prabu; Abdussamad, Zainuddin; Syarifaturrahman, Wahyu Kamil; Supatmiwati, Diah
Humanitatis : Journal of Language and Literature Vol. 11 No. 2 (2025): Humanitatis: Journal of Language and Literature
Publisher : LPPM Universitas Bumigora Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/humanitatis.v11i2.4609

Abstract

This study aims to identify the types of figurative language used in James Arthur’s songs and also to analyze the meanings conveyed through these figurative language elements. The method of this study is descriptive qualitative, focusing on the analysis of figurative language entitled “The Analysis of Figurative Language in James Arthur’s Songs.” This study employed an observational technique for data collection and content analysis as a supporting method. The study utilized Geoffrey Leech’s (1981) theory to analyze the figurative language present in the selected songs. The results of this study found 31 data points, which consist of 15 (fifteen) hyperboles, 4 (four) metaphors, 6 (six) similes, 2 (two) metonymies, 2 (two) personifications, 1 (one) litotes, and 1 (one) irony. This study underscores the significance of figurative language in music, suggesting that analyzing lyrics can provide listeners with a deeper understanding of emotional expressions and themes.  
Biscuit Slogan in Commercial Media: An Analytical Exploration of Figurative Language Sani, Ida Ayu Asri Arda; Suhendra, Erwin; Abdussamad, Zainuddin
Jurnal Ilmu Sosial dan Humaniora Vol. 2 No. 3 (2024): Maret (Jurnal Ilmu Sosial dan Humaniora)
Publisher : CV Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jishum.v2i3.371

Abstract

This study examines the use of figurative language in biscuit slogans in commercial media, focusing on advertisements from 2015 to 2020. The research aims to explore the linguistic functions of figurative language in advertising and its impact on consumer perception and behavior. A descriptive qualitative research approach is employed, with data collected from fifteen biscuit slogans featured on social media platforms, particularly YouTube. The analysis reveals a variety of figurative language types used in these slogans, including metaphors, symbols, rhetorical questions, assonance, alliteration, repetition, hyperbole, and personification. The findings suggest that figurative language is a powerful tool in advertising, influencing consumer perceptions and brand engagement. The study highlights the importance of cultural elements in slogan creation and the effectiveness of figurative language in making slogans memorable and persuasive. Future research should focus on empirically measuring the impact of figurative language in advertising across different cultural contexts to optimize advertising strategies and enhance brand communication.
Illocutionary Speech Act of Hate Speech in Mobile Legends Game Gusti, Dharma; Syahid, Agus; Sudewi, Ni Ketut Putri Nila; Abdussamad, Zainuddin; Sutarman
LITERA : Jurnal Bahasa Dan Sastra Vol. 11 No. 2 (2025): LITERA: Jurnal Bahasa dan Sastra
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/litera.v11i2.3881

Abstract

Hate speech appears as a form of players' emotional response to the tense and competitive game situation. The purpose of this study is to identify the types of speech acts used in hate speech and analyze the form of hate speech in the Mobile Legends chat and comments. The method used was descriptive qualitative with a pragmatics approach regarding Searle illocutionary theory and used documentation techniques on conversation in chat games and player comments. The results showed that expressive speech acts are the most dominant 65form (53,33%), followed by directive (33.33%), assertive (6.67%), and commissive (6.67%). The forms of hate speech are carried out through calling someone or a group of people with animals, parts of the human body, blasphemy, and also Psychological Abuse. This speech not only reflects emotions, but is also used as a tool to verbally and psychologically attack opponents. The findings prove that in-game hate speech is a meaningful social action that can influence interactions between players. This study emphasizes the importance of understanding pragmatics in unpacking the meaning of hate speech as well as the urgency of creating a healthy play environment free from verbal violence.