SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

Published : 27 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Journal of Language and Literature

Ludic Taunting: Does Taunting Work Differently in Video Games? SF Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Agung Prasetyo Wibowo; Nabil Aqib; Yosse Vira Oktaviana
Journal of Language and Literature Vol 22, No 2 (2022): October
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.662 KB) | DOI: 10.24071/joll.v22i2.4197

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.
Can We Call the Speech Acts of Heroes who Bounce Back from Defeat Ultimatives? SF Luthfie Arguby Purnomo
Journal of Language and Literature Vol 24, No 2 (2024): October
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/joll.v24i2.9017

Abstract

In animated films and video games, there is always a scene where the heroes bounce back from defeat and charge the villains with a final strike. I argue that this particular scene has a specific speech act – ultimative. To prove this claim, I employed apostrophe as a dramatic device by Wagener (1931), speech act markers by Zeevat (2003), speech act formula by Pawley (2009), and invocation by Frankfurter (2019) on twenty titles of animated films and video games to indicate the presence of ultimatives. The findings indicate that ultimatives have distinctive traits. Speech act markers of sudden changes of speech and narratives, pathic speech act markers, and speech act markers of invocation construct them. The combination of these three elements constructs the speech act of ultimatives. I also found that ultimatives in animated films and video games have different functions due to different characteristics and features of the media. In animated films, ultimatives function as a narrative marker indicating that ultimatives signify the plot progression and rationalization. In video games, ultimatives function not only as a narrative marker but also as mechanical marker. Functioning as a mechanical marker indicates that ultimatives require the players to perform certain mechanical interactions through button configuration to bounce back from possible game over. Narrative designers of both animated films and video games could employ the results of this study as a consideration in designing dramatic battle scenes that contain apostrophes to evoke narrative engagement from the audiences and gamers.