Dedi Setyawan
Department Of Indonesian Language And Literature Education, Dr Soetomo University Surabaya, East Java, Indonesia

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Journal : Journal of Language and Literature Studies

Analyzing Language Politeness of Maxim of Courage Produced by Students in the Mobile Legends Game Murni, Maria Evriana Priska; Simanjuntak, Nensy Megawati; Dedi Setyawan
Journal of Language and Literature Studies Vol. 4 No. 3 (2024): September
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v4i3.2028

Abstract

Online games, particularly Mobile Legends, have become highly popular among students, especially college students. While engaging and entertaining, this attraction can lead students to neglect important aspects of their behavior, including their language use. This research focuses on the impact of online gaming on language politeness among Unitomo students living in Pumpugan 3, Surabaya. Specifically, the study aimed to examine the influence of frequent online gaming on the level of language politeness among these students, with a qualitative research design conducted in April 2024. The study focused on five Unitomo students, consisting of three female and two male participants, who were active Mobile Legends players. Data collection methods included interviews and observations, providing insights into the students' everyday language use. The results revealed that the environment, particularly time spent playing online games, significantly affected their language politeness. The students often adopted words and phrases from the online gaming environment into their daily conversations, including vulgar language such as "fuck you," "damn," "crazy," "dog," and others, both in English and Indonesian. These findings underscore the importance of self-awareness in maintaining polite language, particularly as the influence of gaming environments can contribute to the erosion of linguistic decency. Developing and practicing polite language habits from a young age is essential to counteract the negative influence of such environments. The research highlights the need for greater awareness and personal responsibility in fostering polite communication in both gaming and everyday contexts.
Character Narratives in Indonesian Digital Fiction: A Semi-Digital Stylistics Approach Simanjuntak, Nensy Megawati; Prather, Sarah; Padmasari, Arumtyas Puspitaning; Setyawan, Dedy; Tobing, Victor MTL
Journal of Language and Literature Studies Vol. 4 No. 4 (2024): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v4i4.2299

Abstract

Digital fiction is a collection of art texts in the form of short stories and novels that combine technology, virtual space, media elements, and provide access to readers or netizens to carry out certain activities in it. Narratology of Characterization is the initial foundation in research in the field of literary studies. Narratology is a field of study that explains narratives and narrative structures in a discourse context. Narratology of characterization talks about the position or scheme of characters in the story. The position of the character talks about the role and impact of the role of the character. The character gives birth to characterization. Characterization gives birth to implications. Implications provides birth to messages and perspectives that will be captured by the reader. Narratology research in digital fiction is research that aims to explain the position, role, and function of the character and characterization itself. This study found that in digital fiction, characters are dominated by women. Female characters in digital fiction hold various roles and impacts on the roles they play. Not only that, this study also found that all works included in the digital fiction category are works that are ready to be owned by many people. Digital fiction does not only belong to the author but also to the reader who acts as a ghost writer who has the right to make decisions or provide suggestions and criticisms of the contents of the story. The author is still recognized as the creator of the story and netizens still take their position as figures who assess the work subjectively and objectively, subjective because there are thoughts, ideas, personal points of view in assessing a fiction, objective in providing assessments, input, suggestions, and criticisms for the maturity or goodness of the story.