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Analysis of Code-Mixing by The Bali Arknights Players Community on WhatsApp Kadek Risma Septiani; Dewa Putu Ramendra; I Wayan Swandana
Journal of Educational Study Vol. 6 No. 1 (2026): June
Publisher : English Education Department STKIP Agama Hindu Singaraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36663/joes.v6i1.1135

Abstract

This study investigates the phenomenon of code-mixing within the WhatsApp interactions of the Bali Arknights Players Community. The primary objective is to identify the types of code-mixing based on Hoffmann’s (1991) classification. Employing a descriptive quantitative design, this research analyzed 168 instances of code-mixing extracted from group chat transcripts. The findings reveal three types of code-mixing: intra-sentential, intra-lexical, and involving a change of pronunciation. Intra-sentential code-mixing was the most dominant type, accounting for 74.40% of the data, followed by intra-lexical code-mixing at 21.43%, while code-mixing involving a change of pronunciation represented only 4.17%. The dominance of intra-sentential code-mixing indicates that community members more frequently insert English words or phrases into Indonesian sentence structures rather than hybridizing words or modifying phonological forms. This pattern reflects the influence of gaming terminology, which is predominantly expressed in English and widely adopted by bilingual speakers in online gaming communities. The study concludes that in specialized digital environments such as gaming communities, code-mixing functions as an effective communicative strategy to facilitate technical discussions, strengthen group identity, and maintain interactional efficiency among members.
VERBAL ABUSE IN MOBILE LEGENDS BANG BANG LIVE STREAMING: A SOCIOLINGUISTIC STUDY Ni Putu Desi Tresnayanti; I Wayan Swandana; Putu Adi Krisna Juniarta
LINGUA LITERA : journal of english linguistics and literature Vol 11 No 1 (2026): Vol 11 No 1 (2026): Lingua Litera: journal of English Linguistics and Literature
Publisher : Sekolah Tinggi Bahasa Asing Prayoga Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55345/stba1.v11i1.124

Abstract

recorded Mobile Legends: Bang Bang live-streaming sessions on YouTube from a sociolinguistic perspective. The research addresses two main problems: identifying the forms of verbal abuse and examining the motives underlying their use during gameplay interactions. The study applies the sociolinguistic theory of verbal abuse proposed by Blackburn and Kwak (2015) to linguistic behavior in competitive online gaming environments. A qualitative research design was employed using qualitative content analysis. The data were collected from a recorded YouTube live stream by an Indonesian amateur streamer. Observation sheets were used as research instruments to document abusive utterances and explore viewers’ perceptions. The findings revealed four dominant types of verbal abuse: insults and name-calling, blaming and reporting threats, obscene and aggressive language, and threats of in-game sabotage. A total of 54 verbal abuse expressions were identified, with insults and name-calling appearing most frequently. The motives behind verbal abuse included frustration from poor performance, behavioral shifts, emotional disengagement from the team, and the online disinhibition effect.