This study investigates lexical cohesion in the Little Hope video game by analyzing the types of lexical cohesion devices used in the game's dialogues. The research is based on Halliday & Hasan, (1976) theory of cohesion and employs a qualitative research method. The aim for this study is to find the type of lexical cohesion that used in the game story. The research identifies several key devices, including repetition, general word, synonyms or near synonyms, superordinate, and collocation. The data source consists of conversations from the game, which were collected through a several steps, including playing the game, repeatedly reading the dialogues, and identifying lexical cohesion devices through note-taking. The findings indicate that five types of lexical cohesion are present in the game’s dialogues: Repetition (79), General Word (8), Synonym or Near Synonym (10), Superordinate (3), and Collocation (10). Among these, repetition emerges as the most dominant type. The study provides valuable contributions to the understanding of lexical cohesion in the context of digital games, with implications for future game design and narrative studies.
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