AN ANALYSIS OF THE JARGON USED IN ONLINE GAMES

AN ANALYSIS OF THE JARGON USED IN ONLINE GAMES

THESIS

By:
BAYU ADI WIBOWO
08360211

ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
UNIVERSITY OF MUHAMMADIYAH MALANG
2014

AN ANALYSIS OF THE JARGON USED IN ONLINE GAMES

THESIS
This thesis is submitted to fulfill one of the requirements to achieve
Sarjana Degree in English Education

By:
BAYU ADI WIBOWO

08360211

ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION
UNIVERSITY OF MUHAMMADIYAH MALANG
2014

ACKNOWLEDGEMENTS
First of all, I would like to say my deep and internal gratitude to Allah
SWT for the wisdom, strength, source of inspiration, and guidance trough my
difficult time in doing this thesis.
The researcher would like to express gratitude to the first advisor Dr.
Sudiran, M.Hum and the second advisor Drs. Munash Fauzie, M.M. Thank you
for the kindness, advice, criticism, motivation, and patience in guiding me to
doing my thesis. I am very grateful to have them as my advisor and for all the
time they gave to me during the writing process of this thesis.
My gratitude to my family; my father Musidi, for the understanding and
encouragement in keeping my focused; my grandmother and grandfather
Trayem and Niti Utomo, for all the time she has spent to pray for me; my sister
Imroatul Mufida, for supporting me in their prayer, in providing me with love,

care and funds.
My thankfulness to my beloved fiancée Rodliyatun Kholila, who always
strengthens and encouragements me in doing my thesis well. Thank you very
much for her love, understanding, and affection that gave to me for all this time.
Finally, for all my best friend, Hendrik, Firman Bellick, Fian, Boneng,
Gathe, Giren, Feri, Yusron, and Ovos, thank you for giving me support and for
being my best friends for these five years. To all the rest of my friends whom I
cannot mention one by one, thank you all. Allah blesses me so much for giving
me friend like them all.
Malang, 24th January 2014

Bayu Adi Wibowo

TABLE OF CONTENTS

APPROVAL ..................................................................................................... i
LEGALIZATION ............................................................................................. ii
MOTTO AND DEDICATION ........................................................................ iii
ABSTRACT ...................................................................................................... iv
ACKNOWLEDGEMENTS .............................................................................. v

TABLE OF CONTENTS .................................................................................... vi
CHAPTER I INTRODUCTION
1.1 Background of The Study .................................................................... 1
1.2 Statement of The Problems .................................................................... 2
1.3 The Purposesof The Study ................................................................... 3
1.4 Significance of The Study ..................................................................... 3
1.5 Scope And Limitation ......................................................................... 3
1.6 Definition of The Key Terms ............................................................... 3
CHAPTER II REVIEW OF RELATED LITERATURE
2.1 Varieties of Language ......................................................................... 5
2.1.1 Registers ..................................................................................... 6
2.1.2 Slang ............................................................................................. 7
2.1.3 Jargon .......................................................................................... 8
2.2 Word Formation ..................................................................................... 9
2.3 Semantics ........................................................................................... 15
CHAPTER III RESEARCH METHODOLOGY
3.1 Research Design ................................................................................ 17
3.2 The Object of Study .......................................................................... 17
3.3 The Research Instrument ................................................................... 18
3.3.1 Documentation ......................................................................... 18

3.3.2 Interview .................................................................................. 18
3.4 Data Collection ................................................................................. 19
3.5 Data Analysis ................................................................................... 20

CHAPTER IV RESEARCH FINDINGS AND DISCUSSION
4.1 Research Findings ............................................................................... 21
4.1.1 The Semantics Analysis of Jargon Used in Online Games ............ 21
4.1.2 The Jargons Used In MMORPG and Their Meanings ................... 21
4.1.3 The Jargons used in Point Blank and Their Meanings ................... 35
4.1.4 The Jargons used in Ant Wars and Their Meanings ...................... 38
4.1.5 Morphological Analysis of Jargon Used In Online Games ............ 50
4.1.5.1 Single Process ...................................................................... 51
4.1.5.2 Multiple Process ................................................................. 56
4.2 Discussion ........................................................................................... 69
CHAPTER V CONCLUSION AND SUGGESTION
5.1 The Conclusion ...................................................................................... 70
5.2 The Suggestion ...................................................................................... 71

REFERENCES
APPENDIX I

APPENDIX II

REFERENCES
Bissanz, A.S. 1985. Language Files: Materials for An Introduction to
Language. Ohio: Advocate pulishing group
Caudle, P. 1999. Jargon. From
http://www.uncp.edu/home/canada/work/allam/1914/language/jarg
on.htm (October, 23rd 2009).
Creswell, J. W. 2003. ResearchDesign: Qualitative, Quantitative and Mixed Methods
Approaches Second Edition. California: Sage Publication Inc.
Crystal, D. 2008. A Dictionary of Linguistics and Phonetics 6 th Edition, UK:
Blackwell Publishing.
Fromkin, V and Robert R. 1974.An Introduction to Language.Hartcourt Brace
College Publisher.
Hatch and brown. 1995. Vocabulary, Semantics, and language education. UK:
Cambridge University Press.
Hornby, A. S. 2000. Oxford Advanced learner’s Dictionary of Current English. New
York: Oxford University Press.
Kreidler, C.W. 1990. Introducing English Semantics. London: Ratledge
Meriam, Sharan. B. 2009. Qualitative Research: A Guide to Design and

Implementation. San Francisco: John Wiley and Sons Inc.
Shahraki, Sara Hashemi and Rasekh, Abbas Eslami. 2011. Analyzing Slang Usage
Among Iranian Male and Female Teenagers. Canadian Center of Science and
Education (CCSE).
Spolsky, B. 1998. Sociolinguistics. Oxford: Oxford University Press Inc.

Sword, Helen. 2012. Inoculating Against Jargonitis, Chronicle of Higher Education,
Inc.
O’Grady. W. Dobrovovolsky. M. and Katamba. F. (Eds), 1996 (3rd
edition.), Contemporary Linguistics, Harlow: Longman.
Yule, G. 1996. The Study of language-Second Edition.Uk: the University press,
Cambridge.

CHAPTER I
INTRODUCTION

This chapter discusses background ofthe study, statement of the problems, the
purposes of study, significance of the study, scope and limitation, and definition of
the key terms.
1.1 Background of The Study

Online game is a form of game that is played by using internet. By
playing this game many people from all over the world can play together
although they are far away. Wolfgang (2000:1) states that a game is any activity
which is executed only for pleasure and without conscious purpose. It can be said
that every activity that brings pleasure is a game. For example, people dance, act
in plays, and play with dolls or play a trains. There are many kinds of online
games, for example Perjuangan Semut (Ant War). In this game, the players do
not only play games but also chat with other players.
In Indonesia, Online game is also popular because many people from any
ages like to play the online game. Along with its popularity, gamers, name of the
people who play online games develop a language, which is known only by
gamers.
The gamers use the jargon in order to discuss something by using easier words.
For example:
A: “Eh kak, sorry gue masih cupu”.
B: “Payah lu gitu aja gak bisa”.
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In this conversation, cupu is related to players who has lower level. The
formation of this word is based on the ability of the gamers, the response to other

gamer to judge how good he or she is. Thus, this research tries to show the
meaning of the jargon and how the jargon in online game is formed.
In order to analyze the data list of the jargon, the writer made a qualitative
study analyzing the jargon in online game. There are many online game types
available to be the object of this study such as MMORPG (Massively
Multiplayers Online Role-Playing Games), Ant Wars (Perjuangan Semut), or PB
(Point Blank). Those games are really interesting to be played and it has many
jargons in the chat. Moreover, the writer focuses on analyzing only the jargon
found in the online game chat and showing how the jargon formed.
Based on the explanation above, the researcher is interested in conducting
on jargon. The researcher wants to analyze the jargon used in online games. The
researcher wants to know the jargon words in online game are formed. The
researcher also wants to know what the meanings of the jargon in online games is
used by them. Therefore, the researcher writes the study in a thesis entitled “An
Analysis of Jargon Used In Online Games”.

1.2 Statement ofThe Problems
The writer has two main problems, which are:
1. How are the jargon words in online games formed?
2. What are the meanings of the jargon in online games?


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1.3 The Purposes of The Study
1. To know how the jargon words in online games formed
2. To know the meanings of the jargon in the online games

1.4 Significance of The Study
The research is expected to contribute more knowledge about the jargon
used in online games. The word formation process help people know how the
jargon in online games is formed. The writer expected that this research will help
people to know more about the jargon used in online games. So that, they will
not misunderstand one another when they play online games. As a result, the
study can become a reference for those who want to play online game.

1.5 Scope and Limitation
In this study, the writer played online games and made records from the
chat in online game and collected the data from them. Then, the writer examined
the parts of the chat and conducted an analysis from them. The writer collected
the jargon list from the dialogue that is used in online games in Indonesia. The

online games that will be explored are MMORPG (Massively Multiplayers
Online Role-Playing Games), Ant Wars (Perjuangan Semut), PB (Point Blank).

1.6 Definition of The Key Terms
To avoid misunderstanding, the key terms used in the study are defined as
follows:

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1. Jargon is often used almost interchangeably to refer ‘obscure or secret
language’ or ‘language of a particular occupational grup’ (O’Grady, et.al,
1996:55)
2. Online Game is a game that can be run from an Internet browser and requires
the I-net connection. In most cases online games are freeware programs that
can be used for an unlimited time and are available for free.

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