The Role Of Playing Online Games In Teen’s Developing English Vocabulary

CHAPTER I
INTRODUCTION

1.1 Background of the study
Language is something that cannot be separated from human’s life.
Language is not only for communication on speaking, but also as a marking and
an indication to do something. Crystal (1980:202) states, “Language is a particular
variety or level of speech or writing and people use language for special purpose”
and Robert (1962:15) says, “We use language in order to communicate one with
another, to express our personal reactions to situation, to stimulate a response in
someone else, and for sake of thinking something out.”
Nowadays, English language is something has become ordinary and many
Indonesians can speak English clearly and actively. Tarigan (1990:41) says in
Indonesian, “Dalam setiap masyarakat bahasa, tidak ada seorang pembicarapun,
yang menggunakan satu ragam bahasa saja dalam setiap kesempatan berbicara.”
Language will be useless. If no one uses it and like what Chomsky (1968) says, in
Syahputra (2014:5), that “language is unique to human.” And Chomsky in Jendra
(2010:2) says that “when we study language, we are approaching what some
might call ‘human essence’, the distinctive qualities of mind that are so far we
know, unique to man.”
In modern era, English is the first international language. Almost all

countries give learning English to their students. In Indonesia, many Indonesians
make English become their second language, especially for people who are living
in cities and tour destination which are often visited by foreigners. Krashen

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(1988:6) says, “….several studies apparently show that formal learning
environments are best for attaining second language proficiency, while other
studies appear to show that informal environments are superior.” Ellis (1985: 5)
said that “language acquisition is the study of how learners learn an additional
language after they acquired their mother tongue” and Selinker (1994:6) says that
second language acquisition and second language learning are interchangeably,
irrespective of whether conscious or subconscious.”
Gardner (2003:2) said that “In ordinary English, a game is any pastime or
diversion.” This definition covers a lot of terrain. All games have rules. The rules
specify what a player can or cannot do. Every game has strategy matters.
Now,

increasingly


sophisticated

technology,

by

Internet,

all

communication can be easier to do and it cannot be denied. Now, there are so
many internet café and more people who use the internet it is used for social
networks, browsing, and even playing online games. Online games are very well
known to all people, especially for teenagers, many teens play online games in the
cafe just to seek solace or an instrument of prestige in male adolescents. Online
game is a game that is done through the Internet to connect online game players
who are in another place by using different computers. For most adolescents,
gaming is a pleasurable pastime activity. However, research suggests that
excessive online gaming may in extreme cases lead to symptoms commonly
experienced by substance addicts, namely salience, mood modification, craving,

and tolerance. A journal “INTERNET GAMING ADDICTION, REASONS,
DIAGNOSIS, PREVENTION AND TREATMENT” said that we define electronic

games addiction as the excessive and morbid use of electronic games. In cases of

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addiction, this excessive use tends to interfere with everyday reality and to
significantly influence it. Researches on the excessive use of internet structures
and the problems it causes appeared as early as the 1989. Some online games are
created by foreign people, and Indonesian businessmen sign it to launch in
Indonesia. Almost all online games use English subtitles.
There are some positive effects of playing online games are written in
http://tipskesehatanlengkap.com/dampak-positif-dan-negatif-game-online one of
them is
“Meningkatkan kemampuan berbahasa Inggris.
Sebuah

studi


menemukan

bahwa

gamers

mempunyai

[keterampilan] berbahasa Inggris yang lebih baik meskipun tidak
mengambil kursus pada masa sekolah maupun kuliah. Ini karena
banyak alur cerita yang diceritakan dalam bahasa Inggris dan
kadang kala mereka chating dengan pemain lain dari berbagai
negara.”
Based on the statement above, one of the advantages of playing online games is
increasing one's ability in English language, because in playing online games,
inadvertently we also learn English, we can hear from the sound, the existing text
in the online game, even we can communicate with people overseas, so we must
use the first international language is English, so that fellow online gamers can
communicate well and avoid misunderstandings among players.


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Many people do not know the positive effects of playing games online, but
most people, especially parents only know the negative impact, so as not
infrequently they forbid their children do not allow children to play games online.
Many types of online games, there are race-shaped, adventure, war and
others. By playing online games with frequent, it will make the online game
players will be learning the language contained in the online game. Because the
form of the language obtained not only in written form on the image game, but
can also be obtained through hearing the audible voice of the sound of the online
game. Moreover, online games are very interested in a lot of children, teenagers,
adults, and even parents are too. Moreover, online games are written in English, it
forcing all users to understand the meaning of the words written in the online
game as a guide in the online game play. And it can add vocabulary of the game
players in English language.
The teenagers usually play online game between at 1 pm and 7 pm, and
they usually play online game for 2-3 hours. If they often play online games,
automatically they will know and understand the games, and the words are too. In
their dailies, they often talking about online games in school and at the place they
are.

There is one online games which very interested for teenagers nowadays,
it can be called the number 1 online games and it will be the source of data for
writer’s research. It is Pointblank. Point Blank is a fast-paced online first-person
shooter, which is very similar in terms of gameplay to Counter-Strike. It also

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features destructible and dynamic environments, as well as deeper character and
skill customisation options.
In Pointblank, players join either the Free Rebels or CT-Force team (the
Free Rebels are based on the Terrorists from Counter-Strike, while CT-Force is
based on the Counter-Terrorists). Each team attempts to complete their mission
objective and/or eliminate the opposing team. Each round starts with the two
teams spawning simultaneously, usually at opposite ends of the map from each
other.
A player can choose to play as one of four different default character
models (Acid and Keen Eyes for CT-Force, and Red Bull and Tarantula for the
Free Rebels). There are four purchasable deluxe character models: Fennec and Pit
Viper for CT-Force or Cheshire and Shadow for the Free Rebels. Players are
generally given a few seconds before the round begins or before the respawning to

change the weapons and/or equipment.
Game points are awarded for winning a round, losing a round, killing an
enemy, making a headshot, and killing other team's players in a row, etc.
Ellis (1997:31) said that “Language learning is like any other kind of
learning in that it involves habit formation.” Habits are formed when learners
respond to stimuli in the environment and subsequently have their responses
reinforced so that they are remembered. Learning took place when learners had
the opportunity to practice making the correct response to a given stimulus. But
Brown (2000: 1) said that “language learning is not a set of easy steps that can be
programmed in a quick do-it-yourself kit.

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1.2 Problems of the study
Based on the background above, here are the problems in this research:
a. How are teens’ vocabulary developed by playing online games
‘Pointblank’?
b. What is the result of the role of playing online games ‘Pointblank’ in
teen’s developing English vocabulary?
1.3 Objectives of the study

a. To find out the development of teens’ vocabulary in playing online games
‘Pointblank’.
b. To find out the result of the role playing online games in teen’s developing
English vocabulary.
1.4 Scope of the study
In order to avoid excessively large discussions, this analysis is limited to
make it more specific. The writer makes a scope of analysis which focuses on
English being learned by teenagers at Martubung attending junior high school
(SMP Negeri 45 Medan) (around 12-15 years of age), they are 50 teens (male).
The writer chooses online game “Pointblank” as the source of data. Data is words
that often appear in online games Pointblank.
1.5 Significances of the study
This thesis is intended to be helpful for teachers, parents, students, and all
the readers. This research hopefully can provide some necessary about online

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games, and English learning. It is also expected that the findings of this research
can give valuable knowledge about teenager capability in learning English.


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