Understanding the use of pejorative language in massively multiplayer online games (MMOGs)

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University of Pretoria

Abstract

Massively multiplayer online games (MMOG) contribute approximately 26 billion USD with approximately 1.1 billion players. Research has shown that many of the players are teenagers and young adults. Furthermore, these games can have a powerful influence on the players and their lives outside the online game. Ample research exists on the prevalence of toxic behaviour during gameplay, including bullying, harassment, and cheating. Less research is available on language use, and more specifically, the use of pejorative language during the playing of MMOG. Existing research on this topic indicates a gap in understanding the linguistic habits of gamers during gameplay. Exposure to toxicity and profanity (such as pejorative language use) during MMOG play can have repercussions such as relational aggression in adolescents. Therefore, the purpose of this study is to gain an understanding of MMOG players’ perceptions of pejorative language use in MMOGs. In addition, the study aims to understand how other players account for the strong presence of pejorative language and expletives in player discourse. The research study adopted a grounded theory methodology to develop a theoretical model, which draws on the stressor-strain-outcome (SSO) model, to understand the use of pejorative language in MMOGs by explaining different stressors that result in the use of pejorative language in MMOGs. This research took a qualitative approach in examining the main concerns of using pejorative language in MMOGs as perceived by the players. Twelve interviews were conducted before theoretical saturation was reached. These participants supplied rich data for the researcher to draw on due to their gaming experience. The data gathered led to the emergence of a substantive theory, “Understanding the Use of Pejorative Language in MMOGs”. The theory proposes that game language and competition (both inter-team and intra-team) are influenced by the type of game played. The influence of these core categories will, in turn, play a role in the actual language behaviour, which, in the context of this study, has been identified as pejorative. The actual language behaviour depends on the different gaming platforms and the moderation and medium of communication used in these platforms. Some outcomes then result from the actual language behaviour. The SSO model was used to explain and expand on the relationships between the core categories. This study's primary contribution to the body of knowledge is a theoretical understanding of MMOG players' perceptions of pejorative language use in MMOGs. To the best of the researcher’s knowledge, this study is the first to describe the use of pejorative language in MMOGs supported by qualitative data.

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Thesis (PhD (Informatics))--University of Pretoria, 2024.

Keywords

UCTD, Sustainable Development Goals (SDGs), Massively multiplayer online games (MMOGs), Massively multiplayer online role-playing games (MMORPGs), Pejorative language, Grounded theory, Sociological game theory, Game language, Competitive nature of game, Inter-team competition, Intra-team competition, Actual language, Normalised language, Contextual language, Type of game, Stressor strain outcome model

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