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

dc.contributor.advisorHattingh, Maria J. (Marie)
dc.contributor.coadvisorMatthee, Machdel C.
dc.contributor.emailkncharlotte31@gmail.comen_US
dc.contributor.postgraduateNamane, Kedibone Charlotte
dc.date.accessioned2025-02-14T08:10:34Z
dc.date.available2025-02-14T08:10:34Z
dc.date.created2025-04
dc.date.issued2024-09
dc.descriptionThesis (PhD (Informatics))--University of Pretoria, 2024.en_US
dc.description.abstractMassively 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.en_US
dc.description.availabilityUnrestricteden_US
dc.description.degreePhD (Informatics)en_US
dc.description.departmentInformaticsen_US
dc.description.facultyFaculty of Engineering, Built Environment and Information Technologyen_US
dc.description.sdgNoneen_US
dc.identifier.citation*en_US
dc.identifier.doihttps://doi.org/10.25403/UPresearchdata.28409789en_US
dc.identifier.otherA2025en_US
dc.identifier.urihttp://hdl.handle.net/2263/100892
dc.language.isoenen_US
dc.publisherUniversity of Pretoria
dc.rights© 2023 University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria.
dc.subjectUCTDen_US
dc.subjectSustainable Development Goals (SDGs)en_US
dc.subjectMassively multiplayer online games (MMOGs)en_US
dc.subjectMassively multiplayer online role-playing games (MMORPGs)en_US
dc.subjectPejorative languageen_US
dc.subjectGrounded theoryen_US
dc.subjectSociological game theoryen_US
dc.subjectGame languageen_US
dc.subjectCompetitive nature of gameen_US
dc.subjectInter-team competitionen_US
dc.subjectIntra-team competitionen_US
dc.subjectActual languageen_US
dc.subjectNormalised languageen_US
dc.subjectContextual languageen_US
dc.subjectType of gameen_US
dc.subjectStressor strain outcome modelen_US
dc.titleUnderstanding the use of pejorative language in massively multiplayer online games (MMOGs)en_US
dc.typeThesisen_US

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