Documente Academic
Documente Profesional
Documente Cultură
VIDEO GAME
Arif Triwidiatmoko
1021141027
Chapter I
Introduction
Background of Study
Discourse analysis has varied definition
which sometimes caused confusion. The
word 'discourse' comes from Latin
'discursus' which denoted 'conversation,
speech'.
According to Crystal discourse: a
continuous stretch of (especially spoken)
language larger than a sentence, often
constituting a coherent unit such as a
sermon, argument, joke, or narrative
(1992:25).
Identification of Problems
There are some discourse characteristics that can be found in
Bully video game. Those are:
First, conversational structure,
Second is cooperative principle.
Third, politeness principle
The fourth is power and control.
Last is speech act,
Limitation of Problems
From the identification above there are many discourse
characteristic found in Bully video game. In order to keep the
research focus, this research emphasizes on two points that will
be studied. Those are the conversational structure and power
control.
Formulation
Based on the limitation of the problems discussed in
this research can be formulated as follows:
What conversations structure is there found in the Bully
video game?
In what way does discourse participant have power and
control over other participants the Bully video game?
CHAPTER II
LITERATURE REVIEW AND CONCEPTUAL
FRAMEWORK
A. Literature Review
1. Discourse and context
Fairclough (1997;7) defines discourse as the use of language
seen as a form of social practice.
Cook (1985;7) classifies two different kinds of language as
potential objects of study: one is abstraction, in order to teach a
language or literary (to study how the rules of language work) and
the other which has been used to communicate something and is felt
to be coherent. This later kind of language-language in use, for
communication is called discourse, and the stretch for what it gives
discourse coherence is discourse analysis.
2. Discourse Analysis
Fairclough (1997;7) says that discourse analysis requires
attention to textual form, structure and organization at all level,
phonological, grammatical, lexical (vocabulary) and higher level of
textual organization in terms of exchange system (the distribution of
speaking turn), structures of argumentation and generic (activity
type) structure.
Context
Situational context,
Background knowledge
Reference (Exophora)
Co-text
Grammatical cohesion including: reference, substitution and
ellipsis.
Lexical
cohesion
consists
of
repetition,
synonyms,
superordinate, general words.
3. Conversational Analysis
Conversational analysis is a branch of study which sets out to
discover what method people use to participate in and make sense of
interaction it is often associated with ethnomethodology.
Interactional sociolinguistics
Bully
Conceptual Framework
Analytical construct of
Bully video
game
Discourse
Discourse
analysis
Conversational
Analysis
Turn Taking
Adjacency
Pairs
Interactional
sociolinguistics
Context
Co-text
Situational
Reference (endophora)
Background
knowledge
Repetition
Reference
(exophora)
Synonym
Superordinates
General Words
Sequences
Chapter III
Research Method
Research
Design
This research mainly uses qualitative descriptive analytic approach. SR
ligen and Shohamy (1898) suggest that descriptive approach involves a
collection of technique used to specify, delineate or describe naturally
occurring phenomenon without experimental manipulation. The use of
qualitative design is aimed to describe the conversational structure and
language power use in video game entitled Bully.
Research Instrument
The key instrument of this study is the researcher himself since the
study employs the descriptive qualitative study approach. Recorded
materials were reviewed by the researcher with his knowledge being the
key instrument of the analysis. Regarding the important role of the
researcher, his knowledge and experiences deeply influence the accuracy
of the data analysis.
Forms, Contexts and Source of Data
The data are in form of lingual units. It can be words, phrases, clauses,
sentences and utterances found in the Bully video game. The researcher
takes the data from the dialog which showed the features of discourse in
the script of the Bully video game. In this research, the source of data is
the script of the Bully video game.
References
Joan Cutting. 2002. Pragmatic and Discourse: A Resource Book for
Student. London and New York: Routledge.
Fairclough, Norman. 1989. Language and Power. London: Longman.
Bogdan,R.C., and Biklen S.K. 1882. Qualitative Research for
Education: An Introduction to Theory and Methods. Boston: Allyn
and Bacon Inc.
Wikipedia. Bully (video game). http://en.wikipedia.org/wiki/Bully_
%28video_game%29. Accessed on 19 October 2013 at 11.00 a.m.
Hillary Janks. Critical Discourse Analysis as a Research Tool.
University of the Witwatersrand, Johannesburg, South Africa.
Yule, G. 1996. Pragmatics. New York: Oxford University Press.