Analysis Of Participation Cues In Multiplayer Online Battle Arena

Loading...
Thumbnail Image

Journal Title

Journal ISSN

Volume Title

Publisher

Fakultas Ilmu Budaya

Abstract

In virtual spaces such as online games, communication is the key to coordination and collaboration across different player locations to achieve goals. Therefore, game developers provide in-game communication features to aid communication among players. These features consist of verbal and non-verbal elements. Based on these, this study analyses the participation cues composed of verbal and non-verbal elements provided by Mobile Legends: Bang Bang (MLBB). This game was chosen because it is the most prominent game in Southeast Asia, breaking the 1 billion download mark with 100 million monthly players and becoming part of electronic sports (e-sports). Three issues are discussed in this research. The first is the verbal and non-verbal elements needed to collaborate in the MLBB game. Second, how verbal elements convey semantic meaning and non-verbal elements convey semiotic meaning for communication in MLBB games. The last is the reason for using verbal and non-verbal elements by MLBB players for communication in the game. This research was analyzed using Keating and Sunakawa's participation cues theory to analyze participation cues. Besides, it used semantic theory by Leech (1981) to analyze verbal elements and semiotic theory by Saussure (1959) to analyze non-verbal elements. This research is qualitative because the data used qualitative data in the form of verbal and non-verbal elements. As the main source of this data, MLBB game is used to cellect the data. The verbal element data were taken through a screenshot. In addition, the non-verbal elements data were collected through a screen-recording process. There are 65 default message options provided by the game and can be categorized into three namely defend, attack, and communicate. Meanwhile, non-verbal elements are identified through the use of visual signs or symbols in the arena. These three non-verbal elements such as attack, retreat, and gather. This research is qualitative because the data used qualitative data in the form of verbal and non-verbal elements. The data were collected in the MLBB game as the main source. The verbal element data were taken through a screenshot. Moreover, the non-verbal elements data were collected through a screen-recording process. There are 65 default message options provided by the game and can be categorized into three namely defend, attack, and communicate. Meanwhile, non-verbal elements are identified through the use of visual signs or symbols in the arena. These three non-verbal elements such as attack, retreat, and gather.

Description

Reupload Repositori File 11 Februari 2026_Kholif Basri

Citation

Endorsement

Review

Supplemented By

Referenced By