Analysis Of Participation Cues In Multiplayer Online Battle Arena
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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.
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