DISCOURSE MARKERS ANALYSIS USED IN HORROR GAMERS’ CONVERSATIONS ON A GAMEPLAY OF “BIGFOOT” YOUTUBE VIDEO

Kiflan Dzaki, Ghifari (2025) DISCOURSE MARKERS ANALYSIS USED IN HORROR GAMERS’ CONVERSATIONS ON A GAMEPLAY OF “BIGFOOT” YOUTUBE VIDEO. Other thesis, UNSADA.

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Abstract

This study aims to analyze the use of discourse markers (DM) in the conversation of horror gamers in the gameplay of “Bigfoot” in Youtube. The main focus of this research is to identify the types of DM, the pragmatic function, and how DM is used to support the virtual interaction between players in the game. The research method used is descriptive qualitative, with Brinton (1996) theoretical approach, which divides functions into two main categories; textual and interpersonal. The data collection is carried out through a data observation method by watching, listening, and note-taking the conversation. Data were analyzed using the Miles and Huberman model data analysis technique, which involves three steps: data reduction to sort out utterances containing DMs, systematic presentation of data based on DM function categories, and drawing conclusions to interpret findings based on theoretical framework. The most frequent found DM function includes opening frame marker, repair markers, and response markers. While the least frequently found DM functions are closing frame markers and sequence markers. The meaning of each DMs varies depending on the context of a conversation.

Item Type: Thesis (Other)
Additional Information: Dosen Pembimbing Dr.Fridolini,SS.,MM
Uncontrolled Keywords: Discourse Markers, Virtual Communication, Multiplayer Horror Game, Digital Pragmatic, Conversation Analysis
Subjects: 400 Language/Bahasa > 495.6 Japanese/Bahasa Jepang
Divisions: Fakultas Bahasa Dan Budaya > Bahasa dan Kebudayaan Inggris
Depositing User: Suwatno Suwatno Perpustakaan
Date Deposited: 28 Oct 2025 07:08
Last Modified: 28 Oct 2025 07:08
URI: http://repository.unsada.id/id/eprint/9099

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