Lesmana, Aries (2025) Semantic change of slang words used in Dota 2 southeast asian server. Sarjana thesis, UIN Sunan Gunung Djati Bandung.
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Abstract
Slang expressions in the Dota 2 game, especially on the Southeast Asia (SEA) server, often experience shifts in meaning from their original forms. This study aims to identify the types of semantic change found in Dota 2 slang and to analyze the factors that contribute to the occurrence of these changes. A qualitative descriptive method was used, with data collected through documentation techniques via websites that provide information related to the slang words that were the focus of the study. The theoretical framework of semantic change follows Fromkin et al. (2010), which includes three categories: narrowing, broadening, and shift. Meanwhile, the theory to analyze the factors causing semantic change follows Blank (1999), who identifies six major motivations: the need for a new name or concept, abstract concepts with invisible referents, sociocultural change, close conceptual relations, complexity and irregularity of the lexicon, and emotionally marked concepts. The analysis shows that the most dominant factor is the need for a new name or concept, which appears in 24 slang words, since Dota 2 introduces unique roles, mechanics, and strategies that require entirely new lexical items. Close conceptual relations are also significant, accounting for 15 slang words, where metaphor and analogy allow players to extend familiar real-world concepts into gaming contexts. Emotionally marked concepts influence 14 slang words, reflecting the strong affective dimension of competitive play, where frustration, sarcasm, or praise shape the semantics of words. Sociocultural change contributes to 11 slang words, highlighting the impact of community practices and cultural values on the evolution of slang. In addition, complexity and irregularity of the lexicon affect 7 slang words, simplifying technical or complex mechanics into more efficient expressions. Lastly, abstract concepts with invisible referents are identified in only 4 slang words, because most Dota 2 slang refers to concrete, visible, and mechanical elements of gameplay. Keywords: semantic change, slang word, Dota 2
| Item Type: | Thesis (Sarjana) |
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| Uncontrolled Keywords: | semantic change; slang word; Dota 2 |
| Subjects: | Philosopy and Theory > Semantics Variations of English |
| Divisions: | Fakultas Adab dan Humaniora > Program Studi Sastra Inggris |
| Depositing User: | aries lesmana |
| Date Deposited: | 24 Nov 2025 06:30 |
| Last Modified: | 24 Nov 2025 06:30 |
| URI: | https://digilib.uinsgd.ac.id/id/eprint/125421 |
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