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EASTERN VISAYAS STATE UNIVESITY

BACHELOR OF ARTS AND SCIENCES IN ENGLISH LANGUAGE

S.Y. 2023-2024

______________________________________________________________________

LINGUISTIC FEATURES OF HATE SPEECH IN ONLINE MOBILE GAMES

______________________________

REVILLA, MARC KENDRYX E.

COSTIN, ROSE L.

OREJOLA, PEARLY H.

BAEL 3- A
Transmittal letter

Republic of the Philippines


EASTERN VISYAS UNIVERSITY
College of Arts and Sciences

To whom it may concern,

Greetings!

We are students of Bachelor of Arts in English Language, Third Year, Section

A, are asking for your permission as a participant for our research entitled:

LINGUISTIC FEATURES OF HATE SPEECH IN ONLINE MOBILE GAMES.

We will mainly interview and observe your actions to gather data for our study. Said

data will only be used for research purposes, and some of its data will be censured in

case the participants will it for privacy. We hope for your kind consideration and

cooperation.

Sincerely, the Researchers

Revilla, Marc Kendryx E. Orejola, Pearly H. Costin, Rose L.

Prof. Ryzel Maureen Figer-Canes

Research Adviser
CHAPTER I

BACKGROUND OF THE STUDY

Introduction

Hate speech is understood as any kind of communication in speech, writing or

behavior, that attacks or uses negative or discriminatory language with reference to a

person or a group based on who they are. (UNESCO, 2019). The use of hate speech

may vary, some may base it on gender, their race, or some other factors like in-game

elements. Elster (2017) states that use of hate speech can cause both physical and

mental harm to its victims. As Banks (2015) notes, there is growing occurrence of hate

speech online and its potential harms, like incitement to violence, discrimination, and

the creation of hostile online environments.

Online games, a prevalent form of entertainment, refer to interactive

experiences played on computer networks, primarily utilizing the Internet (IGI Global,

2019). The global gaming community has burgeoned, with over 2.2 billion individuals

identifying as gamers, half of whom engage in gaming on personal computers (Gaimin,

2019). Notably, mobile gaming has gained significant traction, with surveys indicating

that players spend more time gaming on mobile devices compared to computers,

tablets, or gaming consoles (Limelight, 2018).

Online gaming provides a platform for countless any participants to connect,

socialize, and engage in shared experiences (Tyack et al., 2016). However, alongside

the benefits, there are its downsides. The highly immersive and competitive nature of

online games has given rise to negative interactions between players, contributing to the
prevalence of hate speech within gaming communities (Yousefi & Emmanouilidou,

2021).

In recent years, researchers have shed light on the emergence of hate speech

within online gaming communities, where players utilize derogatory language or

engage in discriminatory behaviors targeting their fellow gamers. These are prevalent

in some studies conducted by Sengun et al (2019) which hate speech was due to in-

game elements, the study of Cote (2016) saw hate speech against women, Ortiz (2019)

on an individual`s race and Zorah (2019) because of trolling. As many immerse

themselves in virtual worlds, the boundaries between the online and offline realms

become blurred, necessitating a closer examination of the impact of hate speech within

online gaming communities.

Not many researches were done in the Philippine setting that focuses in hate

speech in online mobile games. Though, there are that some that tried to look on the use

of hate speech in being used in the internet like in the study of Enriquez & Estuar

(2023) where they examined hate speech being utilized in the Philippine-context of

Tweeter. While Fernandez (2020) suggested the implementation of approach by both

UN Human Rights Committee and the European Court of Human Rights to address

hate speech in the Philippine internet.

While existing literature and studies has explored hate speech in online games

on an international scale, there remains a lack of research focusing specifically on the

Philippine context, which serves as the backdrop for this study and where the

researchers will be conducting it. Recognizing the unique cultural landscape and

gaming practices within the Philippines, the goal of this study is to document different
hate speech that players use when playing online games, to understand their

communicative purpose, and finally, to characterize the use of such language.

Research Objectives

The study will mainly explore the linguistic feature of hate speech used in

online mobile games. Other objectives of the research include the following:

1. To document the linguistic feature of hate speech used.

2. To explore the communicative purpose of use hate speech, and:

3. To characterize the use of hate speech.

Significance of the Study

The following entities will benefit from this study are students, parents,

stakeholders, future researchers.

Students. Through the help of this research the students would be able to

identify different sorts of hate speech, as well as the downsides of using crude remarks,

and they would also know how to avoid and be more cautious with their words when

playing online games.

Parents. Through this study the parents may supervise their children and advise

them that hate speech is unacceptable. They can also help children use technology less,

which will limit their exposure to hate speech.

Teachers. Through this study, Teachers will be able to educate students about

the detrimental impact of hate speech and identify what method they will use to reduce

or perhaps prevent the excessive usage of hate speech online.


Game Creators. This research will help game designers understand and avoid

hate speech by strengthening the game’s penalty systems and censorship. It will also

assist them in creating more player-to-player friendly games.

Gaming Companies. With the aid of this research, they will become much

more knowledgeable in improving the in-game system and management dealing with

hate speeches that are incorporated in their games.

Scope and Delimitation

The study will be online in different gaming platforms. Respondents for this

study are players playing online games. The reason for this is that these respondents

who play Online Mobile Games are needed since they may have used or experienced

online game hate speech. The expected time duration for the study is about four to six

months, depending on the number of respondents that will be gathered as well as

resources available.

Definition of Terms

Players- someone who participates, whether it's for work or for leisure.

Mobile Games- is a video game that is typically played on a mobile phone.

Hate Speech- communication in speech, writing or behavior, that attacks or

uses negative or discriminatory language with reference to a person or a group

based on who they are.


CHAPTER II

REVIEW OF RELATED LITERATURES AND STUDY

This chapter will mainly discuss the related literature and studies gathered by

the researchers. These different articles and researches mainly focus on the use of hate

speech in online mobile games. They are chosen as they may present some results for

the study that will be tackled on further.

Related Literatures

Guillén-Nieto, V. (2023) elaborated in their article about hate speech in a

linguistic perspective. They explore how hate speech is created, spread and understood

within many social contexts. The author notes that the topic of hate speech is complex

and numerous, requiring a thorough examination from different disciplinary

perspectives. By approaching hate speech through linguistics, the article provides

valuable insights into the linguistic aspect and effects of hate speech.

The paper of Breuer (2017) explores on the occurrence and effects of hate

speech within online games. It lays out various forms of hate speech, like slurs, threats

or derogatory language, and highlights their negative effects on individuals or

communities. Also, it tackles on the reasons why hate speech is prevalent like online

competition, nature of online interactions and anonymity the online world provides. In

addition, it acknowledges the challenges of addressing hate speech in online gaming


and suggests some ways to tackle them, like importance of reporting systems,

moderation tools and community guidelines to fight hate speech.

In the article of Maher (2016), it examined various toxic behavior including hate

speech within online games and how game companies focus and mitigate this problem.

The occurrence of toxic behavior, like harassment and hate speech, have negative

impacts on player`s experience and gaming environment. Game companies have

approaches like reporting systems, community guidelines, and player moderation,

which aims to improve player interaction and better gaming atmosphere. Though, this

is challenged with balancing player autonomy and freedom of expression as it combats

harmful content as well as limitations of automated moderation systems which is aided

by humans. Collaboration of game companies, players and researchers is also important

to address such problem. Conducting research, sharing in-game data and

implementation of evidence-based strategies is highlighted to foster better gaming

community.

Costa et al (2020) viewed different literatures to shed some light on hate speech

in online games. They examined the various forms hate speech could take like

derogatory slurs, language and threats based on factors such as gender, sexual

orientation or race. Some of the contributing aspects as why hate speech is prevalent are

perceived lack of consequences, competitive nature of gaming environment and

encouragement due to anonymity, as well as the influence of in-game features and

social norms that the games have. The effects hate speech they further discussed

include increased levels of anxiety, social exclusion and stress, while it also impacts the

overall gaming experience and community organization. They also suggest an approach

that have collective efforts of game developers, community developers and players to

combat hate speech.


The article of Hapooja et al (2020) talked about regulating hate speech in-game.

It tackled the complexity and challenges in creating and employing algorithms to

identify hate speech. Involved in the process are game developers, platform

administrators and players that examines the different perspectives, interests or

motivations when engaging hate speech in-game. It found out that there are still

improvements to be made with hate speech detection, as it may overlook certain hate

speech or suppress a player’s expression. This highlights the need to understand hate

speech in gaming while considering social and cultural contexts within it.

In the article of Keipi et al (2017), Verbal attacks (e.g., discrimination, threats

of physical harm and violence) and extreme cursing (e.g., obscene swearwords) are

examples of hate speech, as are visual violence and obscenity (e.g., photos or movies of

extreme violence, pornography). Apart from the display of hatred or derogatory

sentiments toward a social group or collective, the concept of online hate speech is

limited (Keipi et al., 2017).

Banks (2015) have discussed the growing use of hate speech and how they can

be regulated. Different hate speech can cause harm, in which varying regulatory

approaches were made to address them. These include from self-inspection by internet

service providers, the government legislation, and international cooperation. Banks also

noted the challenges in regulating hate speech like balancing freedom of expression,

jurisdictional issues and the constant changing nature of online platforms.

In another article, Alkiviadou (2019) also talked with regulating hate speech and

some proposal to deal with it. They suggest that regulation should be based on both

international and national legal authorities. It should also take into account the nature of

hate speech recognizing their different implications in many contexts. It also places
importance with cooperation of governments, social media platforms, and civil

organizations in battling hate speech.

Fernandez (2020) looked into an approach used by the United Nations along

with European Court of Human Rights to address internet hate speech in the

Philippines. The paper discussed the framework in the legal setting along with its

principles that these international organizations employed to deal with hate speech.

Though, there are challenges and considerations in having to the need to combat hate

speech and the protection for freedom of expression.

On other papers, many theorists like Espelage et al., (2013), Kowalski et al.,

(2012) and Law et al., (2012), suggests that social dominance or power is a primary

motivation for aggression across contexts, including cyberbullying or hate speech.

Game rank is seen as an indicator of dominance/power for potential motivating force in

bullying during Massive Multiplayer Online Games (MMOGs). This eventually leads

to use of hate speech in-game when playing.

Monks et al (2009) take a social learning theory approach to explain traditional

bullying. They reason that children learn to bully via modeling and that particular

environments or scripts encourage bullying (Espelage et al., 2013). If not addressed,

bullying could worsen and may lead to other negative actions like using hate speech.

Elster (2017) notes hate speech that have impacted people can have both physical and

mental harm to them. It is a serious issue as it seen increase of depression, anxiety and

suicide in different places. These not only affects people but society itself as well, in

which it is needed to be addressed and solved properly.

Related Studies
In the study of Cote (2016) she observed that though there is increase in diversity

in video games, some women still get harassed or excluded in them as well as received

hate speech. This is a problem as hate speech can affect anyone negatively. Cote then

notes that women develop some strategies to cope with said experiences, though limited

at certain aspects.

The study of Ortiz (2019) delves into the various experiences and perspectives

of men of color that receives hate speech, as well as how they navigate and respond to

it. It mainly affected on their well-being and sense of belonging in the gaming

community. The participants stated they developed ways to adapts to them in order to

continue playing. Some of it includes ignoring said hate speech and focusing much

more in the game to improve.

Sengun et al (2019) interviewed gamers of League of Legends about hate

speech in their games. They found out that players encountered various hate speech,

like racism, religious discrimination and xenophobia. This use of hate speech also

varies from which server they have. The impact the hate speech has on players include

increased stress, decreased motivation in-game and even leaving the game entirely. The

study emphasizes the importance in dealing with hate speech and promote a better

gaming experience.

Zorah and Neil (2019) conducted a study where a survey was done to examine

and understand trolling. It is observed in their study that it is quite normal for players to

have aggressive behavior. These can vary from 'trolling' in-game or using hate speech.

Though, this is mainly on the online aspect rather offline. These could be denoted as to

why most may use hate speech to others. They argue that addressing this problem is

important to mitigate trolling behavior and create a better gaming space.


Costa et al (2020) did a study that looks on the perception of players to hate

speech in online gaming. They found out that most tolerates the use of hate speech,

with the reasons for its use vary. Some states it is due to competition in game and

frustration. It is also noted that players who play longer tends to use more hate speech,

with its practice in online gaming communities alongside. Though the study also see

the possibility of lessening hate speech, through awareness with guardians of players

and improving in-game moderation.

The research of Yousefi and Emmanouilidoe (2021) studied on classification of

toxic language including hate speech. They mainly focused on the audio content, on

which they used a different method in detecting hate speech. They found different hate

speech ranging from one that attacks someone`s race, to others with their genders.

Przybylski (2019) observed in his study the effects of hate speech from online

mobile games. Such events occur commonly though there are rare instances of severe

ones. Those affected by said hate speech feel upset or down and would mostly rely on

parents for emotional support. In the interviews made by Wilson (2019), to those

affected by hate speech, some results vary. Other stated sadness like with Przybylski,

while some mainly fear as some of these hate speeches even disturb their personal lives.

Interestingly, some cope with it by ignoring them entirely, focusing more on offline

than online.

Calderón et al (2021) did a study on hate speech by gathering and analyzing

them for identification. They implemented that identifies the hate speech with their

hidden meaning, from its context to linguistic aspect, in which it was evaluated. They

found out that linguistic patterns approach performs better than baseline method with

analyzing hate speech, which further helps with analyzing it


The research of Nasution et al (2021) focused on hate speech targeted at Kpop

idols and their fans in social medias. They approached this through the perspective of

pragmatics, aiming to understand the linguistic and communicative nature of it. With a

pragmatic framework, the study examined the context, effects and targets of hate

speech, as well as the power dynamics and social implications present to it.

The research of Mastormattei et al (2022) explored the use of syntax-based

models to understand the motivations of hate speech and their creation in. The data they

evaluated are from online social media Twitter. They found out that hate speech

creation depends on the cultural background before being used against someone.

Rangkuti and Lubis (2019) focuses on hate speech through the linguistic

perspective. They mainly gathered their data online social medias. They implemented

the use of critical discourse analysis and speech acts to determine the hate speech they

gathered. Results show that the linguistic method used could be used to identify hate

speech, characterize and help lessen it.

The study of ElSherief et al (2018) focuses on hate speech in social media and

analyzing their linguistic features. The study discusses patterns, themes and feelings

expresses in hate speech used. It highlights some of their characteristics in a linguistic

aspect, which contributes to understanding of it as well as for online content

moderation.

Enriquez and Estuar (2023) focused on analyzing hate speech of Tweets in the

2016 Philippine election context. It aimed to give insight on the nature and occurrence

of hate speech during at the time. The findings of the study amassed many tweets, many

of which focuses on the political aspect as well as the use of hate speech.
Solitana and Chengg (2021) studied different hate speech in the Philippine

setting. They mainly gathered their sources from online social media Twitter and

analyzed them. They found out many hate speech differ from one another, which is

nearly half of the data collected. Lexical diversity also shows the different hate targets

and classes of the data. Similarly, the study of Hernandez et al (2021) focused on

gathering hate speech among Filipinos in video streaming platform Tiktok. They used

an automatic hate speech detection from transcribed videos of Tagalogs living in the

Philippines. They found out that it almost gathered a ton of hate speech in its detection,

though traditional methods are on par with the model they used.

CHAPTER III

METHODOLOGY

This chapter will discuss the following parts: the chosen Research Design the

researchers will be utilized, the Data source in which where the data will be taken from,

procedure of gathering the data, the selected Sampling Design for gathering

respondents, data analysis, the procedures to gather data and ethical considerations.

Research Design

Online Ethnography design is a study that focuses on the study of communities

or cultures created through online interactions. This investigates how people interact

with one another in online communities. This will be used because it can identify

reasons on a certain event online and the researchers seek to find the features of hate

speech.

Data Source
The data source will be gathered through various online gaming communities.

One notable source for this is from video streamers playing online games. They are

chosen as they are much more likely to provide data needed to explore linguistic

features of hate speech. Another source chosen are players who play online games, as

they may have experienced or used hate speech in-game.

Data Gathering Procedure

Participant observation will be implemented to gather data on hate speech.

Participants for this study will be gamers who plays in online games. The games can

vary, as long as it is played online. Their gameplay will be observed to know the certain

instances for the use of hate speech in online mobile games. The data gathering

procedure will be done if, first, the respondent gives the researchers their consent to

interview and observe their gameplays that may have hate speech.

Sampling Design

This study uses a purposive sampling technique which is a non-probability

sampling method that focuses on selected units with desired characteristics. This was

chosen since the researchers are trying to choose respondents that is only aimed for

those who play Online Mobile Games and to ensure correct data that will be gathered.

Data Analysis

The data will be analyzed thorough the use of thematic analysis. This will be

used to categorize the hate speech based on their themes: their linguistic features, their

characteristics, and their communicative purpose. Their application will be based on the

studies of the following: Nasution et al (2021), Rangkuti and Lubis (2019),

Mastromattei et al (2022) which focused on analyzing hate speech in the linguistic

method.
Ethical Considerations

This study will be done following the ethical considerations so any issue that

may arise within the research is addressed. First, there would be voluntary participation

wherein respondents are free to join or not the study at any time. Second, informed

consent is done as to what purpose, benefits, or any other aspect of the study is

discussed before respondents agree or decline to join. Next is anonymity and

confidentiality are confirmed for their privacy and safety. Lastly, the results of the

study are ensured to be free of plagiarism or research misconduct and accurately

represent the results that will be gathered.

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