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A THESIS

AN ANALYSIS OF (IM)POLITENESS VIOLATION USING BY LORD


MOBILE PLAYERS

Presented as A Partial Fulfillment of the Requirement for the Bachelor Degree in


English Language Teaching Faculty of Teacher Training and Education
Muhammadiyah University of Mataram

By

M. ERWINSYAH
NIM. 118120019

ENGLISH EDUCATION PROGRAM


FACULTY OF TEACHER TRAINING AND EDUCATION
MUHAMMADIYAH UNIVERSITY OF MATARAM
2023
APPROVAL SHEET

AN ANALYSIS OF (im)POLITENESS VIOLATION USING BY


LORD MOBILE PLAYERS PLAYERS

A Thesis by : M. Erwinsyah

Student’s Number : 118120019

Approved on : December 18th 2023

First Consultant, Second Consultant,

Humairah, M.Pd Muslimin, M.Pd


NDIN. 0807068402 NDIN. 0806048002

ENGISH LANGUAGE EDUCATION PROGRAM MUHMMADIYAH


UNIVERSITY OF MATARAM FACULTY OF TEACHER TRAINING AND
EDUCATION
Head of Program,

Hidayati. M,Hum
NDIN. 0820047301

1
DECLARATION

The autographed, I am a student of the English language education study

program, Faculty of Teacher Training and Education, Muhammadiyah University

of Mataram stating that.

Name : M. Erwinsyah

NIM : 118120019

Address : Pondok Indah Housing, Jatisela Village, Gunung Sari

District, West Lombok Regency

It is true that the thesis entitled An Analysis of (im)Politeness Violation

Using by Lord Mobile Players is my own original work and has never been

submitted for an academic degree anywhere.

This thesis is purely my own ideas, formulations and research without any

help from other parties, except for the direction of the supervisor. if there are other

people's works or opinions that have been published, they are referred to as

sources and listed in the bibliography.

If in the future my statement proves to be untrue, I am ready to take

responsibility for it, including being willing to give up the degree I obtained.

Thus, I made this statement knowingly and without pressure from any party.

Mataram, 2023
The Declaration,

M. Erwinsyah
NIM 118120019

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ACKNOWLEDGEMENT

Praise and gratitude we pray to Allah SWT, God Almighty who has given

His grace and blessing, so that the thesis An Analysis of (im)Politeness Violation

Using By Lord Mobile Players be completed on time. This thesis examines the

figurative and figurative language types in several viral songs on Tik Tok. This

thesis is prepared as one of the requirements in completing undergraduate studies

(S - 1) English education study program.

The author realizes that the completion of this thesis was made possible by

the help of various parties. Therefore, the author expresses his deep gratitude to.

1. Drs. Abdul Wahab, M.Ag as Rektor of UMMAT

2. Dr. Muhammad Nizar, M.Pd. Si as Dean of FKIP UMMAT

3. Hidayati, M. Hum as head of the PBI study program

4. Humariah, M.Pd as First advisor

5. Muslimin, M.Pd as second advisor, and all those who cannot be named one by
one who have also contributed to the smooth completion of this thesis.

The writer realizes that this thesis is still far from perfect, therefore,
suggestions and constructive criticism are highly expected. Finally, the author
hopes that this thesis can provide benefits for the development of the world of
education.

Mataram, 2023
Author,

M. Erwinsyah
NIM 118120019

3
M. Erwinsyah. 2023 . An Analysis of (im)Politeness Violation Using By Lord
Mobile Players. Thesis. Mataram: Muhammadiyah University of Mataram.

First Advisor: Humairah, M.Pd

Second Advisor : Muslimin, M.Pd

ABSTRACT

The analysis of impoliteness using by lord mobile players within a pragmatic


framework is essential for a comprehensive understanding of the dynamics of
communication within online gaming communities. Based on the statement of the
problem, the purpose of this study are to describe the form of impoliteness
violation that used by the lord mobile players as the main object of this
research. This study used qualitative methods which analyzed the data that has
been collected and to determine whether players interact in an impolite violation.
or not. The researcher used J. Culpaper’s theory as a basis of the study. In this
case, Many user in this game was communication with taboo words and topic
impoliteness. Based on data analysis there are saveral example impoliteness of
communication produced by lord mobile players, frommsix types of impolitness
the researcher founded four dominant type of impoliteness. The data presented in
this study highlights the prevalence of impoliteness in lord mobile’s live chat
system.The researchers analyzed five different example of player interactions and
identified various types of impoliteness, including taboo words and
topics, negative impoliteness, violations to equity and association rights, and
rudeness.According to the result study the conclusion is, researcher found
impoliteness language uttered by lord mobile players when interacting in the live
chat system, namely taboo words and topics, negative impoliteness, violations to
equity and association rights and rudeness.
Key words : Impoliteness,violation,pragmatig,players,lord mobile, game online.

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TABLE OF CONTENT
COVER…………………………………………………………………

APPROVAL SHEET…………………………………………………..

DECLARATION……………………………………………………….

ACKNOWLEDGEMENT……………………………………………..

ABSTRACT…………………………………………………………….

TABLE OF CONTENT………………………………………………..

CHAPTER I............................................................................................................7
1.1 Backgrounds of Study....................................................................................7
1.2 Statement of Study.......................................................................................12
1.3 Objective of The Study.................................................................................12
1.4 Significant of The Study...............................................................................12
1.5 Theoretical Benefit.......................................................................................12
1.6 Practical Benefit...........................................................................................13
1.7 Scope of Study..............................................................................................13
1.8 Definition of The Key Terms.......................................................................13
1. (Im)Politeness.............................................................................................13
2. Lords Mobile..............................................................................................15
3. Players.........................................................................................................15
CHAPTER II........................................................................................................16
Review Of Related Literature.............................................................................16
2.1 Previous Studies...........................................................................................16
2.2 Definition of Pragmatic................................................................................18
2.3 Definition Of (I’m)Politeness.......................................................................20
2.4 Types Of (Im)Politeness...............................................................................21
2.5 Game Online.................................................................................................22
2.6 Type of Game.............................................................................................24
2.6.1 Player Versus Environment (Pave)........................................................24
2.6.2 Multiplayer Online Battle Arena (Moba) Games..................................24

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2.6.3 Battle Royale Games.............................................................................25
2.6.4 Massively Multiplayer Online (Mmo) Games......................................25
2.7 Lords Mobile Fiture.....................................................................................26
2.7.1 Script......................................................................................................27
2.7.2 Real-Time Translation...........................................................................27
2.7.3 High Fps.................................................................................................27
2.7.4 Repeated Tap.........................................................................................27
2.8 Theoritical Framework................................................................................29
CHAPTER III.......................................................................................................30
Research Method..................................................................................................30
3.1 Research Design..........................................................................................30
3.2 Data Sources................................................................................................30
3.3 Instrument Of Research...............................................................................31
3.4 The Procedure Of Collecting Data...............................................................31
3.5 The Technique Of Data Analysis.................................................................31
CHAPTER IV.......................................................................................................34
Findings And Discussion......................................................................................34
4.1 Findings........................................................................................................34
4.1.1 The Results of Observation...................................................................34
Table 4.1.1......................................................................................................34
4.1.2 Disscussion............................................................................................35
CHAPTER V........................................................................................................38
Conclusion And Suggestion.................................................................................38
5.1 Conclusion....................................................................................................38
5.2 Suggestion....................................................................................................38
BIBLIOGRAPHY................................................................................................40

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CHAPTER I

INTRODUCTION

1.1 Backgrounds of Study


Language is one of the important thing in human life, when humans want

to convey or express their feelings, human need language as a means

communication be it by voice, facial expression, body gestures and much more.

According to Sapir in (1921), language is method or tool for confinities, feelings

and desires that are truly human and nonistigtive by using a system of symbols

that are produced intentionally and vokluntarilly.

In language also has branches including pragmatics, according to Levinson

(1983), pragmatics is the study of the relationship between language and the

context that underlies the explanation of the notion of language. Here, the

understanding/understanding of language refers to the fact that in order to

understand a language expression/utterance, knowledge is also needed beyond the

meaning of words and their grammatical relations, namely their relation to the

context in which they are used.

On the other hand, in the opinion of Morris (1960), he said that pragmatics

is a scientific discipline that studies the use of signs, which specifically can be

interpreted as the way people use language signs and the way language signs are

interpreted. What is meant by people according to this definition is the user of the

sign itself, namely the speaker.

A lot of linguistic scholars have carried out researches on linguistic

politeness in wide range of cultures as a result, several theories have been

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proposed on linguistic politeness and politeness has been well scholarly concept.

Consequently, the notion on politeness has received a lot of different definitions

and interpretations.

Recognizing how people behave An inevitable occurrence in many social

situations is impoliteness. Researchers can learn more about human behavior,

emotions, and social dynamics by examining impoliteness. Examining hierarchies

of power Anger or frustration are examples of psychological states that can be

reflected in rudeness. In social situations, it can also be a technique for controlling

or asserting authority. Examining rudeness can aid in our comprehension of the

underlying social hierarchies and power structures in various situations.

investigating cultural differences The definition of impoliteness can differ

throughout cultures and situations, and social norms and common wisdom can

have an impact on how rudeness is perceived. Examining rudeness can aid in our

comprehension of the distinctive ways that various cultures and groups express.

Research on impoliteness and the like has been carried out by several

previous researchers, for example Assarah Karina ( 2023 ) who researched about

“Teenagers' Impoliteness in the Digital era and it Relation to Social Media”,

Mariam Fouad Khadnum ( 2021 ) “How Impoliteness Is Portrayed in a School

Context: The Marva Collins as a Case Study”, Ruth Wodak (2021) Shameless

normalisation of impoliteness: Berlusconi’s and Trump’s press conferences.

Based on the three previous studies above which also examined

impoliteness, this research only focused on social media which is more general

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and more frequently accessed by many types of users, both fans of music, politics,

the environment, sports and games themselves, but in this study the researcher

more focused on the game itself where users definitely enjoy playing games,

which of course in this research is more specific than the three previous studies

Online gaming has witnessed exponential growth in recent years,

transforming into a thriving global phenomenon that engages millions of players

in interactive virtual environments. Within these virtual gaming communities,

players interact, cooperate, and compete with one another, creating complex social

networks that often mirror real-life dynamics. However, the online gaming

landscape is not immune to conflicts and negative interactions. Impoliteness,

characterized by rude, disrespectful, or offensive behavior, can manifest within

these virtual spaces, impacting the overall gaming experience and community

dynamics.

One particular mobile game that has gained significant attention and

amassed a substantial player base is Lord Mobile. Lord mobile is a popular

strategy game that encourages players to build and manage their virtual kingdoms,

engage in epic battles, and form alliances with other players. The immersive

nature of lord mobile, combined with its competitive aspects, often intensifies

interactions among players, creating an environment where impolite behavior may

arise.

Understanding the nature and dynamics of impoliteness within Lord

Mobile's gaming community is crucial for several reasons. Firstly, impoliteness

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can significantly affect players' experiences and overall enjoyment of the game. It

can lead to strained relationships, conflicts, and a toxic atmosphere within the

community, thereby negatively impacting the gaming environment. Secondly,

conducting an in-depth analysis of impoliteness within the context of pragmatic

communication can provide valuable insights into players' intentions, motivations,

and the soc ial dynamics at play. This pragmatic approach focuses on the context,

function, and effects of language use, allowing for a comprehensive understanding

of impolite behavior in the gaming context

The theoretical framework that underpins this study is pragmatic theory.

Pragmatics, a subfield of linguistics, explores how language is used in real-life

situations, taking into account contextual factors and the intentions of the

speakers. By adopting a pragmatic lens, this study aims to examine the impolite

language and communication patterns employed by lord mobile players, shedding

light on the underlying motivations and effects of such behavior.

While existing research has explored impoliteness in various online

environments, the specific context of online gaming communities, and lord mobile

in particular, remains relatively understudied. Therefore, conducting a pragmatic

analysis of impoliteness among lord mobile players is of paramount importance.

By investigating the language used, interaction patterns, and underlying

motivations behind impoliteness, this study seeks to fill this research gap and

provide a comprehensive understanding of impolite behavior within lord mobile's

gaming community.

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The findings of this study have practical implications for both

researchers and game developers. Firstly, understanding the nature and

consequences of impoliteness can inform the development of strategies and

interventions aimed at promoting more positive and respectful interactions within

the gaming community. This can help cultivate a healthier and more enjoyable

gaming environment for lord mobile players. Additionally, this study contributes

to the broader field of online communication by offering insights into the impact

of virtual environments on social behavior, language use, and pragmatic aspects of

communication.

In conclusion, the analysis of impoliteness using by lord mobile players

within a pragmatic framework is essential for a comprehensive understanding of

the dynamics of communication within online gaming communities. By

investigating the language use, interaction patterns, and underlying motivations of

impolite behavior, this study aims to shed light on the social dynamics and

implications of impoliteness in lord mobile. The findings will contribute to

developing effective strategies for enhancing communication and fostering a

healthier and more enjoyable gaming environment for lord mobile players.

Further more, this study's insights will expand our knowledge of online

communication and provide valuable contributions to the field of pragmatic

theory in relation to virtual gaming communities.

1.2 Statement of the Study


Based on the background of the study above, the research questions

can be formulated as follows;

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What are the impoliteness violation form used by lord mobile players

while they interaction on the game?

1.3 Objective of the Study


Based on the statement of the problem, the purpose of this study are to

describe the form of impoliteness violation that used by the lord mobile

players as the main object of this research.

1.4 Significant of the Study


This research is expected to benefit various theoretical and practical parties

1.5 Theoretical Benefit


Writer is expected to give a new contribution to linguistics

studies especially in analyzing form of impoliteness violation in the

game, and hopefully this research able to become a reference for future

research about how to analyzing imperative as one of type of politeness in

the game.

1.6 Practical Benefit


The result of this research is expected to be useful for students of

the english literature who have interest in gaming. The researcher also

hopes the result of this research could give more reference for the

development of pragmatics theory to improve the knowledge and

understanding of impoliteness.

1.7 Scope of Study


In this research, the writes focus on the study of the impoliteness

violation exactly on lord mobile players communized on live chat system

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1.8 Deinition of The Key Terms
In this research, there are two key terms are pointed out, they are:

1. (im)Politeness

According on Culpaper (2020), (im)politeness is a complex

concept that is influenced by various factors such as gender, culture, and

social attributes. Research has shown that there are differences in the way

males and females use impoliteness in language cultural custom s and social

distance are also factors that affect the degree of politeness used in

language. These factors highlight the importance of understanding the

context in which impoliteness occurs.

Impoliteness can be expressed in different ways, such as through

the use of taboo words, insults, and aggressive language. These expressions

of impoliteness can be used to show disrespect or disregard for the other

person's feelings however, it is important to note that what is considered

impolite in one culture may not be considered impolite in another culture

therefore, understanding the cultural context is crucial in interpreting

impoliteness.

2. Lords Mobile

According to Bluestacks Content Teams ( 2022 ) Lords mobile is a

mobile game developed and published by Igg (2017). The game is free-to-

play and offers in-app purchases, and can be played on multiple devices.

According to app annie, the game is one of the top grossing apps (strategy)

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on the app store (ios) and google play. The official description of the game

states that it has more than 200 million players around the world.

3. Players
According to Kelly Arbeau ( 2020 )Players in online games refer to

individuals who participate in online video games. They control a player character

(PC), which is a fictional character in a video game or tabletop role-playing game

whose actions are controlled by a player rather than the rules of the game itself.

Players can interact with other players in the game, forming social connections

and engaging in player versus player (PvP) or player versus environment (PvE)

activities. The experience of being an online video game player is often described

as an overwhelmingly positive, rewarding experience shaped by social

interactions with others in the game

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CHAPTER II

Review of Related Literature

In this part, the researcher explains the previous study, literature review,

and theoretical framework

2.1 Previous Studies


This study is related to this research as follow: Assarah Karina ( 2023 )

This study is to examine the factors behind teens' use of language

impoliteness on social media as well as assess the impoliteness tactics they

employ there. The researchers investigated the phenomenon of teens being

unfriendly on social media using a descriptive qualitative method and The

information is gathered from a number of widely used social media platforms,

including Twitter, Instagram, and TikTok. The thesis's findings demonstrate

that Culpeper (1996) identified five different categories of impoliteness

tactics. Four impoliteness strategies—Bald on Record Impoliteness , Positive

Impoliteness , Negative Impoliteness , Sarcasm or Mock Impoliteness and

Withhold Politenessn were identified among the fifty samples that were

collected. The high was positive impoliteness.

Mariam Fouad Khadnum ( 2021 ) This study looks at both verbal and

nonverbal rudeness in the classroom and in the real world in a movie called

The Marva Collins. Impoliteness is a bad attitude toward specific activities

and is extensively researched in the field of pragmatics. assumes that at least

one participant is the source of the emotional worries. Examining both verbal

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and nonverbal rudeness in the Marva Collins film is the goal of this study.

The purpose of the study is to examine the various impoliteness tactics

employed in the four chosen scenes and determine whether the impoliteness

strategies are related to the speaker's rank. Additionally, the functions are

explored using a qualitative study methodology. In order to fulfill the study's

objective, the researchers use.

Ruth Wodak ( 2021 ) The concepts of impoliteness and shameless

normalization are applied in this study to possibly impolite actions taken by

Silvio Berlusconi and Donald Trump during official press conferences. As a

sort of activity, press conferences have rather explicit standards and

expectations, so that rude. Theoretically, certain behaviors make up very

notable infractions. We offer two case studies that examine racist and

misogynist remarks made by Trump and Berlusconi, respectively, and

examine them in the context of their co-textual, interactional, socio-political,

and historical settings. Without offering an apology, we outline the various

forms of rudeness that each politician uses and contend that these transgress

the established moral code as part of a far-right populist program of

shameless normalization. We look at the remarks made in reaction to the

YouTube recordings of every incident in each instance.

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2.2 Definition of Pragmatic

According to Charles Sanders Peirce ( 1938 ), Pragmatic is a

philosophical concept that emphasizes the practical consequences and

usefulness of a statement or belief. According to this theory, the truth of a

statement is determined by its practical implications and its ability to

withstand future scrutiny. In practical terms, having a true belief means

having a belief that is dependable in the face of all future circumstances.

Peirce's pragmatic theory of truth is based on the pragmatic maxim, which

focuses on the practical function of the concept of truth and its role in

enabling certain kinds of inquiry and discourse. This theory highlights the

importance of the practical consequences of beliefs and the process of

inquiry in determining truth.

According to Culpeper's model, impoliteness comes about when the

speaker communicates face-attack intentionally, or the hearer perceives and

constructs behavior as intentionally face-attack, or a combination of both.

Impoliteness is constructed through interaction and requires the discourse

and cues used in an interaction to be analyzed by both the speaker and the

addressee.

Culpeper's model of impoliteness strategies is based on spencer-

oatley’s notion of rapport management, which provides a framework for

analyzing impoliteness events in terms of face management as well as

sociality rights.

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The framework comprises quality face, social identity face, relational

face, equity rights, and association rights. Culpeper adds taboo words and

topics as other possible indicators of impoliteness that do not fit into these

five categories. However, the findings of a study reveal that one cannot

draw a clear-cut border between culpeper's super-strategies of impoliteness

since some of them overlap with each other, and the significant impacts of

intonation and self-insulting have been ignored in culpeper's model.

2.4 Types of (im)Politeness


According to Jonathan Culpeper (2016) outline sixth main types of

impoliteness violation, these are sixth types:

1. Face attacks: insults, criticism, or ridicule that threaten the face of

the other person, such as calling someone stupid or making fun of

their appearance

2. Taboo words and topics: the use of offensive language or topics

that are considered inappropriate or offensive in a particular

culture or context, such as using racial slurs or discussing sensitive

political issues.

3. Violations to equity and association rights: the use of language or

actions that violate the other person's rights to fairness and equal

treatment, such as discrimination or exclusion.

4. Negative impoliteness: using indirect language or avoiding contact

to show deference or respect towards the other person, such as not

saying "please" or "thank you".

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5. Positive impoliteness: using language or actions that show

aggression or disrespect towards the other person, such as calling

someone names or ignoring them.

6. Rudeness: the use of language or actions that violate social norms

and expectations of politeness, such as interrupting someone or

speaking loudly in a quiet setting.

In conclusion, impoliteness violations can take various forms, such as

face attacks, taboo words and topics, violations to equity and association

rights, negative impoliteness, positive impoliteness, and rudeness.

Understanding the different types of impoliteness violations can help to

identify and address impoliteness in communication and promote effective

and respectful interactions.

2.5 Game Online


According to K. Schurman (2022), online gaming can refer to any type of

game that someone can play through the internet or over a computer network.

Most of the time, it refers to video games played over the internet, where

multiple players are in different locations across the world. Online gaming

also can refer to the idea of gambling over the internet, through an online

casino or an online poker room.

Having an optimal online gaming experience typically requires a high-

speed internet connection. Proper hardware will also be required, whether it's

a computer or a gaming console, such as xbox® or playstation®, that's

connected to the internet. Some internet games require a specific piece of

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controlling hardware, such as a joystick or a game controller. Gaming

software, which could be a cd or dvd that contains the gaming software or

which could be available as a simple download through the internet, will also

be a necessity. With some games, the latest flash software and web browser

versions will be needed.

In terms of video games, online gaming is growing in popularity for a

variety of reasons. Gamers can easily find opponents of a similar skill level

when playing a head-to-head game over the internet. Players also can

compete in massively multiplayer games, where dozens of players play an

ongoing game in a virtual world. Often times, participants can communicate

with other gamers through text chat sessions during online gaming or,

sometimes, players can actually speak to other players, using special audio

hardware.

Some online games charge a monthly fee for access to the video game

software. World of warcraft (wow) is one such game. A monthly fee might

also be offered to give players access to the network that helps them find and

connect to other gamers remotely. When joining a multiplayer game,

participants will have to agree to a set of rules, often called an end user

license agreement (eula) that helps prevent conflicts between players and that

defines the required behavior for players. Those who violate the rules will be

banned from playing the game.

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Online gambling is sometimes considered a form of online gaming. This

type of game, however, is illegal for residents of some countries. Most online

casinos or poker rooms are based in countries that allow online gambling; it's

up to the user to know his or her country's laws regarding online gambling.

When using an online casino, gamblers usually will fund an account at the

web site from a credit card or bank account, then gamble with that money.

Online gaming can involve almost any type of gambling, such as electronic

slot machines, electronic poker, and sports wagering.

2.6 Type of Game


The internet has significantly changed the gaming world over the last

two decades, with online games attracting millions of players of all ages.

Thankfully, gamers can choose their games based on their preferences, as

the online gaming market offers a wide range of titles. That includes action-

packed games, sports-related titles, online casino games, mind games, and

others. Here are different types of online games that players can enjoy:

2.6.1 Player Versus Environment (pave)


Player versus environment (pve) titles refer to video games where the

players compete against an artificial intelligence instead of other players.

The term pave is generally used for online gaming to differentiate between

pve multiplayer role-playing games from pvp (player versus player) real-

time strategy games.

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Pve titles generally involve the player going against ai-controlled

opponents with varying difficulties as they progress through the game.

These games cover a wide range of titles from adventure and action to role-

playing games (rpgs). However, the main issue with online pve titles is the

endless nature of battles. (christian schmidt 2022).

2.6.2 Multiplayer Online Battle Arena (moba) Games


Moba is a rapidly growing sub-genre of the real-time strategy (rts)

genre. These types of games involve two teams competing against each

other, with every player controlling a single character with a set of unique

abilities. These unique abilities continue improving throughout the course of

the game and every player contributes to the overall strategy of the game.

The main objective of these games is for every team to destroy their

opponents. However, these games can have more victory conditions like

defeating all the players on the opponents’ side. Some of the most popular

moba games include defense of the ancients (dota), league of legends (lol),

strife, vainglory, heroes of the storm, and smite. (christian schmidt 2022).

2.6.3 Battle Royale Games


Battle royale games are online multiplayer titles that bring together the

last-man-standing gameplay with the exploration, scavenging, and survival

elements of survival games. These games involve lots of players in a 3d

environment, starting with minimal equipment and trying to eliminate all the

opponents involved.

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The players must eliminate their opponents while avoiding being

trapped in a shrinking safe zone. Some of the most successful games in this

genre include fortnite, pubg: battlegrounds, call of duty: warzone, and apex

legends. These titles have received millions of players and more are still

enjoying the gameplay. (christian schmidt 2022).

2.6.4 Massively Multiplayer Online (mmo) Games


Mmo games are online games that feature large numbers of gamers,

ranging from hundreds to thousands using the same servers. The games

feature a huge open world, although some may differ. Fortunately, you can

play these games on any network-capable platform, including a gaming

console, personal computer, and smartphone.

Massively multiplayer online games allow players to cooperate or

compete against each other on a larger scale. Some of the top mmo games

out there include apex legends, overwatch, grand theft auto v, league of

legends, minecraft, and counter-strike: global offensive. (christian schmidt

2022).

2.7 Lords Mobile Fiture


Lords mobile tower defense is a strategy game developed by

igg.com. Blue stacks app player is the best platform to play this android

game on your pc or macfor download lords mobile: tower defense on pc

with bluestacks and unite the disparate kingdoms and become the true

emperor in this thrilling 4x strategy gaming experience for android.

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After a long struggle, the emperor is no more. Now the empire is in

ruins, split into countless factions, each vying for a chance at the throne.

But only a true lord stands a chance of doing so. Gather your fighters from

around the land-including dwarves, mermaids, dark elves, and steampunk

robots-then head with your enemy. Lords mobile: tower defense offers

more than nation building and strategy fun. For an rpg-style adventure,

assemble a formidable squad of five heroes. Let them serve as battle

generals in your kingdom and lead it to greatness.

2.7.1 Script

Script is a powerful addition to the existing bluestacks game controls.

Now execute a series of actions in lords mobile: tower defense by binding

them to one key. Use the 'script guide' for inspiration.

2.7.2 Real-Time Translation

Waiting for the lords mobile: tower defense to be launched in a specific

language? With the all-new real-time in-game translation feature, you may

translate the game to any language.

2.7.3 High FPS

Take your enemies head on in lords mobile: tower defense with

bluestacks. Eliminate tearing and stutters by enabling high fps as supported

by the game. Be always ready to respond immediately in a heavy combat.

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2.7.4 Repeated Tap

No more endlessly tapping on your phone screen when playing lords

mobile: tower defense. Switch to a better gaming experience with 'repeated

tap' on bluestacks. Either press and hold an assigned key to tap continuously

or just tap once to execute the tap specific number of times.

Get an authentic, console-like experience for your favorite mobile titles

with bluestacks. Enjoy true hd resolutions, real fullscreen gaming, and

support for your mouse, keyboard, or gamepad. Bluestacks has a slew of

incredible features that make it the ultimate in android gaming platforms.

Bluestacks is equipped with a host of awesome features that you’ll love.

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25
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26
2.8 Theoretical Framework

“An analysis of (im)politeness violation using by


Lord Mobile Players”

The use of (im)politeness violation on live chat


system by Lord Mobile Players

Utilization Analysis

intensity Communication Satisfaction


1. Provide Information Expected Percentag
2. Feedback Earn Type
3. Influencing
4. Troubleshooting

Use of (im)Politeness Live chat System


Chapter iii by Lord Mobile Application

27
CHAPTER III

RESEARCH METHOD

This section presents the research design, data sources, data collection,

instrument of research, and technique of data analysis related to the focus

of the present study, analysis politeness commited by lord mobile players.

3.1 Research Design


This researcher used the qualitative Thematic method. The

researcher believe that the qualitative thematic method appropriate for this

research. Subjective strategies exhibit an alternate way to deal with

insightful requests than techniques for quantitative exploration. According

to Boyatzis (1998), qualitative research method that involves identifying,

analyzing, organizing, describing, and reporting themes found within a

data set. This method emphasizes the importance of identifying patterns of

meaning within the data and categorizing them into themes. Boyatzis

suggests that thematic analysis can be used with most, if not all, qualitative

methods and can be applied to a wide range of research questions. The

process of thematic analysis involves becoming familiar with the data,

generating initial codes, searching for themes, reviewing themes, defining

28
and naming themes, and producing the final report. Thematic analysis can

be used to explore complex phenomena, identify patterns and

relationships, and generate new insights into research questions. To ensure

the trustworthiness of the analysis, researchers using thematic analysis

should strive to meet the criteria of credibility, transferability,

dependability, and confirmability. The justification behind picking this

technique is following the focal point of this review, Lord Mobile players

communication focused on (im)politeness violation.

3.2 Data Sources


The main data sources in this research are Lord Mobile players

communication by live chat system and using media interaction, the

supported sources will be the reacercher itself.

3.3 Instrument of Research


The main instrument of data in this research consist an an android mobile

phone, lord mobile application, lord mobile account, and internet data. The

research collects, compiles, and analyzed the data individually. According to

Boyatzis (1998), there are several characteristics of qualitative research,

including the researcher as a key instrument: Familiarization with the data,

coding, Generating themes, reviewing themes, Defining and naming themes,

writing up the analysis.

29
3.4 The Procedure of Collecting Data
In collecting the data, the researcher displayed all of the sources of the

data and the books related to this study. Since the data are in form of words,

phrases, and sentences, the researcher takes the following steps:

a) The researcher created google play store account

b) The researcher downloaded lord mobile application on android

c) The researcher created lord mobile account by gmail

d) The researcher built the kingdom until 6th level

e) The researcher found the english guild and join them

f) The researcher identified politeness abuse on live chat system

g) The researcher screenshot politeness interaction on life chat

3.5 The Technique of Data Analysis


The researcher applied a descriptive method to analyze the data

supplied in this research The thematic method, as described by Boyatzis

( 1998), is a widely used qualitative data analysis technique that involves

identifying, analyzing, organizing, and reporting patterns or themes within a

dataset. This method can be applied to a wide range of research questions

and is particularly useful for exploring complex phenomena and identifying

patterns and relationships.

Here are some key techniques used in thematic data analysis:

Boyatzis (1998) six-step process for analyzing qualitative data involves the

following:

30
Familiarization with the data

Coding all data

Generating themes

reviewing themes

Defining and naming themes

writing up the analysis

Figure 1. The model of qualitative thematic method research analysis

(Boyatzis ,1998 )

1. Familiarization with the data: Immerse oneself in the data to gain a

comprehensive understanding of its content and context

2. Coding: Systematically identify and label relevant information or

patterns within the data

3. Generating themes: Identify potential themes that capture important

aspects of the data

31
4. Reviewing themes: Check the identified themes against the coded

extracts and the entire dataset to ensure that the themes accurately represent

the data

5. Defining and naming themes: Provide clear definitions and appropriate

names for each theme, supported by illustrative quotes from the data

6. Writing up the analysis: Report the findings, including a detailed

description of each theme, supported by illustrative quotes from the data

32
CHAPTER IV

Findings and Discussion

The researcher explained the result of the data analysis in this chapter.

4.1 Findings
In this study, the researcher has collected several samples collected from

the game Lord Mobile from July to November. The data was collected by taking

screenshots on the mobile phone used while playing Lord Mobile, specifically

when players interacted with the live chat system in the game.

4.1.1 The Results of Observation


In this observation there are five example about impoliteness using by lord

mobile players.

Table 4.1.1
Observation data about players interaction and communication on live chat

system of Lord Mobile Game.

No Players Type of (im)politeness violation

Face Taboo Violations to Negativ Positive Rudenes


interaction
equity and
sentences attack word association
e impolitenes s

and rights impolit s


(sample)

topic eness

1. (a+d)legemdox :st 
upid work

33
2. [a+d]dammitma : 

don’t scout

3. [a+d]mustangs : 

damn guild

member not

response every

guild member

request to rally

4. [a+d]itwasjj : we 

don’t help indian

user lol

5. [a+d]rebelion : 

you just waste my

troops fool, what a

stupid team!

6. 

34
7. 

8. 

9. 

10. 

11, 

35
12. 

13. 

14. 

15. 

4.2.1 Disscussion

Data about how many lords mobile players interact according to

appropriate language impoliteness rules and what types of politeness exist when

they interact in the live chat system.

36
1. Face Attack

There are nothing sample about type of impoliteness according to

J. Culpaper because when in this research the researcher just

observation the data with online and don’t faced the other user who

interaction on live chat system of Lord Mobile Game

2.

CHAPTER V

Conclusion and Suggestion

Based on the result of the research and discussion above can be drawn the

following conclusions.

5.1 Conclusion
The data presented in this study highlights the prevalence of impoliteness

in lord mobile's live chat system. The researchers analyzed five different samples

of player interactions and identified various types of impoliteness, including taboo

words and topics, negative impoliteness, violations to equity and association

rights, and linguistic impoliteness.

Of the five example collected and analyzed, researchers found

impoliteness language uttered by lord mobile players when interacting in the live

chat system, namely taboo words and topics, negative impoliteness, violations to

37
equity and association rights and rudeness. In this study, the researchers didn’t

find any significant impact when impolite language was used by lord mobile

players during communication in the live chat system.

5.2 Suggestion
Based on the conclusion of the study. The researcher would like to give

some suggestion follows :

1. Campus

That online games have many things that can be researched and learned

because many users from all over the world communicate in them even though

many academics consider online games to be just games and have no academic

value. Therefore, researchers suggest that campuses further improve online media-

based learning, more specifically online games.

2. Lecturer

Researchers suggest that lecturers use game online as a learning medium.

Because students can improvise their English skills while playing.

3. Student

This Thesis can have several advantages for other students, including a

unique research topic, relevance to current issues, potential for practical

applications, opportunity for interdisciplinary research, and development of

research skills.

38
4. The next researcher

This thesis can have several advantages for future researchers, including

building on existing research, identifying new research questions, developing new

research methods, informing policy and practice, advancing interdisciplinary

research, and contributing to the gaming industry.

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