Gaming and Linguistics

Methodology

My hypothesis is how is power represented in these features as shorthand/codes, profanity, and emojis, in a pay to play vs. free to play game. My initial theory was that because WoW is pay to play that power would be shown in shorthand/codes more often than in TF2. With profanity, I thought that WoW would be by the rules, with little divergence and TF2 would be a little more lenient with their usage. Initial thought would be that emojis would be rarely used in game play for either.
For each game, I participated in many different activities within the games themselves. Once creating a character for WoW, I joined a guild. In the chat box, each color represents who one is talking with, for example green would be for another guild member. Chats can be creating for group play such as dungeons (which is just 5 characters), or raids (which can be up to 30, 40 for old raids). There is also a trade chat for gear, weapons, or potions. Within these groups there is those who maintain power over everyone. The knowledge of the game help a player to easily communicate with others in game and after some hours of play can pick up on the in-game lingo such as shorthand/codes for different things within the game. Upon participating in some dungeons and just walking around some of the main towns, I was able to collect data to show the use of shorthand/codes, profanity, and emojis. To collect this data, I took several screen shots of features identified. These features show up in each group chat and the players that use these in the correct context of the game show their power over others who are new or not well versed in this virtual world.
In TF2 the chat is open to everyone on both sides. Upon playing multiple characters and different games the chat was very interesting compared to WoW with its ability for multiple chats. This one chat allowed for a larger prospect of which players have the power in each group during each game. After many rounds with different groups the players on each team showed their identity by using the same features as in WoW. For this game, shorthand/codes for example some are broad across all games such as gg (good game), but TF2 also has its own codes for characters, weapons, and gear. This game also has hotkeys for one word. Which can be helpful or just annoying if it is being spammed. Because of this one group chat the second feature, profanity I assumed would be used more often than in WoW, for the ability to trash talk the enemy. If you play badly players will creatively express their anger with you to everyone. Because of the free to play I assumed more players would be using profanity and with less symbols. In the case of doing something amazing or having a good game another player might respond with an emoji. To collect data, each game was recorded, within the minutes of data each feature is represented and can show how many times certain players used them and in what degree the player has power within this community. Just by observation of the chat while playing the game showed how this community works and how each team red or blue use these features to construct each players’ individuality and compatibility with others in this community.
            By participating in game play and observing the conversations each game has its advantages in communication. From multiple chats to only one, the features were used quite often. But the social situation for some were uncalled for and some break the social norm that is acceptable in these communities. 
 

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