AN ANALYSIS ONJARGON USED IN GAME ATLANTICA ONLINE AMONG GUILD KILLUA
THESIS
By:
BINTANG RIZKI (09360175)
ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION UNIVERSITY OF MUHAMMADIYAH MALANG
AN ANALYSIS ONJARGON USED IN GAME ATLANTICA ONLINE AMONG GUILD KILLUA
THESIS
By:
BINTANG RIZKI
ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION UNIVERSITY OF MUHAMMADIYAH MALANG
AN ANALYSIS ONJARGON USED IN GAME ATLANTICA ONLINE AMONG GUILD KILLUA
THESIS
This thesis is submitted to meet one of the requirements to achieve Sarjana Degree in English Education
By:
BINTANG RIZKI (09360175)
ENGLISH DEPARTMENT
FACULTY OF TEACHER TRAINING AND EDUCATION UNIVERSITY OF MUHAMMADIYAH MALANG
ACKNOWLEDGEMENTS
In the name of Allah, the most gracious and Merciful. Alhamdulillah, by the
blessing and mercies of Allah SWT, the researcher could finish this thesis. Sholawat
and salam are always given to the beloved Nabi Muhammad SAW who has brought us
from the darkness to the lightness that is Islam.
The researcher expresses gratitude to Drs. Soeparto, M.Pd as his first advisor
and Dian Arsitades, M.Pd as his second advisor who have spent a lot of time to give
him valuable guidance, advice, and suggestions during the completion of this thesis.
The researcher has great admiration and respect for them.
His sincere gratitude is also extended to his lovely Father (Sadjupri) and Mother
(Dianti) for the best power, endless prayers, funds and supports. Her gratitude is also
to his big sister (Esty Budiarti), nephews and all of her family for their supports during
the time he did this research.
Finally, Special thanks are also given to all members of Guild Killua who has
helped me to obtain the data, also special thank goes to Boarding housemate Alland
Praja P.F. and Maulana Nur Alvian,his friends in English Department Class C 2009,
and all of his friends in English Department 2009, University of Muhammadiyah
Malang for their brotherhood, love, care, and prayers.
TABLE OF CONTENTS
CHAPTER IIREVIEW OF RELATED LITERATURE 2.1Language Variation ... 6
2.1.1 Dialect ... ... 6
2.1.2 Register ... 6
2.1.3 Slang... ... 7
3.2Research Subject ... 20
3.3Data Collection ... 21
3.3.1 Instrument ... 21
3.3.2 Procedure of Data Collection ... 22
3.4 Data analysis ... 22
CHAPTER IV FINDING AND DISCUSSION 4.1 Research Findings ... 24
CHAPTER V CONCLUSSION AND SUGGESTION 5.1 Conclusion ... 30
5.2 Suggestion ... 31
APPENDIX I
APPENDIX II
APPENDIX III
BIBLIOGRAPHY
Attardo, S. B. a. S. 2000. Understanding Language, Structure, Interaction and Variation. Michigan, The Universty of Michigan Press.
Carstairs-McCarthy 2002. An Introduction to English Morphology: Words and Their Structure. Edinburgh, Edinburgh University Press Ltd.
Costikyan, Greg. 1994. I Have No Words & I Must Must Design.(Online) http://www.rpg.net/oracle/essays/nowords.html accesed at 21-05-2013
Donald Ary, L. C. J., Chris Sorensen (2010). "Introduction Research in Education." Wadsworth, Cengage Learning.
Dwi, Mochamad, 2012. macam macam genre game. (Online)
http://1haritanpagame.blogspot.com/2012/10/macam-macam-genre-game.html accessed at 05-02-2013
Fraenkel, John (2009). How to Design and Evaluate Research in Education. New York, The McGraw-Hill Companies, Inc.
Ives, Peter. 1997. In Defense of Jargon. (Online)
http://bad.eserver.org/issues/1997/31/ives.html accessed at 05-02-2013
Lieber, Rochel (2009). Introducing Morphology. New York, Cambridge University Press.
Lily. 2011. The Origin of The Word Jargon. (Online)
http://xiamenwriting.wikispaces.com /search/view/jargon accessed at 13-02-2013
Louse, Margareth. 2011. role-playing game (RPG). (Online)
http://whatis.techtarget.com/definition/role-playing-game-RPG accessed at 12-02-2013
Maroney, Kevin. 2001. My Entire Waking Life. (Online)
http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml accessed at 21-05-2013
Plag, I. (2003). Word-Formation in English. New York, Cambridge University Press.
Salen, Katie and Zimmerman, Eric. 2011. Rules of Play.(Online)
http://thetipofthesphere.com/2011/01/21/definition-game/ accessed at 05-02-2013
Victoria Fromkin, R. R., Nina Hyams (2003). An Introduction to Language. Boston, Wadsworth, Cengage Learning.
1 CHAPTER I
INTRODUCTION
Chapter 1 of this study presents such topic as: background of study, statement
of problem, purposes of study, significance of study, scope and limitation, and
definition of key term. Each of them will be as follows.
1.1 Background of the Study
Jargon is a language which describes the world in which we live (Peter Ives :
1999). The word “jargon” originally from Old French, meaning “the twittering or
warbling of birds.” The root of the word is “garg”. There are also other words which
stem from it, such as “gargle”, meaning to utter with gargling or burbling sounds; and
“gurgle”, referring to the bubbling sound of water flowing from a bottle with a
narrow neck. In previous time, the meanings of jargon refer to barter language used
by different origin to communicate. Jargon found usually in group or community, no
exception in game, jargon also found in game.
Game is a system in which players engage in an artificial challenge, defined
by rules that result in a quantifiable outcome (Katie Salen and Eric Zimmerman :
2003).
A role-playing game (RPG) is a game in which each participant assumes the
role of a character, generally in a fantasy or science fiction setting, which can interact
2
Multi player on line Role Playing Game) that involved thousand player to play
together in the Internet.
Atlantica Online is a free Massively Multiplayer Online Role Playing Game
(MMORPG) with a turn based strategy fighting system. Atlantica Online was created
by NDoors and officially launched on October 30th 2008.
There are several related studies about jargon. They are Yuli Endiarningsih
(2007), Adisty Febriani (2007), Yuli Astutik (2008), and Nina Sparkly (2008). They
study about jargon for their final task to complete their college degree.
The first is Yuli Endianingsih (2007), entitled “The Study of Jargon Used in
‘Ikatan Gaya Arema‘(IGAMA) – East Java.” She stated that 205 jargons have been
found that used by the member of ikatan gaya arema (igama).
Then is Adisty Febriani (2007) entittled “A study of jargon Used in Friendster
Testimonial in Indonesia. She found 103 jargon that derived from acronym of
English and Indonesian, abbreviation of English and Indonesian, nouns, verbs,
adjectives of English and Indonesian, jargons of computer, modification (blend) of
alphabet and number, and emoticons (Emotion Icons). Also found several function of
using jargon.
Third is Yuli Astuti that analysis about jargon in extravaganza program on
Trans TV (2008). In their study stated that she found 43 jargon and belong to three
3
Then is Nina Sparkly that study about jargon used by transsexual in beauty
salon Kediri (2008). She found 231 jargons that several of them had more than one
meaning and some were created by transsexual.
Besides, there are also several studies about game: Lutfatul Mutiah (2007),
Reny Nurlaili (2009), and Dian Rahma Santoso (2009),
First, is Lutfatul Mutiah that studies about the using of games and songs in
Third is Dian Rahma Santoso that studies about implementation of grammar
monopoly game as an alternative teaching media (2009). The result show that there
are increasing ability through the implementation of Grammar Monopoly game.
Based on the explanation above, it is clear that is important to “Analysis on
Jargon Used in Game Atlantica Online” because no one has investigated this topic.
1.2 Statement of the Problem
In here will be explained the statement of problem from this paper.
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2. What are the meaning of the found jargon from English language to Indonesian
language?
1.3 Purpose of the Study
This section describes the purpose of study from this paper.
1. To investigate what are jargons found in game Atlantica Online
2. To investigate the meaning of the found jargon from English language to
Indonesian language
1.4 Significance of the Study
This section will provide the explanation about the significance of study from
this paper.
The researcher expect that this study meaningfully to sociolinguistics
theoretically and practically to increase the understanding of jargon. Theoretically,
the study can learn more about language especially concerning jargon in game online.
Practically, it can be used as help to the game user, to make easier the communication
between them and English Department student’s university of Muhammadiyah
Malang who want to analyze jargon in their thesis writing, and interested in studying
jargon in game online.
1.5 Scope and Limitation
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The scope of this study is jargon. It is limited on jargon found in “Guild
Killua” in game of Atlantica Online.
1.6 Definition of the Key Terms
This section describes the definition of key term from this paper.
Jargon, Is a language which describes the world in which we live (Peter Ives:
1999).
Game, is a form of play with goals and structure (Kevin J.Maroney: 2001).
Atlantica Online, One of MMORPG game that succeeds in turn-based
combat system, and guild control system. While there are few character in the
beginning, players can choose from over 20 different ‘Mercenaries’ later in the game,
with maximum of 9, thereby constructing their own unique team and style. Higher
level characters have much to look forward to in the way of PvP, participating in
large scale guild battles over town and lands.
Killua, Killua is one guild’s name in server gondwana inside game Atlantica