The present study aims at examining in-game language usages of students playing online games. It was conducted with the case study design of the qualitative research methods. The study group consisted of 10 participants who were determined by using criterion sampling method. Semi-structured interview form, observation notes and voice recordings were used in the data collection process. The collected data were analyzed by content analysis technique. In the application part of the research, two game environments were designed, in which the use of language was not restricted and then the use of expressions of foreign origin was prohibited. During the first game, it was revealed that the participants playing League of Legends produced mixed expressions in Turkish and English and used them frequently in the in-game communication. In the second game, the participants continued to use these expressions voluntarily or involuntarily, although the use of expressions of foreign origin was restricted. The observations of the researchers supported these data, as well. Although the game was designed entirely in Turkish, the participants thought that it was very difficult to use merely Turkish for in-game communication. In addition, it was emphasized that the Turkish-English mixed expressions used in the game process were important for comfortable communication and this communication style became a pattern
Key words: Language usage, mixed language, online games, League of Legends
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