cyberpunk 2077's official deep dive video - usd
TRANSCRIPT
WORD-FORMATION AND SEMANTIC DOMAINS
OF GAMING TERMS IN CD PROJEKT RED:
CYBERPUNK 2077’s OFFICIAL DEEP DIVE VIDEO
AN UNDERGRADUATE THESIS
Presented as Partial Fulfillment of the Requirements
for the Degree of Sarjana Sastra
in English Letters
By
CHRISMADIA ALFA ZEFANYA
Student Number: 174214112
DEPARTMENT OF ENGLISH LETTERS
FACULTY OF LETTERS
SANATA DHARMA UNIVERSITY
YOGYAKARTA
2021
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WORD-FORMATION AND SEMANTIC DOMAINS
OF GAMING TERMS IN CD PROJEKT RED:
CYBERPUNK 2077’s OFFICIAL DEEP DIVE VIDEO
AN UNDERGRADUATE THESIS
Presented as Partial Fulfillment of the Requirements
for the Degree of Sarjana Sastra
in English Letters
By
CHRISMADIA ALFA ZEFANYA
Student Number: 174214112
DEPARTMENT OF ENGLISH LETTERS
FACULTY OF LETTERS
SANATA DHARMA UNIVERSITY
YOGYAKARTA
2021
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STATEMENT OF ORIGINALITY
I certify that this undergraduate thesis contains no material which has been
previously submitted for the award of any other degree at any university, and that,
to the best of my knowledge, this undergraduate thesis contains no material
previously written by any other person except where due reference is made in the
text of the undergraduate thesis.
Yogyakarta, February 23, 2021
Chrismadia Alfa Zefanya
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LEMBAR PERNYATAAN PERSETUJUAN PUBLIKASI KARYA ILMIAH
UNTUK KEPENTINGAN AKADEMIS
Yang bertanda tangan di bawah ini, saya mahasiswa Universitas Sanata Dharma
Nama : Chrismadia Alfa Zefanya
Nomor Mahasiswa : 174214112
Demi pengembangan ilmu pengetahuan, saya memberikan kepada Perpustakaan
Universitas Sanata Dharma karya ilmiah saya yang berjudul
WORD-FORMATION AND SEMANTIC DOMAINS
OF GAMING TERMS IN CD PROJEKT RED:
CYBERPUNK 2077’s OFFICIAL DEEP DIVE VIDEO
beserta perangkat yang deperlukan (bila ada). Dengan demikian saya memberikan
kepada Perpustakaan Universitas Sanata Dharma hak untuk menyimpan,
mengalihkan dalam bentuk media lain, mengelolanya dalam bentuk pangkalan data,
mendistribusikan secara terbatas, dan mempublikasikannya di internet atau media
lain untuk kepentingan akademis tanpa perlu meminta ijin kepada saya maupun
memberikan royalti kepada saya selama tetap mencantumkan nama saya sebagai
penulis.
Demikian pernyataan ini saya buat dengan sebenarnya.
Dibuat di Yogyakarta
Pada tanggal, 23 Februari 2021
Yang menyatakan,
Chrismadia Alfa Zefanya
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“I’d made it this far
and refused to give up,
because all my life
I had always finished the race.”
-Louis Zamperini-
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For My Beloved Parents
For My Cute and Fluffy Dog
and
For the Hope of a Better Future
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ACKNOWLEDGEMENTS
First and foremost, I express my deepest gratitude to Jesus Christ for his
blessing and grace that have always been blessed upon me throughout my study at
Sanata Dharma University, especially during the hard time I worked on my
undergraduate thesis.
Then, I sincerely express my gratitude to my thesis advisor, Arina Isti’anah,
S.Pd., M.Hum., for her guidance, patience, and passion throughout my process in
finishing my undergraduate thesis. The completion of my undergraduate thesis is a
proof that without her support, I would not be able to complete my undergraduate
study. I would also like to extend my great appreciation to my co-advisor, Fransisca
Kristanti, S.Pd., M.Hum., for her valuable advice that contributes to the betterment
of my thesis.
I would not be in the state of where I am today if it was not for the
unconditional love and support given by my beloved parents, who are always there
throughout the ups and downs of my life; and also to my family in Yogyakarta, Mr.
Endro, Mrs, Arum, and Adit, who have supported me and always welcomed me
with open arms during my time studying in Yogyakarta.
I am very grateful to all the staff and lecturers of Sanata Dharma University,
who have given me valuable lessons both inside and outside of my academic life.
Last but not least, I will never forget all of my friends who have accompanied me
during this joyful stage of my life. Thank you for always being there for me.
Chrismadia Alfa Zefanya
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TABLE OF CONTENTS
TITLE PAGE …………………………………………………………………… ii
APPROVAL PAGE …………………………………………………………..... iii
ACCEPTANCE PAGE ………………………………………………………… iv
STATEMENT OF ORIGINALITY ………………………………………….... v
LEMBAR PERNYATAAN PERSETUJUAN PUBLIKASI KARYA ILMIAH ... vi
MOTTO PAGE ………………………………………………………………... vii
DEDICATION PAGE ………………………………………………………... viii
ACKNOWLEDGEMENTS …………………………………………………… ix
TABLE OF CONTENTS ………………………………………………………. x
LIST OF FIGURES …………………………………………………………... xiii
LIST OF TABLES …………………………………………………………..... xiv
ABSTRACT …………………………………………………………………..... xv
ABSTRAK ……………………………………………………………………... xvi
CHAPTER I: INTRODUCTION ……………………………………………… 1
A. Background of the Study …………………………………………………. 1
B. Problem Formulation …………………………………………………….. 8
C. Objectives of the Study…………………………………………………… 8
D. Definition of Terms……………………………………………………….. 8
CHAPTER II: REVIEW OF LITERATURE ………………………………... 10
A. Review of Related Studies ……………………………………………..... 10
B. Review of Related Theories …………………………………………….. 17
1. Morphology ……………………………………………………….... 17
a. Neologism ……………………………………………………..... 19
b. Affixation ……………………………………………………….. 20
c. Compounding …………………………………………………... 21
d. Blending ………………………………………………………… 22
e. Abbreviation …………………………………………………..... 23
f. Clipping ………………………………………………………… 24
g. Conversion ……………………………………………................ 24
2. Semantics ………………………………………………………..….. 25
a. Types of Meanings ……………………………………………… 27
i. Lexical Meaning ………………………………………... 27
ii. Contextual Meaning …………………………………….. 28
b. Semantic Domains ………………………………………….…... 30
3. Gaming Literacy ..…………………………………………………... 36
a. Systems ………………………………………………………..... 36
b. Play ……………………………………………………………... 37
c. Design …………………………………………………………... 38
C. Theoretical Framework ………………………………………………..... 40
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CHAPTER III: METHODOLOGY ………………………………………….. 42
A. Object of the Study ……………………………………………………… 42
B. Approach of the Study …………………………………………………... 44
C. Method of the Study …………………………………………………….. 44
1. Data Collection ……………………………………………………... 44
2. Data Analysis ……………………………………………………….. 46
CHAPTER IV: ANALYSIS RESULTS AND DISCUSSIONS ……………... 52
A. Word-formation Processes of Gaming Terms
Found in CD Projekt Red: Cyberpunk 2077’s
Official Deep Dive Video ……………………………………………….. 52
1. Neologism …………………………………………………………... 54
2. Affixation …………………………………………………………… 59
a. Suffix …………………………………………………………… 62
i. Suffix {-s} ……………………………………………..... 63
ii. Suffix {-er} and {-or} …………………………………... 64
iii. Suffix {-ing} …………………………………………..... 65
iv. Suffix {-ence} and {-ance} ……………………………... 67
v. Suffix {-al} ……………………………………………... 68
vi. Suffix {-ics} …………………………………………….. 69
vii. Suffix {-th} ……………………………………………... 70
viii. Suffix {-ize} …………………………………………….. 70
ix. Suffix {-ion} …………………………………………..... 71
x. Suffix {-ment} ………………………………………….. 72
xi. Suffix {-y} and {-ry} …………………………………..... 73
xii. Suffix {-ist} ……………………………………………... 74
xiii. Suffix {-acy} …………………………………………..... 74
b. Prefix …………………………………………………………..... 75
i. Prefix {in-} ……………………………………………... 75
ii. Prefix {pre-} …………………………………………..... 76
iii. Prefix {non-} ……………………………………………. 77
iv. Prefix {re-} ……………………………………………... 77
3. Compounding ……………………………………………………..... 78
a. Nominal Compound …………………………………………….. 81
b. Verbal Compound ……………………………………………..... 83
c. Adjectival Compound …………………………………………... 85
4. Abbreviation ………………………………………………………... 85
5. Clipping …………………………………………………………….. 89
6. Conversion ………………………………………………………….. 91
B. Semantic Domains of Gaming Terms
Found in CD Projekt Red: Cyberpunk 2077’s
Official Deep Dive Video ………………………………………….. 93
1. Videogame Products ………………………………………………... 97
a. Neologism in the Main Domain of ‘Videogame Products’…….. 103
b. Affixation in the Main Domain of ‘Videogame Products’……... 112
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c. Compounding in the Main Domain
of ‘Videogame Products’….…………………………………… 115
d. Abbreviation in the Main Domain of ‘Videogame Products’…... 121
e. Clipping in the Main Domain of ‘Videogame Products’……….. 123
f. Conversion in the Main Domain of ‘Videogame Products’…… 124
2. Using a Videogame ………………………………………………... 126
a. Neologism in the Main Domain of ‘Using a Videogame’……… 128
b. Affixation in the Main Domain of ‘Using a Videogame’……… 129
c. Compounding in the Main Domain of ‘Using a Videogame’…... 130
3. Producing a Videogame …………………………………………… 131
a. Affixation in the Main Domain of ‘Producing a Videogame’….. 133
b. Compounding in the Main Domain
of ‘Producing a Videogame’…………………………………… 134
c. Abbreviation in the Main Domain
of ‘Producing a Videogame’…………………………………… 134
CHAPTER V: CONCLUSION ……………………………………………… 135
REFERENCES ………………………………………………………………. 141
APPENDICES ………………………………………………………………... 144
Appendix 1. Gaming Terms in CD Projekt Red:
Cyberpunk 2077’s Official Deep Dive Video ……….............................. 144
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LIST OF FIGURES
No. Figure Page
1. Figure 1. Example of Tree Diagram of Videogame Semantic
Domains
50
2. Figure 2. Screenshot of the Compound Word ‘Blackwall’ 79
3. Figure 3. Tree Diagram of ‘Videogame Products’ Main Domain 100
4. Figure 4. Tree Diagram of ‘Mechanics & Systems’ Sub-domain 101
5. Figure 5. Tree Diagram of ‘Storyline & Arc’ Sub-domain 102
6. Figure 6. Tree Diagram of ‘Contents’ Sub-domain 102
7. Figure 7. Tree Diagram of ‘Using a Videogame’ Main Domain 127
8. Figure 8. Tree Diagram of ‘Producing a Videogame’ Main
Domain
132
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LIST OF TABLES
No. Figure Page
1. Table 1. List of Word-formation Processes 49
2. Table 2. Neologism of Completely New Words 50
3. Table 3. Example Table of Neologism Word of ‘mechanics’ 52
4. Table 4. Example Table of Neologism Word of ‘build’ 53
5. Table 5. Example Table of Neologism Word of ‘software’ 54
6. Table 6. Example Table of Affixation Word of ‘developers’ 56
7. Table 7. Example Table of Affixation Word of ‘designing’ 57
8. Table 8. Example Table of Affixation Word of ‘non-lethal’ 58
9. Table 9. Example Table of Compound Word of ‘Flathead’ 76
10. Table 10. Example Table of Compound Word of ‘Cyberware’ 76
11. Table 11. Abbreviation of Gaming Terms 82
12 Table 12. Clipping of Gaming Terms 86
13. Table 13. Conversion of Gaming Terms 88
14. Table 14. Gaming Terms in Each Main Domains 90
15. Table 15. Word-formation Processes in the Main Domains of
Videogame
92
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ABSTRACT
ZEFANYA, CHRISMADIA ALFA. (2021). Word-formation and Semantic
Domains of Gaming Terms in CD Projekt Red: Cyberpunk 2077’s Official
Deep Dive Video. Yogyakarta: Department of English Letters, Faculty of Letters,
Universitas Sanata Dharma.
The usage of language in the interaction between gamers, industry
professionals, media stakeholders, and within the game assets; has given birth to
the occurrence of several new words and terms which more known as gaming terms.
One of the most valuable sources in examining the phenomenon of gaming terms
is through the release of videogame trailers and promotional videos. In the last 8
years, a videogame entitled Cyberpunk 2077 has become one of the most
anticipated videogames of the decade due to the brilliant marketing campaign from
its developer. Prior to the game’s release, the developer had released a promotional
deep dive video which featured the interview with the three lead developers talking
about the various contents, mechanics, and storyline that the game offers.
This research intends to examine the word-formation processes applied to
form the gaming terms found in CD Projekt Red: Cyberpunk 2077’s official deep
dive video entitled “Cyberpunk 2077 – Deep Dive Video + Q&A panel with
developers”, and to find the types of word-formation processes that commonly
occur in particular domains of videogame semantic domains.
By employing qualitative research, this research analyses 124 words of
gaming terms found in CD Projekt Red: Cyberpunk 2077’s official deep dive video.
The focus on gaming terms was chosen since the video revolves around the context
of the gaming community and industry. The approaches of morphology specifically
word-formation, and semantics specifically semantic domains, were chosen since
the researcher wants to know how those gaming terms originated from and what
domains they belong to.
This research found six types of word-formation processes applied to form
the 124 words of gaming terms in the deep dive video. In total, 167 applications of
word-formation processes appear in the video. This research also classified the
gaming terms into three main domains of videogame. From the classification, 106
terms belong to the main domain of ‘videogame products’ with 60 terms
experienced neologism, 38 terms experienced affixation, 30 terms formed by
compounding, 7 terms formed by abbreviation, 6 terms undergone clipping, and 4
terms undergone conversion. There are 9 terms classified into the main domain of
‘using a videogame’ with 4 terms experienced neologism, 7 terms experienced
affixation, and 2 terms formed by compounding. The last 9 terms belong to the main
domain of ‘producing a videogame’ with 6 terms experienced neologism, 2 terms
formed by compounding, and only 1 term formed by abbreviation.
Keywords: word-formation, semantic domains, gaming terms, Cyberpunk 2077
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ABSTRAK
ZEFANYA, CHRISMADIA ALFA. (2021). Word-formation and Semantic
Domains of Gaming Terms in CD Projekt Red: Cyberpunk 2077’s Official
Deep Dive Video. Yogyakarta: Program Studi Sastra Inggris, Fakultas Sastra,
Universitas Sanata Dharma.
Penggunaan bahasa dalam interaksi antara pemain gim, industri profesional,
pengelola media, dan di dalam aset gim; telah melahirkan beberapa kata dan istilah
baru yang lebih dikenal dengan istilah gim. Salah satu sumber paling berharga
dalam meneliti fenomena istilah gim adalah melalui perilisan trailer videogim dan
video promosi. Dalam 8 tahun terakhir, sebuah videogim berjudul Cyberpunk 2077
telah menjadi salah satu videogim yang paling dinanti satu dekade ini berkat
kampanye pemasaran yang brilian dari pengembangnya. Sebelum perilisan
videogim tersebut, pengembang telah merilis video promosi wawancara mendalam
yang menampilkan wawancara dengan tiga pengembang utama dan membicarakan
tentang berbagai konten, mekanisme, dan alur cerita yang ditawarkan gim tersebut.
Penelitian ini bermaksud untuk mengkaji penerapan proses pembentukan
kata untuk membentuk istilah gim yang terdapat dalam video resmi wawancara
mendalam CD Projekt Red: Cyberpunk 2077 berjudul “Cyberpunk 2077 – Deep
Dive Video + Q&A panel with developers”, dan untuk mengetahui jenis proses
pembentukan kata yang sering muncul di domain tertentu dari domain semantik
videogim.
Menggunakan metode penelitian kualitatif, penelitian ini menganalisa 124
kata dari istilah gim yang ditemukan dalam video resmi wawancara mendalam CD
Projekt Red: Cyberpunk 2077. Fokus pada istilah gim dipilih karena video tersebut
berpusat pada konteks seputar komunitas dan industri gim. Pendekatan morfologi
khususnya pembentukan kata, dan semantik khususnya domain semantik, dipilih
karena peneliti ingin mengetahui bagaimana istilah game tersebut berasal dan apa
domainnya.
Penelitian ini menemukan enam jenis proses pembentukan kata yang
diterapkan untuk membentuk 124 istilah gim dalam video resmi wawancara
mendalam tersebut. Secara keseluruhan, terdapat 167 pengaplikasian proses
pembentukan kata dalam video. Penelitian ini juga mengklasifikasikan istilah gim
ke dalam tiga domain utama videogim. Dari klasifikasi tersebut, 106 istilah
termasuk dalam domain utama ‘produk videogim’ dengan 60 istilah mengalami
neologisme, 38 istilah mengalami afiksasi, 30 istilah dibentuk dengan kata
majemuk, 7 istilah dibentuk oleh singkatan, 6 istilah mengalami klipping, dan 4
istilah mengalami konversi. Terdapat 9 istilah yang diklasifikasikan ke dalam
domain utama ‘menggunakan videogim’ dengan 4 istilah mengalami neologisme,
7 istilah mengalami afiksasi, dan 2 istilah dibentuk dengan kata majemuk. 9 istilah
terakhir termasuk ke dalam domain utama ‘memproduksi videogim’ dengan 6
istilah mengalami neologisme, 2 istilah dibentuk dengan kata majemik, dan hanya
1 istilah yang dibentuk oleh singkatan.
Kata kunci: word-formation, semantic domains, gaming terms, Cyberpunk 2077
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CHAPTER I
INTRODUCTION
A. Background of the Study
Language is “a system of arbitrary vocal symbols by means of which the
members of a society interact in terms of their total culture” (Trager, 1949, p. 5). It
means that people use language to communicate and convey meaning to others and
hence its role is important in our life (Bloomfield, 1962, p. 3). The term ‘language’
has been used widely in communication, mass media, and cultural studies. With the
advancement of technology, the usage of language in multimedia has penetrated
various aspects of human life. One of the recently creative industries in which
language sees an important role is within the gaming industry.
Videogames combine all formerly analog modes: written and spoken
language, sound, music, and still and animated image; and those elements are
encoded digitally so that the player may interact with them via a computer interface
and/or a variety of hardware. According to Bergonse (2017), a videogame is
A mode of interaction between a player, a machine with an electronic visual
display, and possibly other players, that is mediated by a meaningful
fictional context, and sustained by an emotional attachment playfulness.
(p. 239)
In today’s broader cultures, videogames constitute one of the most complex and
multi-faceted media that exist in our media (Jones, 2008, p. 1).
The study of videogames has recently become an area of considerable
academic growth due to the fact that the gaming industry now forms one of the
major creative industries in these few last decades. A look at the latest ESA
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(Entertainment Software Association) statistics in 2020 tells that: more than 214
million people in the United States today play video games one hour or more per
week, 75% of all U.S. households have at least one person who plays, and 64% of
U.S. adults and 70% of those under 18 regularly play video games. Moreover,
gaming is no longer seen as an activity only amongst relatively isolated groups of
society but across generations and social groups (Ensslin, 2011, p. 2).
The study of videogames has been established as an independent,
interdisciplinary academic field, and the study of how language intertwines with
videogames is one of its subject areas. Sudnow (1983) has indicated how the
language used in games plays a significant role in establishing gameplay
experience, further implying that gaming language has particular power in
influencing gamers; and hence it is why the study of language becomes one of the
important subject areas within videogame design. Zimmerman (2008) argues that
game design as literacy revolves around three concepts: system, play, and design.
The usage of language in videogames is usually associated with the fields
of ludology (the study of playfulness and set of roles) and/or narratology (the study
of narrative) in which videogames convey meanings that reflect a certain set of
ideologies about society and its power relationships through interactive qualities;
which simulate and represent fictional worlds and narratives through an image,
sound, and human language (Ensslin, 2011, p. 5). This is supported by Mäyrä’s
(2008) statement in which she argues that in games, “language is a system that
incorporates game rules and gameplays and provides meaningful playfulness for
gamers” (p. 4).
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However, the discourse on how language intertwines with videogames does
not only cover the area within the videogame assets itself but as well as the
language(s) used by gamers and the gaming industry to negotiate their culture of
consumption; and one of them is language about games and gameplay used by
industry professionals, such as game designers and developers (Genette as cited in
Ensslin, 2011, p. 6). The usage of language in the interaction between gamers,
industry professionals, media stakeholders, and within the game assets itself; has
given birth to the occurrence of several new words and terms which more known
as gaming terms.
The phenomenon of the occurrence of new words and terms is supported by
the fact that language is always in the state of changing, evolving, and adapting to
its users; it never stays in a static form. From time to time, there would always be
new words that occur from this phenomenon; whether it would be a sound change,
vocabulary meaning, or even the appearance of completely new lexical words.
Zimmerman (2008) argues that gaming as means of literacy will become
increasingly crucial for work, play, education, and citizenship in the coming century
(as cited in Perron & Wolf, 2009, p. 24). Therefore, the occurrence of new words
and terms related to gaming and videogames can be considered as an important
subject in viewing how language plays a role in these importantly emerging
literacies.
If we bear in mind, it is obvious that videogames are produced by its
industries with certain (mostly commercial) intentions. We have to acknowledge
that games ‘are not neutral’ (Everett, 2005, p. 323) on their own. They both create
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and serve the needs of a mass audience of gamers, and one way to achieve this is
through several programs of advertisements, including the release of trailers and
promotional videos by the developers. The occurrences of gaming terms are of
course can be expected in many of these promotional videos.
This research focuses its analysis on the word-formation and semantic
domains of gaming terms found in CD Projekt Red: Cyberpunk 2077’s official deep
dive video entitled “Cyberpunk 2077 – Deep Dive Video + Q&A panel with
developers”. The data were taken from 124 words of gaming terms found within
the video both visually and audibly. The researcher chose to collect the data from
the official YouTube channel and video of CD Projeckt Red: Cyberpunk 2077 to
ensure the validity of the data. The approaches of word-formation and semantic
domains were chosen since the researcher wants to know how the gaming terms
originated from, what domains they belong to, and how each process of word-
formation often generates words that belong to a particular domain of videogame.
By analyzing the domains of each term, the researcher can further analyze which
types of word-formation processes commonly occur in particular domains of
videogame.
There are often new terms that originated from the use of language in the
videogame context. Therefore, the study of morphology especially word-formation
is the appropriate way of knowing how the gaming terms originated from.
Morphology is a sub-branch of linguistics that studies the internal structure of
words (Katamba, 2006, p. 3). Morphology is a study of how words are formed and
their relation. It means that word form has a deep relation with meaning. Word itself
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is defined as “the smallest free form found in language” (O’Grady & Archibald,
2016, p. 101). Plag (2003) explains that the study of word-formation is “the study
of ways in which new complex words are built on the basis of other words or
morphemes” (p. 17).
The meaning of several gaming terms is often misinterpreted even by some
people that are already familiar with the videogame industries and communities.
For instance, the well-known gaming term ‘FPS’ has several meanings depending
on the context and can be misunderstood by some people if they are not given a
clear and correct context of how the term is used. ‘FPS’ may refer to First-Person
Shooter, a genre that uses a first-person perspective in a shooter-based videogame;
or Frame-rate Per Second, a videogame internal performance system that shows the
number of the frame displayed on the screen per second. The classification of the
term ‘FPS’ to the domain of either ‘videogame genre’ or ‘videogame internal
performance system’ can help to differentiate the context to which the term refers
to. Thus, the study of semantics especially semantic domains will help to clear that
misinterpretation by classifying the gaming terms to the respective domains that
they belong to.
Griffiths (2006) argues that semantics is a study of the “toolkit” of meaning
in the vocabulary language and its patterns to build more elaborate meanings from
word (lexical) up to sentence meanings (p. 1). Dealing with meaning, there are of
course several types of meanings within the study of semantics, and lexical and
contextual meaning are the closest ones in relation to gaming terms. By analyzing
the lexical and contextual meaning, several domains can be categorized into which
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those gaming terms belong. The term ‘semantic domains’ itself is “a cluster of
words in the mental network” (Lee, 2017 p. 59), and in this case, is the network of
videogames.
The videogame Cyberpunk 2077 is an open-world action role-playing
videogame developed and published by CD Projekt Red (CDPR) and was released
for Microsoft Windows, PlayStation 4, Xbox One, PlayStation 5, and Xbox Series
X on 10 December 2020. Based on the 1988 tabletop game Cyberpunk 2020, the
game takes place in a near-future dystopia where body modifications are common
and crime runs rampant. Cyberpunk 2077 takes place in Night City, a crime-ridden
city in the Free State of California. Players take control of “V”, a mercenary deeply
embedded in the underworld of Night City. “V” is customizable to the player's
choosing, allowing them to be any gender, have any skin tone, and have different
and enticing backgrounds and combat styles. The game became an instant hit
among the gamers when its official YouTube channel launched the first trailer back
in 2012, and the game was delayed over and over again for nearly 8 years until it
was finally released.
On August 31st of 2019, CD Projekt Red released a promotional video in
the form of a deep dive interview with the three lead designers of the Cyberpunk
2077 developers’ team and has the longest duration among the other promotional
and trailer videos. This was the very first official video where the developers of
Cyberpunk 2077 directly informed and explained the various contents, mechanics,
and storyline within the game; and of course, this video piqued the interests of the
fans and other gamers in general. Up to the time when this research was concluded,
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the video has been seen by 722.000 users and became a hot topic among the gaming
communities. Being a promotional video of a videogame, we obviously can argue
that there would occur gaming terms within the video, both visually and audibly;
and this is no different with the “Cyberpunk 2077 – Deep Dive Video + Q&A panel
with developers”.
By analyzing the word-formation and semantic domains of gaming terms
found in CD Projekt Red: Cyberpunk 2077’s official deep dive video we will be
able to know how those gaming terms originated from, the intended meaning of
those terms, what domains those terms belong to, and how a certain process of
word-formation often generates words that belong to a particular domain of
videogame. The researcher assumes that certain types of word-formation often
being applied to form words that have the tendencies to become parts of a particular
domain of videogame semantic domains. For instance, several well-known gaming
terms such as ‘TPS’ (Third-Person Shooter) or ‘PVP’ (Player Versus Player) is
formed by abbreviation and can be classified under the domain of ‘Videogame
internal system and mechanics’, while the terms that refer to videogame character’s
name is often generated by the process of neologism. Hopefully that the results of
this research would answer the question regarding the significance of word-
formation processes in generating certain gaming terms with the domain that those
terms inhabit, and provide a better understanding for common readers regarding the
occurrence of new words and terms that were created and originated from
videogames and gaming industries in general.
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B. Problem Formulation
There are two problems formulated from the background of this research:
1. What types of word-formation processes are applied to form the gaming terms
found in CD Projekt Red: Cyberpunk 2077’s official deep dive video entitled
“Cyberpunk 2077 – Deep Dive Video + Q&A panel with developers”?
2. What types of word-formation processes commonly appear in particular
domains of videogame semantic domains?
C. Objectives of the Study
This research has two objectives based on the formulated problems. The
first objective is to examine the word-formation processes applied to form the
gaming terms found in CD Projekt Red: Cyberpunk 2077’s official deep dive video
entitled “Cyberpunk 2077 – Deep Dive Video + Q&A panel with developers”. The
second objective is to find the types of word-formation processes that commonly
appear in particular domains of videogame semantic domains.
D. Definition of Terms
Several important terms related to the research are defined by the researcher
to avoid misunderstanding and misleading interpretation. The three terms that are
going to be defined are word-formation, semantic domains, gaming terms.
Word-formation is defined as the ways in which new complex words are
formed on the basis of other words or morphemes (Plag, 2003, p. 13). Word-
formation can be said as the main topic of morphology in which morphology itself
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is the study of forming a word. Stockwell and Minkova (2001) argue that the
English word-formation process is divided into several types.
Semantic domains are defined as “a cluster of words in the mental
network” (Lee, 2017, p. 59), in which the words within the domain are linked by
lexical relations, and the domains themselves are also linked by lexical relations.
The gaming terms are the terms that occur as the byproduct of videogame-
related ‘language’: the ways in which videogames and their makers convey
meanings to their audiences, and the ways in which gamers communicate and
negotiate meanings between themselves (Ensslin, 2011, p. 06). The use of online
dictionaries that accommodates up-to-date urban terms especially those that relate
to videogame context would provide helpful assistance in determining whether
certain terms have specific contextual videogame-related meaning and can be
included as gaming terms or not.
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CHAPTER II
REVIEW OF LITERATURE
This chapter consists of three parts: a review of related studies, a review of
related theories, and a theoretical framework. To support the analysis and
discussions, the researcher relates this research to other similar studies. Several
similar studies that are going to be reviewed are two undergraduate theses, a journal
article, and a linguistics case study. The purpose of this review is not only to show
the similarities between each study but also to show some differences to avoid
plagiarism. In the second part, the researcher reviews the related theories applied to
analyze the problems and achieve the results. Finally, the theoretical framework
explains the contribution of the relevant theories to establish this research.
A. Review of Related Studies
The first related study is an undergraduate thesis by Lesi Angrid (2019)
entitled The Language Style of Line Webtoon Let’s Play Seen from the Word
Formation of Technology Terms. The study discusses the language style used in
Line Webtoon’s Let’s Play by identifying the word-formation processes of
technology terms found in it. In gathering the data, Angrid used a purposive
sampling method by taking the words of technology terms from particular episodes
within the comic Let’s Play, which are episode six until episode thirteen.
The research found out that there are 31 technology terms in total which
undergone word-formation processes; with affixation became the most dominant
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one with 12 terms, followed by compounding with 9 terms, 5 terms of abbreviation,
3 terms of blending, and clipping with only 2 terms. Based on those results, the
study also found out that colloquial style was used as a language style in Line
Webtoon’s Let’s Play and being applied in two circumstances in the comic: in daily
life and the workplace.
The similarity of current research with Angrid’s research is the theory used
to analyze the data, morphology, in which both studies also analyze word-formation
processes of seemingly similar terms, gaming and technology terms. The theory of
morphology in Angrid’s research contributes to a better insight for the current
research in conducting the steps to analyze the data in relation to the process of
word-formation. The differences lie in the object of the study and the aims of the
study. The object of the study in Angrid’s research is technology terms found in a
fiction comic of Line Webtoon’s Let’s Play while this study analyzes gaming terms
in CD Projekt Red: Cyberpunk 2077’s official deep dive video entitled “Cyberpunk
2077 – Deep Dive Video + Q&A panel with developers”. Furthermore, Angrid’s
research expanded its finding by applying a stylistic approach to know the language
style of Line Webtoon’s Let’s Play, while this research applies a semantics
approach, to find out the semantic domains of each gaming term found in the deep
dive video.
The second similar undergraduate thesis was written by Tatang Nugraha
(2017) entitled An Analysis of Semantic Field in The Jakarta Post Politics Article
on February 2017 Edition. The study was conducted in 2017 and it analyses
semantic fields of politics terms that exist in The Jakarta Post February 2017
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editions. Nugraha used a qualitative method and componential analysis theories to
identify and analyze 16 politics terms found in The Jakarta Post February 2017
editions.
From the research, Nugraha found that there are 4 semantic fields containing
16 politics terms. First, semantic field of politics problem that contains 4 politics
terms (provocation, vote buying, violators, and bribery). Second, semantic field of
rule of government contains 4 politics terms (female candidates, transactional
politics, democracy, and elections). Third, semantic field of comparison of politics
that contains 4 politics terms (colonial, participation, recapitulation system, and
commissioners), and fourth, semantic field of cooperation of politics that contains
4 politics terms (coalition, voters, opposition, and factions).
There are some similarities between Nugraha’s research and the current
research. Both researchers analyze particular terms found within a certain media, in
which Nugraha’s research analyses politics terms and this research analyses gaming
terms. Both researchers also incorporate the theory of semantic particularly
semantic fields and semantic domains to conduct the analysis, which some scholars
consider these two terms to be synonymous. However, there are noticeable
differences between both researches in terms of the object of the study and the aims
of the study. The object of the study in Nugraha’s research is politics terms found
in The Jakarta Post February 2017 editions while this research analyzes gaming
terms in CD Projekt Red: Cyberpunk 2077’s official deep dive video entitled
“Cyberpunk 2077 – Deep Dive Video + Q&A panel with developers”. Furthermore,
the current research also incorporates the theory of word-formation in analyzing the
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data while Nugraha’s research expands its aims further by discussing the semantic
components that exist in those semantic fields of politics terms in The Jakarta Post
February 2017 editions by incorporating the theories of semantic features and
componential analysis.
In comparison, this research and both undergraduate theses mentioned
above analyze different particular terms found in popular media with each
incorporates the theory of morphology and/or semantics to achieve the results.
There are also another two similar studies that will be reviewed which have closer
relations with the current research in term of the use of language in videogames.
The next related study is a journal article entitled Language in Game Rules
and Game Play: A Study of Emergence in Pandemic by Rei Masuda and Jonathan
deHaan (2015). The study investigates the emergence of language in a modern
cooperative board game, Pandemic, and uses discourse analysis tools to compare
and contrast the textual rule book and oral discussions in observing gameplay in
terms of speech acts and vocabulary. The data of the study were collected by
observing the written language in the game textbook and oral language used by four
participants to interact with each other during the gameplay.
The authors found three results within the research. First, there are 3.403
words in the rule book and 1.682 words in gameplay. The rulebook contained 1.721
more words than the gameplay due to the reason that the game is very complicated.
Many steps and instructions are listed in the rulebook. Second; numerous words,
expressions, and sentences in the gameplay discourse were very different from the
rulebook text. The authors argued that the emergent language in the gameplay
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seems to have been created from players’ culture and prior knowledge that was
triggered by elements and events in the game. Third; the most frequent words (in
total, just nouns, and just verbs) were dissimilar, with only three words appearing
on both the rulebook and the gameplay lists.
In addition, a large number of jargon, slang, composites, and affixations
appeared in both the rulebook and gameplay. A loanword and metaphor also
emerged in the gameplay. Many representatives, commissives, and directives were
used in the rulebook to tell the truth of the game to players through explanations of
various rules. In sum, the authors conclude that unexpected language did emerge in
the gameplay, and in general, the longer text and sentences of the rulebook contain
more academic vocabulary, and the shorter gameplay language contains more slang
and expressive.
Masuda and deHaan’s and current study have a similarity in terms of
analyzing the use of language within a game and both studies also incorporate the
elements of word-formation. The differences lie in the object of the study and the
theories used to achieve the aims of each study. Masuda and deHaan’s analyzed the
emergence of language used in a board game’s instructions manuals and language
about games and gaming used by the players to interact and communicate with each
other in relation to the game’s gameplay, whereas the current study only examines
the language about games and in the gameplay of a videogame used by industry
professional typically videogame developers and designers. Masuda and deHaan’s
study also incorporates the elements of speech acts and figurative language in their
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analysis while the current study uses the theory of semantic domains in analyzing
the data.
The last related study is a linguistics case study by Ensslin (2011)
highlighting numerous discursive tendencies in the language of gaming, based on a
specific corpus of about 280,000 tokens of oral and written language produced by
gamers and videogame journalists. Ensslin’s work demonstrates the importance and
range of language used within games by designers (e.g., rules, instructions, and
stories), by players while gaming (e.g., joking and strategizing), and by players and
journalists about gaming (e.g., re-telling and evaluating).
Ensslin analyzed her corpus to check how and where the occurrence and
recurrence of particular linguistic features would happen as gamers and people in
the gaming industry convey meaning to others and build identities and
communities. She found an interesting pattern in the appearance of high-frequency
words in the general keyword list in the language of gaming; many keywords (the
top of 30 keywords of her corpus, GameCorp) belong to the semantic fields of
videogames itself: ‘game(s),’ ‘gaming,’ ‘gamer,’ ‘multiplayer,’ ‘online,’ ‘play’ and
‘player’ (Ensslin, 2011, p. 76-80).
Ensslin’s studies also show the diversity of words used in games and
metagame discourse; specifically jargon, slang, composites, shifts, shortenings,
blends, new creations, affixes, blendings, clippings, compoundings, and metaphors.
Ensslin explains that Jargon might be called gamer language. It is the expression of
a technical term that a particular expert uses to communicate with fellow thinkers.
Slang resembles jargon in meaning, but slang is a wider concept, and there are many
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words that anyone knows, whereas jargon is limited to words known only in a
limited community, for example, ‘Triple Banana’ is a tool used in Mario Kart DS
(Ensslin, 2011, p. 66). Composites combine several things. For example,
‘Dragonica,’ consists of ‘dragon’ and the suffix “-ica” which means a continent.
Shifts have undergone changes in meaning, for example, ‘awful.’ Shortenings
dropped parts of their original form or the word has been constructed from initials,
such as ‘BBQ.’ Loans have been borrowed from other languages. Blends are created
by combining and shortening other words. For example, ‘vodcast’ consists of video
and podcast. New creations are ‘words that do not have any links with existing
words, and are often used to name new objects, activities, virtual or abstract
phenomena’ (Ensslin, 2011, p. 70), for example, ‘Wii.’ Acronyms and initialisms
are closely related. Both use only initials to make a new word, for example, ‘PSP’
(PlayStation Portable). Affixes change the meaning and sometimes its word class,
for example, ‘gamer’ (game + -er). Blending are words that are comprised of parts
from two other words, for example, ‘Wiimote’ (Nintendo Wii + remote control). A
clipping is a shortening to reduce concepts to what is mostly only one syllable, for
example, ‘fan fic’ (from fan fiction). Compounding is formed by the root of more
than two words, for example, ‘Gameboy’.
There are many similarities between Ensslin’s studies with the current study
and her studies seem like a foreground that has helped the researcher in conducting
this research. For instance, the current study incorporates the elements of word-
formation and semantic domains similar to how Ensslin also used word-formation
and semantic fields in analyzing the data. There are of course some differences that
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can be found where in general, Ensslin’s studies are more expended multiple fields
of studies compared to the current study. The most noticeable differences are the
object of the study, the aims of the study, and the various theories used. Ensslin
analyzes more than 280.000 corpora of oral and written gaming language in various
discourses, typically language used by games designers, gamers, and journalists;
while the current study solely focuses only on gaming terms used by games
designers in their promotional deep dive video. Furthermore, Ensslin also
incorporates the element of pragmatics, which is speech acts, to give a better insight
in highlighting the numerous discursive tendencies in the language of gaming.
B. Review of Related Theories
This part explains several theories that are applied by the researcher in
conducting the research. The theories are morphology, semantics, and gaming
literacy.
1. Morphology
Due to its various functions in some contexts, the term ‘word’ is often being
discussed by many linguists. O’Grady and Archibald (2016) define a word as “the
smallest free form found in language” (p. 101). The structure of ‘word’ itself has
either internal or external structure. The external structure of words can be studied
through the study of syntax while morphology is a sub-branch of linguistics that
studies the internal structure of words (Katamba, 2006, p. 3). A word has two
different functions which are a lexeme and a word-form. The term lexeme is used
to refer to all possible forms (sense and reference) that a word has in a particular
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context. Meanwhile, word-form is used in the particular form that a word has in a
particular context (Bauer, 1983, p. 12).
Word-formation is defined as how new complex words are formed based on
other words or morphemes (Plag, 2003, p. 13). O’Grady and Archibald (2016)
define a morpheme as “the most important component of word structure.
Morpheme is the smallest unit of language that carries information about the
meaning of function” (p. 101). There are two types of morpheme, namely free
morpheme and bound morpheme. A Free morpheme is a morpheme that can be a
word by itself. Katamba (2006) states that a bound morpheme can only occur if it
is attached to or tied to another morpheme (free morpheme) in the occurrence of
root, stem, or base is called an affix (p. 43). Plag (2003) also explains that a
morpheme in a word has two forms, inflectional and derivational (p. 10). There is
the most significant difference between inflection and derivation. Derivation
changes the lexical meaning while inflection changes the grammatical categories
(Plag, 2003, p. 16).
Word-Formation can be said as the main topic of morphology in which
morphology itself is the study of forming a word. Some scholars have their category
regarding the types of word-formation. Stockwell and Minkova (2001) argue that
the English word-formation process is divided into several types, typically:
neologism, affixation, compounding, blending, abbreviation (acronym and
initialism), clipping, and conversion. However, in development, word-formation
processes can happen in various ways.
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a. Neologism
According to Levchenko (2010), neologisms can be divided into three types:
a completely new word, a new combination of existing words, and a new meaning
in an existing word (p. 97). A completely new word is a lexical word that has not
existed in a certain period of time. The combination of two already-existed words
would likely make a new word with a whole new meaning. A new or another
meaning of an already-existed word is a word that has a different meaning and is
even used on different occasions from the original meaning and use of that word,
but it still retains its original form.
Neologisms as a linguistic phenomenon can be seen from different aspects:
time (synchronic), geographical, social, and communicative (Rey, 1995, p. 77).
Thus, a neologism is a unit of the lexicon, a word, or a word element, whose
meaning, or whose signifier-signified relationship, presupposing an effective
function in a specific model of communication. Neologism can be either a loan
word in the form of a direct loan and a loan translation, or a newly coined term,
either a morphologically new word or by giving an existing word a new semantic
content (Niska, 1998, p. 8). Neologism is usually created and used in the
manufacture and commercial field to specifically name a product such as Kodak
(the name of Camera) created by George Eastman; Tylenol, a famous headache
remedy; and Frigidaire, a clever coinage for a particular brand of refrigerating
device (Stockwell & Minkova, 2001, p. 5).
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b. Affixation
Affixation is the process of adding an affix to the base word. Plag (2003)
says that affixation is a process that attaches an affix to the base (p. 11). Affix is a
bound morpheme that attaches in a free morpheme either at the beginning or at the
end. Katamba (2006) classifies affixes into three classifications based on their
positions toward free morpheme which; are prefix, suffix, and infix.
A prefix is an affix that is attached before a root, base, or a stem; such as
{re-}, {un-}, and {in-} (Katamba, 2006, p. 45). The example of a prefix is the word
‘inaccurate’ from the word ‘accurate’ which is changed with the addition of {-in}
that has a meaning as ‘not’.
A suffix is an affix that is attached after a root, base, or a stem, such as {–
ly}, {-er}, {-ed} (Katamba, 2006, p. 45). Suffixes are classified into some groups
according to their derivation they produce; therefore, the lexical meaning and
function may change. Those are suffixes forming nouns, suffixes forming
adjectives, and suffixes forming adverbs. For example, in word ‘hacker’, has ‘hack’
as the base of the word as a verb; and it gets the suffix {-er} which changes the
word class into a noun.
Infix is the affix that is inserted inside a root of a word. Infixing is not
common in English, however, it does appear in some other language (Katamba,
2006, p. 45), such as in Bahasa Indonesia. For example, the Indonesian word ‘gigi’
can be changed into ‘gerigi’ by adding the infix {-ri} to make it becomes plural.
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The tree diagram below is employed to show the process of affixation and
to ease the analysis. For example, the word ‘hacker’ has ‘hack’, a verb, as the root.
The word changes by the addition of {-er} which makes it into a noun.
c. Compounding
Compounding (sometimes also called composition) is the combination of
two words in a perfectly transparent way, in which various changes take place and
cause the compound to lose its transparency (Stockwell & Minkova, 2001, p. 12).
Compounding is the largest word-formation and the most important source of new
words. Although the process of compounding and affixation incorporate the
elements of a base word and its modifier, there is a noticeable difference in both
processes. Rather than adding an affix to a base word, compounding combines two
words into one new word with one of the words being the base and the other being
a modifier.
Plag (2003) explains that there are two types of compound words (p. 145).
Compound words in which the head of the word identifies the meaning of the entire
word are called endocentric. Meanwhile, exocentric is a compound word in which
the head does not determine the meaning of the entire word. The tree diagram below
is presented to better understand the process of compound words. For example, the
Hacker
Noun
Hack
Base (verb)
-er
Suffix
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word ‘Blackpink’ refers to the popular Korean girl band group instead of the colors
black and pink.
Compound words are also divided into three groups based on the head of
the words and the function of the compound. A nominal compound, as a compound
word whose head is a noun, for example, ‘laser-printer’ (Plag, 2003, p. 145). An
adjectival compound, for example, ‘blue-eyed’, has a function as an adjective (Plag,
2003, p. 153). A verbal compound is a compound whose head is a verb, for instance,
‘dry-clean’ has a verb as its head (Plag, 2003, p. 154).
In addition, Plag (2003) also explains that neoclassical elements or often
referred to as combining forms are affixes that are originally derived from Latin or
Greek words (p. 74). Because of some reasons, these affixes are treated as
compounds rather than as affixes.
d. Blending
Blending is the process of combining two or more existing words to
construct or form new words by deleting some syllables of the source words. In
blending, parts of two or more existing words are yoked together. The parts are
usually the first part of the first word and the last part of the second word to make
a word that combines the meaning of the two words (Stockwell & Minkova, 2001,
p. 6).
Blackpink
Black Pink
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According to Plag (2003), blending has a general rule which is stated as
follow:
From the tree diagram above, AB is the first existing word; combined with
CD, the second existing word; and AD will be the result that has the elements of
both AB and CD (p. 123). An example of blending is the word ‘brunch’ which is
derived from the words ‘breakfast’ and ‘lunch’, and the new combined word has
the meanings of both ‘breakfast’ and ‘lunch’.
e. Abbreviation
An abbreviation is a process of forming a new word by taking initial letters
of multi-word sequences (Plag, 2003, p. 126). There are two types of abbreviation:
acronym and initialism. A typical acronym takes the first sound from each of several
words and makes a new word from those initial sounds (Stockwell & Minkova,
2001, p. 7). An acronym must be pronounced as the whole word, not as the series
of letters. For example, ‘NASA’ is an acronym of ‘National Aeronautics and Space
Administration’ and it is pronounced as /nasə/ not /en ei es ei/.
On the other hand, not every abbreviation is treated as one word. If the
letters that form the word are pronounced individually, then such abbreviation is
called initialism (Stockwell & Minkova, 2001, p. 8). For example, ‘HTTP’ which
is derived from ‘Hypertext Transfer Protocol’ cannot be pronounced as a whole
AD
AB CD
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because it contrasts with the English phonological rules. ‘HTTP’ is pronounced as
/eɪtʃ tiː tiː ˈpiː/.
f. Clipping
Clipping is defined as a mixed bag of forms shortened from larger words
and share a common function (Plag, 2003, p. 121). Clipping can take any part of a
word, usually one syllable, and omit the rest (Stockwell & Minkova, 2001, p. 10).
For example, the word ‘ad’ is clipped from ‘advertisement’, and ‘net’ is clipped
from ‘internet’.
According to an online journal article by Jamet (2009), there are three types
of clipping. The first is back-clipping defined as a clipping of the final part of the
word (Jamet, 2009). For instance, the word ‘mike’ is originated from the word
‘microphone’. This type is usually linked to the process of back-formation.
However, back-formation is not transparent since the process cannot be seen and it
changes the part of speech of the word. Meanwhile, a back-clipping form can be
traced back and it does not change the part of speech of the word (Jamet, 2009).
The second type is a clipping of the beginning part of the word called fore-
clipping (Jamet, 2009). For example, the word ‘telephone’ is shortened into
‘phone’. The last type is syncope, or a clipping form of both the beginning and the
final part of the word (Jamet, 2009). For instance, the word ‘flu’ is derived from the
word ‘influenza’.
g. Conversion
Conversion is a word-formation process that has the derived word part of
speech changed from the base of the word without an observable process (Plag,
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2003, p. 107). It is usually converting a verb word into a noun, a noun word into a
verb, an adjective word into a noun, or an adjective word into a verb. Stockwell and
Minkova (2001) add that nouns, adjectives, adverbs, and verbs look alike and sound
alike (p. 12). For examples:
“I sent you a text last night.”
“Text me if you need me!”
The word ‘text’ in the first sentence stands as a noun. Whereas the ‘text’ in
the second sentence stands as a verb (to text). It is clear that a change does not
happen in forming the word, but there is a change of the word category from a noun
into a verb. The use of general dictionaries especially those that accommodate the
origins of the stem words can be used to assist in determining the original function
of the words before they are being converted into another category.
2. Semantics
The expressions in language make languages more meaningful since they
have stable meanings that, in regular ways, blend to express a limitless number of
the imaginable ideas (Israel as cited in Genetti, 2014, p. 151). Griffiths (2006)
claims that expression in language may refer to a sentence, a clause, a phrase, a
word, or any meaningful part of a word (morpheme) in which they are considered
as meaningful language unit or structure of meaningful units (p. 2). In accordance,
Finegan (2008) also believes language expression comprises words, phrases, and
sentences, including intonation and stress (p. 6). Based on those accounts, the
language expressions may take on several levels: word, phrase, clause, and sentence
levels.
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The study of semantics focuses on the content, especially the ways linguistic
expressions make sense (Israel as cited in Genetti, 2014, p. 150). Therefore, it can
be said that semantics is the study of language meaning abstracted away from the
contexts of use (Griffiths, 2006, p. 15). Since morphology discusses the internal
structure of words and the organized form-meaning relations among the words,
therefore it can be said that word form has a deep relation with meaning. Thus, the
study of semantics has a connection to the study of morphology in terms of the
relations between the word-form and its meaning.
Semantics study is an attempt to explain and comprehend the nature of the
knowledge about meaning in their language that people have from knowing the
language. This definition is supported by the theory of Semantics Triangle of
Meaning by Ogden and Richard (1923) in which they explain that semantic
examines the meaning of language signs (symbols), namely the link between a
concept (reference) and signs of language (cited in Kushartanti, 2005, p. 114).
Thought or Reference
Symbol Referent
A symbol is an item used to represent other things, ideas, or events. A
Reference is the initial thought people have associated with a word. A Referent is
the actual meaning of the word. The triangle shows that the symbol of the language
and thought or reference have a direct correlation, while the symbol of the language
with referent is not related directly (this is showed by the dashed lines) because it
must be through the thought or concept first.
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For example, the word (symbol) ‘Windows’ has the meaning (referent) of a
computer operating system produced by the Microsoft Corporation, yet some
people with different language knowledge may refer to the meaning of ‘Windows’
as multiple sets of space or an area of glass in the wall of a building or vehicle that
lets in light (derived from Longman Dictionary, 2020).
a. Types of Meanings
Several types of meanings could be divided into some references. The
researcher takes a focus on lexical meaning and contextual meaning since they are
the closest types of meaning that relate to the discussion. The data deals with the
word-form and its meaning; and therefore, the researcher needs to know the
meaning(s) of the words from the data, specifically their lexical and videogame
contextual meaning. Semantics as the study of the linguistic meaning of words,
phrases, and sentences; is not only concerned with the meaning of the lexeme but
also the relationship between language and culture; and in this case, is in the context
of language in videogame culture.
i. Lexical Meaning
Lexical meaning is a type of meaning studied in lexical semantics. Cruse
(2006) explains that lexical semantics is the systematic study of meaning-related
properties of words (p. 95). In other words, lexical semantics studies the sense of
individual lexemes and morphemes (Israel as cited in Genetti, 2014, p. 152).
A lexeme is a dictionary word or words that are written in a dictionary. A
lexeme is also defined as the name of the abstract unit which unites all
morphological variants of a single word (Riemer, 2010, p. 17). In another word, a
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lexeme is an abstract vocabulary. It can occur in many different forms of actual
spoken or wrote sentences, and regarded as the same lexeme even when infected.
For example, the words ‘go’, ‘goes’, ‘going’, ‘went’, and ‘gone’ are all belong to
the same words form from the lexeme ‘go’.
Thus, it can be said that lexical meaning is the meaning which is owned by
a lexeme without having a particular context of use (Chaer, 2007, p. 289). For
example, lexeme ‘horse’ has a lexical meaning of a large strong animal that people
ride and use for pulling heavy things (derived from Longman Dictionary, 2020);
lexeme ‘pencil’ has a lexical meaning of an instrument that used for writing or
drawing, consisting of a wooden stick with a thin piece of a black or colored
substance in the middle (derived from Longman Dictionary, 2020). Cruse (2006)
also explains that lexical meaning is the meaning of full lexical items such as nouns,
verbs, and adjectives (p. 95), and this basic meaning is attached to the stem of a
word. Consequently, lexical meaning can be found in each entry of a particular
dictionary.
ii. Contextual meaning
Contextual meaning is the meaning according to the context. Chaer (2002)
explains that contextual meaning is the meaning of a lexeme or word inside a
context (p. 290). In accordance, Petada (2001) also adds that contextual meaning
could be regarded as a situational meaning, in which it rises as a result of the
relationship between speech and context (p. 116). To put it simply, contextual
meaning is a meaning of the language that depends on the context.
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The contextual meaning has a close relation to everyday aspects of human
life. People often use language that may have a different intended meaning from
the literal meaning based on their knowledge of that language, and it makes
language also has contextual meaning. For example, the lexeme ‘head’ has a lexical
meaning of the top part of the body that has the face at the front and is supported
by the neck (derived from Longman Dictionary, 2020); but it may also have a
different interpretation meaning depends on its context of use within a text. For
instance, the meaning of the word ‘head’ in these sentences below is all different.
“My head hurts so much.”
“You’re the head of the company.”
“I hope you have a head to think this thoroughly.”
Pateda (2001) concludes several types of contexts in contextual meanings,
particularly: context of organs, situation, purpose, formal and informal
conversation, speaker or listener’s mood, time, place, object, linguistics, and
language. The context of object is the closest type with this research object since
the object deals with the meaning of language in the context of videogame as its
object.
Simply put, the context of object refers to the focus of the conversation. For
example, the speaker would prefer to use certain terms that have an accordance to
the topic of conversation, such as in the use of the sentence “The approach of
semantics is sufficient with our project.” instead of “The approach of the meaning
of language is sufficient with our project.” when discussing linguistics phenomena.
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b. Semantic Domains
Semantic domains are defined as “a cluster of words in the mental network”
(Lee, 2017 p. 59). A domain is often given a name consisting of a common word in
the domain. For example, English has the domain of ‘rain’ which includes several
words such as: ‘drizzle’, ‘downpour’, ‘raindrop’, ‘puddle’, etc. There are
similarities between each word of the same domain. The words within the same
domain are linked by lexical relations, and the domains themselves are also linked
by lexical relations.
Saeed (2003) explains that a particular lexeme may have simultaneously
several lexical relations; such as homonymy, polysemy, synonymy, opposites
(antonymy), hyponymy, meronymy, member-collection, and portion-mass (p. 63-
71). Synonymy, antonymy specifically taxonomic sister, hyponymy, and
meronymy are the lexical relations that appear the most within the organization of
semantic domains.
Synonyms are different phonological words that have the same or very
similar meanings (Saeed, 2003, p. 65). Synonyms are typically single lexemes of
the same weight. Some examples are the pairs of: ‘couch’ and ‘sofa’, ‘boy’ and
‘lad’, ‘lawyer’ and ‘attorney’, ‘toilet’ and ‘lavatory’, and ‘large’ and ‘big’.
However, true or exact synonyms are very rare. As Palmer (1981) notes, the
synonyms often have different distributions along with several parameters. They
may have belonged to the different contexts in terms of dialects, registers, or
contexts (cited in Saeed, 2003, P. 65). For example, these sentences below might
mean roughly the same thing in some contexts:
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“It was a big house.”
“It was a large house.”
But in different contexts, the word ‘big’ and ‘large’ might also have a
different connotation, such as in:
“I love my big sister.”
“I love my large sister.”
It gives a hint that synonyms are defined to a certain sense of words; for
instance, ‘pupil’ as the aperture in the iris of the eye is not always synonyms with
‘student’.
Several relations that seem to involve words that are at the same time are
related in meaning yet incompatible or contrasting. Saeed (2003) explains that
antonyms are words of opposite meaning (p. 66) in which he classifies antonym
into several types: simple, gradable, reverses, conserves, and taxonomic sisters.
The term antonymy is sometimes used to describe words that are at the same
level in a taxonomy (Saeed, 2003, p. 68). Taxonomies are classification systems.
For example, color adjectives in English are given a selection below: ‘red’,
‘orange’, ‘yellow’, ‘green’, ‘blue’, ‘purple’, ‘brown’, etc. ‘Red’ and ‘blue’ are
sister-members of the same taxonomy and therefore incompatible with each other,
such as in the sentence “His car isn’t red, it’s blue.” Other taxonomies might include
the days of the week: ‘Sunday’, ‘Monday’, ‘Tuesday’, etc.; types of dog: ‘poodle’,
‘setter’, ‘bulldog’, etc.
Also called the superordinate or hypernym, hyponymy is a relation of
inclusion (Saeed, 2003, p. 68). A hyponym includes the meaning of a more general
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word (e.g., ‘dog’ and ‘cat’ are hyponyms of ‘animal’, ‘sister’ and ‘mother’ are
hyponyms of ‘woman’) Much of the vocabulary is linked by systems of inclusion,
and it results in semantic networks form the hierarchical taxonomies. The tree
diagram below is provided to give a better understanding.
‘Kestrel’ is a hyponym of ‘hawk’, and ‘hawk’ is a hyponym of ‘bird’. The
relationship shown above is transitive because ‘kestrel’ is a hyponym of ‘bird’.
Saeed (2003) adds that there is a key difference between hyponymy and
taxonomic sisters: hyponymy is a vertical relationship in a taxonomy (‘hawk’ is a
hyponym of ‘bird’) while taxonomic sisters are in a horizontal relationship (‘crow’
and ‘hawk’ are sisters in the taxonomy of ‘bird’) (p. 69).
Meronyrny is a term used to describe a part-whole relationship between
lexical items (Saeed, 2003, p. 70). For example: ‘cover’ and ‘page’ are meronyms
of ‘book’. The relationship can be identified by using sentence frames like X is part
of Y, or Y has X, as in ‘A page is part of a book’, or ‘A book has pages’. Meronymy
also reflects hierarchical classifications in the lexicon somewhat like taxonomies.
The tree diagram on the next page is provided to give a better understanding.
Bird
Crow
Hawk
Kestrel
Sparrowhawk
etc.Duck
etc.
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Saeed (2003) explains that Meronymic hierarchies are less clear-cut and
regular than taxonomies (p. 70). Meronyms may vary, in how necessary the part is
to the whole. Some are necessary for normal examples, for example: ‘nose’ as a
meronym of ‘face’; others are usual but not obligatory, such as ‘collar’ as a
meronym of ‘shirt’; and others are optional like ‘cellar’ for ‘house’.
Meronymy also differs from hyponymy in the transitivity. Hyponymy is
always transitive while meronymy may or may not be. For examples: ‘nail’ as a
meronym of ‘finger’ and ‘finger’ as a meronym of ‘hand’ are transitive because nail
is also a part of hand; while ‘pane’ as a meronyrn of ‘window’ and ‘window’ of
room is non-transitive because room does not have a pane.
Moe (2003) defines an approach on semantic domains based on two aspects;
one is semantic domains combined with lexical relations, and the other is the
template approach (p. 217). In the first aspect, semantic domains combined with
lexical relations, Moe develops his semantic domains into nine main domains: the
physical universe and creation, person, language and thought, social behavior, daily
life, work and occupation, physical actions, states, grammar, and discourse. Each
Car
Wheel
Engine
Piston
Valve
etc.Door
etc.
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domain includes: a number for sorting purposes, a domain label (consisting of a
word or short phrase that captures the basic idea of the domain) a short description
of the domain, a series of questions designed to help people think of the words that
belong to the domain, and a short list of English words under each question that
belong to the domain
From these nine domains, Moe establishes more than 1,800 sub-domains
with over 60,000 English words and idioms that have been classified, including the
20,000 most frequent words in the Corpus of Contemporary American English. In
each domain, he uses simple questions to elicit words that are related lexically.
Sample questions are as follows:
What words refer to singing? sing, serenade, warble, yodel, burst into song
What words refer to singing without using words? hum, whistle
What words refer to a person who sings? singer, vocalist, soloist
What words refer to a group of people singing together? choir, chorale,
singing group, duet, trio, ensemble
What words refer to something that is sung? song, singing, tune, melody
What types of songs are there? lullaby, hymn, psalm, carol, national
anthem, lament, ballad
What words refer to a part of a song? verse, chorus, theme, note, melody,
harmony
What words describe how well a person sings? beautiful singing voice, can't
carry a tune in a bucket, sing on/off key, monotone
What words describe how high or low a person sings? pitch, soprano, alto,
baritone, bass
What words describe whether or not people are singing the same thing
together? sing in unison, sing in harmony, sing the melody/harmony
(p. 220)
The questions and sample words above are not meant to be exhaustive. It
doesn't take much effort to think of other words that have relations to them and the
combination of semantic domains and lexical relations is extremely productive.
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For the second aspect, Moe (2003) produces a universal template based on
cross-linguistic research. In each domain, three things were provided: a simple
statement of the central idea of the domain, elicitation questions that would prompt
a person to think of words that might belong to the domain, and sample words from
English (p. 216-220). One sample of the template from the 1,800 domains is as
follows:
What words refer to seeing something (in general or without conscious
choice)? see, behold, come into view
What words refer to consciously looking at something? look at, view,
observe, scan
What words refer to looking at something in order to learn? watch,
scrutinize
What words are used of looking at something for a long time or in
amazement? stare, gaze, gape, gawk
What words are used of looking at something for a short time? glance,
cursory glance, look at briefly, (eyes) flicker over
What words refer to the sense of sight? sight, sense of sight, vision
What words refer to someone who sees? observer, beholder, witness
What words refer to a group of people who are watching something?
Audience
What words refer to what is seen? sight, view
(p. 221)
Once the members of a lexical set are identified, the semantic features which
distinguish them could also be identified. For instance, the English words which
belong to the domain movement often incorporate a component of direction; such
as ‘advance’ (front), ‘retreat’ (back), ‘step aside’ (side), ‘climb’ (up), and ‘descend’
(down). Other components include manner (‘walk’, ‘run’, ‘jump’), beginning or
ending point (‘leave’, ‘arrive’), and medium (‘fly’, ‘swim’). Moe (2003) argues that
the list of domains would serve several purposes: it could be used to collect words,
it could serve to classify a dictionary, and it could aid in the semantic investigation
(p. 219).
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3. Gaming Literacy
Gaming literacy is an approach to literacy based on game design
(Zimmerman as cited in Perron & Wolf, 2009, p. 23). Gaming literacy reverses
conventional ideas about what games are and how they function. Classically, games
can be defined as the ‘magic circle’ of human playfulness (Huizinga, 1950, p. 10).
The magic circle represents the idea that games take place within limits of time and
space, and are self-contained systems of meaning. For example, a chess king is just
a little figurine sitting on a coffee table. But when a game of chess starts, it suddenly
acquires all kinds of very specific strategic, psychological, and even narrative
meanings. The magic circle emphasizes those meanings that are intrinsic and
interior to games. (Zimmerman as cited in Perron & Wolf, 2009, p. 24). Differ from
the concept of ‘magic circle’, gaming literacy also addresses how games relate to
the world outside the magic circle, how game playing and game design can be seen
as models for learning and action in the real world.
Zimmerman’s approach to gaming literacy revolves around three key
concepts: systems, play, and design.
a. Systems
In general, a system is a group of related parts that work together as a whole
for a particular purpose. Almost anything can be considered a system, from
biological and physical systems to social and cultural systems. Zimmerman
explains that
Having a systems point of view (being systems literate) means
understanding the world as dynamic sets of parts with complex, constantly
changing interrelationships—seeing the structures that underlie our world,
and comprehending how these structures function.
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(cited in Perron & Wolf, 2009, p. 25)
The relation between a systems point of view and games is that games
themselves are essentially systemic. Every game has a mathematical substratum, a
set of rules that lies under its surface. Other kinds of media, art, and entertainment
are not so intrinsically structured. This formal system is the basis of the structures
that constitute a game’s systems. Understanding games as a system is essential to
play and understand them. Any game is a kind of miniature artificial system,
bounded and defined by the game rules that create the game’s magic circle
(Zimmerman as cited in Perron & Wolf, 2009, p. 26).
b. Play
Play is the human effect of rules set into motion, in its many forms
transcending the systems from which it emerges. Just as games are more than their
structures of rules, gaming literacy is more than the concept of systems, it is also
the concept of play. Zimmerman and Salen (2004) define the term ‘play’ as “free
movement within more rigid structure” (p. 304).
In the classical sense of a game as a magic circle, rules are fixed, rigid, and
closed; they are logical, rational, and scientific. When rules are taken on and
adopted by players who enter the magic circle and agree to follow the rules, play
happens. Play in many ways is the opposite of rules; as much as rules are closed
and fixed, play is improvisational and uncertain. Thus, gameplay is the result of the
correlation between a set of rules within a game and play.
However, play is not just about playing within a structure. Play can also play
with structures. For instance, players do not just play with games; they mod them,
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engage in metaplay between games, and even develop cultures and social
communities around games. Darrow (1933) argues that games are not just about
following rules, but also about breaking them (cited in Perron & Wolf, 2009, p. 27).
Games provide one of the very best platforms for understanding play. From free
play within a structure to the transformative play that reconfigures that structure.
From systems to play, the focus shifts from the game to the players, from
structures of rules to structures of human interactions. Systems only become
meaningful as they are inhabited, explored, and manipulated by people. Games as
play are social ecosystems and personal experience, and these dimensions are key
aspects of a well-rounded literacy. A literacy based on play is a literacy of
innovation and invention. Just as systems literacy is about engendering a systems-
based attitude, being literate in play means being playful or having a ludic attitude
that sees the world’s structures as opportunities for playful engagement.
Play emerges from more rigid systems, but it does not take those systems
for granted. It plays with them, modifying, transgressing, and reinventing
(Zimmerman as cited in Perron & Wolf, 2009, pp. 27-28).
c. Design
Gaming literacy is not only about systems and play, but also about game
design. Zimmerman and Slane (2004) describe a design as the “process by which a
designer creates a context, to be encountered by a participant, from which meaning
emerges” (p. 41). In a game, design mediates between structure and play; a game
system is designed just so that play will occur. Game design involves math and
logic, aesthetics and storytelling, writing and communication, visual and audio
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design, human psychology and behavior, and understanding culture through art,
entertainment, and popular media. For videogame design, computer and
technological literacy become part of the equation as well.
Design as the creation of meaning invokes the magic circle. The designers
create contexts that also create signification. Although design comes in many forms,
from architecture to industrial design, games happen to be incredibly well-suited
for studying how meaning is made. For example, in the game of rock/paper/scissors,
a fist signifies a specific meaning within the game’s structure or system. But outside
of it, a fist can mean many things. In short, a game creates its meanings (the color
of red is usually associated with enemies, while blue or green is usually associated
with allies), but also incorporates with meanings from the outside (horror film
music in a horror videogame usually signifies that an enemy is still nearby).
The game designer creates structures of rules directly, but only indirectly
creates the experience of play when the rules are interacted by players. As a game
unfolds through play, metaplay, and transformative play, unexpected things may
happen, things that are almost impossible for the designer to completely predict. In
this way, it can be said that design is not about the creation of a fixed object. It is
about creating a set of possibilities (Zimmerman as cited in Perron & Wolf, 2009,
p. 29). The audience is always at least one step removed from the designer. For
example, a game as simple as chess has a set of rules by the designer in terms of
how it can be played; but in reality, countless possibilities and results may occur
when that set of rules is played by the players.
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C. Theoretical Framework
There are two main problems discussed in this research. Those problems
focus on the word-formation and semantic domains of gaming terms found in
Cyberpunk 2077’s official deep dive video. Therefore, the theory of word-
formation and semantic domains play an important role in analyzing the data.
To answer the first problem formulation, the theory of morphology
specifically word-formation processes by Stockwell and Minkova (2001) et al are
used. The theories are applied to analyze the word-formation processes since
gaming terms deal with the construction of new words.
To answer the second problem formulation, several semantic theories are
being employed. The theory of lexical meaning by Chaer (2007) et al and contextual
meaning, specifically the context of object by Petada (2001) et al, are applied to
define the meaning(s) of each of those gaming terms; since several gaming terms
deal with specific meaning within the context of videogame. The theory of two
concepts of semantic domains by Moe (2003) is used as the foreground in arranging
the hierarchal structures of videogames semantic domains so that the researcher can
classify those gaming terms into their respective domains and sub-domains based
on their lexical or contextual meaning.
In addition, the theory of gaming literacy by Zimmerman (2009) provides
the researcher with a better understanding in defining the three main semantic
domains of videogames based on his three key concepts of videogame, and the
theory of lexical relations by Saeed (2003) helps the researcher in determining the
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relations of each gaming terms in the same domain and within the domains
themselves.
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CHAPTER III
METHODOLOGY
This chapter provides the methodology used in this research to answer the
research questions and is structured into three parts: the object of the study, the
approach of the study, and the method of the study. The object of the study contains
detailed information about the source of the data in this research. The approach of
the study presents the approaches of the research used in analyzing the data. And
the method of the study explains how the data are collected, arranged, and
examined.
A. Object of the Study
The object of the study is 124 words of gaming terms found in CD Projekt
Red: Cyberpunk 2077’s official deep dive video entitled “Cyberpunk 2077 – Deep
Dive Video + Q&A panel with developers” in the form of visual and audio text.
The deep dive video was taken from the official YouTube channel of CD Projekt
Red: Cyberpunk 2077 to ensure the validity of the data. The words from the deep
dive video that are included as gaming terms are based on their defined lexical
meaning and contextual meaning. The majority of the words have a specified
contextual meaning that refers specifically to the context of videogame while some
still have general lexical meaning that can be included as gaming terms. For
instance; the words ‘developer’, ‘development’, and ‘designer’ are general
manufacturing terms yet they are included as gaming terms since their application
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in the deep dive is used to explain the process of manufacturing or producing
videogames even though they do not have a specified videogame contextual
meaning.
The deep dive video consists of two parts, the first part is a gameplay trailer
of the game and the second part presents an interview with the three lead designers
of the Cyberpunk 2077 developers’ team in which they talk about the development
of various contents, mechanics, and storyline within the game; and was uploaded in
August 31st of 2019. The video stands above any other Cyberpunk 2077’s trailers
and promotional videos with the longest duration of 1 hour 13 minutes and 26
seconds, and by the time this research was conducted, the video has been viewed
by 722.000 users worldwide.
The focus on gaming terms was chosen since the video revolves around the
context of the gaming community and industry; and therefore, the occurrences and
use of various gaming terms are of course to be expected in the video. The creation
of gaming terms is usually formed based on the combination of two or more words
and in several cases, the terms are completely new lexical words created specifically
for videogame use.
Being a new term means that the term may have its intended meaning
differentiates from its literal meaning in the general dictionary and can be classified
into its separate domain. Thus, the researcher intends to analyze the word-formation
processes and semantic domains from the 124 words of gaming terms found in the
deep dive video.
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B. Approach of the Study
This research employed the linguistics approaches of morphology and
semantics. The data deals with completely new words, existing words with new
meaning, new words formed from the addition of affixes, the combination of
existing words, shortening of words, and words that converted into another
function. Thus, the approach of morphology was chosen since it studies the internal
structure of words (Katamba, 2006, p. 3) and reveals how to form a word and the
ways those words are shaped in different types (Lieber, 2009).
Semantics deals with meaning, and linguistic semantics is the study of the
systematic ways in which languages structure meaning particularly in words and
sentences (Finegan, 2008, p. 173). Since the data also deal with its meaning
particularly lexical and contextual meaning, the semantic approach is suitable to
analyze both types of meanings and can further classify those meanings into their
semantic domains.
C. Method of the Study
In conducting this research, there are two major steps which are data
collection and data analysis. Some steps were taken in data collection to extract the
data needed from the object of the research while in the data analysis, several steps
were conducted to answer the research problems.
1. Data Collection
This research applied qualitative research where the data was deliberated
and selected purposefully by the researcher. Qualitative research is to purposefully
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select participants or sites (or documents or visual material) that will best help the
researcher understand the problem and the research question (Creswell, 2010, p.
178).
The data was taken in the form of an entire population of a single visual and
audio material, which is an official deep dive video of CD Projekt Red: Cyberpunk
2077 entitled “Cyberpunk 2077 – Deep Dive Video + Q&A panel with developers”
posted in August 31st of 2019. Taherdoost (2016) explains that population is the
“entire set of cases from which the data is drawn” by the researcher (p. 1). The
researcher collected 124 words of gaming terms in the form of visual and audio text
from the deep dive video.
To gather the data; first, the researcher examined the official deep dive video
of CD Projekt Red: Cyberpunk 2077 entitled “Cyberpunk 2077 – Deep Dive Video
+ Q&A panel with developers” on YouTube. Then the researcher turned on the
subtitle to transcribe the conversations in the video since the majority of the data
were taken from the audio and some from the visual text and the transcript for the
words that are considered to be parts of gaming terms helped the researcher in
sorting the data.
The researcher set particular criteria to collect the appropriate data of
gaming terms: first, since the researcher applied the approach of word-formation,
therefore the data must be in the form of lexical units (words). The words of gaming
terms could be completely new words (words that are not listed in general
dictionaries) or existing words that have multiple meanings depending on the
context. Second, the data must have a lexical meaning which can be found in the
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general dictionary and/or contextual meaning, which in this case is in the context
of videogame. The researcher then took note of each word that can be included as
a part of gaming terms that appears both visually and audibly and may undertake
word-formation processes and/or have multiple meanings, both lexical and
contextual (context of videogame).
2. Data Analysis
To answer the first problem, the researcher employed the theory of word-
formation processes by Stockwell and Minkova (2001) et al to analyze the 124
words of gaming terms found in the deep dive video. In figuring out what types of
word-formation processes are applied, the researcher first identified the base of the
words. After the base of the words was identified, the researcher then analyzed the
morpheme(s) that modify the free morpheme(s) of the word. Each of the words is
then sorted and categorized into their appropriate type(s) of word-formation
processes that are applied to form those words based on the analysis of the
morpheme(s).
When all of the words have been categorized into their word-formation
processes types, the researcher then determined the percentage of each type to find
out which one is the most and less frequent occurred from those words of gaming
terms. The proportions of each type were determined first by dividing each
frequency by the total frequency (Woods, Fletcher, and Hughes, 1986, p. 9), and
then they were multiplied by a constant value, 100. The calculation is formulated
below:
P = (f / n) × 100%
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P is the percentage of the type, f refers to the frequency of a particular type
of word-formation processes, and n refers to the total frequency or the whole
number of all types.
To answer the second problem, the researcher first defined the meaning(s)
of each of those gaming terms by employing the theory of lexical meaning by Chaer
(2007) et al and contextual meaning specifically the context of object by Petada
(2001) et al, since some of the gaming terms have multiple meanings depending on
the context where the terms are used; and in this case, is in the context of
videogame. Longman Dictionary, an online dictionary, was used to help the
researcher to define the lexical meaning of some of the gaming terms that are not
used in any specific context, but in general.
Since some terms specifically refer to the context of videogame, or even a
completely new term with a new meaning created for the purpose of videogame
use; some meanings of the terms cannot be solely relied on or even found in
Longman Dictionary. Therefore, to define the contextual meaning, the researcher
used Urban Dictionary, Cyberpunk 2077 Wiki Fandom website, and
PureCyberpunk website.
Urban Dictionary is an online dictionary containing some words which are
not yet registered in Longman Dictionary. The researcher used Urban Dictionary
to define the contextual meaning of some terms which are included in the context
of videogame in general. Cyberpunk 2077 Wiki Fandom website and
PureCyberpunk website were used to define some meanings of the terms that were
created by the developers’ team specifically within the context of Cyberpunk 2077
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since the sites were created to accommodate deep information related to the world
of Cyberpunk 2077.
After each of the lexical or contextual meanings of those terms were
defined, the researcher could classify each of those gaming terms into their semantic
domains by implying the theory of semantic domains by Moe (2003). However,
before the researcher classified each of the terms into their domains, the researcher
first had to determine the domain organization of videogame since the theory of
Moe’s semantic domains revolves around the hierarchal organization of multiple
branches of main domains and sub-domains. Each domain, sub-domain, and the
term within the same domains are linked by lexical relations; and the theory of
lexical relations by Saeed (1997) was employed to give the researcher a better
understanding in arranging the domains, sub-domains, and the terms within the
same domain.
To arrange the domains of videogame, the researcher first used the theory
of gaming literacy by Zimmerman (2009) to determine the three main domains of
videogame: ‘videogame products’, ‘producing a videogame’, and ‘using a
videogame’. The three main domains are based on Zimmerman’s approach which
stated that videogame has three concepts in general: systems, play, and design;
which all of the concepts are necessary to construct a ‘videogame’. The lexical
relation of the three main domains is meronymy to the domains of videogame, since
‘videogame products’, ‘producing a videogame’, and ‘using a videogame’ are a
part-whole relationship necessary to construct what basically called ‘videogame’;
similar to the three concepts of Zimmerman’s gaming literacy.
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From this point onward, the researcher then determined the hierarchal
organization of videogame domains by arranging the branches of multiple sub-
domains based on the three main domains stated above. In arranging the sub-
domains and their branches, the researcher also used Moe’s template of semantic
domains and Saeed’s lexical relations by providing several questions to help the
researcher in arranging the sub-domains and the gaming terms that belong to each
sub-domains and their relations. Below is the example of the template for the main
domain of ‘videogame products’:
What words refer to products of videogame (in general)? platform, game,
update
What words refer to the kinds of platforms to play videogame? console, PC,
mobile
What words refer to the kinds of consoles of videogame? PlayStation, Xbox,
Nintendo
What words are used to describe the parts of videogame? title, genre,
ratings, gameplay
What words refer to multiple genres of videogame? action, horror,
adventure, RPG, simulator
What words refers to the gameplay of videogame? storyline, system,
mechanism, rule, content
What words refer to the mechanisms inside a videogame? dodge, run, jump,
take, equip, crunch, discard
What words refer to the storyline of a videogame? setting, character, hero,
heroine, NPC, chapter, arc
What words refer to the contents of a videogame? weapon, vehicle, item,
equipment, skill
What words refer to the choice of weaponry in a videogame? pistol, shotgun,
machinegun, grenade, machete
What words refer to the choice of items in a videogame? potion, herb
All of the terms in the same semantic domain have a lexical relation against
each other and against the domain they belong into, either a meronymy (e.g., the
terms in the sub-domain of ‘gameplay’), synonymy, or hyponymy and taxonomic
sisters (e.g., the terms in the sub-domain of ‘genre’). The distinguished lexical
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relations between the domains and terms in the same domain helped the researcher
to easily figure out which terms belong to a certain domain and whether those terms
would have another branch or not, and thus continuing the hierarchal organization
of videogame domains. To give better insight, an example of the tree diagram of
videogame semantic domains is presented below.
Figure 1. Example of Tree Diagram of Videogame Semantic Domains
After determining the three main domains of videogame and the hierarchal
organization of its branches and sub-domains, the researcher classified each of
those gaming terms into their respective domains based on their defined lexical or
Vid
eogam
e
Producing a viedogame
Industrial Publisher, Launch
Artistic Developer, Designer
Videogame products
Platforms
ConsolesPlayStation,
Xbox
PC
Game
TitlesCyberpunk
2077
Gameplay
Mechanism, Rule, System
Storyline
Content
GenresCyberpunk,
Sci-Fi, Action
Updates
Patch, Fix
DLCExpansion, Season-pass
Using a videogame
Doers Player, User, Cheater
Interactions Gaming, Cheatting
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contextual meaning acquired through Longman Dictionary, Urban Dictionary,
Cyberpunk 2077 Wiki Fandom website, and PureCyberpunk website.
Finally, the researcher then analyzed the distribution of each type of word-
formation processes in each main domain and their sub-domains to find out the
frequency of the most and least productive types of word-formation processes in
the three main domains of videogame.
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CHAPTER IV
ANALYSIS RESULTS AND DISCUSSIONS
This chapter presents the analysis and discussions to answer the two
problem formulations mentioned in Chapter I. Applying the methodology from
Chapter III, the results of this research are written systematically in two parts
aligned with the problem formulations. The first part analyses and discusses the
word-formation processes applied to form the gaming terms found in CD Projekt
Red: Cyberpunk 2077’s official deep dive video entitled “Cyberpunk 2077 – Deep
Dive Video + Q&A panel with developers”. The second part examines the
distribution of the types of word-formation processes that commonly appear in
particular domains of videogame semantic domains.
A. Word-formation Processes of Gaming Terms Found in CD Projekt
Red: Cyberpunk 2077’s Official Deep Dive Video
This sub-chapter deliberates the types of word-formation processes applied
to form the gaming terms in Cyberpunk 2077’s official deep dive video. From the
deep dive video, the researcher collected 124 words of gaming terms as presented
in Appendix 1. By applying the theory of word-formation processes by Stockwell
and Minkova (2001) et al, six types of word-formation processes were acquired
from the analysis. However, not every single word experienced only a single
process of word-formation. Several words have undergone multiple word-
formation processes. Therefore, the final number of this qualitative data does not
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represent the number of words that experienced the word-formation processes;
instead, it shows the number of applications of word-formation processes to form
those 124 words of gaming terms found in the deep dive video.
The distribution of the six types of word-formation processes is presented
in the table below.
Table 1. List of Word-formation Processes
No. Word-Formation Processes Frequency Percentage
1 Neologism 64 38%
2 Affixation 51 31%
3 Compounding 34 20%
4 Abbreviation 8 5%
5 Clipping 6 4%
6 Conversion 4 2%
Total 167 100%
From the table above, neologism is the most dominant type of word-
formation processes found in the deep dive video followed by affixation and
compounding. The process of neologism is applied to 64 words of gaming terms or
38% of the total number. Affixation covers 51 words or 31% of the total and 34
words or 20% belong to the compounding process. There are only a handful number
of gaming terms that have undergone an abbreviation process with only 8 words or
5% of all the total, clipping with only 6 words or 4%, and conversion with 4 words
or 2% of the total number.
The discussions of each word-formation process and the terms that have
undergone those word-formation processes are divided into six parts based on the
types of word-formation processes acquired from the data: neologism, affixation,
compounding, abbreviation, clipping, and conversion.
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1. Neologism
From the findings, the process of neologism is applied to the majority of the
words that are related to gaming terms. There are sixty-four words of gaming terms
from the deep dive video that have undergone the process of neologism. According
to Levchenko (2010), neologisms can be divided into three types: a completely new
word, a new combination of existing words, and a new meaning in an existing word
(p. 97). The new words acquired from the combination of existing words refer to
the other word-formation processes; and therefore, it can be concluded that most of
the words related to gaming terms that appeared in the deep dive video are simply
the byproduct of existing words given new meaning(s) or a completely new words
created for videogame use.
Out of sixty-four neologisms, only four words of gaming terms are
completely new and the other sixty terms are existing words given new meaning in
the context of videogame. The table below is the summary of the neologism process
that creates completely new words of gaming terms.
Table 2. Neologism of Completely New Words
No. Words (Part of
Speech) Meaning
1 V (noun)
The player controlled protagonist of the
videogame Cyberpunk 2077 (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
2 Placide (noun)
One of the characters in Cyberpunk 2077 and
Voodoo Boys second-in-command, under
Maman Brigitte (derived from Cyberpunk 2077
Wiki Fandom, 2020).
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No. Words (Part of
Speech) Meaning
3 Skellige (noun)
An archipelago and one of the Northern
Kingdoms in the world of The Witcher 3: Wild
Hunt (derived from The Witcher 3: Wild Hunt
Wiki Fandom, 2020).
4 Sandevistan (noun)
A cyberware that enables the player to acquire
the ability to slow-down time temporarily in
Cyberpunk 2077 (derived from Cyberpunk 2077
Wiki Fandom, 2020).
The four gaming terms of completely new words all stand as a noun and
refer to the creation of the name for the characters, place, and equipment of a
specific videogame title. Stockwell and Minkova (2001) argue that neologism of
completely new lexical words is usually created and used in the manufacture and
commercial field to specifically name a product (p. 5), and this seems to be the case
with the application of neologism to generate the four gaming terms of completely
new words from the deep dive video. In the deep dive video, the neologism of
completely new words are created by the developer team of Cyberpunk 2077 to
mostly name the videogame characters, weapons, places, etc. and there is one term,
‘skeliege’, mentioned in the deep dive video which refers to the name of a place in
The Witcher 3: Wild Hunt, another CD Projekt Red’s videogame released in 2015.
From the explanation above, it occurs that the application of neologism to
generate new lexical words in the gaming industry seems to be a more preferable
choice for developers to name certain objects within their game design. The
developer of Cyberpunk 2077 formed several neologisms of completely new words
to generate the name of certain characters, places, equipment, etc. within its
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videogame’s world to give it a more outstanding identity and to differentiate it from
other videogame titles.
The other sixty neologisms of gaming terms are general videogame terms
often used and applied in many other titles and genres of videogame and within the
communities themselves. All of these general gaming terms are formed from
already-existing words and some of them are the byproduct of words that have
already undergone other word-formation processes which then given a new
meaning in the videogame context. The new meaning of the terms usually still has
a close relationship with its general lexical meaning that can be found in the general
dictionary.
The researcher provides three examples of the words of gaming terms that
have undergone a neologism process of acquiring new meaning in the context of
videogame. Those words are: ‘mechanics’, ‘build’, and ‘software’. The summary
of the meaning for the other neologism words can be seen in Appendix 1.
Below is the table for the neologism word of ‘mechanics’.
Table 3. Example Table of Neologism Word of ‘mechanics’
Time-lapse Utterances
00:23
Hollie : We’re gonna be showing you a video with new
gameplay and new gameplay mechanics, and
afterwards I’ll be joined by three of our
developers, Miles, Philipp, and Pawel, as we take
a closer look at some of the things you’re going
to see and hopefully answer some of your
questions.
Context: In one of CD Prejoket Red’s studios, Hollie, the UK head of
communication, introduced herself and explained the reason she was there.
Hollie then continued to explain what the deep dive video of Cyberpunk 2077
was going to provide to its audiences.
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‘Mechanics’ in general is defined as how something works or is done
(derived from Longman Dictionary, 2020); and in the context of videogame,
‘mechanics’ is defined as methods that a player can potentially interact within the
videogame environment shaping a form of gameplay (derived from Urban
Dictionary, 2020). The new meaning of ‘mechanics’ provides additional
information that relates the term to the context of videogame. Even though the new
added meaning differentiates the contextual meaning of ‘mechanics’ from its
lexical meaning. Both meanings are still closely related and it implies the way or
methods of doing something; and in the deep dive video, the term ‘mechanics’
refers to the methods that the player may use in playing videogames.
The second example is ‘build’, and below is the table for the neologism
word of ‘build’.
Table 4. Example Table of Neologism Word of ‘build’
Time-lapse Utterances
03:01
Narrator : We’ll show you a strong solo build, that is a
character who focuses on employing blunt force
and taking instant action.
Context: In the gameplay trailer, the narrator of the video explained the two
different approaches of play-styles that the player can choose and build in playing
Cyberpunk 2077, Solo and Netrunner.
The term ‘build’ in general is defined as to make something develop or form
(derived from Longman Dictionary, 2020); while in the context of videogame,
‘build’ is used to explain the process of arrangement of stat points and/or gear for
the player’s character that will allow them to achieve the best results for their
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playstyle (derived from Urban Dictionary, 2020). Therefore, the term ‘build’
acquires new meaning within the context of videogame which at the same time
differentiates yet still has a close relationship with its general lexical meaning. Both
meanings of ‘build’ imply the process or progress of making or developing
something.
The last example is ‘software’, and below is the table for the neologism
word of ‘software’.
Table 5. Example Table of Neologism Word of ‘software’
Time-lapse Utterances
03:18
Narrator : And a Netrunner, a play-style taking frequent
advantage of stealth tactics, hacking, and
battlefield control achieved using malicious
software.
Context: In the gameplay trailer, the narrator of the video explained the
advantages of using a Netrunner class in Cyberpunk 2077 and one of the
advantages is being able to use various softwares.
‘Software’ is originally a compound word from the combination of the
words ‘soft’ and ‘ware’ and is defined as the sets of programs that tell a computer
how to do a particular job (derived from Longman Dictionary, 2020). The developer
team of Cyberpunk 2077 used the term ‘software’ as the name of the digital weapon
that the Netrunner class carries in combat and thus the term ‘software’ in the deep
dive video acquires new meaning. In the context of Cyberpunk 2077, ‘software’ is
defined as the workhorses of Netrunning; they do the fighting, protecting,
decrypting, and sneaking the Runner (derived from Cyberpunk 2077 Wiki Fandom,
2020). Both lexical and contextual meanings of ‘software’ still imply the same thing
as a set of programs to do computational things; however, the contextual meaning
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has more additional information to relate the term with the gameplay and world of
Cyberpunk 2077.
2. Affixation
Along with compounding, affixation is the most productive word-formation
process in English that generates new words (Plag, 2003, p. 132). Even though
neologism is the most dominant word-formation process that appears in the deep
dive video, it only generates four terms of completely new words and the rest are
existing words given new meaning. In the case of affixation in the deep dive video,
thirty new words are generated by its process while the other twenty-one only
experienced an inflectional change from the addition of Suffix {-s} and {-ing}.
Thus, affixation becomes the second most dominant word-formation process and
also the second most frequent word-formation process that generates new words of
gaming terms in the deep dive video.
The base of the affixation words are mostly dominated by verbs with
twenty-five terms and nouns with twenty-two terms as its part of speech. There are
only four terms with an adjective as the base of the words. Forty-seven words of
gaming terms are modified by suffix with eight of them having two suffixes and
only four words that are modified by prefix. The affixes that modify the words
consist of: {-s}, {-er}, {-ing}, {-ence}, {-al}, {-ics}, {-th}, {-ance}, {-ize}, {-ion},
{-ment}, {-or}, {-y}, {-ry}, {-ist}, and {-acy} as sixteen suffixes; and {in-}, {pre-
}, {non-}, {re-} as four prefixes.
In addition, several affixes can be broken down based on their function:
nominalizer, the affixes that change the base word part of speech into a noun;
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verbalizer, affixes that change the base word part of speech into a verb; and
adjectivizer, affixes that change the base word part of speech into an adjective. {-
er}, {-ing}, {-ence}, {-ics}, {-th}, {-ance}, {-ion}, {-ment}, {-or}, {-y}, {-ry}, {-
ist}, and {-acy} are the thirteen affixes that have the function as a nominalizer;
whereas {-ize} is the only affix that has the function as a verbalizer and {-al} is the
only affix that has the function as an adjectivizer from the data.
The researcher provides three examples of the words of gaming terms that
experienced the process of affixation from the deep dive video. Those words are:
‘developers’, ‘designing’, and ‘non-lethal’. The summary of the affixation process
applied to the fifty-one words of gaming terms can be seen in Appendix 1.
Below is the table for the affixation word of ‘developers’.
Table 6. Example Table of Affixation Word of ‘developers’
Time-lapse Utterances
00:23
Hollie : We’re gonna be showing you a video with new
gameplay and new gameplay mechanics, and
afterwards I’ll be joined by three of our
developers, Miles, Philipp, and Pawel, as we
take a closer look at some of the things you’re
going to see and hopefully answer some of your
questions.
Context: In one of CD Prejoket Red’s studios, Hollie, the UK head of
communication, introduced herself and explained the reason she was there.
Hollie then continued to explain what the deep dive video of Cyberpunk 2077
was going to provide to its audiences.
‘Developer’ is a noun word that has undergone the affixation process of
adding suffix {-er} to the verb base word ‘develop’. By adding the suffix {-er}, it
changes the base word part of speech form verb into a noun and therefore the suffix
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{-er} is categorized as a derivational suffix. ‘Developer’ is a person or company
that works on the planning and design of new products (derived from Longman
Dictionary, 2020). The word ‘developer’ then undergoes another suffixation
process of adding the suffix {-s} and makes it into ‘developers’, change the word
from a singular noun into a plural noun. Suffix {-s} is categorized as an inflectional
suffix since it only changes the grammatical properties of the base word and does
not alter the meaning nor the function.
The second example is ‘designing’, and below is the table for the affixation
word of ‘designing’.
Table 7. Example Table of Affixation Word of ‘designing’
Time-lapse Utterances
21:58
Miles : We do gave the player a lot of different tools to
use as he goes through a level and that makes
designing these things quite complex.
Context: In the interview in one of CD Projekt Red’s studio, Miles, the senior
level designer, explained the development process of designing various levels in
Cyberpunk 2077.
‘Designing’ is the result of adding the suffix {-ing} to the base word
‘design’. In this case, the suffix {-ing} is categorized as an inflectional suffix since
the addition of {-ing} does not change the base word part of speech and it remains
as a verb. The addition of suffix {-ing} as an inflectional suffix only changes the
grammatical properties of the tense into present continuous. ‘Designing’ is defined
as the way that something has been planned and made, including its appearance,
how it works, etc. (derived from Longman Dictionary, 2020).
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The last example is ‘non-lethal’, and below is the table for the affixation
word of ‘non-lethal’.
Table 8. Example Table of Affixation Word of ‘non-lethal’
Time-lapse Utterances
48:05
Hollie : So, how do people play it? Like a non-lethal
playthrough? You know, can you build a class to
help you do that?
Context: In the interview in one of CD Projekt Red’s studio, Hollie, the UK head
of communication, asked the developers team on how the player could
potentially do a non-lethal play in Cyberpunk 2077.
‘Non-lethal’ is a word that has undergone an affixation process of adding
prefix {non-} to the base word ‘lethal’. The addition of prefix {non-} does not
change the function of the base word as it remains an adjective; however, it slightly
alters the meaning of the word. ‘Non-lethal’ in videogame context is defined as a
playstyle of a game in which the player does not cause any death records on every
single NPCs (derived from Urban Dictionary, 2020).
The discussion of the affixation process applied to the fifty-one words of
gaming terms is presented in several parts based on the suffixes and prefixes found
in the deep dive video.
a. Suffix
A suffix is an affix attached after a root, base, or a stem word (Katamba,
2006, p. 45). There are two types of suffixes: derivational and inflectional.
Derivational suffixes alter the lexical meaning and/or function of the base word
while inflectional suffixes change the grammatical properties of the base word for
syntactic reasons (Katamba, 2006, p. 46). Out of the sixteen suffixes found in the
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data, there is one suffix that is classified as inflectional and there is one suffix that
can be classified both as inflectional and derivational. Suffix {-s} is an inflectional
one since its suffixation process only changes the grammatical properties of a
singular noun base word into plural. Suffix {-ing} on the other hand, can be
included as both derivational and inflectional because its addition in the deep dive
video changes the meaning and function of certain terms while only changes the
grammatical properties for other terms.
All of the other fourteen suffixes found in the deep dive video are classified
as derivational ones since they change the base word lexical meaning and/or it is
part of speech. The discussions of suffixes and the gaming terms that are applied
by their process are presented into several parts based on each suffix found in the
deep dive video.
i. Suffix {-s}
Suffix {-s} is classified as an inflectional suffix since its addition into a noun
base word only changes the grammatical properties from singular into a plural noun.
The suffixation of {-s} does not change the lexical meaning nor the function of the
base word. There are twenty-five words of gaming terms with the addition of suffix
{-s} and eight of them already experienced other suffixation processes. The terms
that undergone suffixation {-s} are: ‘mechanics’, ‘developers’, ‘quests’, ‘reflexes’,
‘gangs’, ‘Daemons’, ‘attributes’, ‘classes’, ‘players’, ‘perks’, ‘points’, ‘playstyles’,
‘systems’, ‘designers’, ‘directors’, ‘planners’, ‘fixers’, ‘contents’, ‘items’, ‘shards’,
‘archetypes’, ‘shotguns’, ‘attachments’, ‘skins’, and ‘silencers’. The tree diagram
below shows the inflectional change of adding suffix {-s}.
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ii. Suffix {-er} and {-or}
Suffix {-er} and {-or} have the meaning as someone or the one who does
the action and thus they change the lexical meaning and function of the base words.
The addition of suffix {-er} or {-or} changes the base word from a verb into a noun.
There are seven words of gaming terms undergone the suffixation process of adding
{-er} and a word with {-or}. Six of the terms, ‘developers’, ‘players’, ‘designers’,
‘directors’, ‘planners’, and ‘fixers’, refer to the person who does the action; while
the other two terms, ‘scanner’ and ‘silencers’, are the tools enable the holder to do
the action.
Among the seven words of gaming terms that experienced suffixation {-er}
and a word with suffixation {-or}, only the term ‘players’ that generally has been
associated with the gaming terms inside and outside of the gaming community. In
the videogame context, ‘players’ refer to the person that plays the videogame. On
the other hand, the terms ‘developers’, ‘designers’, ‘directors’, and ‘planers’ are
more versatile and their meaning can be associated in many contexts. In the
videogame one; ‘developers’, ‘designers’, ‘directors’, and ‘planers’ can be
associated within the gaming industry as those terms may refer to a person, a team,
or a company that plans, designs, develops, and/or directs a videogame project.
Mechanics
Noun (plural)
Mechanic
Base (singular noun)
-s
Suffix
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The terms ‘fixers’, ‘scanner’, and ‘silencers’ in the deep dive video refer
specifically to the gaming context of Cyberpunk 2077. In Cyberpunk 2077,
‘scanner’ and ‘silencers’ are implants and attachments that the player can find and
use to enhance their gaming experience while ‘fixers’ are the character that gives
several information and side-missions to the player.
Below is the process of suffixation {-er} and {-or} that changes the base
word of a verb into a noun.
iii. Suffix {-ing}
Suffix {-ing} has either a derivational function that changes the lexical
meaning of the base word and its part of speech from a verb into a noun or an
inflection function that changes the grammatical properties of the tense into present
continuous. Six gaming terms that undergone suffixation of {-ing} found in the
deep dive video and only two of them experienced a derivational change of a verb
base word into a noun.
The term ‘rating’ and ‘traversing’ have a base word of a verb as its part of
speech and the addition of suffix {-ing} changed it into a noun. In videogame
context, ‘rating’ can be interpreted as a system used for the classification of
videogames into suitability-related groups (derived from Urban Dictionary, 2020),
while ‘traversing’ refers to any gameplay where the player is actively moving
Designer
Noun
Design
Base (verb)
-er
Suffix
Director
Noun
Direct
Base (verb)
-or
Suffix
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around a space; stepping up/down, hurdling, mantling, climbing, and swinging are
all examples of traversal gameplay (derived from Urban Dictionary, 2020). The
process of suffixation {-ing} to form the word ‘rating’ is shown below.
The other four terms only experienced inflectional change with the addition
of suffix {-ing} as present participle and changes the tense into present continuous.
The Suffixation process does not affect the meaning of the base word and its part
of speech remains unchanged. The terms that have undergone this process are:
‘playing’, ‘hacking’, ‘designing’, and ‘loading’.
In the videogame context, ‘playing’ means to play or compete in a
videogame done by the player. ‘Designing’ is to design the videogame world and
assets done by the designer team of a videogame developer. ‘Hacking’ refers to the
gameplay systems and mechanisms of Cyberpunk 2077 videogame that the player
can do and interact with, while ‘loading’ is the process of a videogame rendering
its texture and assets.
The tree diagram on the next page reveals the process of suffixation {-ing}
that only changes the grammatical function of the base word.
Rating
Noun
Rate
Base (verb)
-ing
Suffix
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iv. Suffix {-ence} and {-ance}
From the table, there only two words of gaming terms that experienced
suffixation of either {-ence} or {-ance}. Suffix {-ence} and {-ance} change the
base word part of speech into a noun and they represent a state or quality of
something. The term ‘intelligence’ has an adjective base word ‘intelligent’ and
changed into a noun with the addition of suffix {-ence}.
In general, ‘intelligence’ means the ability to learn, understand, and think
about things (derived from Longman Dictionary, 2020) and it represents the quality
of one’s intelligence. However, in the deep dive video, ‘intelligence’ refers to the
attributes in Cyberpunk 2077 videogame. The process of suffixation {-ence} to
form intelligence is revealed below.
The other term is ‘appearance’ that undergoes the process of adding suffix
{-ance}. ‘Appearance’ has a verb as its base word part of speech and it became a
noun with the addition of {-ance}. ‘Appearance’ in the context of Cyberpunk 2077
refers to the visual creation and customization of the main character and it
Playing
Verb
Play
Base (verb)
-ing
Suffix
Intelligence
Noun
Inteligent
Base (adjective)
-ence
Suffix
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represents the quality of the character’s looks. The suffixation process of
‘appearance’ is shown below.
v. Suffix {-al}
The addition of suffix {-al} has a derivational change of forming either a
noun from a verb base word with the meaning of process or act of something or
forming an adjective from a noun base word with the meaning of pertaining to or
having the form of something. The researcher only found one gaming term that has
undergone this suffixation process, ‘technical’. The term ‘technical’ experienced a
derivational change from a noun base word ‘technic’, into an adjective. The tree
diagram below reveals the suffixation process of ‘technical’.
In general, ‘technical’ means connected with the knowledge of how
machines work (derived from Longman Dictionary, 2020). However, in the deep
dive video, ‘technical’ refers to one of the attributes that focus on proficiency with
tech including armor, harvesting loot, and crafting (derived from PureCyberpunk,
2020) in the context of Cyberpunk 2077 and it stands as a noun. Therefore, the term
Appearance
Noun
Appear
Base (verb)
-ance
Suffix
Technical
Adjective
Technic
Base (noun)
-al
Suffix
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‘technical’ in the deep dive video undergone another process of word-formation,
conversion, to converse it from an adjective into a noun.
vi. Suffix {-ics}
Two words of gaming terms that experienced the process of suffixation {-
ics}, ‘statistics’ and ‘athletics’. Suffix {-ics} represents the science or art of
something and its addition to the base word ‘statist’ and ‘athlete’ has a derivational
effect of changing the lexical meaning. However, the result of adding suffix {-ics}
to ‘statist’ and ‘athlete’ to form ‘statistics’ and ‘athletics’ does not change the
function of the base word. Both terms still have a noun as its part of speech.
The term ‘statistics’ in general are a set of numbers which represent facts or
measurements and it also refers to the science of collecting and examining such
numbers (derived from Longman Dictionary, 2020) while ‘athletics’ means the art
of physical activities such as sports and exercise (derived from Longman
Dictionary, 2020). In Cyberpunk 2077, ‘statistics’ represents the number of player’s
health and elements resistance while ‘athletics’ is one of the videogame skills perks.
The suffixation process of adding suffix {-ics} to change the base word
lexical meaning is presented below.
Athletics
Noun
Athlete
Base (noun)
-ics
Suffix
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vii. Suffix {-th}
Similar to suffix {-ance} and {-ence}, suffix {-th} also has the meaning that
represents a state or quality of something. The words ‘health’ and ‘stealth’ are the
two gaming terms that experienced the process of suffixation {-th}. Not only
changed its meaning, the addition of suffix {-th} in ‘health’ and ‘stealth’ also
changed the base word part of speech from a verb, ‘heal’ and ‘steal’, to a noun.
In videogame context, ‘Health’ is a term in many role-playing games
determining how much damage a character can take (derived from Urban
Dictionary, 2020), and ‘stealth’ is an in-game movement where the player sneak up
on the enemy and unnoticed on the radar (derived from Urban Dictionary, 2020).
The process of suffixation {-th} is shown below.
viii. Suffix {-ize}
Suffix {-ize} has the meaning to become or make something, and it changes
the noun base word part of speech into a transitive verb. ‘Customize’ is the only
gaming term found in the deep dive video that experienced suffixation {-ize} and
the process changed its base word ‘custom’, which is a noun, into a verb.
The word ‘customize’ means to change something to make it more suitable
for you, or to make it look special or different from things of a similar type (derived
from Longman Dictionary, 2020). In the gaming context, ‘customize’ often refers
Health
Noun
Heal
Base (verb)
-th
Suffix
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to the act of customizing something that the player does in a certain videogame.
The process of suffixation {-ize} is shown below.
ix. Suffix {-ion}
The addition of suffix {-ion} changes a base word that has a verb as its part
of speech into a noun. According to Plag (2003), sometimes allomorph {-ation} is
needed in some cases (p. 90). Two words of gaming terms having the suffix {-ation}
are found in the deep dive video, ‘customization’ and ‘assassination’. The base
word of both terms, ‘customize’ and ‘assassinate’, has a verb as its part of speech
and turned into a noun with the addition of suffix {-ation}.
The base words themselves are also the result of another suffixation
processes by the addition of {-ize} and {-ate} that changed the noun stem words of
‘custom’ and ‘assassin’ into verbs, which eventually became nouns again with the
suffixation of {-ation}. The process of suffixation {-ation} in ‘customization’ is
shown on the next page.
Customize
Verb
Custom
Base (noun)
-ize
Suffix
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The meaning of ‘customization’ in general and in the gaming context
remains relatively the same where both meanings imply a modification made to
something to suit one’s particular need. On the other hand, the term ‘assassination’
in the deep dive video refers specifically to one of the skills perk in the cool
attributes of Cyberpunk 2077 videogame (derived from PureCyberpunk, 2020).
x. Suffix {-ment}
Suffix {-ment} represents the condition or state of being and there are two
terms experienced the suffixation process of adding {-ment} found in the deep dive
video, ‘development’ and ‘attachments’. The addition of suffix {-ment} in
‘development’ and ‘attachments’ changed its verb base word of ‘develop’ and
‘attach’ into a noun.
In the videogame context, ‘development’ means the process of working on
a new videogame project whereas ‘attachments’ refer to the upgrade parts that
players can attach to certain tools and weapons in Cyberpunk 2077. The tree
diagram on the next page shows the process of suffixation {-ment}.
Customization
Noun
Customize
Base (verb)
Custom
Stem (noun)
-ize
Suffix
-ation
Suffix
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xi. Suffix {-y} and {-ry}
‘Inventory’ and ‘weaponry’ are the only words of gaming terms found in
the deep dive video with either {-y} or {-ry} as its suffixation process. Suffix {-y}
and {-ry} have the meaning as the instance of something and their addition in
‘inventory’ and ‘weaponry’ did not change the base word part of speech and only
altered the lexical meaning.
The term ‘inventory’ in the videogame context refers to a common UI
feature where the player can view all the items that have been collected thus far
(derived from Urban Dictionary, 2020). ‘Weaponry’ in general means weapons of
a particular type or belonging to a particular country or group (derived from
Longman Dictionary, 2020), and in the gaming context, it refers to the collection of
weapons that the player can choose and use in a videogame.
The process of suffixation {-y} and {-ry} to form ‘inventory’ and
‘weaponry’ is revealed below.
Developmet
Noun
Develop
Base (verb)
-ment
Suffix
Inventory
Noun
Inventor
Base (noun)
-y
Suffix
Weaponry
Noun
Weapon
Base (noun)
-ry
Suffix
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xii. Suffix {-ist}
The addition of suffix {-ist} in the deep dive video is only applied to one
gaming term, ‘pacifist’. Similar to suffix {-er} and {-or}, suffix {-ist} has the
meaning as someone who does the action and it also changes the lexical meaning
and function of the base word, from a verb to a noun. The process of adding suffix
{-ist} in the word ‘pacifist’ is shown below.
The meaning of ‘pacifist’ in general and in the gaming context have a close
relation and are relatively the same. ‘Pacifist’ in general means someone who
believes that wars are wrong and who refuses to use violence (derived from
Longman Dictionary, 2020), and in the gaming context it refers to play a videogame
that involves killing without killing anyone or at least not killing anyone that is not
required to finish the game; essentially playing the role of a pacifist (derived from
Urban Dictionary, 2020).
xiii. Suffix {-acy}
The last suffixation process the researcher found is the addition of {-acy} to
form the word ‘accuracy’ from the base word ‘accurate’. Similar to several suffixes
above, suffix {-acy} represents a state or quality of something and in ‘accuracy’, its
addition changed the base word part of speech from an adjective into a noun.
Pacifist
Noun
Pacify
Base (verb)
-ist
Suffix
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The meaning of ‘accuracy’ in general is the ability to do something in an
exact way without making a mistake (derived from Longman Dictionary, 2020) and
in the gaming context, it refers to how far bullets stray from the center of your
crosshair when fired (derived from Urban Dictionary, 2020). The tree diagram
below presents the suffixation process of {-acy}.
b. Prefix
A prefix is an affix that is attached before a root, base, or a stem (Katamba,
2006, p. 45). There are four kinds of prefixes found in the deep dive video and none
of their addition to a base word changed the function of the base word; rather, the
process of prefixation only adds additional information or alters the lexical
meaning.
i. Prefix {in-}
The word ‘incapacitate’ is the only gaming term found in the deep dive
video that has undergone the prefixation of {in-}. Prefix {in-} in ‘incapacitate’ has
a negative effect which means ‘not’ and it alters the lexical meaning of the base
word, ‘capacitate’. However, the addition of prefix {in-} in ‘incapacitate’ does not
change the function of the base word as its part of speech remains a verb. The
process of prefixation {in-} is shown on the next page.
Accuracy
Noun
Accurate
Base (adjective)
-acy
Suffix
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In general, ‘incapacitate’ means to stop a system, piece of equipment, etc.
from working properly (derived from Longman Dictionary, 2020); and in the
gaming context, the general meaning is carried over to represents the ability a player
can do to hack a network system or machine and stop it from working properly in
the videogame of Cyberpunk 2077.
ii. Prefix {pre-}
Prefix {pre-} means ‘before’ and similar to prefix {in-}, the prefixation
process of {pre-} only changes the lexical meaning of the base word and does not
change the function. ‘Pre-order’ is the term found in the deep dive video that
experienced the process of prefixation {pre-}.
‘Pre-order’ in videogame context refers to the act of purchasing a
videogame or software before it is released; often to gain some slight reward, easter
egg, or advantage when eventually playing the game itself (derived from Urban
Dictionary, 2020). The tree diagram below shows the process of prefixation {pre-
}.
Incapacitate
Verb
in-
Prefix
Capacitate
Base (verb)
Pre-order
Verb
pre-
Prefix
Order
Base (verb)
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iii. Prefix {non-}
Similar to prefix {in-}, prefix {non-} also has the meaning of ‘not’ and the
prefixation process only alters the lexical meaning and does not change its part of
speech. The word ‘non-lethal’ found in the deep dive video is the only gaming term
that has the prefix {non-} as its prefixation process.
‘Non-lethal’ in general means did not cause any harm or death (derived from
Longman Dictionary, 2020), and its general lexical meaning has a close relation to
its videogame contextual meaning which is the playstyle of a game in which the
player does not cause any death records on every single NPCs (derived from Urban
Dictionary, 2020). Below is the prefixation process of adding {non-} to form the
word ‘non-lethal’.
iv. Prefix {re-}
The last prefix found in the deep dive video is prefix {re-}. Prefix {re-}
means ‘again’ or ‘back’, and similar to the other prefixes found in the video, the
addition of prefix {re-} does not change the function of the base word and only
changes the lexical meaning. The term that has undergone prefix {re-} in the video
is ‘reload’ from the verb base word ‘load’. The process of forming ‘reload’ with the
prefixation of {re-} is shown on the next page.
Non-lethal
Adjective
non-
Prefix
Lethal
Base (adjective)
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‘Reload’ is defined as the action to put something into a container again,
especially bullets into a gun (derived from Longman Dictionary, 2020) in the
general dictionary and is translated into a videogame context as a mechanism to put
bullets or ammunitions into certain weapons in a shooter base game.
3. Compounding
Compounding is the largest word-formation and the most important source
of new words (Stockwell & Minkova, 2001, p. 12). The statement seems to be the
case for the words of gaming terms found in Cyberpunk 2077’s official deep dive
video since compounding generates thirty-four new words of gaming terms.
Compounding is the third dominant type of word-formation process found in the
video and the most frequent word-formation process that generates new words of
gaming terms.
Out of the thirty-four words of gaming terms that experienced the
compounding process, six of them are categorized as exocentric compounds. Plag
(2003) defines exocentric as a compound word in which the head does not
determine the meaning of the entire word (p.145). The terms ‘Blackwall’, ‘footage’,
‘Militech’, ‘Flathead’, ‘crosshair’, and ‘GamesCom’ have the head of the word
which does not directly represent the meaning of the entire word. The rest of the
Reload
Verb
re-
Prefix
Load
Base (verb)
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terms are categorized as endocentric compounds in which the head of the compound
word identifies the meaning of the entire word (Plag, 2003, p. 145).
The researcher provides three examples of the words of gaming terms that
have undergone the compounding process from the deep dive video. The two words
are exocentric compounds: ‘Blackwall’ and ‘Flathead’, and the other is endocentric
compound: ‘cyberware’. The summary of the compounding process applied to the
thirty-four words of gaming terms can be seen in Appendix 1.
Below is the screenshot for the compound word of ‘Blackwall’ from the
deep dive video.
Figure 2. Screenshot of the Compound Word ‘Blackwall’
The term ‘Blackwall’ is the result of compounding process from the
combination of ‘black’ and ‘wall’, and has ‘wall’ as its head of the word.
‘Blackwall’ does not represent the meanings of its head and modifier word which
in that case it could be defined as a wall with black or darker color. Instead, the term
has the meaning of a virtual wall that is said to keep free A.I.s from breaking
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through into the rest of Cyberpunk 2077’s virtual world and wreaking havoc,
possibly causing the end of the world along with it (derived from Cyberpunk 2077
Wiki Fandom, 2020).
The second example is ‘Flathead’, and below is the table for the compound
word of ‘Flathead’.
Table 9. Example Table of Compound Word of ‘Flathead’
Time-lapse Utterances
43:51
Pawel : And in the world there are ripperdocs who help
you out with that when you have to install those
core pieces of cyberware, like for instance the
Raven Control system that allows you to control
the Flathead.
Context: In the interview in one of CD Projekt Red’s studio, Pawel, the lead
quest designer, explained to Hollie and the audiences of how the player could
upgrade their character by implementing cybernetic implants in Cyberpunk 2077.
‘Flathead’ is a compound word from the combination of the words ‘flat’ and
‘head’, and has ‘head’ as the head of the word. Similar to ‘Blackwall’, the meaning
of ‘Flathead’ also does not represent the meanings of its head and modifier word,
which then could be defined as a thing or creature with a flattened head. In
Cyberpunk 2077, ‘Flathead’ is an experimental military-grade unit for surveillance
and reconnaissance missions and is manufactured by Militech (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
The last example is ‘cyberware’, and on the next page is the table for the
compound word of ‘cyberware’.
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Table 10. Example Table of Compound Word of ‘Cyberware’
Time-lapse Utterances
43:51
Pawel : And in the world there are ripperdocs who help
you out with that when you have to install those
core pieces of cyberware, like for instance the
Raven Control system that allows you to control
the Flathead.
Context: In the interview in one of CD Projekt Red’s studio, Pawel, the lead
quest designer, explained to Hollie and the audiences of how the player could
upgrade their character by implementing cybernetic implants in Cyberpunk 2077.
Different from the two exocentric compound words, ‘cyberware’ is an
endocentric compound whose head of the word determines the meaning of the
compound word. ‘Cyberware’ has ‘ware’ as its head of the word and ‘cyber’ as its
modifier. ‘Ware’ is defined as things made of a particular material (derived from
Longman Dictionary, 2020) and ‘cyber’ is things related to computers (derived
from Longman Dictionary, 2020). The meaning of ‘cyberware’ still embodies the
meanings of its head and modifier as any cybernetic technology permanently
grafted to the human body, especially technology that interfaces with the human
nervous system (derived from Cyberpunk 2077 Wiki Fandom, 2020).
In addition, the compound words found in the video are also divided into
three groups based on the head of the words and the function of the compound:
nominal, verbal, and adjectival.
a. Nominal Compound
A nominal compound is a compound in which its head part of speech is a
noun (Plag, 2003, p. 144). There are twenty-two nominal compound words of
gaming terms having a noun as the head of the word. Plag (2003) states that noun-
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noun compounds are the most common type of compound in English (p. 145);
however, from the data, there are only nine noun-noun compound words out of the
twenty-two nominal compounds. The noun-noun compound words found in the
deep dive video are: ‘Netrunner’, ‘footage’, ‘storyline’, ‘motorbike’, ‘soundtrack’,
‘Ripperdoc’, ‘handgun’, ‘crosshair’, and ‘GamesCom’. The tree diagram below
shows the process of noun-noun compounding.
Another group of nominal compounds is verb-noun compounds that have
the modifier part of speech as a verb. There are only two terms of verb-noun
nominal compounds, ‘showcase’ and ‘shotgun’. The process of verb-noun
compounding is seen in the tree diagram below.
The tree diagram shows that the word ‘show’ does not determine the part of
speech of the compound word ‘showcase’. It is because the head word part of
speech is inherited from the right-hand member (Plag, 2003, p. 145). It means that
the part of speech of the word is determined by the head of the word which in some
cases, is usually placed in the last or the right of the word.
Storyline
Noun
Story
Head (noun)
Line
Modifier (noun)
Showcase
Noun
Show
Modifier (verb)
Case
Head (noun)
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Lastly, there are ten terms of adjective-noun nominal compounds which are:
‘Blackwall’, ‘software’, ‘cyberware’, ‘cyberpunk’, ‘Cyberdeck’, ‘Nanowire’,
‘Cyberspace’, ‘Militech’, ‘Flathead’, and ‘hardware’. The adjective-noun nominal
compounds have a modifier part of speech as an adjective. The tree diagram below
shows the process of adjective-noun compounding.
In addition, there is one term of a nominal compound that is exceptional and
does not belong into either noun-noun, verb-noun, or adjective-noun nominal
compounds. The term ‘archetype’ has the head of the word ‘type’ as a noun and is
modified by ‘arch-’ which is a prefix. However, the modifier ‘arch-‘ is not included
as an affixation in this case since the term ‘arch-’ does not give a certain meaning
to the head of the word ‘type’ and does not change the part of speech of the word.
This special case is called neoclassical elements. Plag (2003) explains that
neoclassical elements or often referred to as combining forms are affixes that are
originally derived from Latin or Greek words (p. 74) and these affixes are treated
as compounds rather than as affixes.
b. Verbal Compound
A verbal compound has a verb as the head of the word and may have a noun,
an adjective, or a verb as its modifier (Plag, 2003, p. 154). However, the majority
of the verbal compound words found in the deep dive video have an adverb as its
Blackwall
Noun
Black
Modifier (adjective)
Wall
Head (noun)
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modifier. In total, eleven terms are classified into verbal compounds. Those terms
are: ‘gameplay’, ‘override’, ‘takeover’, ‘upload’, ‘chokehold’, ‘takedown’,
‘Netwatch’, ‘roleplay’, ‘upgrade’, ‘playthrough’, and ‘gunplay’. Six of those terms;
‘override’, ‘takeover’, ‘upload’, ‘takedown’, ‘upgrade’, and ‘playthrough’; are
verbal compounds that consisted of a verb as its head of the word and an adverb as
their modifier. The tree diagram below shows the process of verbal compounding
with an adverb modifier.
The terms ‘gameplay’, ‘Netwatch’, ‘roleplay’, and, ‘gunplay’ are four
verbal compounds modified by a noun modifier. Even though ‘gameplay’,
‘Netwatch’, and ‘gunplay’ are compound words with the function as a noun, they
are still classified as verbal compounds since their head part of speech is a verb.
The verb-noun verbal compounding process is revealed in the tree diagram below.
The last gaming term experiencing verbal compounding is ‘chokehold’
which has both its head of the word and its modifier as a verb and the researcher
Override
Verb
Over
Modifier (adverb)
Ride
Head (verb)
Gameplay
Noun
Game
Modifier (noun)
Play
Head (verb)
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did not find any verbal compound words with an adjective as its modifier. The
compounding process of ‘chokehold’ is shown below.
c. Adjectival Compound
Different from the other nominal and verbal compounds, an adjectival
compound is not a compound that the head is an adjective, rather is a compound
word that has a function as an adjective. It may have nouns and other adjectives as
its non-heads (Plag, 2003, p. 152). There is only one term that has undergone
adjectival compounding, ‘playstyle’, and it happens to have an adjective as the head
of the word. The process of adjectival compounding is shown below.
4. Abbreviation
An abbreviation may consist of an acronym, which takes the first sound
from each of several words and makes a new word from those initial sounds
(Stockwell & Minkova, 2001, p. 7); or initialism where the letters that form the
word are pronounced individually (Stockwell & Minkova, 2001, p. 8). There are
eight words of gaming terms formed by the word-formation process of
Chokehold
Verb
Choke
Head (verb)
Hold
Modifier (verb)
Playstyle
Adjective
Play
Modifier (verb)
Style
Head (adjective)
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abbreviation. The table below shows the summary of the abbreviations found in the
deep dive video.
Table 11. Abbreviation of Gaming Terms
No. Gaming Terms (Part
of Speech) Words Type of Abbreviation
1 XP (noun) Experience Points Initialism
2 RPG (noun) Role Playing Game Initialism
3 AI (noun) Artificial Intelligence Initialism
4 PS4 (noun) PlayStation 4 Initialism
5 PC (noun) Personal Computer Initialism
6 RP (noun) Rating Pending Initialism
7 QA (noun) Quality Assurance Initialism
8 NPC (noun) Non-Playable
Characters Initialism
From the summary above, none of the gaming terms found in the deep dive
video experienced acronym. All of the eight terms are formed with the process of
initialism and thus the initial letters of the words are spelled individually.
The first term that has undergone initialism is ‘Experience Points’, a general
term widely used in almost any role-playing game, and in Cyberpunk 2077, it is
shortened by ‘XP’. ‘Experience’ is defined as knowledge or skill that you gain from
doing a job or activity or the process of doing this (derived from Longman
Dictionary, 2020) while ‘points’ is a particular quality or feature that something or
someone has (derived from Longman Dictionary, 2020). The term ‘XP’ is a special
case of initialism since it does not take the initial letter of the first word for its
shortening. Rather, the letter ‘X’ is acquired from the second letter ‘experience’,
since in the gaming community, the word ‘experience’ is often miswritten as a slang
‘Xperience’. The term ‘XP’ in a role-playing game is a point value used to
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determine a character's level (derived from Urban Dictionary, 2020) and it is spelled
/eks pi:/.
The term ‘RPG’ stands for ‘Role Playing Game’, and its abbreviation is
spelled /ɑ: pi: dᴣi:/. ‘Role’ is defined as how someone or something is involved in
an activity or situation and how much influence they have on it (derived from
Longman Dictionary, 2020), ‘playing’ is to take part or compete in a game or sport
(derived from Longman Dictionary, 2020), and ‘game’ is an activity or sport in
which people compete with each other according to agreed rules (derived from
Longman Dictionary, 2020). The abbreviation word, ‘RPG’, is a common gaming
term and refers to any of several types of interactive games in which the player
assumes the role of a character in the game (derived from Urban Dictionary, 2020).
‘AI’ or ‘Artificial Intelligence’ is a common abbreviation used in
technological terms. ‘Artificial’ means not real or not made of natural things but
made to be like something real or natural (derived from Longman Dictionary, 2020)
and ‘intelligence’ is the ability to learn, understand, and think about things (derived
from Longman Dictionary, 2020). ‘AI’ in general can be defined as the product of
a made-up ability in computers to learn things on its own and in Cyberpunk 2077,
the term ‘AI’ is used in the videogame’s lore and backstory to represent common
entities in The Net that come in different shapes and sizes (derived from Cyberpunk
2077 Wiki Fandom). The term ‘AI’ is spelled / eɪ: aɪ:/.
‘PlayStation’ is a widely known product among many gamers and
videogame industries. ‘PlayStation’ is a compound word from the combination of
the words ‘play’ and ‘station’. ‘Play’ is to take part or compete in a game or sport
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(derived from Longman Dictionary, 2020) while ‘station’ is a building or place that
is a center for a particular kind of service or activity (derived from Longman
Dictionary, 2020). The term ‘PlayStation’ refers to the device to play videogames
and its fourth generation, ‘PlayStation 4’, Sony’s new game system that competes
with the Xbox One (derived from Urban Dictionary, 2020); is often referred to as
‘PS4’ and it is spelled /piː es fɔː r/.
Another widely popular gaming system is ‘Personal Computer’ or more
known as ‘PC’ and it is pronounced /piː siː/. ‘Personal’ means belonging or relating
to one particular person rather than to other people in general (derived from
Longman Dictionary, 2020) and ‘computer’ is an electronic machine that stores
information and uses programs to help the user finds, organizes, or changes the
information (derived from Longman Dictionary, 2020). ‘PC’ is a computer belongs
to one personal belonging and in term of operating a videogame, ‘PC’ is a highly
flexible and powerful platform (derived from Urban Dictionary, 2020).
‘RP’ or ‘Rating Pending’ is a symbol that appears only in advertising prior
to a game’s release (derived from Urban Dictionary, 2020). ‘Rating’ is defined as a
level on a scale that shows how good, important, popular, etc. someone or
something is (derived from Longman Dictionary, 2020); and ‘pending’ is waiting
for something or until something happens (derived from Longman Dictionary,
2020). ‘RP’ is pronounced /ɑ: pi:/ and the term is used to indicate that a certain
videogame has not been rated yet in terms of its suitability for certain customers.
‘QA’ is spelled / kjuː eɪ/ and it is short for ‘Quality Assurance’. The term
‘QA’ can be associated with many manufacturer contexts since its general meaning
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is a group within a business that monitors the quality of work that its employees are
doing (derived from Urban Dictionary, 2020). ‘Quality’ refers to how good or bad
something is (derived from Longman Dictionary, 2020), and ‘assurance’ is defined
as a promise that something will definitely happen or is definitely true (derived
from Longman Dictionary, 2020). In the deep dive video, the term ‘QA’ refers to
the team that assures the development and the quality contents of the Cyberpunk
2077 videogame.
The last gaming term that experienced initialism is ‘NPC’. ‘NPC’ is the
abbreviation of ‘Non-Playable Character’ and it is spelled as / en: piː siː/. ‘Non-
playable’ means that it cannot be played and ‘character’ refers to a person in a book,
play, film, videogame, etc. (derived from Longman Dictionary, 2020). ‘NPC’ is a
widely used gaming term in almost every videogame with multiple characters and
AIs in it. The term ‘NPC’ refers to any character (human or otherwise) in a role-
playing game that is not controlled by the player (derived from Urban Dictionary,
2020).
5. Clipping
Having only six words of gaming terms undergone this process, clipping is
the second least frequent word-formation process found in the deep dive video.
Clipping is the process of shortening a word by omitting one or two of its syllable(s)
without changing the part of speech specifically to show familiarity with the
meaning of the base word (Plag, 2003, p. 121). The process of clipping of gaming
terms is mainly used to shorten the word and make it easier to pronounce or just to
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make it sound more unique. The summary of gaming terms that experienced
clipping is presented in the table below.
Table 12. Clipping of Gaming Terms
No. Words (Part of
Speech)
Base (Part of Speech) Type of Clipping
1 Crit (adjective) Critical (adjective) Back-clipping
2 Net (noun) Internet (noun) Fore-clipping
3 Stats (noun) Statistics (noun) Back-clipping
4 Bot (noun) Robot (noun) Fore-clipping
5 Pass (noun) Password (noun) Back-clipping
6 Corpo (noun) Corporate (noun) Back-clipping
There are only two types of clipping found from the table above: back-
clipping with four terms and fore-clipping with two terms. None of the terms
experienced syncope or a clipping form of both the beginning and the final part of
the word (Jamet, 2009).
‘Crit’ is the first term of back-clipping and in the videogame context, it
refers to ‘critical’ and is used in dice-based role-playing games to indicate the best
possible damage result in combat (derived from Urban Dictionary, 2020). ‘Crit’ is
formed from the base word ‘critical’ by omitting the 2 final syllables of the base
word. The term ‘Net’ in Cyberpunk 2077 refers to the name given to the vast
telecommunications network of the Cyberpunk world (derived from Cyberpunk
2077 Wiki Fandom, 2020). ‘Net’ is the result of a fore-clipping process by omitting
the first two syllables of the base word ‘internet’.
The term ‘stats’ is acquired by omitting the last 2 syllables of ‘statistics’ and
it is a back-clipping. ‘Stats’ in the deep dive video represents the number of player’s
health and elements resistance in Cyberpunk 2077 (derived from PureCyberpunk,
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2020). The fore-clipping process of omitting the first syllable from the word ‘robot’
resulted in the term ‘bot’ that is defined as a machine that can move and do some
of the work of a person, and is usually controlled by a computer (derived from
Longman Dictionary, 2020). The base word, ‘robot’, is acquired by the process of
another word-formation process, acronym. ‘Robot’ stands for Residents Official
Board of Technology, and in the deep dive video, the term refers to the type of
enemy that the player may encounter.
Another term undergone a back-clipping process of omitting the last
syllable of the base word is ‘Pass’. ‘Pass’ is derived from the word ‘password’
which means a secret group of letters or numbers that you must type into a computer
before you can use a system or program (derived from Longman Dictionary, 2020),
and it refers to the system of hacking mechanism in Cyberpunk 2077. ‘Corpo’ is the
last abbreviation of gaming term found in the video. Acquired by omitting the final
syllable of the word ‘Corporate’, ‘Corpo’ refers to one of the three Life Paths
available to players in Cyberpunk 2077 (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
6. Conversion
Conversion is a word-formation process that has the derived word part of
speech changed from the base of the word without an observable process (Plag,
2003, p. 107). The process usually converts a verb word into a noun, a noun word
into a verb, an adjective word into a noun, or an adjective word into a verb. There
are only four words of gaming terms from the data that experienced conversion
process, thus making conversion the least type of word-formation processes that
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appears on the deep dive video. The summary of gaming terms that experienced
conversion is shown in the table below.
Table 13. Conversion of Gaming Terms
No. Words (Part of Speech) Base (Part of Speech)
1 Technical (noun) Technical (adjective)
2 Cool (noun) Cool (adjective)
3 Attributes (noun) Attributes (verb)
4 Corporate (noun) Corporate (adjective)
‘Technical’ is the product of an affixation process by adding the suffix {-
al} to a noun base word ‘technic’. Since suffix {-al} is a derivational one, its
addition will change the base word part of speech into an adjective and ‘technical’
as an adjective word is defined as connected with the knowledge of how machines
work (derived from Longman Dictionary, 2020) in the general dictionary. In the
deep dive video, the term ‘Technical’ is used by the developer as the name of the
attributes in Cyberpunk 2077 that focus on proficiency with tech including armor,
harvesting loot, and crafting (derived from PureCyberpunk, 2020) and it stands as
a noun. Therefore, the term ‘Technical’ mentioned in the deep dive video has
undergone a conversion process that changed its word function from an adjective
into a noun to relate its meaning to the context of Cyberpunk 2077.
‘Cool’ is another word of gaming term found in the deep dive video that has
undergone a conversion process from an adjective base word to a noun one. ‘Cool’
as an adjective is defined as calm and not nervous, upset, or excited (derived from
Longman Dictionary, 2020) in the general dictionary. Similar to ‘Technical’, the
term ‘Cool’ in the deep dive video is used by the developer as the name of one of
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the attributes in Cyberpunk 2077 focus on stealth, crit hit damage, and resistances
(derived from PureCyberpunk, 2020); and hence its function in the context of
Cyberpunk 2077 stands as a noun.
‘Attributes’ in the general dictionary is a verb word and defined as
something to somebody or something (derived from Longman Dictionary, 2020).
In the deep dive video, ‘attributes’ stands as a noun word that refers to a quality or
feature, especially one that is considered to be good or useful (derived from
Longman Dictionary, 2020). In the context of Cyberpunk 2077, the term ‘attributes’
has undergone a neologism process of acquiring new meaning as the things that
determine V’s characteristics, conversation options, and his/her proficiency at
certain actions (derived from Cyberpunk 2077 Wiki Fandom, 2020).
‘Corporate’ is the last word of gaming term that experienced conversion
process. Similar to ‘Technical’ and ‘Cool’, ‘Corporate’ in the deep dive video also
converted from an adjective base word into a noun, and in the context of Cyberpunk
2077, it refers to one of the three Life Paths available to players in Cyberpunk 2077
(derived from Cyberpunk 2077 Wiki Fandom, 2020). The ‘corporate’ in the general
dictionary however is an adjective word and it is defined as belonging to or relating
to a corporation (derived from Longman Dictionary, 2020).
B. Semantic Domains of Gaming Terms Found in CD Projekt Red:
Cyberpunk 2077’s Official Deep Dive Video
This second sub-chapter of the analysis results and discussions examines
the distribution of the six types of word-formation processes acquired from the
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previous sub-chapter in the semantic domains of videogame. To examine the
distribution, the researcher first classified each of the 124 gaming terms into the
domains of videogame semantic domains. In classifying each of those gaming terms
into the domains that suit them, the researcher used the theory of semantic domains
by Moe (2003) to arrange the structure and hierarchal system of videogame
semantic domains. The template questions of the videogame semantic domains
based on the theory by Moe (2003) can be seen in the methodology from Chapter
III.
There are three main domains of videogame that the researcher has
determined by incorporating the theory of gaming literacy by Zimmerman (2009).
Those three main domains are: ‘videogame products’, ‘using a videogame’, and
‘producing a videogame’. Each of the 124 gaming terms found in the deep dive
video is classified into these three main domains and their branched sub-domains
based on the gaming terms defined lexical or videogame contextual meaning and
their lexical relations.
The distribution of gaming terms that belong in the three main domains of
videogame is presented in the table below.
Table 14. Gaming Terms in Each Main Domains
No. Main Domains Gaming Terms Percentage
1 Videogame products 106 86%
2 Producing a videogame 9 7%
3 Using a videogame 9 7%
Total 124 100%
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From the table above, there is a significant gap in the number of gaming
terms that belong to one main domain and the other two main domains. The
majority of gaming terms found in the deep dive video are classified under the main
domain of ‘videogame products’ with 106 terms or 86% of the total number belong
to it. The rest of the terms are classified into the main domain of ‘using a
videogame’ and ‘producing a videogame’ with both having 9 terms or 7% of the
total number. The numbers of the gaming terms classified into the main domain of
‘videogame products’ suggest that the deep dive video mainly presents the
information of the contents and features that the Cyberpunk 2077 videogame offers
rather than the information of the development process of the game or the customer
service related to the game’s launch.
From the classification of the gaming terms into their respective domains,
the researcher examined the distribution of six types of word-formation processes
applied to form the words of gaming terms in each main domain and their sub-
domains. Since the main domain of ‘videogame products’ has an abundant number
of gaming terms classified into it compared to the two other main domains, it could
be expected that the distribution of the word-formation processes would also be
very uneven between the three main domains. The majority of the types of word-
formation processes would be applied to gaming terms that fall under the
‘videogame products’ main domain.
The distribution of each type of word-formation processes in each main
domain of videogame is shown on the next page.
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Table 15. Word-formation Processes in the Main Domains of Videogame
No.
Word-
formation
Processes
Main
Domain of
‘Videogame
Products’
Main
Domain of
‘Using a
Videogame’
Main
Domain of
‘Producing a
Videogame’
Total
1 Neologism 60 4 0 64
2 Affixation 38 7 6 51
3 Compounding 30 2 2 34
4 Abbreviation 7 0 1 8
5 Clipping 6 0 0 6
6 Conversion 4 0 0 4
Total 145 13 9 167
The table shows that the process of neologism is applied to 60 words that
are classified to the main domain of ‘videogame products’ and 4 words under the
main domain of ‘using a videogame’. None of the words that belong to the
‘producing a videogame’ experienced any neologism process. The process of
affixation covers 38 words from the ‘videogame products’ main domain, 7 words
under the main domain of ‘using a videogame’, and 6 words that belong to the
‘producing a videogame’ main domain. 30 words under the main domain of
‘videogame products’, 2 words of the main domain ‘using a videogame’, and 2
words from the main domain of ‘producing a videogame’ are formed by a
compounding process. The process of abbreviation is applied to 7 words that fall
under the ‘videogame products’ and a word of ‘producing a videogame’ main
domain. The process of clipping is only applied to 6 words of ‘videogame products’
main domain, as well as the process of conversion that is only applied to 4 words
of ‘videogame products’ main domain.
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The analysis and discussions of the distribution of the six types of word-
formation processes in each main domain and their branched sub-domains are
presented in three parts based on the main domains of videogame: ‘videogame
products’, ‘using a videogame’, and ‘producing a videogame’.
1. Videogame Products
The main domain of ‘videogame products’ consists of any gaming terms
that their lexical or contextual meaning shows a relation to the products of a
videogame. The products of videogame do not refer merely to the physical or
programmed form of videogames, the intrinsic and interior elements of
videogames, nor the assets of system and mechanism within videogames; it also
refers to any gaming terms that represent the objects outside of the videogame’s
internal assets yet still have a connection to or are impacted by the functionality of
videogames.
By those categorizations of ‘videogame products’, there are 106 words of
gaming terms classified into this main domain. Therefore, the main domain of
‘videogame products’ dominates the videogame semantic domains by having the
most gaming terms appeared in the deep dive video, as well as the domain which
accommodates the most applications of the word-formation processes. The
summary of each gaming term and the sub-domains they belong to in the
‘videogame products’ main domain is presented in Appendix 1.
From the classification of the 106 gaming terms into the main domain of
‘videogame products’; sixty words have experienced the process of neologism,
thirty-eight words have undergone the affixation process, thirty words are formed
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by the process of compounding, seven words are in the form of an abbreviation, and
the applications of clipping and conversion only happened in this main domain with
clipping forming six words and the process of conversion happened to four words.
In total, 145 applications of the six types of word-formation processes are applied
to form the 106 gaming terms that belong to this main domain.
In addition, forty-one sub-domains branched from the main domain of
‘videogame products’. The majority of the sub-domains are formed from the
gaming terms found in the deep dive video and some sub-domains are formed from
the terms outside of the video. Several gaming terms that have been classified into
their respective domains may branch and become another sub-domains of
themselves once other gaming terms with the meaning and lexical relations that are
related to that specific gaming terms are being classified under them.
For instance, the terms ‘mechanics’ and ‘systems’ are parts of the sub-
domain of ‘gameplay’ because their meanings are related to the term ‘gameplay’.
The term ‘mechanics’ has a videogame contextual meaning as the methods that a
player can potentially interact within the videogame environment shaping a form
of gameplay (derived from Urban Dictionary, 2020), and ‘systems’ is defined as a
set of things working together as parts of a mechanism or an interconnecting
network, a complex whole in a videogame (derived from Urban Dictionary, 2020);
therefore, the two terms are classified under the sub-domain of ‘gameplay’ since
their meanings imply that they are the parts which formed gameplay. The two terms
also formed a meronymy lexical relation, a part-whole relationship, with the sub-
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domain of ‘gameplay’ and with other gaming terms that are also parts of
videogame’s gameplay.
The terms ‘mechanics’ and ‘systems’ also become a sub-domain once the
terms ‘customization’, ‘combat’, ‘hacking’, ‘quests’, etc. are classified based on
their meanings and lexical relations and are related to the terms ‘mechanics’ and
‘systems’. All of the gaming terms in the same semantic domain have a lexical
relation against each other and against the domain they belong to and the branching
of a certain term continuing the hierarchal organization of videogame semantic
domains.
The map of the tree diagram below on the next page is provided to give a
better insight into the hierarchal organization and branching structures of the
‘videogame products’ main domain.
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Figure 3. Tree Diagram of ‘Videogame Products’ Main Domain
The majority of the gaming terms in this main domain are directly and
indirectly classified under the sub-domain of ‘gameplay’ as the result of branching
organization from the terms that directly belong to it. Therefore, the researcher
separated the tree diagram of the main domain ‘videogame products’ into another
three different tree diagrams based on the domains that directly connected to
‘gameplay’: ‘mechanics & systems’, storyline & arc’, and ‘contents’; to fit the
margin of the paper.
On the next page is the tree diagram map of the ‘mechanics & systems’ sub-
domain.
Vid
eogam
e P
rod
ucts
Platforms PS4, PC
Game
Gameplay
Mechanics & Systems
Storyline & Arc
Contents
Rating RP
GenresRPG, Cyberpunk,
Fantasy
Soundtrack
In-game records Demo, Playthrough, Footage
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Figure 4. Tree Diagram of ‘Mechanics & Systems’ Sub-domain
On the next page is the tree diagram map of the ‘storyline & arc’ sub-
domain.
Mech
an
ics
& S
yst
em
s
Costumization
Points XP
Classes/ Archetypes
Netrunner, Techie
Attributes & Perks
Intelligence, Reflexes, Technical
Cool Assassination
Body AthleticsLevel
Life Path Nomad, Corporate/Corpo
Appearance Skins
Combat
Crit
Techniques Chokehold, Takedown
Statistics/ Stats
Health
Gunplay Reload, Crosshair, Accuracy
Hacking
MethodsOverride, Takeover, Upload,
Incapacitate
Software Daemons, Cyberdeck, PassQuests
Currency Credit
Loading
Traversing Stealth
Inventory
Upgrade Ricochet
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Figure 5. Tree Diagram of ‘Storyline & Arc’ Sub-domain
Below is the tree diagram map of the ‘contents’ sub-domain.
Figure 6. Tree Diagram of ‘Contents’ Sub-domain
The discussions of the gaming terms that belong in the main domain of
‘videogame products’ and the types of word-formation processes applied to form
Sto
ry
lin
e &
Arc
CharacterV, Placide, Sasquatch, Brigitte,
Fixers, Ripperdoc, NPC
LoreBlackwall, Net, Cyberspace,
AI, Entropy
Settings Pacifica, Watson, Skellige
Gangs Maelstorm
Organizations Netwatch, Militech
Con
ten
ts
Vehicle Motorbike
ItemsHardware
Cyberware Nanowire, Sandevistan, Scanner
Gear
Bot Flathead
Weaponry
Projectile weaponsShotguns, Handgun
Melee weapon Katana
Attachments Silencers
Shards
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those words of gaming terms are divided into six parts based on the six types of
word-formation processes found in this main domain.
a. Neologism in the Main Domain of ‘Videogame Products’
Sixty words of gaming terms under the ‘videogame products’ main-domain
have undergone the process of neologism with four of the terms being new lexical
words and the other fifty-six terms are existing words given new meaning in the
context of videogame. All of the four neologisms of completely new words found
in the deep dive video are classified in the main domain of ‘videogame products’
specifically in the sub-domain of ‘storyline & arc’ and ‘contents’ as the names of
certain characters, a place, and equipment. The distribution of the other fifty-six
neologisms is widely spread among the many sub-domains of ‘videogame products’
main domain. The sub-domains of ‘mechanics & systems’, ‘storyline & arc’, and
‘contents’ appear to be the domains that accommodate the most gaming terms that
have undergone the neologism process of acquiring new meaning in the context of
gaming.
The first term that experienced a neologism process of acquiring new
meaning is ‘game’. ‘Game’ in general is defined as an activity or sport in which
people compete with each other according to agreed rules (derived from Longman
Dictionary, 2020). However, in videogame context, ‘game’ refers to videogame, a
form of entertainment that is composed of any type of game put into a digital image
on a screen and is operated by the player through means of a control connected to
a form of a console (derived from Urban Dictionary, 2020); thus the term ‘game’
belongs directly under the main domain of ‘videogame products’.
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‘Demo’ in videogame context has a meaning as the video that incorporates
records of videogame’s in-game gameplay. By that definition, ‘demo’ is not the
parts of a videogame internal assets that construct gameplay of videogame, and thus
it needs another sub-domain to indirectly relate it to the ‘videogame products’ main
domain. The sub-domain of ‘in-game records’ is a fit domain to classify the term
‘demo’ although the term ‘in-game records’ is not part of the gaming terms found
in the deep dive video. The domain of ‘in-game records’ is classified under the main
domain of ‘videogame products’
‘Fantasy’ is the kind of videogame genre that permits entirely different laws
of physics and/or psychics to operate; allowing people, creatures, and their
surroundings to exhibit behavior not possible in reality (derived from Urban
Dictionary, 2020). ‘Fantasy’ is classified under the sub-domain of ‘genres’. Similar
to ‘in-game records’, the term ‘genres’ is also not a part of the gaming terms found
in the deep dive video yet it was needed to indirectly relate the term ‘fantasy’ to the
domain of ‘game’.
The term ‘rating’ in the videogame context is defined as a system used for
the classification of videogames into suitability-related groups (derived from Urban
Dictionary, 2020). By that definition, ‘rating’ is classified directly under the sub-
domain of ‘game’ since it is a necessary part of a videogame that shows what
contents and features that a certain videogame offers to its customers. ‘Rating’ is
also a crucial element to permit the sale of the game’s copy to the public.
The terms ‘mechanics’, ‘systems’, ‘arc’, and ‘contents’ in the videogame
context refer to the elements that directly construct and shape the experience of
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videogame’s gameplay; thus they are classified under the sub-domain of
‘gameplay’ and shaped a meronymy relation. The majority of the terms classified
under the sub-domain of ‘gameplay’ refer specifically to the context of Cyberpunk
2077 videogame.
The terms ‘mechanics’ and ‘systems’ are merged into one sub-domain due
to many of the terms that are directly and indirectly classified under it have relations
that at the same time refer to both mechanics and systems of a videogame. This may
happen since in the videogame context, the mechanisms and systems inside
videogames are two different things that work as one unity and almost always
impacting each other; however, they are still counted as 2 different gaming terms
with different meanings since they are not synonymous. The terms ‘combat’,
‘quests’, ‘loading’, ‘traversing’, and ‘inventory’ are the words that experienced the
process of neologism and directly belong to the sub-domain of ‘mechanics &
systems’.
In the sub-domain of ‘customization’, several terms that have undergone the
neologism process of acquiring new meaning are classified directly under it.
‘Points’, ‘classes’, ‘archetypes’, ‘attributes’, ‘perks’, ‘level’, and ‘appearance’ are
the terms that directly relate to the character’s customization systems and
mechanics of the Cyberpunk 2077 videogame; and they all shaped a meronymy
lexical relation.
‘Points’ are the indicator of how much the player can enhance certain
attributes or perks in Cyberpunk 2077 (derived from PureCyberpunk, 2020). The
character’s attributes in Cyberpunk 2077 are divided into five categories and four
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of them have experienced the process of neologism thus acquiring new meaning
specifically for the context of Cyberpunk 2077. The terms are: ‘Intelligence’,
‘Reflexes’, ‘Cool’, and ‘Body’. The terms ‘Assassination’ refers to the skills perks
in the Cool category while ‘Athletics’ is skills perks in the Body category.
Since the term ‘attributes’ and ‘perks’ work in the same menu system in
Cyberpunk 2077¸ they are merged as 1 sub-domain albeit they are not synonymous.
In customizing the attributes and skills perks, the player is given a free choice to
choose and enhance whatever attributes and perks they desire. By enhancing the
character’s attributes and perks, the character will be even stronger and powerful
and the system of ‘level’ is used to measure and determine the character’s power.
The mechanisms and systems of customization in Cyberpunk 2077 also
enable the player to create the character based on several elements such as its
‘classes’ or ‘archetypes’, backstory or known as ‘Life Paths’, and the ‘appearance’;
and these elements could also be customized as the player progresses the game. The
term ‘Life Paths’ is not the gaming term that has undergone the word-formation
processes; however, the term is needed to classify several other terms that are
directly related to it.
During the character customization in Cyberpunk 2077, the player can
choose different classes or archetypes to suit their play. ‘Archetypes’ in Cyberpunk
2077 refers to the classes of the character and thus it has a synonymous relationship
with the term ‘classes’. One of the terms that experienced neologism and classified
directly under the sub-domain of ‘classes/archetypes’ is ‘Techie’. ‘Techie’ in the
context of Cyberpunk 2077 a class that takes the player down the path of
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technological know-how to manipulate the environment with mechanical
engineering and technical skills to outwit enemies and solve technological problems
(derived from PureCyberpunk, 2020).
In the Life Paths section, there are several different backstories available to
the character. The terms ‘Nomad’ and ‘Corporate’ are the gaming terms found in
the deep dive video that have experienced the process of neologism. In customizing
the character’s appearance, there is a term found in the video that is related to it, the
‘skins’ of the character. In computer and console games, the term ‘skins’ is slang
for a (usually downloadable) texture - occasionally accompanied by a 3D model -
that will replace one in the game for aesthetic purposes (derived from Urban
Dictionary, 2020). The relations between the terms that belong to the sub-domains
of ‘Life Paths’ are taxonomic sisters with each other and hyponymy with their sub-
domain.
The sub-domain of ‘combat’ is classified based on its mechanisms of
techniques and gunplay, as well as the systems that incorporate it. ‘Statistics’ and
‘gunplay’ are the terms that have undergone the neologism process and are directly
related to the sub-domain of ‘combat’. The term ‘statistics’ in Cyberpunk 2077
represents the number of player’s health and elements resistance (derived from
PureCyberpunk, 2020). One statistic in Cyberpunk 2077 is the ‘health’ of the
character which represents the system of how much damage can the playable
character take (derived from Urban Dictionary, 2020).
In videogame contexts, the term ‘gunplay’ refers to how convincingly the
handling of weapons is portrayed; whether there is realistic recoil, reloading, and
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other gun mechanics (derived from Urban Dictionary, 2020). One of the gaming
terms that classified under the ‘gunplay’ and has experienced the neologism process
is ‘accuracy’. ‘Accuracy’ in the context of gunplay is defined as wow far bullets
stray from the center of player’s crosshair when fired (derived from Urban
Dictionary, 2020).
‘Software’ is the term used by the developer of Cyberpunk 2077 as the name
of the Netrunner class’ digital weapon as well as the systems and mechanisms that
incorporate the hacking systems. Thus the term ‘Software’ acquires new meaning
in the context of Cyberpunk 2077 and is defined as the work-horses of Netrunning;
they do the fighting, protecting, decrypting, and sneaking the Runner (derived from
Cyberpunk 2077 Wiki Fandom, 2020). By that definition, the term ‘software’ is
classified under the sub-domain of ‘hacking’. ‘Daemons’ are a set of specific hack
commands that player able to input in their Cyberdeck to gain a special access point
(derived from PureCyberpunk, 2020), and is a part of the ‘software’ sub-domain.
In the videogame context, ‘quests’ refer to the videogame missions that
could involve battle, but the outcome of said mission is full of worth (derived from
Urban Dictionary, 2020); ‘Loading’ is a process where the player has to wait while
the game renders its texture (derived from Urban Dictionary, 2020); and ‘inventory’
is a common UI feature where one can view all the items that have been collected
thus far (derived from Urban Dictionary, 2020). These three terms are common
terms used in many videogames and the researcher did not find any gaming terms
that are related and can be classified under them.
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‘Credit’ is a fictional currency in certain videogames including Cyberpunk
2077 and thus the sub-domain of ‘currency’ is needed to classify it even though the
deep dive video did not mention the term ‘currency’. ‘Traversing’ in videogame
refers to many mechanics and systems of movement that the player can perform
and interact with; while ‘stealth’ is a movement in a game where the player sneaks
up on an enemy and unnoticed by the radar. ‘Stealth’ is the only gaming term that
is classified under the sub-domain of ‘traversing’
The last gaming term that has undergone a neologism process as a part of
the ‘mechanics & systems’ sub-domain is ‘ricochet’. ‘Ricochet’ refers specifically
to the name of bullet upgrade in Cyberpunk 2077 that allows bullets to bounce
bullets off walls and hit enemies hiding behind cover (derived from
PureCyberpunk, 2020). Therefore, ‘ricochet’ is classified as part of the ‘upgrade’
sub-domain.
The terms ‘storyline’ and ‘arc’ are not synonymous yet they are merged as
one sub-domain since many gaming terms that are classified under it are also related
to both ‘storyline’ and ‘arc’ and none of them refer specifically to either ‘storyline’
or ‘arc’. ‘Arc’ is the only term that experienced a neologism process while
‘storyline’ is formed by the process of compounding. All of the gaming terms from
the deep dive video that are classified directly under the sub-domain of ‘storyline
& arc’ have experienced the neologism process of acquiring new meaning in the
context of videogame. ‘Character’, ‘lore’, and ‘gangs’, are the gaming terms that
directly construct the storyline and arc of Cyberpunk 2077.
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There are seven terms found in the deep dive video that belongs to the sub-
domain of ‘character’ and five of them have undergone the process of neologism.
‘V’, ‘Placide’, ‘Sasquatch’, and ‘Brigitte’ are the characters’ names in Cyberpunk
2077. ‘Fixers’ on the other hand refers to the character that the player could meet
and interact with within Cyberpunk 2077. ‘Net’, ‘AI’, and ‘Entropy’ are the three
terms that have undergone the process of neologism and refer to the lore that
explains the backstory of Cyberpunk 2077’s world; thus they are classified under
the sub-domain of ‘lore’.
‘Pacifica’ and ‘Watson’ are the districts in Night City of Cyberpunk 2077.
‘Skellige’ however, does not represent the places or settings inside Cyberpunk
2077. ‘Skellige’ is one of the archipelago in The Witcher 3: Wild Hunt, another CD
Projekt Red’s videogame. ‘Pacifica’, ‘Watson’, and ‘Skellige’ are related to the
settings within a specific videogame, The Witcher 3: Wild Hunt and Cyberpunk
2077. Thus they are classified under the ‘settings’ sub-domain and shared a
taxonomic sister and hyponymy relation. However, ‘settings’ is not a part of gaming
terms stated in the deep dive video. The term ‘Maelstrom’ in Cyberpunk 2077 refers
to the gang that rules over Watson; therefore, it is classified as the only term under
the sub-domain of ‘gangs’.
The sub-domain of ‘contents’ within a videogame consisted of any added
features that the player can find, use, or even modify without directly impacting the
systems and mechanisms nor the story of the videogame. The various contents
available for the player are a crucial part of open-world videogames to enhance the
player’s immersion and to upscale the range of the videogame’s world to make it
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feels less empty. The gaming terms found in the deep dive video classified to the
‘contents’ sub-domains mainly represent the various equipment and weaponry that
the player can find and use in Cyberpunk 2077.
In computer and videogames, ‘items’ are objects within the game world that
can be collected by a player or, occasionally, a non-player character (derived from
Urban Dictionary, 2020); therefore, it is directly related to the sub-domain of
‘contents’. One item that stands out in Cyberpunk 2077 is ‘shards’ and it is
classified under the ‘items’ sub-domain. This item can be picked up and/or read for
extra information or of the Cyberpunk universe (derived from Cyberpunk 2077
Wiki Fandom, 2020).
In the deep dive video, multiple cyberwares are explained by the
developer’s team and two terms have undergone the process of neologism,
‘sandevistan’ and ‘scanner’. ‘Sandevistan’ is a new lexical word created by the
developer to name one of the cyberwares, whereas ‘scanner’ in Cyberpunk 2077
refers to cyberware of optical implants (derived from Cyberpunk 2077 Wiki
Fandom, 2020). Both terms belong to the sub-domain of ‘cyberware’.
‘Gear’ in Cyberpunk 2077 represents the clothing, accessories, etc. that
plays a huge part in the materialistic, appearance-obsessed world of Cyberpunk
2077 (derived from Cyberpunk 2077 Wiki Fandom, 2020). The term description
matches with the definition of the term ‘hardware’ and thus it is classified under the
sub-domain of ‘hardware’.
‘Katana’ is the last gaming term in the sub-domain of ‘contents’ as well as
in the main domain of ‘videogame products’ that experienced the neologism
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process. ‘Katana’ is used as the name of a melee weapon made by Arasaka in
Cyberpunk 2077 (derived from Cyberpunk 2077 Wiki Fandom, 2020). By the
definition, the term ‘Katana’ belongs to the sub-domain of ‘melee weapon’. The
term ‘melee weapon’ is not present in the deep dive video; however, it was needed
to relate the term ‘katana’ with the domain of ‘weaponry’ since the other gaming
terms that belong to the same domains refer to projectile weapons and a weapon
attachment.
b. Affixation in the Main Domain of ‘Videogame Products’
Thirty-eight words in the main domain of ‘videogame products’ have
undergone the process of affixation. In the case of affixation, since there are several
words of gaming terms that experienced only inflectional changes and the words
are not originally formed by the process of affixation, the words that experienced
prefixation and derivational changes of suffixation are the ones that will be
discussed regarding its distribution.
Similar to neologism, the distribution of affixation is also widespread
among the main domain of ‘videogame products’ and its sub-domains. However,
none of the words of gaming terms that undergone affixation seems to possess
lexical meaning that specifically refers to the context of videogame. All of the
affixation terms found in this main domain are already-existing words and
originally were not created to refer to a specific context of videogame use. They
only began to be concluded as gaming terms by the process of neologism or
conversion that given the words new meaning and some of the affixation terms do
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not receive this treatment since their lexical meaning can still be included as gaming
terms in some gaming contexts.
In total, fourteen gaming terms are originally formed by the process of
affixation but then undergone the process of neologism that gives those terms new
meaning in the context of videogame, and one term is also originally formed by
affixation but then experienced a conversion and acquired a new meaning. On this
account, the discussion regarding the gaming terms that experienced the process of
affixation will be solely focused on the gaming terms that do not receive the
neologism or conversion treatments. Seven gaming terms are the only ones formed
by the affixation process and can still be included as gaming terms while retaining
their lexical meaning. Four terms belong to the sub-domain of ‘mechanics &
systems’, and only three terms are parts of the ‘contents’ sub-domain.
The first two terms that experienced affixation without neologism belong to
the sub-domain of ‘mechanics & systems’. Those terms are ‘customization’ and
‘hacking’. In general, ‘customization’ means the action of modifying something to
suit a particular individual or task (derived from Longman Dictionary, 2020), and
‘hacking’ is to secretly find a way of getting information from someone else’s
computer or changing the information on it (derived from Longman Dictionary,
2020). The developer’s team of Cyberpunk 2077 did not specifically refer to these
two terms in the context of videogame and they used them to explain the
customization systems of the player and the hacking mechanisms that the game
offers. Thus the lexical meaning of ‘customization’ and ‘hacking’ can still be used
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to refer to the mechanisms and systems of videogame without having to add new
meaning by the process of neologism or conversion.
The term ‘incapacitate’ is the result of an affixation process that has a lexical
meaning as to stop a system, piece of equipment, etc. from working properly
(derived from Longman Dictionary, 2020). The developer incorporates this term as
one of the hacking methods that the player can do to stop a machine or system from
working by utilizing the hacking mechanism, precisely similar to the term lexical
meaning. Thus ‘incapacitate’ is classified under the sub-domain of ‘methods’ in
which the domain refers to methods of hacking. The term ‘methods’ is not a part of
the gaming terms from the deep dive video yet it was needed since the other gaming
terms classified under the ‘hacking’ sub-domain are referring to the software of the
hacking mechanism.
‘Reload’ in general is defined as the action to put something into a container
again, especially bullets into a gun (derived from Longman Dictionary, 2020). The
term ‘reload’ is classified under the sub-domain of ‘gunplay’ and its lexical
meaning is still carried over to refer to the mechanism of reloading a gun in the
gunplay of a videogame.
In the general dictionary, ‘weaponry’ is weapons of a particular type or
belonging to a particular country or group (derived from Longman Dictionary,
2020). In lots of shooter-based videogames, the term ‘weaponry’ is used to refer to
the collection of particular types of weapons that those videogames offer. The
lexical meaning of ‘weaponry’ is still used as a gaming term since there is no need
to change or add specific meaning to relate it to particular gaming contexts.
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‘Weaponry’ is classified under the sub-domain of ‘hardware’ since its definition
matched with the meaning of ‘hardware’.
‘Attachments’ is parts that you can put onto a machine or weapon to make
it do a particular job (derived from Longman Dictionary, 2020) and ‘silencers’ is a
thing that is put on the end of a gun so that it makes less noise when it is fired
(derived from Longman Dictionary, 2020). Both terms are formed by the process
of affixation and still retain their lexical meaning when used as gaming terms.
‘Attachments’ is part of a ‘weaponry’ sub-domain, and the term becomes a sub-
domain of itself once the term ‘silencers’ is classified under it.
c. Compounding in the Main Domain of ‘Videogame Products’
Different from the process of affixation, the application of the compounding
process to the words of gaming terms in the main domain of ‘videogame products’
are more versatile in each sub-domain. Most of the terms are purposely formed by
the process of compounding to have a meaning that refers to the context of
videogame. Only a handful of number that are already-existing compound words
which then given new meaning by the process of neologism.
Thirty terms in the main domain of ‘videogame products’ are formed by
compounding, twelve terms are compound words of general terms that can still be
included as gaming terms without having to undergo neologism process, ten terms
are compound words of new lexical words created by the developer’s team of
Cyberpunk 2077 to specifically refer to its various videogame’s assets, five terms
are general gaming terms, and three terms are existing compound words that have
experienced a neologism process.
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The discussion of the distribution of compound words in the main-domain
of ‘videogame products’ will be solely focused on the twenty-seven compound
words that do not undergo the process of neologism.
The terms ‘playthrough’ and ‘footage’ are compound words of general
gaming terms that refer to the video-records of videogame’s in-game gameplay.
Alongside another term that experienced neologism, ‘demo’, the two terms are
classified under the sub-domain of ‘in-game records’ and they share a taxonomic
sister relation against each other and hyponymy against the sub-domain of ‘in-game
records’.
‘Cyberpunk’ is a sci-fi genre that incorporates cybernetic implants,
computer hacking, and high technology; usually pitting independent hackers
against mega-corporations and tough police (derived from Urban Dictionary, 2020).
By that definition, the term ‘cyberpunk’ is classified under the sub-domain of
‘genres’. ‘Gameplay’ and ‘Soundtrack’ are the two compound words that are
directly related to the sub-domain of ‘game’. ‘Gameplay’ is a general gaming term
defined as the sum of a game’s parts: the feel of the controls, the types of quests on
tap, the combat mechanics, and rich dialog trees (derived from Urban Dictionary,
2020); while ‘soundtrack’ in general is defined as a track of music in a movie, game,
or TV show (derived from Urban Dictionary, 2020). The two terms alongside the
terms ‘rating’ and ‘genres’ formed a meronymy relationship with the sub-domain
of ‘game’.
The term ‘upgrade’ is the only compound word that directly belongs to the
sub-domain of ‘mechanics & systems’. ‘Upgrade’ in general means to make
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something into a better form and able to do more things, and this meaning is carried
over to explain the mechanisms and systems of videogames where the player can
upgrade several weapons to make it better. Together with the other terms in the sub-
domain of ‘mechanics & systems’ that experienced another word-formation
processes; ‘customization’, ‘combat’, ‘hacking’, ‘quests’, ‘currency’, ‘loading’,
‘traversing’, and ‘inventory’; they formed a taxonomic sister relation with each
other and hyponymy with their sub-domain.
‘NetRunner’ is a compound word created by the developer of Cyberpunk
2077 to specifically name one of the classes or archetypes that the player can choose
during the character creation and customization. Thus the term ‘NetRunner’ is
classified into the sub-domain of ‘classes/archetypes’ and shaped a taxonomic sister
with the term ‘Techie’ and hyponymy relation with the ‘classes/archetypes’ sub-
domain.
‘Chokehold’ and ‘Takedown’ are general terms used by the developer of
Cyberpunk 2077 as the name of mechanism where the player performs combat
techniques that could paralyze opponents. The two terms still retain their lexical
meaning hence why the developer chose to use the terms as the name of the combat
techniques mechanic. ‘Chokehold’ and ‘Takedown’ are classified under the
‘techniques’ sub-domain and shaped a taxonomic sister and hyponymy relation
although ‘techniques’ is not a gaming term found in the deep dive video.
Another compound word of gaming term widely used in shooter-based
videogames is ‘crosshair’ which is a circular range most commonly associated with
telescopic sights for aiming firearms (derived from Urban Dictionary, 2020).
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‘Crosshair’ belongs to the sub-domain of ‘gunplay’ and has a meronymy lexical
relation with the other two terms, ‘reload’ and ‘accuracy’; since these terms are
parts that work as a unity to construct the feel of gunplay in a videogame.
Three terms referring to the action to take control of a machine or system
are present in the deep dive video. The developer of Cyberpunk 2077 used these
terms as means to call certain actions or methods of the videogame’s hacking
mechanisms similar to how their lexical meaning is defined in the general
dictionary. These three terms are: ‘Override’, ‘Takeover’, and ‘Upload’; and they
are classified under the sub-domain of ‘methods’ and formed taxonomic sisters and
hyponymy relation alongside the term ‘incapacitate’ with the sub-domain of
‘hacking’.
Another term that is also a part of the ‘hacking’ domain is ‘Cyberdeck’.
‘Cyberdeck’ is a compound word created by the Cyberpunk 2077 developer as the
name of a mini-game-based system after the player has successfully hacked certain
devices or systems. The term ‘Cyberdeck’ is classified under the sub-domain of
‘software’ and is indirectly related to the ‘hacking’ domain.
‘Storyline’ is the main set of related events in a story (derived from
Longman Dictionary, 2020), and it is a general term widely used in many works of
fiction without having to undergo the process of neologism to make it suitable in
the particular contexts. Alongside the term ‘arc’, both terms are merged into one
domain and there are several other terms that indirectly related to this domain.
‘Ripperdoc’ is a gaming term that refers to the character in Cyberpunk 2077.
The term is a new compound word that specifically refers to the context of
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Cyberpunk 2077 and is classified under the sub-domain of ‘character’. ‘Blackwall’
and ‘Cyberspace’ are also the other terms that refer specifically to the context of
Cyberpunk 2077 and both terms are parts of the sub-domain of ‘lore’.
‘Netwatch’ and ‘Militech’ are formed by the process of compounding and
are new compound words that also refer specifically to the parts of Cyberpunk
2077’s storyline. ‘Netwatch’ and ‘Militech’ need their separate sub-domain to
indirectly relate the terms with the domain of ‘storyline & arc’ and the domain
‘organizations’ is one suitable fit. ‘Netwatch’ and ‘Militech’ formed a taxonomic
sister relation and hyponymy with their sub-domain, although the term
‘organizations’ is not a part of gaming terms in the deep dive video.
‘Character’, ‘lore’, ‘settings’, ‘gangs’, and ‘organizations’ are the five
domains that directly related to the sub-domain of ‘storyline & arc’ and they all
shaped a meronymy lexical relation since those terms are the necessary intrinsic
elements that construct the storyline of a videogame.
In the sub-domain of ‘contents’, there are several compound words that are
indirectly related to it. ‘Motorbike’ is one of the vehicles mentioned in the deep
dive video and therefore is classified in the sub-domain of ‘vehicle’. ‘Vehicle’ is
not a gaming term from the deep dive video yet it was needed since the term
‘motorbike’ does not fit with the definition of ‘items’ and thus it needs a separate
domain. The domains of ‘vehicle’ and ‘items’ are taxonomic sisters and hyponymy
against the sub-domain of ‘contents’.
‘Hardware’ is another term that indirectly belongs to the sub-domain of
‘contents’. In the general dictionary, ‘Hardware’ is defined as the machinery and
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equipment that is needed to do something (derived from Longman Dictionary,
2020). In the deep dive video, the term ‘hardware’ is not used to specifically refer
to a certain videogame context. The term is used to explain the kinds of equipment,
weaponry, and machinery in the game; and thus it retains its lexical meaning.
‘Hardware’ belongs to the sub-domain of ‘items’ and with the term ‘shards’, they
both shaped a taxonomic sister and hyponymy relation.
The compound word ‘cyberware’ refers specifically to the cybernetic
weapons in Cyberpunk 2077. Several terms related to the kinds of cyberwares
occurred in the video. The term ‘Nanowire’ is one of the cyberwares, and thus it
belongs under the sub-domain of ‘cyberware’ along with the terms ‘Sandevistan’
and ‘Scanner’. The three terms have a taxonomic sister relation against each other
and are hyponymy with their sub-domain. The domain of ‘cyberware’ is classified
directly under the sub-domain of ‘hardware’. The compound word ‘cyberware’ and
‘Nanowire’ are created by the developer Cyberpunk 2077 to name the objects within
the videogame’s world.
‘Flathead’ is a robot of an experimental military-grade unit for surveillance
and reconnaissance missions manufactured by Militech (derived from Cyberpunk
2077 Wiki Fandom, 2020). By the definition, the term ‘Flathead’ belongs to the
‘Bot’ sub-domain and is also a new compound word created by the Cyberpunk 2077
developer as the name of the videogame’s object.
The last terms that formed by the process of compounding are ‘handgun’
and ‘shotguns’ and they both are general terms referring to the kind of projectiles
weapon in the real world and shooter videogames. ‘Handgun’ and ‘shotguns’ fall
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under the sub-domain of ‘projectile weapons’ and are taxonomic sisters and
hyponymy with the sub-domain. Similar to the term ‘melee weapon’, ‘projectile
weapons’ is also not a gaming term found in the deep dive video; and both terms
along with the term ‘attachments’ formed a taxonomic sister relationship with each
other and hyponymy with the sub-domain of ‘weaponry’.
d. Abbreviation in the Main Domain of ‘Videogame Products’
Seven terms formed by the process of abbreviation are classified under the
main domain of ‘videogame products’, and the applications of abbreviation are
mainly applied to form the words that refer specifically to the videogame context
in general. The term ‘AI’ is the only abbreviation that is originally a general
videogame and technological term but then experienced the process of neologism
of acquiring new meaning in the context of Cyberpunk 2077. This happens since
the term ‘AI’ uttered in the deep dive video is the byproduct word created by the
developer to name one of the lore that constructs the storyline of Cyberpunk 2077.
The discussion of the Abbreviation terms in the main domain of ‘videogame
products’ will also focus on the six terms that have not undergone a neologism
process.
The first abbreviations that belong to the main-domain of ‘videogame
products’ are ‘PS4’ and ‘PC’. ‘PS4’ or PlayStation 4, and ‘PC’ or Personal
Computer, can be classified as devices to play videogames; and therefore, both
terms belong under the sub-domain of ‘platforms’. ‘Platforms’ is a device that
consists of a computer system specifically made to play videogames, thus the
definition matched with the term ‘PS4’ and ‘PC’ albeit the term ‘platform’ is not
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part of the gaming terms in the deep dive video. ‘PS4’ and ‘PC’ are taxonomic
sisters and hyponymy against the sub-domain of ‘platforms’.
‘Platforms’ is classified directly under the main domain of ‘videogame
products’. Along with the terms ‘game’ and ‘in-game records’, ‘platforms’ and the
other two terms formed a taxonomic sister with each other and hyponymy with
‘videogame products’ main domain since they are the several products of
videogame industries and communities.
‘RPG’ and ‘RP’ are the two abbreviation terms indirectly connected to the
sub-domain of ‘game’. ‘RPG’ or Role-Playing Game is a videogame genre in which
the player assumes the role of a character in the game (derived from Urban
Dictionary, 2020). The term ‘RPG’ is part of the sub-domain of ‘genres’ and formed
a taxonomic sister relation with the terms that belong in the same sub-domain,
‘cyberpunk’ and ‘fantasy’, and hyponymy with the sub-domain of ‘genres’. ‘RP’ is
a symbol that appears only in advertising prior to a game's release (derived from
Urban Dictionary, 2020), and it fits with the sub-domain of ‘Rating’.
In the context of role-playing games, ‘XP’ or Experience is a point value
used to determine a character's level (derived from Urban Dictionary, 2020). By the
definition, the term ‘XP’ belongs to the sub-domain of ‘points’ and is the only
abbreviation that is an indirect part of the domain ‘mechanics & systems’.
The last abbreviation term is ‘NPC’ or Non-Playable Character. ‘NPC’ is a
popular gaming term that refers to any character (human or otherwise) in a role-
playing game that is not controlled by the player that plays the game (derived from
Urban Dictionary, 2020). Therefore, the term ‘NPC’ is classified under the sub-
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domain of ‘character’. ‘NPC’ is also the only abbreviation term that indirectly
belongs to the domain of ‘storyline’.
e. Clipping in the Main Domain of ‘Videogame Products’
Six terms that experienced the process of clipping in the main domain of
‘videogame products’ are all parts of the sub-domain of ‘gameplay’. Two terms are
general terms that can still be regarded as gaming terms without having to undergo
the process of neologism; two terms refer specifically to the context of Cyberpunk
2077; one term is a general gaming term; and the last term, ‘Net’, is originally a
technological term which then experienced neologism and acquired a new meaning
in the context of Cyberpunk 2077. The discussion of the gaming terms that
experienced the process of clipping is focused on the five terms that have not
undergone the process of neologism.
‘Corpo’ and ‘stats’ are the two terms that experienced clipping and refer to
other terms found in the deep dive video, ‘Corporate’ and ‘statistics’. Since the two
terms are the shortening of other terms, they both possess a synonymous
relationship with the terms they referring to. The term ‘Corporate’ and ‘stats’ has
experienced a neologism process and refers specifically to the context of Cyberpunk
2077. ‘Corpo’ or ‘Corporate’ is classified under the ‘Life Paths’ sub-domain, while
‘stats’ or ‘statistics’ is a part of the ‘combat’ sub-domain.
Another clipping term that belongs in the sub-domain of ‘combat’ is ‘crit’.
‘Crit’ is the shortening for critical, and the term is mainly used in dice-based role-
playing games which indicates the best possible damage result in combat (derived
from Urban Dictionary, 2020). Alongside the terms ‘techniques’, ‘statistics’ or
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‘stats’, and ‘gunplay’; the term ‘crit’ acts as a meronymy with the other gaming
terms in the same sub-domain. Those terms are the parts necessary to perform
decent combat mechanics and systems of a videogame.
‘Pass’ is the shortening of ‘password’ and in general is defined as a secret
group of letters or numbers that you must type into a computer before you can use
a system or program (derived from Longman Dictionary, 2020). The term still
retains its lexical meaning and is used as a software code for the player while
interacting with the Cyberdeck in Cyberpunk 2077. Therefore, the term ‘pass’ is
classified under the sub-domain of ‘software’ and is indirectly related to the
‘hacking’ domain. ‘Pass’ is a meronymy to the sub-domain of ‘software’ together
with the terms ‘Daemons’ and ‘Cyberdeck’.
The last shortening term is ‘Bot’ and is classified under the sub-domain of
‘hardware’. ‘Bot’ is the shortening of ‘robot’ and its usage in the deep dive video
still refers to its lexical meaning that can be found in the general dictionary. ‘Bot’
is a machine that can move and do some of the work of a person, and is usually
controlled by a computer (derived from Longman Dictionary, 2020); and its
definition matches with the meaning of ‘hardware’. Alongside ‘cyberware’, ‘gear’,
and ‘weaponry’; the term ‘bot’ formed a taxonomic sister relationship with those
three terms and is hyponymy with the sub-domain of ‘hardware’.
f. Conversion in the Main Domain of ‘Videogame Products’
Similar to clipping, the process of conversion is only happened to the words
of gaming terms in the main domain of ‘videogame products’, specifically in the
sub-domain of ‘customization’. Unlike the process of neologism, the terms that
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experienced conversion do not merely acquire a new meaning in a particular
context; but the converted words also undergo a change of the part of speech.
Three of the terms are originally already undergone the process of
conversion and the meanings of the converted words can be found in the general
dictionary. However, those already-converted words then experienced the process
of neologism that give them a new meaning specified in the context of Cyberpunk
2077. All of the converted words found in the deep dive video are used as names or
callings for the mechanism and system of Cyberpunk 2077 by the developers, and
hence the function of the words is all a noun.
The first converted term is ‘attributes’ which originally stands as a verb
word in the general dictionary. The term ‘attributes’ then is converted into a noun
which refers to the quality or feature of something, especially one that is considered
to be good or useful (derived from Longman Dictionary, 2020). ‘Attributes’ in the
videogame context often represents the character’s useful traits and in Cyberpunk
2077, it determines V’s characteristics, conversation options, and his/her
proficiency at certain actions (derived from Cyberpunk 2077 Wiki Fandom, 2020).
Therefore the term also experienced a process of neologism that refers to the context
of Cyberpunk 2077.
Two terms that are related to ‘attributes’ are ‘Technical’ and ‘Cool’ and
hence they are classified under the sub-domain of ‘attributes’. ‘Cool’ is originally
an adjective word but then also converted into a noun, and in general refers to the
coolness of somebody in a certain situation. ‘Technical’ on the other hand is an
adjective word and none of the converted form of ‘technical’ can be found in the
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general dictionary. The developer used the two terms as the names of the attributes
in Cyberpunk 2077, and hence the converted form of ‘Cool’ received a neologism
process, while ‘Technical’ is specifically converted into a noun word to refer to the
context of Cyberpunk 2077. The two terms are taxonomic sisters alongside the
terms ‘Intelligence’, ‘Reflexes’, and ‘Body’; and hyponymy with the sub-domain
of ‘attributes’.
The last converted term is ‘Corporate’. ‘Corporate’ is originally an adjective
word and is converted as a noun in the context of business referring to a company,
usually a large one, or business in general (derived from Longman Dictionary,
2020). The term ‘Corporate’ then also experienced a neologism process and
acquired a new meaning in the context of Cyberpunk 2077 as one of the character’s
Life Paths available to the player. By the new definition, the term ‘Corporate’ is
classified under the sub-domain of ‘Life Paths’.
2. Using a Videogame
The main domain of ‘using a videogame’ covers the gaming terms that their
lexical or videogame contextual meaning represents the interactions done to
products of videogame as well as their doers. By that categorization, this main
domain covers nine words of gaming terms found in the deep dive video. The
summary of each gaming term and the sub-domains they belong to in the ‘producing
a videogame’ main domain is presented in Appendix 1.
From the classification of the nine gaming terms to the main domain of
‘using a videogame’ and its sub-domains, only three types of word-formation
processes are found. In total, thirteen applications of the three types of word-
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formation processes are applied with the process of neologism covers four words,
affixation applied to seven words, and only two words that are formed by the
compounding process.
There are also four branches of sub-domains acquired from the
classification of the gaming terms in the ‘using a videogame’ main domain. The
two terms that are directly connected to the main domain of ‘using a videogame’
are not the gaming terms from the deep dive video. However, these sub-domains
are needed since the gaming terms that are parts of ‘using a videogame’ main
domain can be indirectly classified into two major separate parts, the ‘doer’ and the
‘interactions’.
The map of the tree diagram below is provided to give a better insight into
the hierarchal organization and branching structures of the ‘using a videogame’
main domain.
Figure 7. Tree Diagram of ‘Using a Videogame’ Main Domain
The discussions of the gaming terms that belong in the main domain of
‘using videogame’ and the types of word-formation processes applied to form those
words of gaming terms are divided into three parts based on the three types of word-
formation processes found in this main domain.
Usi
ng a
Vid
eogam
e
Doer Players
Interactions
Playing
Build, Customize, Roleplay
PlaystylesNon-lethal/
PacifistPre-order
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a. Neologism in the Main Domain of ‘Using a Videogame’
The process of neologism found in the main domain of ‘videogame
products’ is applied to four terms which all belong to the domain of ‘interactions’.
All of the terms that experienced the neologism process are already-existing words
given new meaning in the context of videogame. None of the words appear to be a
completely new neologism.
‘Pre-order’ is the first term that has undergone the process of neologism and
in the gaming context, the term refers to the act of purchasing a videogame or
software before its actual release; often to gain some slight reward, easter egg or,
advantage when eventually playing the game itself (derived from Urban Dictionary,
2020). Based on the videogame contextual meaning, the term ‘pre-order’ is
classified directly under the sub-domain of ‘interactions’.
‘Build’ belongs to the sub-domain of ‘playing’ since its contextual meaning
refers to a certain action that the player does while playing a videogame. In the
videogame context, the characters’ ‘build’ is the arrangement of stat points and/or
gear for the player’s character that will allow the player to achieve the best results
for the player’s playstyle (derived from Urban Dictionary, 2020).
‘Non-lethal’ and ‘pacifist’ are the last two terms that experienced a
neologism process of acquiring new meaning. The meaning of both terms appears
to be identical in the context of gaming. ‘Non-lethal’ is a playstyle of a game in
which the player does not cause any death records on every single NPCs (derived
from Urban Dictionary, 2020), and ‘pacifist’ is to play a videogame that involves
killing without killing anyone or at least not killing anyone that is not required to
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finish the game (derived from Urban Dictionary, 2020). Based on those definitions,
the two terms are synonymous in the context of videogame and are classified under
the sub-domain of ‘playstyles’.
b. Affixation in the Main Domain of ‘Using a Videogame’
Seven words of gaming terms experienced the process of affixation and are
equally spread in almost every sub-domain of ‘using a videogame’ main domain.
There is one term that originally is a compound word and then experienced an
inflectional change by the process of affixation to indicate the term as a plural noun.
Similar to the words that experienced an affixation process found in the main
domain of ‘videogame products’, none of the terms in the main domain of ‘using a
videogame’ are originally formed by affixation to specifically have the meanings
that refer to the context of videogame. Three of the terms have undergone a
neologism process and on that account, the discussion will be focused on the
remaining three terms that are originally formed by affixation and have not
undergone a neologism process.
‘Players’ is the only term that represents the doer or user of videogame
products and is classified under the sub-domain of ‘doer’. The term ‘players’ is
defined as someone who takes part in a game or sport (derived from Longman
Dictionary, 2020) in the general dictionary. With the advancement of gaming
technology and industry, the term ‘players’ is often referred to as someone who
plays and competes in a videogame. The term has been widely associated within
the gaming industries and communities while still retaining its lexical meaning.
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Similar to ‘players’, the term ‘playing’ has also been generally associated
within the gaming context as the means when someone interacts with a videogame’s
metaplay. ‘Playing’ is to take part or compete in a game or sport (derived from
Longman Dictionary, 2020) and its lexical meaning can still be included as a
gaming term without having to undergo a neologism process. The term ‘playing’
belongs directly to the sub-domain of ‘interactions’ and shaped a taxonomic sister
relationship with the term ‘pre-order’.
‘Customize’ in general is the action to change something or to make it more
suitable, to make it look special or different from things of a similar type (derived
from Longman Dictionary, 2020). The term is associated in a gaming context as
means to call the action that a gamer performs when customizing certain objects
within a videogame’s world, similar to how its lexical meaning is defined.
‘Customize’ is a part of the sub-domain of ‘playing’ since it’s the kind of interaction
that the player does while playing a videogame.
c. Compounding in the Main Domain of ‘Using a Videogame’
Only two terms are formed by the compounding process in the main domain
of ‘using a videogame’ and those two terms refer specifically to the context of
videogame. Both terms belong to the sub-domain of ‘playing’. Those two terms are
‘roleplay’ and ‘playstyles’.
‘Roleplay’ means to play a ‘role’ in which the players do not usually cast.
This may range anywhere from the more common fantasy/science fiction as seen in
RPGs and online videogames (derived from Urban Dictionary, 2020). ‘Playstyles’
is the technique and strategy of a player translating through a game (derived from
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Urban Dictionary, 2020). Both terms imply the ways of playing a videogame and
therefore are included as the parts of the ‘playing’ sub-domain. Alongside the terms
‘build’ and ‘customize’, ‘roleplay’ and ‘playstyles’ formed a taxonomic sister
relation with each other and hyponymy with their sub-domain.
3. Producing a Videogame
The main domain of ‘producing a videogame’ covers any gaming terms that
their lexical or videogame contextual meaning is related to the production of a
videogame. Similar to the main domain of ‘using a videogame’, nine terms are
classified into this main domain. The gaming terms in ‘producing a videogame’
refer to any processes of producing a videogame and the people or team inside a
videogame company responsible for their videogame products as well as their
marketing strategies. The summary of each gaming term and the sub-domains they
belong into in the ‘producing a videogame’ main domain is also presented in
Appendix 1.
From the classification, the main domain of ‘producing a videogame’ has
slightly lesser numbers of the applications of word-formation processes compared
to the main domain of ‘using a videogame’ despite the two main domains having
the same number of gaming terms. In sum, there are three types of word-formation
processes found in this main domain with only nine applications of those word-
formation processes. Affixation covers six terms, two terms are formed by
compounding, and only one term that is a result of an abbreviation process.
The process of producing a videogame within a videogame company is
relatively quite similar to those of any other company that produces non-videogame
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products. In general, the production of a certain product in a company can be
divided into two different kinds: the process of the production itself by the
production team; and the management process such as advertising, marketing,
outsourcing, shareholding, etc. done by the management team of the company.
Based on that explanation, there are two sub-domains related directly from the main
domain of ‘producing a videogame’, the sub-domain of ‘industrial’ and ‘artistic’.
Those terms not the parts of the gaming terms from the deep dive video but are
needed to distinguish the two processes of producing and managing the product.
The map of the tree diagram below is provided to give a better insight into
the hierarchal organization and branching structures of the ‘producing a videogame’
main domain.
Figure 8. Tree Diagram of ‘Producing a Videogame’ Main Domain
The discussions of the gaming terms that belong in the main domain of
‘producing a videogame’ and the types of word-formation processes applied to form
those words of gaming terms are divided into three parts based on the three types
of word-formation processes found in this main domain.
Pro
du
cin
g a
Vid
eogam
e
Industrial Showcase GamesCom
ArtisticDevelopers Designers, Directors, QA, Planners
Development Designing
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a. Affixation in the Main Domain of ‘Producing a Videogame’
Six terms are formed by the process of affixation and surprisingly, none of
them experienced any process neologism or conversion. Those terms are general
terms usually used in any manufacturing context. Since the manufacture and
production process of videogame products are not that different from other non-
videogame production, those terms can still be included as gaming terms that
explain the production process within the gaming industry. All of the terms that
experienced affixation in the main domain of ‘producing a videogame’ are parts of
the ‘artistics’ sub-domain.
‘Development’ is the process of working on a new product, plan, idea, etc.
to make it successful (derived from Longman Dictionary, 2020); and in this case,
is the process of making videogames. Therefore, the term is directly related to the
‘artistics’ sub-domain. ‘Designing’ is the way that something has been planned and
made, including its appearance, how it works, etc. (derived from Longman
Dictionary, 2020), and is a part of the videogame’s development process. By that
definition, ‘designing’ is classified under the sub-domain of ‘development’.
Alongside ‘development’, ‘developers’ is the term that is classified directly
under the ‘artistic’ sub-domain as it co-exists together with the ‘development’ as
parts of the artistic production and shares a meronymy lexical relation. ‘Designers’,
‘directors’, and ‘planners’ are parts of a videogame developer’s team and thus they
are classified to the sub-domain of ‘developers’.
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b. Compounding in the Main Domain of ‘Producing a Videogame’
Two terms that are formed by the compounding process are parts of the
‘industrial’ sub-domain. One of the terms is a general industry term that can still be
applied to the context of the gaming industry while the other is a term that
specifically refers to the context of the gaming industry.
The first term, ‘showcase’, is an event or situation that is designed to show
the good qualities of a person, organization, product, etc. (derived from Longman
Dictionary, 2020); and in the deep dive video, that term refers to the marketing
system of videogames companies in the form of an event advertising their games.
The term ‘showcase’ is classified directly under the sub-domain of ‘industrial’.
‘GamesCom’ is one of the events that often showcasing various videogame
products. Therefore, ‘GamesCom’ is classified under the ‘showcase’ sub-domain
since it is one example of showcase events.
c. Abbreviation in the Main Domain of ‘Producing a Videogame’
‘QA’ is the only term that is formed by the process of abbreviation and is a
part of the ‘developers’ sub-domain. ‘QA’ stands for Quality Assurance, a group
within a business that monitors the quality of work that its employees are doing
(derived from Urban Dictionary, 2020). Similar to the other terms in the sub-
domain of ‘developers’, ‘QA’ is a general term used in many manufacturing
contexts and can still be related to the gaming industry. The term formed a
meronymy relationship with the other terms in the sub-domain of ‘developers’.
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CHAPTER V
CONCLUSION
Following the first problem formulated to examine the word-formation
processes applied to form the gaming terms found in CD Projekt Red: Cyberpunk
2077’s official deep dive video entitled “Cyberpunk 2077 – Deep Dive Video +
Q&A panel with developers”, the researcher conclusively found six types of word-
formation processes applied to form the 124 words of gaming terms from the deep
dive video. Those six types of word-formation processes are neologism, affixation,
compounding, abbreviation, clipping, and conversion.
The process of neologism dominates the overall number of the words of
gaming terms found in the deep dive video by having sixty-four words undergone
this process. There are four new words generated by the process of neologism and
the other sixty words are existing words given new meaning in the context of
videogame. Some of the existing words are the byproduct of another word-
formation processes before they experienced the process of neologism.
Affixation is the second most dominant type of word-formation process
found in the deep dive video and also the second most frequent word-formation that
generates new words. Fifty-one words of gaming terms have undergone the process
of affixation with thirty words experienced derivational changes and the other
twenty-one only experienced inflectional changes. Sixteen suffixes and four
prefixes were found from the analysis. In addition, thirteen suffixes act as a
nominalizer, one suffix acts as a verbalizer, and one suffix acts as an adjectivizer.
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Compounding stands as the third most dominant word-formation process
and the most frequent word-formation that generates new words in the deep dive
video. Thirty-four words are formed by the process of compounding with six of
them are categorized as exocentric compounds and the rest are endocentric
compounds. Twenty-two terms are nominal compound words, eleven terms are
verbal compound words, and only a single term is an adjectival compound word.
Only a handful number of words that experienced abbreviation, clipping,
and conversion as their word-formation processes. Eight words are formed by the
process of abbreviation specifically initialism. Six words have undergone the
clipping process with four of them being back-clipping and the rest are fore-
clipping. Four words experienced conversion and all of them are converted into
noun words.
In answering the second problem formulated to find out the types of word-
formation processes commonly appear in particular domains of videogame
semantic domains, the researcher classified the 124 words of gaming terms into the
three main domains of videogame; ‘videogame products’, ‘using a videogame’, and
‘producing a videogame’; and their branched sub-domains based on the gaming
terms defined lexical or contextual meaning.
The main domain of ‘videogame products’ dominates the semantic domains
of videogame by having 106 terms classified into this main domain, as well being
the main domain which accommodates the most applications of the word-formation
processes. It appears that the deep dive video focuses more on the product of the
Cyberpunk 2077 videogame itself rather than its development process and the
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customer services of the products. Form the classification, 145 applications of the
six types of word-formation processes are applied to form the gaming terms in the
main domain of ‘videogame products’. Sixty words have experienced the process
of neologism, thirty-eight words have undergone the affixation process, thirty
words are formed by the process of compounding, seven words are in the form of
an abbreviation, six words are formed by clipping, and the process of conversion
happened to four words.
‘Using a videogame’ only has nine gaming terms as parts of its main-
domain. Only three out of the six types of word-formation processes are found in
this main domain. Four already-existing words experienced neologism, affixation
applied to seven words, and only two words that are formed by the process of
compounding. In total, thirteen applications of the three types of word-formation
processes are applied to form the gaming terms in the ‘using a videogame’ main
domain.
Similar to ‘using a videogame’, the domain of ‘producing a videogame’
covers nine gaming terms from the deep dive video. The main domain has slightly
lesser numbers of the applications of word-formation processes compared to the
main domain of ‘using a videogame’. In sum, there are three types of word-
formation processes found in this main domain with only nine applications of those
word-formation processes. Affixation covers six terms, two terms are formed by
compounding, and only one term that is a result of an abbreviation process.
The four neologisms of completely new words are all classified in the main
domain of ‘videogame products’ specifically in the sub-domain of ‘storyline & arc’
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and ‘contents’ as the names of certain characters, a place, and equipment. The use
of neologism to create new words of gaming terms seems to be a more preferable
choice for videogame developers to generate names for the objects within their
game design. The distribution of the other neologisms is widely spread among the
many sub-domains of ‘videogame products’ and ‘using a videogame’ main domain.
This implies that gaming terms in general could be easily formed simply by taking
already-existing words and give them new meanings that relate to the context of
videogame.
Similar to neologism, the distribution of affixation is also widespread
among the three main domains and their branched sub-domains. However, none of
the words of gaming terms that undergone affixation seems to possess a lexical
meaning that specifically refers to the context of videogame. All of the affixation
terms found in the deep dive video are already-existing words and originally were
not created to refer to a specific context of videogame use. They only began to be
concluded as gaming terms by the process of neologism or conversion that given
the words new meaning and some of the affixation terms do not receive this
treatment since their lexical meaning can still be included as gaming terms in some
gaming contexts. It can be concluded that the use of an affixation process to form
new gaming terms that refer specifically to the videogame context is extremely rare.
Different from the process of affixation, the applications of a compounding
process to the words of gaming terms in the three main domains and their sub-
domains are way more versatile. Most of the terms are purposely formed by the
process of compounding to have a meaning that refers to the context of videogame,
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and only a handful of number that are already-existing compound words which then
undergone the process of neologism of acquiring new meaning. Several compound
terms are also created by the developer’s team of Cyberpunk 2077 to refer
specifically to the context of their game. On that account, it is more common to
apply the process of compounding to generate new gaming terms rather than by the
process of affixation.
The applications of abbreviation are mainly applied to form the words that
refer specifically to the videogame context in general in the main domain of
‘videogame products’. This implies that the use of abbreviation processes in
producing gaming terms is quite effective especially since many gamers tend to
shorten some of the general gaming terms that consist of several words.
Similar to abbreviation, the process of clipping in the deep dive video only
happened to the words of gaming terms in the ‘videogame products’ main domain.
Again, this may happen since the process of abbreviation or clipping usually helps
the gamers in shortening some of the gaming terms to either make them easier to
pronounce or to make them sound unique.
The process of conversion is applied to the 4 words of gaming terms which
all belong to the main domain of ‘videogame products’, specifically in the sub-
domain of ‘customization’. This implies that the applications of conversion in the
deep dive video are used by the developers to relate several general terms
(‘technical’, ‘cool’, ‘attributes’, ‘corporate’) into the context of Cyberpunk 2077
and thus the terms also gain new meaning in the videogame context.
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In conclusion, the process of neologism, affixation, and compounding is the
most productive word-formation processes of gaming terms found in CD Projekt
Red: Cyberpunk 2077’s official deep dive video entitled “Cyberpunk 2077 – Deep
Dive Video + Q&A panel with developers” followed by abbreviation, clipping, and
conversion. The application of neologism is the simplest way of forming the gaming
terms that can refer to many domains of videogame followed by the application of
compounding. The use of abbreviation, clipping, and conversion is also a common
way of generating new gaming terms especially those that refer to the products of
videogame. Affixation becomes the least popular word-formation process to create
new gaming terms that refer specifically to the gaming context.
As the final remark, the researcher encourages further research in the future
especially for those who are interested in analyzing the role and use of language
within videogame. Future research may examine the effect of gaming language on
the field of ludology or narratology by using a similar approach, morphology
especially word-formation, or semantics especially semantic domains.
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APPENDICES
Appendix 1. Gaming Terms in CD Projekt Red: Cyberpunk 2077’s Official Deep Dive Video
No. Time-lapse Gaming Terms Function Word-Formation Meaning Semantic Domain
1 00:21 Gameplay Noun word Compounding
The sum of a game's parts: the feel of the
controls, the types of quests on tap, the
combat mechanics, and rich dialog trees
(derived from Urban Dictionary, 2020).
Game
2 00:23 Mechanics Noun word Neologism &
Affixation (suffix)
Methods that a player can potentially
interact within the videogame
environment shaping a form of gameplay
(derived from Urban Dictionary, 2020).
Gameplay
3 00:26 Developers Noun word Affixation
(suffixes)
A person or company that works on the
planning and design of new products
(derived from Longman Dictionary,
2020).
Artistic
4 00:44 Rating Noun word Affixation (suffix)
& Neologism
A system used for the classification of
video games into suitability-related groups
(derived from Urban Dictionary, 2020).
Game
5 00:50 V Noun word Neologism
The player controlled protagonist of the
video game Cyberpunk 2077 (derived
from Cyberpunk 2077 Wiki Fandom,
2020).
Character
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6 02:15 Blackwall Noun word Compounding
A virtual wall that is said to keep free A.I.s
from breaking through into the rest of the
Cyberpunk 2077’s virtual world and
wreaking havoc, possibly causing the end
of the world along with it (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Lore
7 02:25 XP Noun word Abbreviation
(initialism)
In the context of role playing games,
usually given in a point value and used to
determine a character's level (derived from
Urban Dictionary, 2020).
Points
8 02:25 Crit Adjective
word
Clipping (back-
clipping)
A term used in dice-based role playing
games which indicates the best possible
damage result in combat (derived from
Urban Dictionary, 2020).
Combat
9 02:41 Quests Noun word Neologism &
Affixation (suffix)
Videogame missions that could involve
battle, but the outcome of said mission is
full of worth (derived from Urban
Dictionary, 2020).
Mechanics &
Systems
10 02:48 Override Verb word Compounding
To stop a machine doing something that it
does by itself (derived from Longman
Dictionary, 2020).
Methods
11 02:58 Playing Verb word Affixation (suffix)
To take part or compete in a game or sport
(derived from Longman Dictionary,
2020).
Interactions
12 03:00 NetRunner Noun word Compounding
A Class that can be described as the
hackers of the Cyberpunk 2077 world with
an implanted cybernetic interface or
Cyberdeck to hack (derived from
PureCyberpunk, 2020).
Classes/Archetypes
13 03:00 Body Noun word Neologism Attributes in Cyberpunk 2077 that tackle
physical capabilities such as max health, Attributes & Perks
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accuracy, melee damage, reduces bullet
spread, and max stamina (derived from
PureCyberpunk, 2020).
14 03:00 Intelligence Noun word Affixation (suffix)
& Neologism
Attributes in Cyberpunk 2077 focus on
hacking proficiency in the world and
shortens hacking upload times and reduces
hacking difficulty levels (derived from
PureCyberpunk, 2020).
Attributes & Perks
15 03:00 Reflexes Noun word Affixation (suffix)
& Neologism
Attributes in Cyberpunk 2077 that handle
coordination and dexterity which can
increase crit chance, evasiveness, and
attack speed (derived from
PureCyberpunk, 2020).
Attributes & Perks
16 03:00 Technical Noun word Affixation (suffix)
& Conversion
Attributes in Cyberpunk 2077 focus on
proficiency with tech including armour,
harvesting loot, and crafting (derived from
PureCyberpunk, 2020).
Attributes & Perks
17 03:00 Cool Noun word Conversion &
Neologism
Attributes in Cyberpunk 2077 focus on
stealth, crit hit damage, and resistances
(derived from PureCyberpunk, 2020).
Attributes & Perks
18 03:01 Build Verb word Neologism
In video game terms, your character's
“build” is the arrangement of stat points
and/or gear for your character that will
allow you to achieve the best results for
your playstyle (derived from Urban
Dictionary, 2020).
Playing
19 03:10 Takeover Verb word Compounding
An act of getting control of something
using force (derived from Longman
Dictionary, 2020).
Methods
20 03:10 Upload Verb word Compounding To move information or programs from
your computer onto another computer, Methods
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especially onto a larger central computer
(derived from Longman Dictionary,
2020).
21 03:11 Chokehold Verb word Compounding
To hold tightly to the point that that the
person held might feel choked (derived
from Urban Dictionary, 2020).
Techniques
22 03:13 Takedown Verb word Compounding To bring something down with full force
(derived from Urban Dictionary, 2020). Techniques
23 03:13 Hacking Verb word Affixation (suffix)
To secretly find a way of getting
information from someone else’s
computer or changing information on it
(derived from Longman Dictionary,
2020).
Mechanics &
Systems
24 03:18 Software Noun word Compounding &
Neologism
In Cyberpunk 2077, software or programs
are the work horses of Netrunning; they do
the fighting, protecting, decrypting and
sneaking the Runner (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Hacking
25 03:23 Pacifica Noun word Neologism
A lawless and anarchic district as well as a
combat zone in Night City of Cyberpunk
2077 (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Settings
26 03:25 Gangs Noun word Neologism &
Affixation (suffix)
The dominant groups and crawlers in the
six district of Night City of Cyberpunk
2077 (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Storyline & Arc
27 03:36 Footage Noun word Compounding A piece of recent video or film (derived
from Urban Dictionary, 2020). In-game records
28 03:36 Arc Noun word Neologism A chapter in a story, part of storyline
(derived from Urban Dictionary, 2020). Gameplay
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29 03:40 Storyline Noun word Compounding
The main set of related events in a story
(derived from Longman Dictionary,
2020).
Gameplay
30 04:59 Motorbike Noun word Compounding
A small fast two-wheeled vehicle with an
engine (derived from Longman
Dictionary, 2020).
Vehicle
31 05:11 Cyberware Noun word Compounding
Any cybernetic technology permanently
grafted to the human body, especially
technology that interfaces with the human
nervous system (derived from Cyberpunk
2077 Wiki Fandom, 2020).
Hardware
32 05:15 Level Noun word Neologism
Used in online RPG's and other games as a
measure of a character's power (derived
from Urban Dictionary, 2020).
Character Creation
& Costumization
33 05:15 Credit Noun word Neologism
The fictional currency in Cyberpunk 2077
(derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Currency
34 05:15 Daemons Noun word Neologism &
Affixation (suffix)
A set of specific hack commands that
player able to input in their cyberdeck to
gain special access point (derived from
PureCyberpunk, 2020).
Software
35 05:17 Gear Noun word Neologism
Clothing, accessories, etc. that plays a
huge part in the materialistic, appearance
obsessed world of Cyberpunk 2077
(derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Hardware
36 05:17 Character Noun word Neologism
A person in a book, play, film, game, etc.
(derived from Longman Dictionary,
2020).
Storyline & Arc
37 05:17 Statistics Noun word Affixation (suffix)
& Neologism
Represents the number of player’s health
and elements resistance in Cyberpunk Combat
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149
2077 (derived from PureCyberpunk,
2020).
38 05:17 Health Noun word Affixation (suffix)
) & Neologism
A term in many role-playing games
determining how much damage a character
can take (derived from Urban Dictionary,
2020).
Statistics
39 05:58 Net Noun word
Clipping (fore-
clipping) &
Neologism
The name given to the vast
telecommunications network of the
Cyberpunk world (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Lore
40 06:49 Placide Noun word Neologism
One of the characters in Cyberpunk 2077
and Voodoo Boys second-in-command,
under Maman Brigitte (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Character
41 07:47 Sasquatch Noun word Neologism
A character in Cyberpunk 2077 and the
leader of a gang called The Animals who
unnaturally enhance their abilities with a
drug known as “the Juice” (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Character
42 08:12 RPG Noun word Abbreviation
(initialism)
Stands for "Role Playing Game," and
refers to any of several types of interactive
games in which the player assumes the role
of a character in the game (derived from
Urban Dictionary, 2020).
Genres
43 08:22 Appearance Noun word Affixation (suffix)
& Neologism
Customization of skin type, hairstyle,
eyes, eyebrows, mouths, jaws, ears, scars,
tattoos, piercings, teeth, eye makeup, lip
makeup plus off, blemishes, nipples, body
tattoos, body scars, penis types, vagina
option, and pubic hair in Cyberpunk 2077
(derived from PureCyberpunk, 2020).
Character creation
& Customization
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44 08:22 Attributes Noun word
Conversion,
Neologism,
Affixation (suffix)
Determine V's characteristics,
conversation options, and his/her
proficiency at certain actions (derived
from Cyberpunk 2077 Wiki Fandom,
2020).
Character creation
& Customization
45 08:22 Nomad Noun word Neologism
One of the three life paths available to
players in Cyberpunk 2077 (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Life path
46 08:22 Corporate Noun word Conversion &
Neologism
One of the three life paths available to
players in Cyberpunk 2077 (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Life path
47 08:23 Brigitte Noun word Neologism
A character featured in Cyberpunk 2077
and is the leader of the Voodoo Boys gang
(derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Character
48 08:28 Customize Verb word Affixation (suffix)
To change something to make it more
suitable for you, or to make it look special
or different from things of a similar type
(derived from Longman Dictionary,
2020).
Playing
49 08:30 Customization Noun word Affixation (suffix)
A modification made to something to suit
a particular individual or task (derived
from Longman Dictionary, 2020).
Mechanics &
Systems
50 08:39 Classes Noun word Neologism &
Affixation (suffix)
A chosen branch of advancement for a
character or avatar in a role-playing
game/RPG (derived from Urban
Dictionary, 2020).
Character creation
& Customization
51 08:42 Players Noun word Affixation
(suffixes)
Someone who takes part in a game or sport
(derived from Longman Dictionary,
2020).
Doers
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151
52 08:44 Perks Noun word Neologism &
Affixation (suffix)
System in Cyberpunk 2077 that enables
player to effectively enhance their
character’s skills (derived from
PureCyberpunk, 2020).
Character creation
& Customization
53 08:44 Stats Noun word Clipping (back-
clipping)
Refers to statistics that represents the
number of player’s health and elements
resistance in Cyberpunk 2077 (derived
from PureCyberpunk, 2020).
Combat
54 08:44 Points Noun word Neologism &
Affixation (suffix)
An indicator of how much you can
enhance certain attributes or perks in
Cyberpunk 2077 (derived from
PureCyberpunk, 2020).
Character creation
& Customization
55 09:04 Playstyles Adjective
word
Compounding &
Affixation (suffix)
The technique and strategy of a player
translating through a game (derived from
Urban Dictionary, 2020).
Playing
56 10:36 Cyberpunk Noun word Compounding
A sci-fi genre that incorporates cybernetic
implants, computer hacking and high
technology, usually pitting independent
hackers against mega corporations and
though police (derived from Urban
Dictionary, 2020).
Genres
57 11:05 Cyberdeck Noun word Compounding
The system of player’s interface of
hacking mechanism in Cyberpunk 2077
(derived from PureCyberpunk, 2020).
Software
58 11:37 Bot Noun word Clipping (fore-
clipping)
A machine that can move and do some of
the work of a person, and is usually
controlled by a computer (derived from
Longman Dictionary, 2020).
Hardware
59 11:47 Nanowire Noun word Compounding A cyberware made of fiber optic arm laser
used to slice an enemy and also function Cyberware
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for quick hacks in Cyberpunk 2077
(derived from PureCyberpunk, 2020).
60 12:13 Cyberspace Noun word Compounding
A virtual network of cognitive space said
to hold many mysteries in the world of
Cyberpunk 2077 (derived from Cyberpunk
2077 Wiki Fandom, 2020).
Lore
61 12:18 Lore Noun word Neologism
The collective history and the sum of all
knowledge available about a certain
fantasy or sci-fi universe (derived from
Urban Dictionary, 2020).
Storyline & Arc
62 12:25 Netwatch Noun word Compounding
An organization in Cyberpunk 2077
formed in response to the development of
the Net and the corresponding increase in
the number of computer crimes (derived
from Cyberpunk 2077 Wiki Fandom,
2020).
Organization
63 12:44 AI Noun word
Abbreviation
(initialism) &
Neologism
Common entities in The Net that come in
different shapes and sizes in Cyberpunk
2077 (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Lore
64 13:21 Incapacitate Verb word Affixation (prefix)
To stop a system, piece of equipment etc.
from working properly (derived from
Longman Dictionary, 2020).
Methods
65 14:48 PS4 Noun word Abbreviation
(initialism)
Sony's new game system which competes
with the Xbox One (derived from Urban
Dictionary, 2020).
Consoles
67 14:48 PC Noun word Abbreviation
(initialism)
A highly flexible, powerful platform
(derived from Urban Dictionary, 2020). Platforms
68 14:48 Soundtrack Noun word Compounding
A track of music in a movie, game, or TV
show (derived from Urban Dictionary,
2020).
Game
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69 14:48 RP Noun word Abbreviation
(initialism)
Symbol appears only in advertising prior
to a game's release (derived from Urban
Dictionary, 2020).
Rating
70 14:58 Pre-order Verb word Affixation (prefix)
& Neologism
The act of purchasing a videogame or
software before it's actually released; often
to gain some slight reward, easter egg, or
advantage when eventually playing the
game itself (derived from Urban
Dictionary, 2020).
Interactions
71 15:27 Designers Noun word Affixation
(suffixes)
Someone whose job is to make plans or
design something (derived from Longman
Dictionary, 2020).
Developers
15:48 Watson Noun word Neologism
One of the six districts of Night City in
Cyberpunk 2077 where the player starts at
in the game, it has a big Asian influence,
run-down buildings once owned by Corps,
and is home to immigrants of several
ethnicities (derived from Cyberpunk 2077
Wiki Fandom, 2020).
Settings
72 16:24 Skellige Noun word Neologism
An archipelago and one of the Northern
Kingdoms in the world of The Witcher 3:
Wild Hunt (derived from The Witcher 3:
Wild Hunt Wiki Fandom, 2020).
Settings
73 19:06 Maelstrom Noun word Neologism
One of the many gangs in Night City
featured Cyberpunk 2077 (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Gangs
74 21:39 Techie Noun word Neologism
A class in Cyberpunk 2077 that takes the
player down the path of technological
know-how to manipulate the environment
with mechanical engineering and technical
skills to outwit enemies and solve
Classes/Archetypes
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technological problems (derived from
PureCyberpunk, 2020).
75 21:58 Designing Verb word Affixation (suffix)
The way that something has been planned
and made, including its appearance, how it
works, etc. (derived from Longman
Dictionary, 2020).
Development
76 22:11 Development Noun word Affixation (suffix)
The process of working on a new product,
plan, idea, etc. to make it successful
(derived from Longman Dictionary,
2020).
Artistic
77 23:19 Pass Noun word Clipping (back-
clipping)
A secret group of letters or numbers that
you must type into a computer before you
can use a system or program (derived from
Longman Dictionary, 2020).
Software
78 24:12 Showcase Noun word Compounding
An event or situation that is designed to
show the good qualities of a person,
organization, product, etc. (derived from
Longman Dictionary, 2020).
Event
79 24:35 Systems Noun word Neologism &
Affixation (suffix)
In a videogame, a set of things working
together as parts of a mechanism or an
interconnecting network; a complex whole
(derived from Urban Dictionary, 2020).
Gameplay
80 25:50 Directors Noun word Affixation
(suffixes)
Someone who is in charge of a particular
activity or organization (derived from
Longman Dictionary, 2020).
Developers
81 25:53 QA Noun word Abbreviation
(initialism)
Usually a group within a business that
monitors the quality of work that its
employees are doing (derived from Urban
Dictionary, 2020).
Developers
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155
82 26:56 Demo Noun word Neologism
An in-game recording of a video game,
pretty much exclusively PC games
(derived from Urban Dictionary, 2020).
In-game records
83 27:29 Entropy Noun word Neologism
The oldest of the four styles seen in
Cyberpunk 2077. The first of the design
eras, Entropism, is typified by "necessity
over style", and draws its roots from a
period of austerity following a global
financial crash earlier in the Cyberpunk’s
lore (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Lore
84 29:35 Loading Verb word Neologism &
Affixation (suffix)
Process where the player have to wait
while the game renders its texture (derived
from Urban Dictionary, 2020).
Mechanics &
Systems
85 30:25 Planners Noun word Affixation
(suffixes)
Someone who plans and makes important
decisions about something (derived from
Longman Dictionary, 2020).
Developers
86 31:26 Fixers Noun word
Neologism &
Affixation
(suffixes)
The well-connected fencers, smugglers,
and information brokers who apply their
trade on the black market in the world of
Cyberpunk 2077 (derived from Cyberpunk
2077 Wiki Fandom, 2020).
Character
87 32:04 Contents Noun word Neologism &
Affixation (suffix)
A wide variety of stuffs that makes games
and applications fun (derived from Urban
Dictionary, 2020).
Gameplay
88 34:54 Corpo Noun word Clipping (back-
clipping)
Refers to Corporate of one of the three life
paths available to players in Cyberpunk
2077 (derived from Cyberpunk 2077 Wiki
Fandom, 2020).
Life path
89 36:29 Roleplay Verb word Compounding To 'play' a 'role' in which you are not
usually cast. This may range anywhere Playing
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from the more common fantasy/science
fiction as seen in RPGs and online video
game (derived from Urban Dictionary,
2020).
90 36:56 Militech Noun word Compounding
A megacorporation specializing in
weapons manufacturing and private
military contracting (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Organization
91 38:35 Assassination Noun word Affixation (suffix)
& Neologism
One of the skills perk in the Cool attributes
(derived from PureCyberpunk, 2020). Cool
92 39:14 Athletics Noun word Affixation (suffix)
& Neologism
One of the skills perk in the Body
attributes (derived from PureCyberpunk,
2020).
Body
93 40:52 Inventory Noun word Affixation (suffix)
& Neologism
A common UI feature where one can view
all the items that have been collected thus
far (derived from Urban Dictionary, 2020).
Mechanics &
Systems
94 41:14 Items Noun word Neologism &
Affixation (suffix)
In computer and video games, items are
objects within the game world that can be
collected by a player or, occasionally, a
non-player character (derived from Urban
Dictionary, 2020).
Contents
95 42:16 Weaponry Noun word Affixation (suffix)
Weapons of a particular type or belonging
to a particular country or group (derived
from Longman Dictionary, 2020).
Hardware
96 43:00 Fantasy Noun word Neologism
A genre of fiction in which entirely
different laws of physics and/or psychics
operate, allowing people, creatures, and
their surroundings to exhibit behavior not
possible in reality (derived from Urban
Dictionary, 2020).
Genres
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157
97 43:18 Upgrade Noun word Compounding
To make a computer, machine, or piece of
software better and able to do more things
(derived from Longman Dictionary,
2020).
Mechanics &
Systems
98 43:51 Flathead Noun word Compounding
An experimental military grade unit for
surveillance and reconnaissance missions
and is manufactured by Militech (derived
from Cyberpunk 2077 Wiki Fandom,
2020).
Bot
99 43:59 Shards Noun word Neologism &
Affixation (suffix)
Items in Cyberpunk 2077 that can be
picked up and/or read for extra
information or lore pertaining to the
Cyberpunk universe (derived from
Cyberpunk 2077 Wiki Fandom, 2020).
Items
100 44:36 Ripperdoc Noun word Compounding
The "doctors" V can visit in Cyberpunk
2077, installing all sorts of cybernetic
prostheses (derived from Cyberpunk 2077
Wiki Fandom, 2020).
Character
101 45:42 Combat Noun word Neologism
A purposeful violent conflict meant to
weaken, establish dominance over, or kill
the opposition, or to drive the opposition
away from a location where it is not
wanted or needed (derived from Urban
Dictionary, 2020).
Mechanics &
Systems
102 46:48 Stealth Noun word Affixation (suffix)
& Neologism
Movement in game where the player sneak
up on enemy and unnoticed on the radar
(derived from Urban Dictionary, 2020).
Traversing
103 48:05 Non-lethal Adjective
word
Affixation (prefix)
& Neologism
Play style of a game in which you does not
cause any death records on every single
NPCs (derived from Urban Dictionary,
2020).
Playstyles
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158
104 48:06 Playthrough Noun word Compounding
A video with a more relaxed and casual
focus on the game that is being played.
A playthrough is often a video with live
commentary on and is the most popular
form for YouTube gaming videos (derived
from Urban Dictionary, 2020).
In-game records
105 49:19 Pacifist Noun word Affixation (suffix)
& Neologism
To play a video game that involves killing
without killing anyone or at least not
killing anyone that is not required to finish
the game. Essentially playing the role of a
pacifist (derived from Urban Dictionary,
2020).
Playstyles
106 49:53 NPC Noun word Abbreviation
(initialism)
In general, any character (human or
otherwise) in a role-playing game that is
not controlled by someone playing the
game (derived from Urban Dictionary,
2020).
Character
107 51:54 Traversing Noun word Affixation (suffix)
Neologism
Any gameplay where the player is actively
moving around a space. Stepping
up/down, hurdling, mantling, climbing and
swinging are all examples of traversal
gameplay (derived from Urban Dictionary,
2020).
Mechanics &
Systems
108 52:51 Archetypes Noun word
Compounding,
Neologism,
Affixation (suffix)
In Cyberpunk 2077, it refers to the three
classes in the character creation screen
(derived from PureCyberpunk, 2020).
Character creation
& Customization
109 53:44 Hardware Noun word Compounding
The machinery and equipment that is
needed to do something (derived from
Longman Dictionary, 2020).
Items
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159
110 54:43 Scanner Noun word Affixation (suffix)
& Neologism
Optical implant players may purchase in
Cyberpunk 2077 (derived from Cyberpunk
2077 Wiki Fandom, 2020).
Cyberware
111 55:17 Game Noun word Neologism
Refers to videogame, a form of
entertainment that is composed of any type
of game put into a digital image on a
screen and is operated by the player
through means of a control connected to a
form of a console (derived from Urban
Dictionary, 2020).
Videogame
products
112 56:52 Shotguns Noun word Compounding &
Affixation (suffix)
A long gun fired from the shoulder that
shoots many small round balls at one time
(derived from Longman Dictionary,
2020).
Power weapons
113 57:05 Handgun Noun word Compounding
A small gun that you hold in one hand
when you fire it (derived from Longman
Dictionary, 2020).
Power weapons
114 58:13 Ricochet Noun word Neologism
Bullet upgrade allows to bounce bullets off
walls and hit enemies hiding behind cover
(derived from PureCyberpunk, 2020).
Upgrade
115 58:32 Gunplay Noun word Compounding &
Neologism
In videogame contexts, it refers to how
convincingly the handling of weapons is
portrayed. Whether there is realistic recoil,
reloading, and other gun mechanics
(derived from Urban Dictionary, 2020).
Combat
116 59:57 Katana Noun word Neologism
A melee weapon made by Arasaka in
Cyberpunk 2077 (derived from Cyberpunk
2077 Wiki Fandom, 2020).
Melee weapons
117 1:00:19 Sandevistan Noun word Neologism
A cyberware that enables the player to
acquire the ability to slow-down time
temporarily in Cyberpunk 2077 (derived
Cyberware
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160
from Cyberpunk 2077 Wiki Fandom,
2020).
118 1:07:03 Skins Noun word Neologism &
Affixation (suffix)
In computer and console games, slang for
a (usually downloadable) texture -
occasionally accompanied by a 3D model
- that will replace one in the game for
aesthetic purposes (derived from Urban
Dictionary, 2020).
Appearance
119 1:07:18 Attachments Noun word Affixation
(suffixes)
Parts that you can put onto a machine or
weapon to make it do a particular job
(derived from Longman Dictionary,
2020).
Weaponry
120 1:07:19 Silencers Noun word Affixation
(suffixes)
A thing that is put on the end of a gun so
that it makes less noise when it is fired
(derived from Longman Dictionary,
2020).
Attachments
121 1:07:43 Reload Verb word Affixation (prefix)
To put something into a container again,
especially bullets into a gun (derived from
Longman Dictionary, 2020).
Gunplay
122 1:08:08 Crosshair Noun word Compounding
A circular range most commonly
associated with telescopic sights for
aiming firearms; often used in first-person
shooter video games (derived from Urban
Dictionary, 2020).
Gunplay
123 1:08:11 Accuracy Noun word Affixation (suffix)
& Neologism
How far bullets stray from the center of
your crosshair when fired (derived from
Urban Dictionary, 2020).
Gunplay
124 1:09:02 GamesCom Noun word Compounding
A trade fair for video games held annually
at the Koelnmesse in Cologne, North
Rhine-Westphalia, Germany (derived
from Urban Dictionary, 2020).
Showcase
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