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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 PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

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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

PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

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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

PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

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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

PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI

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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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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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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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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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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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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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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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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).

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PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI