the language of moba games based on the example of league of legends
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THE UNIVERSITY OF GDAŃSK
THE FACULTY OF LANGUAGES
The Language of MOBA Games Based on the Example of League of Legends
Gdańsk 2013 UNIWERSYTET GDAŃSKI
WYDZIAŁ FILOLOGICZNY
Język gier typu MOBA na podstawie League of Legends
Gdańsk 2013
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Table of Content
Introduction…………………………………………………………………………………….1
1. Factors Affecting the Language……………………………………………………………..3
1.1. Dialect…………………………………………………………………………………...3
1.2. Style and Register……………………………………………………………………….4
1.3. Slang……………………………………………………………………………………..5
1.4 Jargon……………………………………………………………………….....................6
1.5. The Language of the Internet…………………………………………………………....8
1.5.1. Computer Mediated Communication………………………………………………….9
1.5.2. Characteristics of CMC……………………………………………………………....10
2. The History of MOBA Genre and Its Characteristics……………………………………...13
2.1. Characteristics of the Genre……………………………………………….…………...13
2.2. The History of the Genre……………………………………………………………....14
2.2.1. Aeon of Strife…………………………………………………………………..14
2.2.2. WarCraft III Era………………………………………………………………..15
2.2.3. DotA Allstars……………………………………………………...……………15
2.2.4. The ―Stand-Alones‖ Era…………………………………………………….….16
2.2.4.1. League of Legends………………………………………………………....17
2.2.4.2. Dota 2…………………………………………………………………..…..17
2.2.4.3. Heroes of Newerth……………………………………………………...…..18
3. Examples of Language Used in Multiplayer Online Battle Arenas………………………..19
3.1. Communication Within the Game…………………………………………………......19
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3.1.1. New Players and Slang Acquisition……………………………………………21
3.2. Types of Linguistic Processes Affecting the Language in LoL………………………..22
3.2.1. Abbreviations in MOBA Games……………………………………………….22
3.2.2. Clipping in MOBA Games………………………………………………..……25
3.3. The Influence of the Notable Members of the Gaming Community on the Language .....26
Conclusion……………………………………………………………………………………29
Sources………………………………………………...………...……………………………30
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Introduction
The English language is considered the world‘s language with nearly 2 billion
speakers world-wide (Crystal, 2003: 109). However, with most of the speakers being non-
natives (Crystal, 2003: 109), it is in a state of constant flux which is accelerated even further
thanks to the quick growth of the Internet and the virtual media that allow information and
thoughts exchange between people across globe with speed never witnessed before.
Among these new media is online gaming – a type of entertainment that has been
growing in popularity since the beginning of this millennia, mainly as the titles such as
Counter-Strike, Diablo II, StarCraft, World of WarCraft and Battlefield managed to attract
thousands of players and the quality of the connection has greatly improved. But in the recent
years a new type of online games, different from the traditionally popular multiplayer genres
such as Real-Time Strategies, First Person Shooters and Massive Multiplayer Online Role
Playing Games, has begun attracting a wider audience. This genre is ―Dotalikes‖ or MOBAs –
the Multiplayer Player Battle Arenas.
Their rise began with DotA, a modification for WarCraft III, a map that started as a
combined effort of few modders and grew in size to the level of recognition so great that it
was granted t a place in the biggest and most important cyber gaming tournament for a
number of years and inspired the creation of a number of popular games, including the most
popular game in the world at the moment – League of Legends.
The playerbase of the game exceeds 32 million (Gallegos, 2012: n.pgd). The entirety
of the players is a mix of different countries and cultures yet the default communication
channel for most of the players remains the lingua franca of the Internet – English. But as the
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language ability differ from one player to another and the conversational needs in online
games differ from those in everyday English, certain changes and linguistic processes occur.
The aim of this thesis is to present how those changes are implemented to the language
by the ever-growing online community and discuss its importance as it serves as one of most
basic means of communications for millions of people daily. Furthermore, this topic is
important for the author as he himself has devoted hundreds of hours into the game and its
language has become a part of his everyday world.
In the first chapter of this thesis I will present the varieties of the English language that
have effect on shaping the language of MOBA games, including dialect, register, style, slang,
jargon and ―the language of the Internet‖. The goal of the second chapter is to present to the
reader the main principle of MOBA games as well as introduce the brief history of the genre
as the author believes it is necessary to fully understand the creation of language processes
within this group of language users. Finally, the third chapter, which is purely practical, is the
author‘s attempt to present the language processes in the League of Legends, explains the
most frequent form changes and explain their necessity based on in-game conversations as
well as the author‘s experience.
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1. Factors Affecting the Language
Language is not a defined and unchangeable entity – it undergoes constant changes
and varies depending on the place and the people currently using it and it has been well
presented by Jean Aitchison that an average person today would hardly understand every-day
English used few hundred years ago (Aitchison, 2001:3). As the purpose of is thesis is to
analyze a language variety used by an online game community the author believes it is
necessary to describe the processes affecting the standard variety of the language in order to
fully understand the transformation that the in-game used by the players has experienced.
1.1 Dialect
One of the most basic varieties of a language is dialect. The Oxford English
Dictionary defines dialect as ―a particular form of a language which is peculiar to a specific
region or social group‖. The branch of linguistics that aims to research this type of language
variation is known as dialectology and it deals with ―spatially and geographically determined
differences in various aspects of language‖ (Spolsky, 1998: 28). The dialectal differences are
most commonly seen within vocabulary and heard in the pronunciation. The scientific method
used in dialectology requires field work in order to gather data which then is compared to
different variations of a language.
Also, what is known under the name of the ―Standard English‖ is, in fact, a dialect
itself. According to Finegan the standard variety is:
―[…]the variety used by a group of people in their public discourse—newspapers,
radio broadcasts, political speeches, college and university lectures, and so on. In other
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words, we could identify as standard the variety used for certain activities or in certain
situations. Alternatively, we could identify as standard the variety that has undergone a
process of standardization, during which it is organized for description in grammars
and dictionaries and encoded in such reference works.‖ (Finegan, 2008: 14)
It should be noted, however, that despite the presence of the standard dialect not a single other
variety is logically or grammatically inferior. Nevertheless, the standardization is undoubtedly
useful in certain cases as it allows a piece of language to reach a wider audience as the general
understanding of the standard dialect is greater than of regional ones. (Finegan, 2008: 14)
A notion often misinterpreted as dialect is the sociolect. Dialect‘s main creational
factor, as explained earlier in the paragraph, is the geographical setting which is not crucial in
case of the sociolect. As shown by William Labov in his text on African American Vernacular
English (AAVE) (Labov, 2012: 49) the distribution of this variety‘s characteristic elements,
such as the omission of the possessive –s (Labov, 2012: 39) was present among the members
of the African American community throughout the country. Due to its spread it defines the
definition of a dialect. However, another factor occurs – ethnicity. A sociolect is a variety of a
language that might be shared by the people of the same sociological profile: be it ethnicity,
age, gender or being a part of the same socioeconomic group.
1.2 Style and Register
A different variation that has got an impact on the language is style. The notion
governs the expected and socially correct level of formality in any given situation. According
to Barbara Johnstone ―repeated sets of stancetaking moves can emerge as relatively stabilized
repertoires, sometimes called ―styles,‖ associated with or situations or social identities‖, while
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stance is ―[…] generally understood to have to do with the methods, linguistic and other, by
which interactants create and signal relationships with the propositions they utter and with the
people they interact with‖ (Johnstone, 2009: 30-31). To visualise the concept, two situations
can be discussed: a lunch with peers and a company meeting. The vocabulary and grammar
used during the meal would be less formal compared to those used during the official sitting,
thus the choice of two different styles for either of social situations.
Yet another variety is register. According to Ronald Wardhaugh, register is ―set of
language items associated with discrete occupational or social groups.‖ (Wardhaugh, 2006:
52). Furthermore, ―people participating in recurrent communication situations tend to develop
similar vocabularies, similar features of intonation, and characteristic bits of syntax and
phonology that they use in these situations.‖ (Ferguson, 1994: 20). Groups that share similar
communicative settings tend to create overlapping language patterns for its members and,
according to Wardhaugh, one can freely choose from any register they are acquainted with:
―you can be a stockbroker and an archeologist, or a mountain climber and an economist. Each
register helps you to express your identity at a specific time or place, i.e., how you seek to
present yourself to others.‖ (Wardhaugh, 2009: 52). However, the notions of register and
dialect, while different, might not be entirely independent from each other: ―one man‘s dialect
is another man‘s register.‖ (Hudson, 1993: 51). Still, most linguists share the viewpoint that a
speaker usually controls few social varieties of a language (be it the standard language or a
dialect), whilst being able to use a ―wide range of registers‖ (Wardhaugh, 2009: 52; Halliday,
1990: 43; Bieber, 2000, 135). A clear distinction between the two was made by M.A.K
Halliday who defined dialect as ―variety of language according to the user‖ while register
focuses on ―variety according to use.‖ (Halliday, 1990: 41)
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1.3 Slang
Slang, as described by the definition in Oxford Dictionary is ―a type of language
consisting of words and phrases that are regarded as very informal, are more common in
speech than writing, and are typically restricted to a particular context or group of people‖.
Yet, despite the definition‘s simplicity, the topic of how to define slang has been an ongoing
issue in linguistic discussion (Amari, 2010: 1). The problem with researching it originates, as
stated by James B. McMillan, from the fact that ―until slang can be objectively identified and
segregated (so that dictionaries will not vary widely in labeling particular lexemes and
idioms) or until more precise subcategories replace the catchall label SLANG, little can be
done to analyze linguistically this kind of lexis, or to study its historical change, or to account
for it in sociolinguistic and psycholinguistic contexts‖ (McMillan, 1978: 146). Not only is the
identification of the slang items an obstacle but also the fact of how elusive it is: slang words
may change their meanings or become a part of ―standard‖ language, a phenomenon that
influenced words such as ―booze‖ or ―funk‖ (Amari, 2010, 2). However, Connie Eble
concluded that slang does have consistent characteristics allowing their better identification,
which are: being more lexically focused rather than phonologically or syntactically, not being
grammatically ―incorrect‖, as slang items rarely violate semantic correctness of a sentence
and undergoing the same morphological processes as the rest of the language, such as
meaning change, shortening, etc. (Eble, 1996: 12-24). A different method of determining
whether a lexical item could be considered slang was introduced by Bethany K. Dumas and
Jonathan Lighter. They presented four criteria for slang:
Its presence will markedly lower, at least for the moment, the dignity of serious speech
or writing,
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Its use implies the user‘s special familiarity either with the referent or with the less
statusful or less responsible class of people who have such special familiarity and use
the term,
It is a tabooed term in ordinary discourse with persons of higher social status or
greater responsibility,
It is used in place of the well-known conventional synonym, especially in order (a) to
protect the user from the discomfort caused by the conventional item or (b) to protect
the user from the discomfort or annoyance of further elaboration. (Dumas, Lighter,
1978, 14-16)
According to them, if at least two of the presented criteria can be successfully applied to any
lexical item it can be considered slang.
1.4 Jargon
The term ―jargon‖ originates from an Old French word ―jargon‖, which meant
―twittering or warbling of birds‖, as for a listener unfamiliar with the jargon what they might
hear may convey as much meaning as the chirping of the birds. It can be defined as ―an
outlandish, technical language of a particular profession, group, or trade.‖ Despite sharing
some of slang‘s traits, such as being outside the ―main‖ language, it ―serves not just to label
new and needed concepts, but to establish bonds between members of the ingroup and enforce
boundaries for outsiders‖, as Spolsky concluded (Spolsky, 1998: 33). Jargon can be formed
by any group of interest based on its occupation (medical jargon, corporate jargon) or shared
interest (cricket jargon, football jargon).
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According to Yule a characteristic feature of jargon is it technical nature associated to
a specific group of interest (Yule, 2004: 259). Furthermore, he agrees with Spolsky‘s
sociological aspect of jargon, as he wrote: ―In social terms, jargon helps to create and
maintain connections among those who see themselves as ―insiders‖ in some way and to
exclude ―outsiders.‖ However, he noted that extensive use of highly technical vocabulary
(which is characteristic of jargon) may lead to perceiving its use as ―elitism‖ of some sort:
―This exclusive effect of specialized jargon, as in the medical register (e.g. Zanoxyn is a
nonsteroidal anti-inflammatory drug for arthritis, bursitis and tendonitis), often leads to
complaints about what may seem like ―jargonitis.‖ (Yule, 2004: 259)
Also, as Peter Ives noticed ―After all, jargon is only jargon for those who don‘t use
it.‖ (Ives, 1997 n.pag). Jargon is an integral part of everyday language for many people as it
allows conveying complex, new ideas in short form and appears unintelligible only to those
unfamiliar with it.
1.5 The Language of the Internet
The ―language of the Internet‖, also known as netspeak, consists of various types of
natural language conveyed through electronic means of communication (Baron, 2003: 3),
unlike ―Web language‖, which includes a number of coding languages. The language of the
Internet is a curious issue from a linguistic point of view as vast majority of the language used
online is written, while linguistics concentrates on the spoken language mostly. Writing,
according to Bloomfield, is ―merely a way of recording language by means of visible marks‖
(Bloomfield 1933:21). Moreover, Chomsky‘s transformational school claims written text to
be irrelevant for linguistic research. However, the Internet‘s impact on the language is so
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great that it may no longer be considered non important.
At the moment the use of natural languages on the Internet is heading into two
different directions. Despite being created as an English-speaking network more and more
content online is being posted in languages different than English, which is not a surprise, as
estimation exists that predicts the Chinese will become the most common language worldwide
and that by the year 2050 there will be over 1.4 billion native speakers of Chinese compared
to 500 million of native speakers of English. (Graddol 1997:27). Should this happen it will
prove to be a major challenge for both translators and programmers as an ever increasing need
for translating software and methods will arise. The other direction predicts adaptation of
English as lingua franca of the Internet. The issue presented by this solution is the fact that at
the moment most of English speakers are non-natives (Crystal, 1997b: 69), which may result
in majority of content recipients unable to understand complex grammatical structures or
vocabulary.
1.5.1 Computer Mediated Communication
As all the communication happening within any MOBA or any other multiplayer game
can be classified as Computer Mediated Communication it is deemed necessary to fully
understand the nature of this particular phenomenon in order to apply other linguistic factors
into the boundaries of this type of communication.
Computer Mediated Communication (CMC) is ―loosely defined as any natural
language messaging that is transmitted and/or received via a computer connection. Generally
speaking, the term CMC refers to a written natural language message sent via the Internet.‖
(Barons, 2003: 10). Two main categories of CMC can be distinguished: one-to-one
communication and one-to-many dialogue. One-to-one communication includes such means
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of communication as e-mails and instant messages while one-to-many dialogue includes web
pages, chats and newsgroups.
1.5.2 Characteristics of CMC
As CMC is affected by the devices on which input and output takes place, certain
factors regarding the text itself apply. As the number of small Internet devices in use increases
(the Monetate Q1 2013 Ecommerce Quarterly shows that in the first quarter of 2013 nearly
25% of all Internet sites visit were from mobile devices) a certain format of the text emerges.
Due to limited size of both keyboard and the screen on the said devices both creation and
reception of long text is considerably more difficult and thus emergence of shorter text is
much more frequent.
Furthermore, the nature of the medium used for communication is a factor. Byron
distinguishes between asynchronous and synchronous CMC. Asynchronous communication
(which includes e-mail) reassembles more standard means of communication, such as the
postal system. The assumption or requirement for both parties to be online is not present and
allows creation of a text of any length. Synchronous CMC (such as instant messages or chat
services) requires both poster and sender to actively control the flow of discourse. Messages
tend to be short, because as in the face to face conversation, interruptions might happen and
responses take place very quickly.
As CMC‘s form is most cases written the reader cannot rely on non-verbal parts of
language to identify the writer‘s intentions or emotions. It was the problem faced by the
recipients of classic letters or short stories. However, thanks to CMC‘s greater immediacy
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methods of marking certain emotions (such as happiness, sadness or sarcasm) have been
implemented.
One of those methods are emoticons, also known as smileys. Emoticons first appeared
in 1982 as the creation of Scott Fahlman who was at Carnegie Mellon University. Fahlman
wrote at the time:
―I propose ... the following character sequence for joke markers: :-). Read it
sideways. Actually, it is probably more economical to mark things that are NOT jokes,
given current trends. For this use :-(.‖ (Barid, 2002: http://www.cs.cmu.edu/~sef/Orig-
Smiley.htm)
Typically emoticons consist of punctuation marks and/or numbers. It is hard to
estimate the number of smileys in use as new one may appear among any group, e.g. students
of a class messaging on a class forums board or viewers of a game streamer. An example of
the latter might be ヽ༼ຈل ຈ༽ノ(rise your dongers) used by the fan base of League of
Legends player Michael ―imaqtpie‖ Santana on his streaming site profile‘s chat in form of an
internet meme.
Different methods of conveying non-verbal information include flaming and
ALLCAPS. Flaming is purposeful use of vulgarism and profane language which intends to
present writer‘s attitude towards the topic. ALLCAPS serves as an indication of scream
and/or anger and is created by typing the entire message in upper case. It is often used
simultaneously with flaming.
Finally, CMC operates with the use of acronyms and abbreviations. While their use in
written text is nothing new (they were common in medieval manuscripts) their purpose
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reaches beyond mere reduction of input time and space of the text. An additional, a social
factor exists – the use of both indicates being a part of ―the Internet culture‖. This factor
reassembles slang‘s and David Crystal vocalised the though very accurately: ―The chief use of
slang is to show that you‘re part of the gang!‖ (Crystal 1997a:53)
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2. The History of the MOBA Genre and Its Characteristics
2.1 Characteristics of the Genre
MOBA (abbreviated from Multiplayer Online Battle Arena) is a subgenre of real time
strategy games that has emerged at the end of the final decade of the 20th
century. The genre‘s
gameplay typically revolves around the conflict of two teams whose main goal is the
destruction of the enemy‘s main structure located within their base. Each team consists of 5
players, each of whom is given control of a single, powerful unit often referred to as a
―champion‖ or ―hero‖. The map on which the game is played can be divided into two main
zones: three lanes, where one can find minions spawned by each base as well as three rows of
defensive structures known as ―turrets‖ and the jungle, the contested area where neutral
monsters are present. The champions become more powerful over time as they gain
experience and items, both of which are needed to successfully force themselves through the
enemies‘ defenses and eventually claim victory. The gameplay is fast paced and requires
player‘s concentration and micro management of actions. Typical skirmish last between 20 to
70 minutes. The genre itself is becoming increasingly popular amongst video gaming
audience, with representatives of the genre topping the charts of most games played among all
gaming titles and major MOBA tournaments being watched by hundreds of thousands
individual viewers at any given time.
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2.2 The History of the Genre
2.2.1 Aeon of Strife
The first know representative of the genre was a custom map made for a Blizzard
Entertainment‘s 1998‘s real time strategy game StarCraft, called Aeon of Strife. In Aeon of
Strife, a map created by an author known as Aeon64, the player controlled a single unit of
their choice and together with 3 other players and with the aid of the constant stream of
friendly, base-spawned monsters, were faced against the endless number of enemy monsters
which were stronger than the allied minions and given the task of destroying the enemy base
structures. The game was played within four lanes and would last until either all four main
structures were destroyed or all of the players‘ units were killed. A later version included
player versus player gameplay with the introduction of two versus two mode, where teams
consisting of two players would battle each other.
The map was highly innovative as it removed the standard features of a real-time
strategy gameplay, such as the development of the main base, creation of an army and
resources gathering while strongly focusing on a single unit, which was typical for role-
playing games and rewarding the player for successfully executed last hits on the enemy
monsters. (History of DotA, n.d.: wiki.gosugamer.net).
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2.2.2 WarCraft III Era
With the release of Blizzard Entertainment‘s next real-time strategy, WarCraft III, in
2002 many of the StarCraft‘s custom maps were recreated with the use of WarCraft‘s map
editor. This was also true for Aeon of Strife and thanks to WarCraft‘s game engine a number
of new mechanics, including learning new abilities through experience or buying items could
be implemented. This led to creation of WarCraft‘s own MOBA-like maps, some of which
included The Valley of Darkness by a mapper known under the name Karukefand as well as
Defense of the Ancients, a piece by Eul, which would eventually become one of the most
popular custom maps in WarCraft III. With the release of The Frozen Throne expansion pack
Eul created a new version of DotA called DotA 2: Thirst for Gamma. The map, however, did
not recreate its predecessor‘s success. This led to Eul‘s disappearance from modding scene
and leaving the map‘s code in open-source status. This led to appearance of number of spin
offs, some of which were DotA DX Series, DotA Unforgiven and DotA Outland. (History of
DotA, n.d.:wiki.gosugamer.net).
2.2.3 DotA Allstars
As the number of the available versions of the map was increasing, two people, known
under the names of Meian and Ragn0r, decided to compile all fun-to-play champions from
different releases into a single map. This map was released under the name of DotA Allstars.
The first version of the map was DotA Allstars Beta v0.95 released on February 3, 2004. This
release is considered one of the milestones in the history of DotA and thus, MOBA games.
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The game continued to develop under the lead of Steve ‗Guinsoo‘ Freak, IceFrog and
Neichus. The map was becoming more optimized; gameplay changes were added (e.g. the
introduction of Roschan), new heroes were introduced (such as Witch Doctor, Ursa Warrior
and more). Furthermore, the map‘s popularity was becoming more significant: in 2009 the
official DotA forums, dota-allstars.com, had 1,500,000 active accounts and over 1 million
unique visitors every month and was hailed ―the most popular and most-discussed free, non-
supported game mod in the world‖ (Walbridge, 2008: n.pgd). The recognition of the maps‘
popularity was its introduction into World Cyber Games Singapore in 2005. During the
following years DotA events were hosted during BlizzCons and the game was a part of
Cyberathlete Amateur League and CyberEvolution leagues game lineup.
2.2.4 The „Stand-Alones‟ Era
Prior to 2009 MOBA games were merely modifications of already existing games –
just as Aeon of Strife was a modification of StarCraft and DotA was a modification of
WarCraft III. However, few companies decided to create games that would themselves
provide game environment that would no longer need support of third party clients. The first
company to successfully accomplish that was Riot Games, who released League of Legends in
2009. Since then the game has become the most popular online game worldwide (Gaudiosi,
2012: n.pgd). Several other MOBA games have been released, most influential of which have
been: Valve Corporation‘s Dota 2 and S2 Games‘ Heroes of Newerth.
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2.2.4.1 League of Legends
In 2006 Brandon "Ryze" Beck and Marc "Tryndamere" Merrill started Riot Games
studio. Later they would start cooperation with Steve ―Guinsoo‖ Freak, a former DotA
Allstars modder and a figure of great renown in MOBA scene, and Steve ―Pendragon‖
Mescon, founder of the official DotA Allstars forum dota-allstars.com. The result of the
studio‘s work is League of Legends (LoL) from 2009. Even though the game itself was
inspired by WarCraft III‘s DotA Allstars it introduced a number of changes, such as vision
reducing bushes, implementation of Attack Damage and Ability Power statistics in favour of
traditional Strength, Agility and Intelligence attributes, gold for players assisting with a kill
and more. The development of the game is constant: the current champion rooster has grown
from the original 40 to 115 individual champions to choose from, a number of those
champions have undergone redesign and the game‘s and champions‘ visuals have been
upgraded. The game has been a great success – at present it is the most played game in the
world with over 35 million active subscribers, 12 million daily players and over 1 billion
hours of game monthly (Evangelho, forbes.com).
2.2.4.2 Dota 2
Dota 2‘s development begins with Valve Corporation‘s acquisition of IceFrog, the
main modder of the original Defense of the Ancients map, in 2009, who was appointed the
leader of the game‘s design team (Onyett, n.pgd.). The game itself is a faithful
implementation of the original‘s gameplay and mechanics into a stand-alone environment. It
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was released on 9th
of July, 2013 on Windows and 18th
of July. 2013 for Linux and OS X. It
represents free-to play business model and is available through Valve‘s Steam gaming
platform.
2.2.4.3 Heroes of Newerth
Heroes of Newerth (HoN) is a MOBA game developed and released by an American
game company, S2 Games. Based on DotA, it strongly reassembles the original – the
attributes system is present and champions‘ maximum level is 25. The champions themselves
are mostly based on DotA’s heroes. The game was released on the 12th
of May, 2010 and
unlike other stand-alone MOBA titles did not follow the free-to-play business model as it did
cost 30 dollars on release. Game was receiving high amount of attention from MOBA
community as the beta version had over 3 million unique subscriptions for the beta version.
(Burnes, 2010 n.pgd).
On 29th
of July, 2011 HoN was transferred into a free-to-play model: each week
players were given access to a batch of free-to-play champions, while the rest could be
purchased via in-game store with ―coins‖ which were given for each matchmaking game or
bought with real money.
As of 19th
of July, 2012 all of HoN’s champion‘s access restrictions were revoked,
grating all the players the ability to play any champion of preference.
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3. Examples of Language Used in Multiplayer Online Battle Arenas
The goal of this chapter is to present and describe the language used in MOBA games.
The chapter is highly practical, all the described phenomenon are supported by cited in-game
examples to present the nature of their nature as precisely as possible.
3.1. Communication Within the Game
Communication during any game of MOBA is Computer Mediated Communication, a
phenomenon described in the first chapter of this thesis, and follows its characteristics: it
tends to be heavily shortened, thus use of acronyms and abbreviations is very popular as the
fast pace of gameplay requires players to concentrate on the in-game action rather than on
writing or reading messages. Furthermore, as emotions are inseparable part of any game,
presence of flaming and ALLCAPS is common. Also, due to written language‘s poor ability
to convey author‘s intents emoticons are in frequent use. Additionally, as it shares some of
slang‘s features, it tends to be more casual than ―proper‖ English. Furthermore, a team in any
MOBA match usually consists of 5 randomly assigned players who are unlikely to ever play
again with each other as the number of players online – thus, possible team mates, counts in
tens of thousands, reducing chances of being assigned to the same team mates into a fraction
of per cent, leading to ever further ―casualization‖ of language.
In the game environment written communication serves purely utilitarian purpose, as
communication is necessary in any interhuman confrontation. However, in this case the
available form proves itself to be an obstacle: written language requires more effort from both
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sender and receiver. And should player‘s attention be distracted from the gameplay,
consequences might be grave: from experiencing a setback in lane-specific matchup, failing to
prepare one‘s character to the match to even dying to the opponent. This led to creation of
MOBA specific slang; a kind of slang that not only consists of technical in-game terms which
carry very little information to people not familiar with them but the terms are changed even
further: clippings and abbreviations are among most used language forms in any MOBA
match, as presented in an example below (all the examples come from the author‘s game
experience – he started playing the League of Legends in 2011, participated in over 1000
matches and devoted hundreds of hours into the game)
Halfoat: shaco starts red, top expect gank around 0300
Halfoat: tr ~0702
Summarum: tri warded
Robisek: mid ss
In this shot exchange, Halfoat, the team‘s jungler informs the team about his
counterpart, Shaco, the Demon Jester‘s, jungle route (the order of neutral monster camps
killed in the jungle) began at red, that is the Elder Lizard camp (red refers both to the monster
as well as the blessing (buff) granted upon slaying it) and the player at the top solo lane (top)
should be prepared for Shaco‘s unexpected appearance on his lane that is meant to put
pressure upon their lane around the third minute of the match. Furthermore, Halfoat uses so
called timer – as respawn times of jungle creeps are set it is possible to tell the exact time of
their reappearance on the map. Their prediction is that their red (tr) will be available around 7
minutes and 2 seconds from the match‘s start. Player Summarum informs that the so called
tribrush (tri) – an area on the map that makes champions invisible upon entering, in this case
shaped like a triangle, is warded: a ward, vision grating stationary item has been put there,
grating the enemy team vision over the area, thus revealing all the movement in the area.
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Robisek, the solo player from the middle lane (mid) calls out a ―miss‖, informing the team
that his opponent is not present on the lane, warning the team mates to be careful as they
might find themselves outnumbered.
3.1.1 New Players and the Slang Acquisition
As most of game-related information is passed with the use of in-game slang it is of
utmost importance that new players quickly become accustomed with the terminology.
Despite it being a seemingly challenging task most players become familiar with it fairly
quickly, as emotional conditioning affects learning speed – exposure to positive emotions
increases learning speed and main reason behind playing video games is entertainment. This
process has been described by Soumaya Chaffar and Claude Frasson (Chaffar, Frasson, 2005:
1).
Another factor affecting the acquisition is social pressure. As mentioned in the chapter
one of this thesis, slang and jargon serve a purpose beyond mere communication: they are an
indicator of being a part of the group. This stands true for MOBA games: players not familiar
with the slang carry the stigma of being a ―noob‖ or a ―newbie‖ – having inferior knowledge
and motor skill in the game. Desire to avoid it is yet another powerful factor that boosts the
learning process.
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3.2 Types of Linguistic Processes Affecting the Language in LoL
As mentioned and presented in this chapter, the language of League of Legends
experiences a serious transformation if compared to the Standard English. Most common
changes include clipping and abbreviating and use of game slang. This part of the thesis is
devoted to describing these particular changes in detail.
3.2.1 Abbreviations in MOBA Games
Abbreviations or shortened forms of words or phrases have been a part of the written
language for hundreds of years. They were used as early as in the Roman Empire.
Surprisingly, the purpose driving the writers nearly two thousand years ago was not very
different from what conditions the form of the language in MOBAs today. Implementation of
abbreviation into the manuscripts was caused by the nature of writing material: writing in
stone or metal was time consuming while parchment was a luxury item, as each sheet had to
be created from an animal pelt. The purpose today shares the goal of saving: in this case time
and attention span. As the nature of conversations in League is highly informal due to the
randomness of the assigned team mates as well as it being a non-personal experience
combined with aforementioned need of time and attention saving the reoccurring use of
abbreviations within the game terminology was the only natural thing to happen.
The said abbreviations affect whole spectrum of the in-game vocabulary, from names
of the items, champion to entire phrases.
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Some of the abbreviated names of items include:
botrk – Blade of the Ruined King;
lw – Last Whisper;
bt – The Bloodthrister;
ie – Inifinity‘s Edge;
dfg – Deathfire‘s Grasp;
roa – Rod of Ages;
pd – Phantom Dancer;
fm – Frozen Mallet;
ga – Guardian‘s Angel;
wota – Will of the Ancients;
Use of such abbreviated form allows teammates to coordinate team efforts with greater speed
(not the use of lower case; reducing the amount of time and attention applied to the text goes
as far as omitting holding of shift, an action that would take a fraction of second otherwise).
An example of use of the said abbreviations in presented below:
need 100 for dfg
no lw at 35 mins….
we got his ga, thats k
Another group of abbreviated items are the names of the champions. Due to some of the
champions‘ names being lengthy, measures have been taken to reduce the time needed to
indicate the target ones. This was especially important in the Champion Select screen as the
time available for managing to create a line-up of champions that will benefit the team most
as well as customize the champions to fit the current game best is no longer than 2 minutes.
The following names are shortened:
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gp – Gankplank, the Saltwater Scourge
ww – Warwick, the Blood Hunter
j4 – Jarvan IV, the Exemplar of Demacia
mf – Miss Fortune, the Bounty Hunter
lb – LeBlanc, the Deceiver
tf – Twisted Fate, the Card Master
Finally, certain phrases that reoccur are abbreviated. The purpose is the same –
maximal reduction of the time necessary to convey messages. Among the most popular
phrases are the following:
gg/bg – good game/bad game; phrase used at the end of the match in order to show
sportsmanship and appreciation to the game or express dismay that certain factors (for
example one of the players leaving) affected the course of the game
fotm – Flavour of the Month; used to describe a certain strategy or champion pick that
has become popular throughout the community
o ―Genja picked lee, now every1 plays him. I just love fotms‖
omw – On my way; information that a player is en route to a certain destination
o ―omw mid‖
oom – Out of mana; informing that our champion is unable to use their abilities are the
required resource, mana, has been spent.
o ―don‘t bother ganking, im oom‖
afk – Away From Keyboard;
o ―j4 is afk. gg‖
brb – Be right back; informing that the player typing this will not be playing for a
certain amount of time, yet will return shortly
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o ―doorbell, brb 1 min‖
aoe – Area of Effect; abilities that affect a wider amount of space.
o ―zyra, sona, nasus, leona… holy, they have so much aoe‖
cc – Crowd Control; all the abilities that reduces the amount of control over a
champion. Those include slows, stuns, blinds and snares.
o ―their team has no cc. nice‖
cd - Cooldown; time any ability needs to become available again
o ―dont come top, cd on ult‖
3.2.2 Clipping in MOBA Games
Another phenomenon affecting the language of MOBAs is clipping. Clipping, or
shortening is ―the reduction of a word of one of its parts‖ (Marchard, 1969: 441). The
occurrence of this phenomenon is as popular as of abbreviations and it serves the same
purpose, however affects the items that, for some reason, were deemed unfit for abbreviating.
Those terms include:
ult – Ultimate Ability. The strongest skill any champion can learn. It can be chosen
after reaching the 6th
level of experience.
o ―once I get my ult I go all in‖
mid – The middle lane or the person assigned to this specific lane.
focus – clipped form of phrase ―focus fire‖; using all available abilities and attacks to
bring one specific enemy
o ―everyone focus vayne or she‘ll kill us all‖
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aggro – in other words – aggression. Can either refer to player‘s ―aggro‖ gamestyle or
gaining neutral monster‘s aggression (act of aggroing)
o “dont be so aggro, their jungler is somewhere near‖
care – clipping of ―be careful‖. It urges other players to remain aware of possible
incoming danger
o ―mid is gone, care bot‖
def – defend. Action of defending a certain area of the map or a map objective
o ―sona, mf, def the turret‖
drag – Dragon. A large creature that grants 190 gold for every player in the team that
slayed it.
baron/nash – Baron Nashor; the most powerful neutral creature in the League of
Legends. It grants a powerful bonus to the members of the teams who successfully
killed it.
3.3 The Influence of the Notable Members of the Gaming Community on the Language
As the League of Legends‘ scene has grown to formidable size the professional
players of the top teams are recognizable by the rest of the fan base. The pro players‘ game
streams are watched by thousands of people daily on sites such as twitch.tv or azubu.tv. It is
only natural that the most impressive or embarrassing plays attract certain amount of
attention. Some of the actions have become so famous that the nicknames of the players
performing them have given rise to new game terms, phenomenon similar to the creation of
the namesakes showing how dynamically the scene reacts to the events in the game.
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I will present the most often used namesakes of League of Legends.
xPeke‟d
Enrique “xPeke” Cedeño Martínez is the captain and the mid player for the European
gaming team Fnatic RC. One of the most recognizable members of League‘s pro scene (he
together with his team was the triumphant of the Season 1‘s World Championship in 2011).
During Intel Extreme Masters event in Katowice in match versus another European team,
SK Gaming, he teleported with his Kassadin, the Voidwalker into SK‘s base. While being at
~10% of health he managed to successfully destroy the enemy nexus which resulted in
Fnatic’s win. What was so impressive about the entire action was the fact that he managed to
dodge enemy attack and with the amount of health he had he would have died should he be hit
twice. (JirayaEtSkyyart, 2013)
To commemorate that players who successfully bring down the nexus midst fight offer
exclamate in all-chat ―xpeke!‖ (RazoX14X, 2013)
Froggen DDoS
Henrik "Froggen" Hansen is the mid player for the League of Legends division of the
multi-gaming organization, Evil Geniuses. Regarded as the best Anivia, the Cryophoenix‘s
player in the world he was chosen ―The Player of the Year 2012‖ by ggchronicle.com portal.
(Mykles, 2013: n.pgd).
The term originates from Carlos ―ocelote‖ Rodriguez Santiago, the mid laner for SK
Gaming. While streaming (broadcasting himself play the game to wider audience) he
experienced a DDoS attack – abbreviation for Distributed Denial of Service, Internet attack
that aims to flood target with overwhelming amount of data, slowing the connection speed
greatly and, in most cases, rendering the target workstation or server unable to work properly.
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Ocelote accused Froggen of performing the attack (Santiago, 2012). It was proven that
Froggen was innocent, however, the conflict between the two players reached the general
audience and in case of someone‘s constant disconnections from the game phrases such
―froggen pls‖ or ―lol froggen ddos‖ can be seen in game.
Scarra ward
William ―scarra‖ Li is an American mid player for team Dignitas. Considered one of the
top mid players in the North American scene and his streams, however rare, praised as one of
the most informative and helpful for the new players.
The event that immortalized his nickname in the Leagues terminology occurred during a
solo ranked game. As he was approaching the bottom lane he wanted to put a ward, a vision
granting item, over a wall. After few unsuccessful attempts (his champion rather than use the
item started moving) he placed two wards in a very short span of time in two completely
undesired spots (roflcopter414, 2012). Since then missed wards are hailed as ―scarra wards‖
(Polar1ty; 2013)
inSec
Choi "inSec" In-seok is jungler for the Korean team KT Rolster Bullets and considered
to be the best jungler in the world by many, even fellow junglers (aceresportteam, 2013).
Famous for him impeccable technical mastery over the champion Lee Sin, the Blind Monk
after displaying his skill in the OGN Series in Korea (엥가이 김, 2013), people began
referring to performing one particular combo on Lee Sin (specifically, Sonic Wave into
Resonating strike, midair wardplacing, using Safeguard ability to it in order to position
oneself behind an enemy to Dragon Kick them into the allies) as doing an―inSec‖
(OPLeagueofLegends, 2013)
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Conclusion
The purpose behind this thesis was to present and analyse the most important language
processes affecting the written language of MOBA players community, using League of
Legends game as the example. The theoretical knowledge of the processes affecting Internet
language groups has been applied to in-game dialogue, confirming the author‘s assumptions.
The main feature of the MOBA language is its dynamics and informality. It serves a
simple purpose of conveying as much game-related data in the most compressed form
possible, thus the excessive use of abbreviation and clipping, as shown by the examples.
Furthermore, it involves a certain number of terms that are not to be found beyond the game‘s
environment, and invokes slang‘s and jargon‘s social aspect of belonging to a group allowing
differentiation between the new and the experienced. Yet another noteworthy aspect is the
community‘s consciousness and ability to create namesake for what they deem most
remarkable displays of skill and ability.
The chosen characteristics of the game‘s slang that were described in the thesis are
followed by examples of in-game speech based on the author‘s nearly 3-years long game
experience as well language used by other players proving it to be the actual game language.
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Streszczenie pracy w języku polskim
Powyższa praca licencjacka została napisana z zamysłem przedstawienie oraz analizy
procesów zachodzących w języku używanym przez społeczność gier on-line typu MOBA
bazując na przykładzie gry League of Legends. Praca składa się z rozdziału teoretycznego w
którym opisane zostały czynniki wpływające na język społeczności internetowej, rozdziału
przybliżającego zasady rozgrywki w grach MOBA oraz z rozdziału poświęconemu analizie
języka używanego przez graczy, które miały na celu potwierdzenie tezy postawionej przez
autora pracy.
Rozdział pierwszy który jest w pełni teoretyczny ma na celu analizę ogólnych
czynników wpływających na język społeczności wyżej wymienionych gier oraz przedstawia
wpływ medium w jakim użytkowanie tegoż języka zachodzi na jego finalną formę oraz
charakter. Opisane są w nim także cechy języka przekazywanego drogą komputerową.
Rozdział drugi skupia się na przybliżeniu historii tegoż gatunku gier oraz na ukazaniu
podstaw rozgrywki, co ma pozwolić osobom które nie miały nigdy styczności z tymże
gatunkiem gier na lepsze zrozumienie przykładów podanych w rozdziale trzecim. W rozdziale
tym ukazane są przykłady zmian językowych. Głównym obiektem badań są rozmowy
zachodzące między zawodnikami w czasie każdej rozgrywki, lub inaczej meczu. Moją one
służyć za przykład pozwalający na ukazanie jak dynamiczne są zmiany językowe zachodzące
w żargonie tej prężnie rozwijającej się społeczności internetowej, a przez to także jej języka.