Toxic Talk and Narrative Power in Virtual Arenas: A Pragmatic-Narrative Analysis of Impoliteness in Online Game Communication

Authors

  • Nensilanti

    Department of Language and Literature, Faculty of Language and Literature, Makassar State University, Makassar 90141, Indonesia

  • Andi Sahtiani Jahrir

    Department of Language and Literature, Faculty of Language and Literature, Makassar State University, Makassar 90141, Indonesia

  • Suarni Syam Saguni

    Department of Language and Literature, Faculty of Language and Literature, Makassar State University, Makassar 90141, Indonesia

  • Mahmudah

    Department of Language Education, Postgraduate Studies, Makassar State University, Makassar 90141, Indonesia

  • Andi Muh. Fadjrin Husain Subhan

    Department of Language and Literature, Faculty of Language and Literature, Makassar State University, Makassar 90141, Indonesia

DOI:

https://doi.org/10.30564/fls.v7i6.9945
Received: 10 April 2025 | Revised: 20 May 2025 | Accepted: 30 May 2025 | Published Online: 8 June 2025

Abstract

This study examines the phenomenon of language impoliteness in digital communication, especially in online game chat media, using the framework of the theory of impoliteness from Jonathan Culpeper in a pragmatic study. As multiplayer games evolve as complex social interaction spaces, the feature of chats between players is often an arena for speech that is not only aggressive and offensive but also strategic and meaningful. This study aims to identify the form, function, and contextual triggers of impoliteness players use in competitive and dynamic gaming environments. This study uses a descriptive qualitative approach with documentation techniques as the primary data collection method. Data is collected from Mobile Legends game chat logs and relevant content from popular social media such as Instagram and TikTok. Data analysis was carried out through the stages of reduction, presentation, and drawing conclusions based on five strategies of impoliteness within the framework of Culpeper: bald on record, positive impoliteness, negative impoliteness, mock politeness (sarcasm), and withhold politeness. The study results show that rude speech is used not only as an emotional expression but also as a tool to build dominance, provoke opponents, and strengthen group identity. Repetitive use of rudeness forms a narrative pattern that reflects norms, conflicts, power, and alliances within the digital community. Abusive speech not only acts as face-threatening acts but also becomes part of a social storyline that builds interaction dynamics in the online gaming community. This study makes a real contribution to developing the study of digital pragmatics and narrative linguistics.

 

Keywords:

Impoliteness; Pragmatics; Online Game Chat; Digital Communication; Language Aggression

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How to Cite

Nensilanti, Jahrir, A. S., Saguni, S. S., Mahmudah, & Husain Subhan, A. M. F. (2025). Toxic Talk and Narrative Power in Virtual Arenas: A Pragmatic-Narrative Analysis of Impoliteness in Online Game Communication. Forum for Linguistic Studies, 7(6), 617–631. https://doi.org/10.30564/fls.v7i6.9945

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