More than bad words: Sociopragmatic functions of taboo language as a communicative resource in video game dialogue

Authors

  • I Made Astu Mahayana Universitas Warmadewa, Denpasar, Bali, Indonesia
  • Luh Ketut Indrayani Pratiwi Universitas Warmadewa, Denpasar, Bali, Indonesia
  • Gusti Ketut Ngurah Purnama Putra Universitas Warmadewa, Denpasar, Bali, Indonesia
  • Emmanuel Chinedu Elele Universitas Pendidikan Ganesha, Singaraja, Bali, Indonesia

DOI:

https://doi.org/10.35962/4v8c4c32

Keywords:

Taboo Language, Sociopragmatics, Video Game Dialogue, Digital Discourse, Grand Theft Auto: San Andreas

Abstract

Taboo language performs emotional, relational, and linguistic functions in mediated discourse, but its use in scripted video game dialogue remains comparatively underexplored. This study examined the types and sociopragmatic functions of taboo language in the mission dialogue of Grand Theft Auto: San Andreas. Using qualitative content analysis supported by descriptive frequency counts, the study identified 1,039 taboo-language instances from 68 purposively selected narrative missions. The dialogue was recorded and transcribed with information about speakers, addressees, surrounding turns, and narrative situations. Each instance was classified using Battistella’s lexical-semantic typology and analyzed for psychological, social, and linguistic functions using Crystal’s framework. Intercoder agreement for lexical classification was strong (κ = .81). Obscenity was the most frequent category (529; 50.9%), followed by epithets (337; 32.4%), profanity (104; 10.0%), and vulgarity (69; 6.7%). Contextual analysis indicated that obscenity commonly intensified conflict, epithets contributed to interpersonal positioning, profanity communicated emotional evaluation, and vulgarity expressed affect or strengthened directives. Separating lexical classification from functional interpretation provides a clearer account of how taboo expressions operate in scripted game dialogue and extends research on mediated swearing to video game discourse.

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Published

2026-10-28

How to Cite

Mahayana, I. M. A., Pratiwi, L. K. I., Putra, G. K. N. P., & Elele, E. C. (2026). More than bad words: Sociopragmatic functions of taboo language as a communicative resource in video game dialogue. Lingua: Jurnal Ilmiah, 22(2), 76–90. https://doi.org/10.35962/4v8c4c32