More than bad words: Sociopragmatic functions of taboo language as a communicative resource in video game dialogue
DOI:
https://doi.org/10.35962/4v8c4c32Keywords:
Taboo Language, Sociopragmatics, Video Game Dialogue, Digital Discourse, Grand Theft Auto: San AndreasAbstract
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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Copyright (c) 2026 I Made Astu Mahayana, Luh Ketut Indrayani Pratiwi, Gusti Ketut Ngurah Purnama Putra, Emmanuel Chinedu Elele

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.





