THE ILLOCUTIONARY SPEECH ACTS IN THE WITCHER 3: WILD HUNT: A PRAGMATICS STUDY
DOI:
https://doi.org/10.33197/ejlutama.v10i2.296Kata Kunci:
pragmatics, illocutionary acts, speech actsAbstrak
Speech acts are central in pragmatics because they reveal how language functions to perform actions in communication. Although many previous studies have discussed illocutionary acts in films, novels, and daily conversations, research in interactive media such as video games is still limited. This study aims to identify the types of illocutionary acts and analyze their functions in The Witcher 3: Wild Hunt. The research applied a qualitative descriptive method with a pragmatic approach, using Austin’s and Searle’s classifications of illocutionary acts, along with Leech’s principles for analyzing functions. The data consisted of thirty utterances purposively selected from dialogues and narrative texts in the game. The results showed that directive acts were the most dominant with 14 data (46.7%), followed by assertive 6 data (20%), commissive 5 data (16.7%), expressive 3 data (10%), and declarative 2 data (6.6%). In terms of functions, competitive was the most dominant with 14 data (46.7%), followed by convivial 8 data (26.7%), collaborative 7 data (23.3%), and conflictive 1 data (3.3%). These findings indicate that The Witcher 3: Wild Hunt not only presents a complex and interactive narrative but also demonstrates the use of linguistic strategies that reflect pragmatic purposes in character communication. This research contributes to linguistic studies in interactive media and provides opportunities for further exploration of language use in digital games.
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