Terminology in videogames; analysing gamer speak in League of Legends.
| dc.contributor.advisor | Adam, Carolin Isabel | es |
| dc.contributor.advisor | CaƱete GonzƔlez, Paola Isabel | es |
| dc.contributor.author | Thompson, Jordi Glenn | es |
| dc.date.accessioned | 2026-03-19T13:59:05Z | |
| dc.date.available | 2026-03-19T13:59:05Z | |
| dc.date.issued | 2026 | |
| dc.description | Tesis presentada para optar al grado de MagĆster en LingüĆstica Aplicada. | es |
| dc.description.abstract | League of Legends is one of the most popular MOBA games of the 21st century. The game has garnered a massive scene of both casual and competitive players who use specific terminology which is only understood within the speech community. The objective of this study was to discuss the terms used within the context of the League of Legends professional scene, and to discuss whether a form of term evolution exists over the lifespan of the game. To complete this objective, an explorative method which studied three different matches from the League of Legends World Championships were considered, one from 2011, another from 2017, and another from 2024. Following this, terms were identified within these games and analysed for their word class, alongside their term formation. These terms were then compared between games, and it was discovered that term usage within League of Legends is steadily evolving over time. The results of this analysis showed that terms in League of Legends are mostly nouns that are formed through compounding, but also suffer radical semantic change. Additionally, it was discovered that these terms have many more unique formations than general vocabulary, and many terms possess levels of creativity which are exclusive to the videogame sphere. | en |
| dc.description.abstract | League of Legends es uno de los juegos MOBA mĆ”s populares del siglo XXI. El juego ha atraĆdo a una gran cantidad de jugadores casuales y competitivos que utilizan una terminologĆa especĆfica que solo se entiende dentro de la comunidad de habla. El objetivo de este estudio era analizar los tĆ©rminos utilizados en el contexto del Ć”mbito profesional de League of Legends y discutir si existe una forma de evolución de los tĆ©rminos a lo largo de la vida Ćŗtil del juego. Para alcanzar este objetivo, se consideró un mĆ©todo exploratorio que estudiaba tres partidas diferentes de los Campeonatos Mundiales de League of Legends, una de 2011, otra de 2017 y otra de 2024. A continuación, se identificaron los tĆ©rminos utilizados en estos juegos y se analizaron su categorĆa gramatical y su formación. Posteriormente, se compararon estos tĆ©rminos entre los distintos juegos y se descubrió que el uso de los tĆ©rminos en League of Legends evoluciona constantemente con el tiempo. Los resultados de este anĆ”lisis mostraron que los tĆ©rminos de League of Legends en su mayorĆa son sustantivos formados mediante composición, pero que tambiĆ©n sufren cambios semĆ”nticos radicales. AdemĆ”s, se descubrió que estos tĆ©rminos tienen muchas mĆ”s formaciones Ćŗnicas que el vocabulario general, y muchos tĆ©rminos poseen niveles de creatividad que son exclusivos del Ć”mbito de los videojuegos. | es |
| dc.description.campus | Concepción | es |
| dc.description.departamento | Departamento de Idiomas Extranjeros | es |
| dc.description.facultad | Facultad de Humanidades y Arte | es |
| dc.identifier.uri | https://repositorio.udec.cl/handle/11594/13790 | |
| dc.language.iso | en | en |
| dc.publisher | Universidad de Concepción | es |
| dc.rights | CC BY-NC-ND 4.0 DEED Attribution-NonCommercial-NoDerivs 4.0 International | en |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject | Lexicology | en |
| dc.subject | Terminology | en |
| dc.subject | Videogames | en |
| dc.subject | Jargon (Terminology) | en |
| dc.subject | League of Legends (Game) | en |
| dc.title | Terminology in videogames; analysing gamer speak in League of Legends. | en |
| dc.type | Thesis | en |