This paper aims to provide clarity and a sense of understanding of the usage of emotes in chats on the platform Twitch.tv. It can be assumed that emotes are used to either build on the meaning of the message, in terms of providing what facial expressions provide in face-to-face conversations, to indicate irony or in other ways to add meaning to the message, or as a mitigating function as illocutionary force indicators.
The paper will accomplish this by first giving an oversight of previously done research related to the topic. Then it will explain how the data was collected and how it is going to be used for this paper. A summary of the results gained from processing the data will be presented before those results will be discussed. Lastly, the paper will conclude with an evaluation of the accuracy of the hypothesis.
During the pandemic, the need for entertainment that was easy to come by and accessible from home was at an all-time high. Many platforms offering video on demand (VOD) services profited greatly from this newfound demand. But not only did the demand for platforms offering VOD services grow, but also the need for live entertainment. For many, the solution was the live streaming platform Twitch.
Table of Contents
- 1. Introduction
- 2. Theoretical background
- 2.1. Computer Mediated Communication (CMC)
- 2.2. Emoticons, Emotes and what illocution has to do with all this
- 2.3. Twitch
- 3. Methodology
- 4. Results & Discussion
- 4.1. Which emotes and from where?
- 4.2. LETSGO
- 4.3. KEKW
- 4.4. Awkward
- 4.5. Drake
- 4.6. OMEGALUL
- 4.7. Quantified results
- 5. Conclusion
Objectives and Key Themes
This paper analyzes the usage of emotes in Twitch chat, exploring their function within the context of Computer Mediated Communication (CMC). The research investigates how emotes contribute to meaning-making and interaction on the platform, going beyond their simple representation of emotions.
- The role of emotes in conveying meaning beyond literal interpretations.
- The function of emotes as illocutionary force indicators.
- The impact of emotes on the overall communicative dynamics of Twitch chat.
- Analysis of specific emotes and their usage patterns.
- Comparison of emote usage to traditional face-to-face communication.
Chapter Summaries
1. Introduction: This introductory chapter establishes the context of the research by highlighting the surge in popularity of Twitch during the pandemic and the lack of existing research on the nuanced use of emotes within its chat culture. It introduces the paper's aim: to analyze the usage of emotes on Twitch.tv, exploring their function in enhancing the meaning of messages, indicating irony, or mitigating the illocutionary force of statements. The chapter outlines the structure of the paper, promising an overview of existing research, a description of the methodology, a presentation and discussion of the results, and a concluding evaluation of the hypothesis.
2. Theoretical background: This chapter lays the groundwork for the study by exploring relevant theoretical concepts. Section 2.1 discusses the evolution of Computer-Mediated Communication (CMC), tracing its development from primarily academic use to widespread public adoption with the advent of the World Wide Web. It highlights the shift towards more synchronous communication and the emergence of abbreviations and shorthand in online interactions. Section 2.2 delves into the functions of emoticons and emotes, explaining their roles in conveying both emotional and non-emotional meanings, and particularly focusing on their function as illocutionary force indicators. It categorizes emotes based on their communicative functions and introduces Searle's classification of illocutionary acts.
Keywords
Twitch, emotes, emoticons, Computer-Mediated Communication (CMC), illocutionary force, online communication, qualitative analysis, quantitative analysis, meaning-making, irony, pragmatic meaning.
Frequently Asked Questions: Analysis of Emotes on Twitch
What is the main topic of this research paper?
This research paper analyzes the usage of emotes in Twitch chat, exploring their function within the context of Computer-Mediated Communication (CMC). It investigates how emotes contribute to meaning-making and interaction on the platform, going beyond their simple representation of emotions.
What are the key objectives of this study?
The study aims to examine the role of emotes in conveying meaning beyond literal interpretations, their function as illocutionary force indicators, and their impact on the communicative dynamics of Twitch chat. It also analyzes specific emotes and their usage patterns, comparing emote usage to traditional face-to-face communication.
What theoretical frameworks are used in this paper?
The paper utilizes theories of Computer-Mediated Communication (CMC), focusing on the evolution of online communication and the emergence of shorthand in online interactions. It also draws upon the concept of illocutionary force, explaining how emotes can function as indicators of the speaker's intended meaning.
What methodology is employed in this research?
While the specific methodology isn't detailed in this preview, the paper mentions both qualitative and quantitative analysis will be used to study emote usage.
Which emotes are specifically analyzed in this study?
The preview mentions several emotes that are analyzed in detail: LETSGO, KEKW, Awkward, Drake, and OMEGALUL. The analysis will likely explore their specific usage patterns and communicative functions.
What are the key findings (as previewed)?
The preview does not detail specific findings, but promises a chapter dedicated to results and discussion, including a section on quantified results.
What is the structure of the research paper?
The paper is structured into five chapters: 1. Introduction, 2. Theoretical background (including sections on CMC, emotes/illocution, and Twitch), 3. Methodology, 4. Results & Discussion (including analysis of specific emotes and quantified results), and 5. Conclusion.
What are the key takeaways or conclusions (as previewed)?
The preview does not present the conclusions but promises a concluding chapter evaluating the hypothesis.
What are the keywords associated with this research?
Keywords include Twitch, emotes, emoticons, Computer-Mediated Communication (CMC), illocutionary force, online communication, qualitative analysis, quantitative analysis, meaning-making, irony, and pragmatic meaning.
What is the significance of this research?
This research contributes to understanding the evolving landscape of online communication, specifically within the context of Twitch and its unique chat culture. It sheds light on the nuanced ways in which emotes shape meaning and interaction in digital spaces.
- Quote paper
- Janne Siebertz (Author), 2022, Linguistic analysis of the usage of emotes in Twitch Chat, Munich, GRIN Verlag, https://www.grin.com/document/1309112