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INTRODUCTION
Computers have become a major source of fun and entertainment to people especially to
students. Aside from being used for communication, business and academics, the computer and
the Internet Technology it engendered, has changed the way people spend their leisure time. One
The Multiplayer Online Battle Arena (MOBA) is a game which centers on team of the
players, controlling single character in the game, fighting for dominance. MOBAs have become
the genre of game most conducive to Esports as an industry in a big way (Luxe, 2014). One of the
many video games known as MOBA is the game Defense of the Ancients 2, more popularly known
as DotA 2.
DotA 2 is one of those most played online game developed by Valve Corporation. It is a
stand-alone sequel to the WarCraft III custom map DotA. An estimate of 7.86 million monthly
active subscribers play it. The game is played by selecting a “Hero” to destroy the “Ancient” of
the opposing side. The ancients are located at the two opposite corners across the custom map.
The hero chosen will either be human players or controlled Heroes (Infantado, 2009).
Since its original release, DotA has become a feature at several worldwide tournaments,
including Blizzard Entertainment's BlizzConand: the Asian World Cyber Games, as well as the
Cyberathlete Amateur and CyberEvolution leagues. In a 2008 article of video game industry
website Gamasutra, the article's author claimed that DotA was probably "the most popular and
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most-discussed free, non-supported game mod in the world". DotA is largely attributed to being
the most significant inspiration for the multiplayer online battle arena genre.
Many people engage themselves in the game because it has a different game play compared
to other games. It does not only focus on heroes clashing, but also on how a player controls his or
her lane by utilizing the creeps (type of unit within DotA 2 that heroes can interact with, but do
not have direct control over by default). The game requires not only teamwork and communication,
The popularity of DotA 2 has increased over time and gets the attention from the many
people of the world. It made the Valve Company to host one major event a year: The International,
where the best DotA 2 players compete for a crowd-funded, multi-million dollar cash prize pool.
Prior to releasing the Compendium for The International 2015, Valve announced plans for the
"DotA Major Championships" which encompasses The International and three Valve-sponsored
events leading up to it which offers 18,428, 613.05 dollars prize. An estimated of 51,081, 768. 82
dollars have already been awarded from the 504 tournaments of DotA 2.
In DotA, as in other online games, players are engaged in communication with other
players. It has been observed that these communication contexts involve considerable amount of
trash-talking behaviour. The key selling point of this video contest is a non-stop trash talk from
the other game players—it has been a fundamental part of experience in the game.
It is unclear, however, what the effects of this trash talking are, as well as the motivations
behind it. Thus, the reason why the researcher conducted this study is to understand the
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phenomenon of trash talk with impartiality. This will also study the phenomenon of trash talking
order to further understand and know their insights why sometimes a player trash talks when in a
DotA game.
The researcher focused on analyzing the in- game conversation of the DOTA players that
1. What are the typed and spoken trash talks used by Ilokano DotA players?
3. How does trash talking affect the playing of the DOTA players?
The study is done by means of observation, interview, and focus group discussion among
the selected DOTA players in Ilocos Norte. Thus, the data gathered were only limited to the
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answers provided by the participants during the interview and discussion, as well as the
Educators. Since e-Sports have been already offered as an elective subject in Norway,
Australia, and Sweden for primary and secondary schools, online games such as DotA and DotA
2 would not also be impossible to be offered as part of the curriculum of students here in the
Philippines. Thus, the results of the study can help educators understand the language that DOTA
players use.
Game Developers. Nowadays, many people have been engaged in playing online games.
Thus, the result of the observation and interview can be considered by the game developers to
improve their game. Also, the data gathered could be suggested to the game developers in coming
up with games that can promote the development of the youth and promotion of good values.
Parents. With a growing number of children and teens spending excessive time in playing
computer games, it is important for the parents to know the possible effects of playing online
games to their children. This paper would help the parents to learn things about online gaming
which could serve as a tool of educating them the effects of video games in their development.
Online Gamers. Many of the online gamers only focus on the good effects of playing
computer games. Sometimes, they become not aware of the changes in their behaviour. That is
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why this paper will serve as their guide to be conscious of the possible effects of DotA games to
Researchers. In the Philippine context, there are only a few studies on trash talking and
online gaming. Thus, results of this study can be used by other future researchers who want to
Definition of Terms
To further clarify the meanings of the terms used in this study, the words are defined as
follows:
Computer shops – places that contain computer units that someone can rent for surfing
the net or gaming. Some shops utilize cubicles for the privacy of their users. Some shops sell
Creeps- type of unit in DotA 2 that heroes can interact with, but do not have direct control
over by default
DotA-a custom map game by Warcraft III; released in 2003 by Eul. It is a competitive
DOTA 2-a multiplayer online battle arena video game, the stand-alone sequel to
the Defense of the Ancients (DotA) Warcraft III: Reign of Chaos and The Frozen Throne mod
ESports- form of sports where the primary aspects of the sport are facilitated by electronic
systems
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Local Area Network (LAN)- a computer network that interconnects computers within a
This chapter presents related literature and studies which were been used as a guide by the
researcher. Also, it shows the conceptual framework which determines the flow of ideas in this
research study.
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Related Literature
Online Gaming
With the growth of the Internet, more people have access to online games. Online gaming
of players (Shen & Williams,2011). A specific type of gaming that involves violent online game
A particular concern is that playing online violent games can influence aggression in both short
and long term (Anderson & Bushman, 2002) by influencing cognitive and emotional beliefs
Online gaming is a niche enough culture that it needs all the supporters it can get. As
controversy and strong characters attract supporters. It is unique among sports because players can
mute or ignore other players if they are so fragile that their feelings can be affected by what
Video games are a cultural phenomenon of increasing relevance, with millions of players
in North America alone (Williams et al., 2009). They are no longer toys for children, as people
who grew up with video games matured to adulthood, as digital games grow in complexity and
sophistication, as the game development industry grows in economic importance, and as ever-
increasing numbers adopt video games as an essential recreational and social activity. The majority
of adults 18 and older (53%) play video games and 21% of gamers play daily or almost daily
(Lenhart et al., 2008). Today‘s adults play more than previous generations, propelling the video
game industry to $7.4 billion in U.S. sales in 2006 (Williams et al., 2009). According to the
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Entertainment Software Association, the percentage of frequent gamers that played online had
risen to 44 percent, from 19 percent in 2000 (Castronova, 2007). Computer games as a pastime are
now an acceptable mainstream activity. They are played in the privacy of homes on computers and
game consoles, in public on cell phones and handhelds, on planes, at the office, in schools. Over
Industry statistics indicate that the average age of video gamers is rising by about one year
each year (Castronova, 2007), players average age in the thirties now, and older players log more
hours than their younger counterparts (Williams et al., 2009). It seems that once people start
playing, most do not stop, particularly as the games mature with them. We are potentially
witnessing an exodus from ―real life‖ (RL), a migration of economic, political, social and cultural
activity. World of Warcraft became the world‘s most popular massively-multiplayer online game
(MMO) in 2007, reporting as many players as the populations of Sweden or Bolivia (Corneliussen
& Rettberg, 2008), and its 3 subscribers spend an average of twenty hours a week playing (Yee,
2006). Online technologies allow for a wide range of social activities, including research, chat
rooms, file exchanges, correspondence, blogging, playing in virtual worlds, and others. Recent
trends suggest all games will be going online within a very few years, and when they do, will likely
Online games are highly interactive 3D graphical spaces accessible online through
community, commerce, and collaboration. Assuming the form of an avatar, a digital representation
of themselves, in either human or non-human form, they can wander virtual spaces, overcome
challenges, build virtual wealth, engage in combat, and communicate with other graphically
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represented players. As of 2007 there were more than 100 virtual worlds online (Barnes, 2007), of
different genres (ex. fantasy, science fiction, western, etc.) and dictated by different rules, encoded
by the world design. Players in online games are often encouraged to work in teams and develop
combat strategies as groups. Buying and selling in virtual currency is also very common and
encouraged. Collaboration, community and currency serve as key elements supporting virtual
societies in online games. However, despite the amazing experiences made possible by these
computer encoded spaces, these worlds are made up of real life humans, who bring with them their
ESports
eSports is as a form of sports where the primary aspects of the sport are facilitated by
electronic systems. The input of players and teams as well as the output of the eSports system are
competitive (pro and amateur) video gaming that is often coordinated by different leagues, ladders
and tournaments, and where players customarily belong to teams or other ‘sporting’ organizations
who are sponsored by various business organizations. It has been estimated that more than 70
People are more and more interested in eSports, and one dramatic rise is streaming. That
would be professional, or even amateur players playing a popular game like Starcraft, League of
Legends, DotA or Call of Duty, and streaming it live over the internet to an audience of thousands.
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Top players can have ten thousand to twenty thousand viewers on their stream at once, and many
of them make a living through the ads that run on their streams.
Meanwhile, eSports has emerged but only a few definitions have been proposed. The oldest
and most explicit definition by Wagner (2006) leans heavily on a definition of traditional sports
originally provided by Tiedemann (2004), as: “an area of sport activities in which people develop
game competitions, particularly between professional players. The most common video game
genres associated with eSports are real-time strategy, fighting, first-person shooter (FPS),
and multiplayer online battle arena (MOBA). Tournaments such as The International, the League
of Legends World Championship, the Battle.net World Championship Series, the Evolution
Championship Series, and the Intel Extreme Masters, provide both live broadcasts of the
He added that the genre of fighting games and arcade game fighters have also been popular
in amateur tournaments, although the fighting game community has often distanced themselves
from the eSports label. In 2012, the most popular titles featured in professional competition were
the multiplayer online battle arena (MOBA) games DotA 2, League of Legends, and the real time
strategy game StarCraft II. Shooting games like Counter Strike, Team Fortress 2, and Call of
Duty have enjoyed some success as eSports, although their viewer numbers have remained below
those of their competitors.
DOTA and DOTA 2
DotA 2 is a multiplayer online battle arena video game, the stand-alone sequel to
the Defense of the Ancients (DotA) Warcraft III: Reign of Chaos and The Frozen Throne mod.
Developed by Valve Corporation, DotA 2 was released as a free-to-play title for Microsoft
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Windows, OS X, and Linux in July 2013, concluding a Windows-only public beta testing phase
DotA is based on the "Aeon of Strife" map for StarCraft. The scenario objective is for each
team to destroy the opponents' Ancient, heavily guarded structures at opposing corners of the map.
Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled
fighters. As in role-playing games, players level up their heroes and use gold to buy equipment
game, the concept and its strategy are simple. “The strategy focuses on levelling; killing the heroes,
pushing the enemy’s base with allied creeps and defending against the enemies.”
DotA 2 is played in matches involving two teams of five players, each of which occupies
a stronghold at a corner of the map. Each stronghold contains a building called the "Ancient",
which the opposite team must destroy to win the match. Each player controls a character called a
"Hero", and focuses on leveling up, collecting gold, acquiring items, and fighting against the other
DotA pits two teams of players against each other: the Sentinel and the Scourge. Players
on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team
are based at the northeast corner. Each base is defended by towers and waves of units which guard
the main paths leading to their base. In the center of each base is the "Ancient", a building that
Each human player controls one hero, a powerful unit with unique abilities. In DotA,
players on each side choose one of 112 heroes, each with different abilities and tactical advantages
over other heroes. The scenario is highly team-oriented; it is difficult for one player to carry the
team to victory alone. Defense of the Ancients allows up to ten players in a five-versus-five format
(Kolan, 2011).
Because the gameplay revolves around strengthening individual heroes, it does not require
strategy games. Killing computer-controlled or neutral units earns the player experience points;
the player gains a level when enough experience is accumulated. Levelling up improves the hero's
toughness and damage they inflict, and allows players to upgrade skills or spells. In addition to
accumulating experience, players also manage a single resource of gold. The typical resource
periodic income, heroes earn gold by killing hostile units, base structures, and enemy heroes. This
has caused emphasis on a technique called “last-hitting,” which is when the player attacks a hostile
unit when “its hit points are low enough to kill it with one blow”. Using gold, players buy items
to strengthen their hero and gain abilities; certain items can be combined with recipes to create
more powerful items. Buying items that suit one’s hero is an important tactical element of the mod
(Onyett, 2011).
DotA offers a variety of game modes, selected by the game host at the beginning of the
match. The game modes dictate the difficulty of the scenario, as well as whether people can choose
their hero or are assigned one randomly. Many game modes can be combined, allowing more
Trashtalk
Trash talk is a phenomenon that has the potential to perturb athletes at all expertise levels
(Conmy, 2005, 2007). Anecdotal evidence suggests trash talk has the capacity to affect athletic
performance at the very highest levels (e.g., Zinedine Zidanes ejection from the 2006 World Cup
Final). Previous research in sport sciences has revealed a myriad of verbal interactions (e.g.,
aggressive, norm-breaking) in the competitive sport environment, featuring aspects of what could
be classified under the rubric of trash talk. However, none of these studies have exclusively
focused on the trash talk phenomenon. Rather, research has examined broader areas of interest
(e.g., moral reasoning, anti-social behavior), which include facets of trash talk behavior.
Trash talk, typed or spoken, is also becoming commonplace in the world of video game
players, with sites featuring numerous references to trash talk use (http://www.gametrailers.com).
The advent of voice chat, such that is found on Xbox Live or in video games, such as Battlefield
2 or Halo, has made trash talking much easier, but most importantly much faster. In the specific
case of video game trash talk, the insults are often focused on the players game-play skill level,
but are also commonly in the form of racial, ethnic or sexual slurs. Previous technology demanded
a player stopped their game while they typed their trash talk, but instant voice chat permits players
to trash talk without pausing their play. This is a crucial feature of trash talk; it is a dynamic
interaction with unpredictable antecedents and consequences. With the advent of a trash talk
culture in video gaming, it appears a generation being raised ‘online’ is unlikely to cease
that this generation of video gamers will not broaden some of this culture into real-life, and real
sports. Perhaps there is a considerable discrepancy between trash talking a video game opponent
‘online’ who you will probably never meet, and trash talking an opponent face-to-face in your high
school rivalry.
According to Bandura (1992) trash talk is used as a course of action, which can alter a
competitor’s interpretation of a specific competitive context. Trash talkers could use trash talk as
a form of weapon, much like a soldier in battle feels more confident when armed, conceivably the
trash talker feels a similar poise when permitted to exercise a specific verbal skill set.
The types of trash talk included belittling the skill or athleticism of an opponent, belittling
opponent, and getting ugly (swearing or calling names) with an opponent. These four types of trash
talk had been identified in the sport sciences literature by Rainey and Granito (2010).
Meanwhile, Andrew (2003), stated that anything that is competitive has trash talking,
including any sort of sport or video game. This creates an atmosphere conducive to playful
competition.
DotA players trash talk through the game itself. Using the game’s chat feature, players
communicate with their teammates secretly, such that no other opponents can hear or read the
message itself. It is also used to discuss what the players are going to do; to continue farming or
attack an opponent. Some players have also strategies on what message they will send. If a player
sends “no top” to his allies, it means that there is no enemy on the top of the map; the enemy
probably returns to his base to buy items or it goes to another lane to help his allies attack another
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enemy. When a hero controlled by a player dies, it has certain time to respawn; players use this
time to say sorry to his teammates or to blame his teammates of lack of support. (Rayo, 2013).
Rayo added that playing DOTA in an informal setting has never been fun without trash
talking. He mentioned that there are two means of trash talking: either verbally or through the
game itself (by chatting your team mates) while on a play. It can be also in humorous manner (ex.
“Hoy patalokanaman eh, hahahaha”). Hyperbole, a figurative language that evokes strong feeling
(e.g. “Natutulog ka ba sa pansitan?”) also manifests. Indeed, as the result of his study the
respondents have mentioned that it is fun to play the game with trash talking. That they also use
foul and strong words as an interaction between the two teams not only in their computer monitors,
but also on communicating with each other. Generally, gamers used trash talk to make fun with
each other.
Moreover, Xaiyrelle (2008), stated that Filipino DOTA players do not trash talk all the
time. However, there are slang expressions that they use. Examples include: Tangina/Tanginamo,
translates into “stupid;” and rapsi, for “tastes good” and is often used after gaining anything
Phenomenology
things as they appear in our experience, or the ways we experience things, thus the meanings things
experience with regard to some phenomenon and how they interpret those experiences. It is a study
situation.
Related Studies
Various studies regarding DotA and DotaaA 2, and the use of trash talks by game players
and athletes were reviewed by the researcher as her basis for this study.
Trash talk is explicitly prescribed in the rules of most sports. For example, the National
Collegiate Athletic Association (NCAA) rule book for football explicitly prohibits "taunting,
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baiting, and ridiculing an opponent verbally" (NCAA, 2007, p. 123), and officials are directed to
assess a 15 yard penalty for such behaviors. Similar standards exist for high school competitions.
High school sports in most states is guided by the National Federation of State High School
Associations (NFHS). The NFHS "disapproves of any form of taunting which is intended or
designed to embarrass, ridicule, or demean others under any circumstance including on the basis
of race, religion, gender, or national origin" (2008, p. 56), and their Soccer Rules Book indicates
that players who engage in taunting will be given a red card and be disqualified from the game.
Despite these prohibitions, there is a sense among some observers that trash talk is quite
common in contemporary sports (LoConto & Roth, 2005; Rainey & Granito, 20 10). However,
few studies have actually examined the incidence and nature of trash talk. Greer and Jare (2006)
surveyed over 5,000 high school athletes from 14 sports. They reported that 42% of boys and 22%
of girls believed it was acceptable to taunt opponents, and 29% of boys and 41% of the girls
Eveslage and Delaney (1998) observed 1 1 members of a boys' high school basketball team
for one season and recorded field notes about the athletes' behaviors and speech. These authors
observed that the athletes' sport-centered trash talk was part of a more general pattern of insult talk
that they used with their friends in a number of settings. Earlier studies had demonstrated that
insult talk occurs in settings as varied as offices (Cohn, 1993), industry (Collinson, 1988), and
fraternities (Boswell & Spade, 1996), and Eveslage and Delany concluded that trash talk in sports
is an extension of insult talk and not a product of inner-city culture or modeling by professional
athletes.
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In the most detailed examination of trash talk to date, Rainey and Granito (2010) surveyed
over 400 college athletes about their experiences with trash talk. The athletes reported that they
used trash talk and were the victims of trash talk in about one-third of their competitions. Male
athletes reported more trash talk experiences than female athletes. The most common forms of
trash talk were getting ugly (swearing at opponents and calling them names) and belittling the
skills and athleticism of their opponents. Athletes reported that they used trash talk to motivate
themselves and to impair the motivation and performance of their opponents. Contradicting the
belief that young athletes learn how to trash talk by observing professional athletes, these collegiate
athletes indicated that they learned how to trash talk primarily from older teammates and
opponents. Based on these findings, Rainey and Granito concluded that there are normative rules
among college athletes favoring trash talk, and that the rules vary by gender, sport, and level of
competition.
Meanwhile, on the study of Conmy (2008), Trash talk in a competitive setting: Impact on
Self Efficacy, Affect and Performance, wherein the experimental design utilized in this study
tested the phenomenon of trash talk as the pivotal component under investigation. Madden™ NFL
08 Football video-game players (N = 40; Mean age = 20.68, SD = 2.00) were randomly assigned
to two conditions in which they participated in two games of Madden™ NFL 08 Football. In the
first condition, Silent-Talk players conducted their first game in complete silence, and in the
second game, players were permitted to trash talk. This scenario was reversed for condition two
(Talk-Silent), players being permitted to talk in the first game, and enforced to be silent for game
two. All players in the study completed 5 separate measures for; Madden™ NFL 08 Football Self-
Efficacy, Positive Affect (PA), and Negative Affect (NA). Players also completed a short trash
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talk survey and made two specific choices prior to a hypothetical “Game 3” which was never
played. Choices were related to a player’s ability to talk or remain silent, and whether to permit
Measurements were taken immediately prior to each game played, after players had
received their instructions for the game (Talk or Silence), immediately after games 1 and 2 had
been played, and finally before the hypothetical “Game 3,” which was not played. Results
confirmed that the ability and freedom to trash talk in a competitive setting is considered extremely
important by Madden™ NFL 08 video-game players. Players were adamant that trash talking was
a motivational tool, which they used when competing in the game; almost all (95%) players
admitted to using trash talk in physical sports environments outside the milieu of computer gaming.
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Theoretical Framework
The literature, studies and concepts discussed provide the bases for this study. Moreover,
the study will follow the General Aggression Model, Speech Code Theory, and Symbolic
Convergence Theory.
According to the General Aggression Model, people exposed to highly violent video games
are more likely to exhibit aggressive cognitions and beliefs (Anderson & Bushman, 2002).
Aggression is defined as any behaviour directed toward another individual carried out with the
proximate internet to cause harm (Anderson & Bushman, 2002). Aggression is affected by
personality variables (e.g., self control) and situational variables (e.g., media exposure to violence).
People with personality traits such as neuroticism, depression, and low self control are believed to
be more susceptible to developing aggressive behaviour (Jones, Miller, &Lynam, 2009; Teng&
The model shows how repeated life experiences of a variety of kinds can lead to the
development of an aggressive personality. It shows how the General Aggression Model can be
used to understand and predict effects of DOTA gaming on the development of aggressive
behavior and aggressive personality. This was used as a guide to know the impact of playing DotA
to the gamers.
On the other hand, Speech Code Theory is a historically enacted socially constructed
system of terms, meanings, premises, and rules, pertaining to communicative conduct." This
theory seeks to answer questions about the existence of speech codes, their substance, the way they
can be discovered, and their force upon people within a culture" (Griffin, 2005).
Symbolic Convergence Theory was also used to explain the appearance of the
group’s cohesiveness, consisting of shared emotions, meanings and motives. This deals with the
general human tendency to interpret and give meaning on the signs and symbols (Infante, Rancer,
2010).
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METHODOLOGY
This chapter presents the research design used by the researcher, the study locale and
Research Design
The study used a qualitative research that focused on the trash talks by Ilocano DotA
gamers. It is done through observation and a focus group discussion. The observation was done
for three days each participant. On the other hand, focus group discussion was done only for the
selected players while interview was done to those who was not available.
The study has been conducted in selected computer shops in the two cities of Ilocos Norte:
the City of Batac and Laoag City. The shops were selected because of the number of gamers as
Participants were 12 Ilocano DotA players (seven males, five females), two from the seven
males were young players (grade school pupils). Five of the players were from the Laoag City and
Research Instrument
An interview schedule was used in gathering information from the respondents. Part 1
covered the personal profile of the DotA/DotA2 players. Part 2 covered the player’s perceptions
Preliminary. The researcher observed the gaming behavior of the selected players
focusing on their trash talk. Her first observation was her way to choose here possible participants
in the study.
Observation and Recording. As the DotA players signified their interest to be part of the
study, the researcher observed each player for three days. Recording all the trash talks heard during
the game and print screening the conversation of the players in their chat were done.
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Interview. The researcher conducted an interview to all the participants about their
experience in playing the said game and verified her observations which clarified her
Focus Group Discussion. The male and female participants had some differences on how
they use the trash talks that’s why the researcher conducted an focus group discussion to discussed
each other’s opinion regarding the use and the effect of trash talking to them.
Data Analysis
After the data was gathered ,the researcher tabulated, analyzed, and organized the answers
that she got from the DotA participants. The trash talks used were tabulated using the frequency
count and percentage. Meanwhile, the responses she collected in the interview phase and focus
group discussion were analyzed and organized by the researcher according to themes.
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This chapter presents the analysis and interpretation of the trash talks used by Ilocano DotA
gamers, the reasons of using trash talk and its perceived effects.
Table 1
P1 M 9 8 months
P2 M 11 1 yr & 6 mos.
P3 M 16 1 yr & 3 mos.
P12 M 25 11 yrs
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Table 1 shows the profile of the DotA participants Among the 12 players there are 5 aged
17-20 years old, 4 belongs to the aged 21-25, 2 aged 9-12 years old and 1 to 13-16 years old. This
Players whose ages belong to the range 9-16 years old were playing DotA and DotA2 for
6-18 months now. Meanwhile, since most of them were college students, they play DotA and
DoTa2 during their vacant periods. Most of them play in the evening for an average of 3-6 hours.
While the two eldest participants play the game on weekends due to their jobs. Those players who
are in college and have works play the game not less than for three years now.
Trash talking has been already part of playing DOTA. Many players said that playing the
game has never been fun without trash talking. Rayo (2010) stated that there are two means of
trash talking: either verbally or through the game itself (by chatting) while on a play.
Moreover, according to Rainey and Granito (2010) there are four types of trash talk which
they identified in the sport sciences literature these are belittling the skills, belittling the courage
or toughness, demeaning the sexuality and sexual orientation and getting ugly (swearing or calling
Table 2
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7. Leche 7. Ulol
9. Gago/Gaga/Gasho 9. Tarantado
18. Hooo
19. Boooo
20. Woww!
Table 2 shows the spoken trash talks used by the Ilokano DOTA players. Words such as
yot/yoh, ninam/ukinam, and bobo are the most used trash talks by the participants.
The word yot/yoh which is an Ilokano term for fuck dominated the verbal trash talk of the
participants which is uttered for 224 times. Yot/yoh was frequently heard to some Ilokanos which
they used to end a sentence. While ninam/ukinnam (104 times) is a swear word which literally
means “your mother is a whore”. Both yot/yoh and ninam/ukinam were under demeaning sexuality
or sexual orientation. Moreover, bobo tagalong translation for stupid was the third most used trash
talk which is spoken for 98 times, this is under belittling the skills of a player.
Table 3
11. Siak la kuman 11. Aral muna! 11. Tang inang yan!
19. Tarantado
25.Thank you sa
kabobohan mo!
31. Bitch
33. NaColumbia
Table 3shows the typed rash talks used by the Ilokano DOTA gamers. Words such as noob,
anan?, ulol and imba are the most used trash talk by the participants in their chat.
Noob which is under belittling the skills is the most used trash talk in chat with 276 times.
This is a term for a newbie, especially a person who is new to an online community and whose
online participation and interactions display a lack of skill or knowledge. Anan? Is sarcastically
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used by a player to ask their teammates to have a better gameplay. ulol means crazy and imba is
used when someone is overpowering the game that makes it unfair. Imba is also used as an
adjective when the player runs out of words to describe something. Anan, Ulol and imba are all
under belittling the courage and toughness with 225, 189, and 187 times used in the game play
respectively.
Table 4
F % F %
Table 4 shows the distribution of spoken and typed trash talks by DotA Gamers.
a) In verbal communication of Ilokano DOTA gamers, trash talking has been already part
of it. According to Roger, the gamers trash talk verbally because of their excitement or frustration.
Most of the participants used more trash talks when they play on a Local Area Network (LAN)
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wherein two gamers can connect by using a LAN cable or by playing with multiple gamers by
using switch.
b) In the chat feature of the game wherein players should discuss their strategy or send a
message to the allies most of the time it becomes a chat conversation with so much trash talks on
to it. This is because when a hero controlled by a player dies, it has certain time to respawn; players
use this time to say sorry to his teammates or to blame his teammates of lack of support. Thus, this
could be the start of their exchanging trash talks. Meanwhile Rayo (2010) stated that being a
Filipino, we tend to blame other people because they failed to do a certain task. Generally, the chat
Table 5
4. Buiset 4. Bitch
7. Idiot 7. AWWW!
8. HOOO!
9. BOOOOO!
11. Ulol
Table 5 shows that in the Spoken trash talks by Female Players they use more trash talks
on Belittling the Courage or Toughness of their opponents. Most of these were uttered in a
“WOWWW!”. Wherein booo and hooo is used to hiss the player’s performance, awww and wow
According to P6, players use these kinds of trash talk because the delivery may sounds
more offensive. P6 also stated that they limit their trash talks in verbal communication because
they are in a computer shop which is considered as a public place and it is not proper to see or hear
34
a girl who speaks so much of it. This shows that the Female DotA players’ control in trash talking.
However, female players (P4, P6, P7, P9, and P10) confess that verbal trash talking still occur by
Table 6.
Table 6 shows that female players they trash talks more on belittling the courage or
toughness of opponents but different words or phrases are being used. The results also show that
in conversations female players. It doubled the contents of trash talks used under Demeaning
35
stated they minimize the words they speak. Thus, the table reveals that the female participants use
more trash talks in chat because their opponents do not know their identity; hence, boosting their
Table 7
7. Leche 7. Galing Oh
8. Laglag 8. Ulolka
15. Muno
On the other hand, table 7 shows that male DotA players trash talk in their verbal
communication. Belittling the skills and belittling the courage or toughness of their opponents as
the highest. The words bobo, tanga, shit are the most commonly used trash talks under belittling
the skills, bobo and tanga means stupid or a person who lacks on intelligence and have no common
sense, while shit means a worthless person. Meanwhile, anan? ulolka, and imba are the most
Table 8
utakna
19. Tarantado
kabobohan!
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Table 8 shows that in the four themes of trash talks, the number of contents had all
increased in the chat conversation of male DotA gamers. Three different languages: English,
Tagalog, and Ilocano were used by the players because according to P12 most of their opponents
were from other places. Hence, the language they use may also change.
Trash talk contents under belittling the courage or toughness increased with 50 % in the
chat conversation of the male participants. Like on the verbal communication of the male DotA
players, anan?, ulol, and imbaare the most used words in the belittling the ourage or toughness.
Wherein noob dominates the chat of the players for it was used most of the time in their game play.
Xairylle (2014) said that Filipinos are known to be noob players but does not mean that they are
new to the game indeed; some just play the game like they are.
Table 9
Male
Female
Table 9 shows that Male DotA gamers used more trash talks than of the female DotA
players both in their Verbal Communication and Chat Conversation. I the Verbal Communication
male participants used ore trash talks than of the females with 25.80 % higher and 40.22 % higher
The data suggest that a number of variables may influence the use of trash talk. In
examining the Role of gender, there were indications that male dota players were more prominent
in engaging trash talk in this sample. It is reported that males consistently doubling or tripling the
numbers of trash talks they use compared to females. These results are consistent with Silva’s
(1983) findings that males are more accepting of rule breaking behaviors.
Indeed, Rainey (2010), is correct that it is even possible that female athletes, with their
shorter history of athletic competition, are still catching up with males and might ultimately trash
The study explored the intention to use trash talks by DotA/DotA 2 gamers. Several reasons
were stated by the participants to why they trash talk when playing the game.
To Motivate
For the DotA participants trash talking is used to motivate their teammates in a way that
“Alistwam man ngamit yot! Back back nam met! nalduldogka nakabaybayagka nga
aggaraw brad!”
Phrases like these were considered by the gamers as a toll to make the other realize that
they need more practice. Thus, this helps to awaken their teammate’s mind in order for them to
make a better move and play a faster action in attacking their opponents.
To Intimidate
Moreover, other players considered trash talking as a form of intimidation to which they
Naglaglagka brad! Hahaha! Mabalinmo ilako utakmon! Brand new! Lol di pay naususar!
This is used by the players by intimidating their opponent. Also Wooowww! Hooooo! Awwww!
Yohooooo! Ay yot! are used by the other teams to make fun of their opponent which may hinder
But for other players, trash talking for them is only part of the game. Because this gives an
excitement to the play. They use insulting words for them to make fun of their teammates indeed,
that is already normal because they were friends to each other’s and they know each other’s.
Aygago! Aral aral nga haha! Pakpakitam manen dika nagbasa gunggung! Use your head
brader! HAhaha. These kinds of trash talks for them is normal and because they understand that
The findings revealed that the online gamers trash talkbecause of three main reasons (a) to
motivate themselves/teammates, (b) to intimidate their opponents/teammates and (c) trash talking
The first revolves around the players themselves/teammates performing trash talk as a
motivator. According to P9 they trash talks because they want to boost themselves. Furthermore,
participants believed that trash talking was a tool for motivation which is similar to the study
conducted by Conmy et. Al, (2013), wherein trash talk is used to motivate when competing on a
Intimidation is also one of those main reasons why the participants trash talk. Intimidation
is involved saying things to unnerve opponents, either verbally or non verbally. One example
comes from a female participant saying “ Shut up, kaslaka lang nalaing”. Players used
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intimidating words in order to piss off the other players or their opponents for them to break their
performance.
Meanwhile, other participants had stated that trash talking when playing Dota is all part of
the game. P3, a male participant said that he trash talk but with no other meanings because this is
how they play the game already. This is related to Randle’s (2014) statement that trash talking is
a fundamental part of online gaming. He also added that when they talk trash, it can get comical.
It can even get serious at times., but when the game ends, they shake hands and it's over.
Furthermore, it has been observed that young gamers of DoTA/DoTA2 used more trash
talks than of those who are in college or plays the game with longer period. These data suggest
that by the time the players are more experience with the game they attained a level of normative
According General Aggression Model, people exposed to highly violent video games are
more likely to exhibit aggressive cognitions and beliefs (Anderson & Bushman, 2002). This is why
Ilocano DOTA gamers trash talks and show some different behaviour when playing
DOTA/DOTA2.
On a Speech Code Theory by Griffin (2005), wherein it seeks to answer the questions about
the existence of speech codes, their substance, the way they can be discovered, and their force
upon people within a culture is historically enacted socially constructed system of terms,
meanings, premises, and rules, pertaining to communicative conduct. The Ilocano dota participants
On this, Symbolic Convergence Theory was used to explain the appearance of the group’s
cohesiveness, consisting of shared emotions, meanings, and motives. This deals with the general
human tendency to interpret and give meaning on the signs and symbols (Infante, Rancer, 2010).
Moreover, different reasons were stated and different opinion had been said. Indeed, they
only have all one goal and that is to win the game. This suggests that the ultimate motivation for
When the gamers trash talks when playing DOTA, they are also exposed to its
consequences either advantageous or disadvantageous. This point, the paper will discuss on how
the players are being affected when the player uses trash talk when on a game.
As I spent 30 days collecting data by observing and interviewing the dota participants. I’ve
witness the importance of trash talking in playing the game by the players. It has been patently
obvious when I observed the game play of the Ilocano dota participants. Although they were aware
that they were participating in my study they could not be sure that the individual they were playing
was psychologically sound, and might not turn around and punch them if they used controversial
“Agsaonak met dakes ngem saanna kayat a saw-en makiapappanak. Pagsasaok la nuka
ketdi detan. Awan met kayatna a saw-en ket. Kanayunnak agsao madi nu agay-ayamnak ngem
saan met nga dakes. Iso madi met maapektaran ti pinagay-ayamko nuka. Maawatak met suda no
apay.”
For some participants trash talking to them does not cause any distractions with their game
because they also use trash talks. Thus, they accept what their teammates or opponents tell around
“I think when we trash talk sometimes it gives us more motivation so it creates an exciting
game to which makes a better play. Mas maikkan noka ti thrill yung game nu kasjay eh.
Yes, others have a different opinion about it. Other participants stated that trash talking
“it affects because sometimes I get offended and can’t continue playing the game with my
full focus”
“well, it’s okay to trash talk pag nanalo ka na. Kase way ‘yon ng pagpapakita ng
excitement but, if you trash talk just when you started the game madami ang naapektuhan kase
Sometimes, it loses control to the players because they hate how they hear it. They hate
how they were being distracted with those kinds of sounds and hate how they read those comments
on their chat on which suppose they should share some thoughts on how they make a better play.
These shows that trash talking affects depending on how the flow of the game goes. Yes,
many of them mentioned it has an effect and more serious impact is what I’ve witnesses when I’m
I think we all know that many Filipinos are fond of gambling and betting players in the
world of sports, so as playing of DOTA. Some teams must have to dominate the other team to
earn money. Usually the gambling involves the players of the game and those of their viewers. So
Viewer: ket ana kuemon?!! Attack a met neh. Bantayam dijay bangir!
The conversation goes like that and it starts a more serious play and make the other players
Participant 1: Ilakom man latta ngaruden ta utakmo brad! Di pay nausar neh brand new!
The game was full of trash talks and I get confused how they could make a good play if
they were acting like that. They were being so noisy as if they own the shop. They exchange trash
talks and they don’t care how they hurt their other players gaming.
As they continue trash talking when playing the game. Player 2 gets more offended and I
think he wanted to end the game already as possible. So what he has done was to attack slowly
and let the other players play the way they use to be.
Adda kenka detan ngem ti panagtrash talk iso mangpangabak kanyami kase mas
mamotivate kami. Depende ngamin dayta no kasanom nga usaren. Well, iso pay talaga
mangpangabak kanyami kase adda instances other teams mairitada nu agsisinnaoda iti
Thus, because of that kind of behaviour, the other players have been irritated and offended.
Indeed, others couldn’t see anything wrong when it comes to trash talking. For them, it’s normal
This paper actually presents on what are the trash talks used by Ilokano DOTA gamers, on
what are the reasons why they uses it and to how they get influenced or affect them when they on
a play.
The result of the observation shows that the DOTA gamers used more trash talks in their
chat than of their verbal communication both of the male and female participants. And that trash
talks may vary depending on the gender or the level of the competition. Together the results
suggest that trash talk is a normative behaviour among DOTA gamers because many use it as their
motivator.
Meanwhile, it’s likely that the dota gamers engage in trash talk for a variety of reasons,
Some interviews and the gambling session I have witnessed shows that trash talking in the
game may result to a better and more exciting play or maybe you get offended and irritated. Indeed,
However, the conclusions in the study have to be tentative because there were limitations
on the sample. Though conducting a phenomenological study limits only the participants to make
this. Also, it is possible that the procedure may have a biased response from the participants.
Because the behaviour of the some gamers may have influenced the data since they know that they
Future research on trash talk could take a number of directions. Clearly, surveys of larger
and more representative samples of athletes are necessary to evaluate the reliability and generality