Abstract

Playing games is the most enjoyable activity for some teenagers. However, playing games nowadays can be considered both a wasting time activity because by playing games some of teenagers spend much time playing it and an addicting activity making the players anti-social persons because they tend to isolate them from their surroundings while playing. However, some android games can offer the good example as the learning materials for Discourse Analysis course. One of those is the game from Supercell ‘Clash Royale’ which is considered the famous games which most game players have ever played. The unique way of describing the game characters through the cards is the object of this analysis. The method of collecting the data of these games is by capturing the pictures of the Clash Royale games and other similar games using the screenshot feature which is available in smartphone. After capturing the pictures, they are transcribed into text and analyze them by comparing the way in describing the characters in the cards. The pictures are used to compare the structure of cards which are used to describe the game characters. The use of bending and blending genre which appear in describing the characters is used to arouse the humorous feeling among the game players without breaking the conventional structure of the genre.

Highlights

  • The features in smartphone offer so many different varieties of entertainments which can be in form of social media, games, and other applications which provide new experience, response from other people and acknowledgement from their environment [1] by using particular social media, especially Facebook, to communicate, to share the information and to get updated information[2]

  • It is noted that the use of smartphone for social media 88%, chat 88%, listening to music and watching videos 71%, phone call 59%, checking mail 61% and playing games 59% by age 18-25, an age range which is commonly identified as teenagers and university students [4]; in addition, these teenagers are addicted to the smartphone according to five aspects such as smartphone overuse, dimension of technology, psychology and social, and health [5]

  • The pictures in picture 1, 2, and 3 are the appearance of the games which can be categorized into card games because they provide the decks [24] for card chosen for the battle so that they can be included as combat games (p. 265). They have the same characteristics because basically the Card Combat Games have at least 5 moves structure [16] such as 1) it has decks to place the cards chosen by the players for combat, 2) it has an arena to begin the battle, 3) each player has HP or LP (Life points) as the player’s life in combat, 4) it tends to use turn-taking games and, 5) the cards used for combat have particular points such as attacking, defending, and life points

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Summary

Introduction

The features in smartphone offer so many different varieties of entertainments which can be in form of social media, games, and other applications which provide new experience, response from other people and acknowledgement from their environment [1] by using particular social media, especially Facebook, to communicate, to share the information and to get updated information[2]. The social media users are empowered to publish the contents to generate social support [3]. The addictive effect of using smartphone makes them forget their assignment, lose their focus in the class, and exposed to inappropriate content [7]. There are bad effects caused by games, in this case, games on mobile phone can result on positive outcome

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