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Nurafrida, Arbilla Recha (2026) Disfluency and cognitive processing in Joel and Ellie's speech in the Last of Us cutscenes. Undergraduate thesis, UIN Sunan Ampel Surabaya.
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Arbilla Recha Nurafrida_03040321093 full.pdf Restricted to Repository staff only until 6 February 2029. Download (1MB) |
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Arbilla Recha Nurafrida_03040321093.pdf Download (1MB) |
Abstract
This study aims to examine disfluency. The author conducted research focusing on characters in the video game “The Last of Us.” This game tells the story of the main character, Joel Miller, a man who works as a smuggler of illegal goods and must survive in a world destroyed by a deadly virus that can turn humans into cannibals or mutate them into monsters. This study answers two research questions, namely (1) What types of disfluencies often appear in the main character of “The Last of Us” in cutscenes based on the theory of Maclay & Osgood (1959) (2) How does the dominant type of disfluency affect the cognitive processes of characters based on Levelt's (1989) speech production model in “The Last of Us”. This study uses a qualitative descriptive method to analyze the data in detail and clearly according to the problems that arise. The author obtained data through transcripts from the video game, focusing on cutscenes to obtain clear and uninterrupted data. The transcripts were then analyzed using existing theories, namely the types of disfluencies that occur in the two main characters, Joel Miller and Ellie. After completion, the analysis continued with a search for reasons why the dominant type of disfluency in characters can affect their cognitive processes.The results of this study show that the type that often appears in Joel and Ellie characters are repeats and unfilled pauses. The four types of disfluencies consist of: 10 repeats, 2 false starts, 8 filled pauses and last 10 unfilled pauses. The author also found reasons why the dominant type in a character can affect the cognitive process. The reason is that the character experiences emotional suppression and panic, which affects his cognitive process, causing him to repeat words or phrases. Meanwhile, character also have unstable emotions make it difficult for them to determine the next sentence to say. The author uses video games as research material because they are still rarely used and to help other researchers find new things to study in psycholinguistics.
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| Item Type: | Thesis (Undergraduate) | ||||||||||||
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| Subjects: | Bahasa Inggris Fiksi Game Online |
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| Keywords: | Disfluency; cognitive processing; Last of Us | ||||||||||||
| Divisions: | Fakultas Adab dan Humaniora > Sastra Inggris | ||||||||||||
| Depositing User: | Arbilla Recha Nurafrida | ||||||||||||
| Date Deposited: | 06 Feb 2026 07:24 | ||||||||||||
| Last Modified: | 06 Feb 2026 07:24 | ||||||||||||
| URI: | http://digilib.uinsa.ac.id/id/eprint/88749 |
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