Disfluency and cognitive processing in Joel and Ellie's speech in the Last of Us cutscenes

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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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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)
Creators:
CreatorsEmailNIM
Nurafrida, Arbilla Rechaarbillarecha@gmail.com03040321093
Contributors:
ContributionNameEmailNIDN
Thesis advisorSwasono, Endratno Pilihendratno007@uinsa.ac.id2007067102
Thesis advisorKurjum, Mohammadmkurjum@gmail.com2002096902
Subjects: Bahasa Inggris
Fiksi
Game Online
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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