Asian Journal of Language, Literature and Culture Studies https://journalajl2c.com/index.php/AJL2C <p style="text-align: justify;"><strong>Asian Journal of Language, Literature and Culture Studies</strong> aims to publish high-quality papers (<a href="/index.php/AJL2C/general-guideline-for-authors">Click here for Types of paper</a>) on all aspects of 'language, literature, and culture'. The journal also encourages the submission of useful reports of negative results. This is a quality controlled, OPEN peer-reviewed, open access INTERNATIONAL journal.&nbsp;</p> <p style="text-align: justify;">Every volume of this journal will consist of 4 issues. Every issue will consist of minimum 5 papers. Each issue will be running issue and all officially accepted manuscripts will be immediately published online. State-of-the-art running issue concept gives authors the benefit of 'Zero Waiting Time' for the officially accepted manuscripts to be published. This journal is an international journal and scope is not confined by the boundary of any country or region.</p> en-US contact@journalajl2c.com (Asian Journal of Language, Literature and Culture Studies) contact@journalajl2c.com (Asian Journal of Language, Literature and Culture Studies) Sat, 09 Jan 2021 03:53:53 +0000 OJS 3.1.1.4 http://blogs.law.harvard.edu/tech/rss 60 The Language of Online Advertising: Stylistic Analysis of Traveloka Advertisements https://journalajl2c.com/index.php/AJL2C/article/view/30139 <p><strong>Aims: </strong>The objective of this study is to provide a stylistic analysis of select Traveloka advertisements. Specifically, it aims to describe the meaning, form, and function of the advertisements’ linguistic features at the subsentential, sentential, suprasentential, and graphological levels.</p> <p><strong>Methodology:</strong> This qualitative study uses linguistic description in analyzing Traveloka advertisements. The form, meaning, and function of the linguistic features of each advertisement (including photo and caption) are analyzed at the subsentential, sentential, suprasentential, and graphological levels.</p> <p><strong>Results:</strong> This stylistic analysis reveals the following linguistic features of three Traveloka advertisements at subsentential, sentential, suprasentential, and graphological levels: (1) second person point of view and conversational tone, (2) evaluative adjectives with positive meanings, (3) minimal use of hard words, (4) wordplay, (5) hashtags, (6) sentence fragments for a stylistic effect, (7) simple sentences, (8) average sentence length appropriate for average readers, (9) collocation and synonymy or near-synonymy for cohesion, (10) coherence, (11) highlighting techniques, and (12) images.</p> <p><strong>Conclusion:</strong> These linguistic features of the three Traveloka advertisements serve the purpose of drawing the reader’s attention to the product’s good qualities and persuading the reader to buy the product. These linguistic features prove useful in designing effective online travel advertisements.</p> Glenn Ray B. Briones ##submission.copyrightStatement## https://journalajl2c.com/index.php/AJL2C/article/view/30139 Thu, 14 Jan 2021 00:00:00 +0000 Speech for Fun, Fury, and Freedom: Exploring Trash Talk in Gaming Stations https://journalajl2c.com/index.php/AJL2C/article/view/30138 <p>Anchored on the Neuro-Psycho-Social Theory of Speech of Jay (2000), this study explored trash talk in gaming stations and investigated how gamers perceive this form of verbal aggression as part of their gaming experience. Data were collected using semi-structured interviews, informal observation, and recordings of gamers’ verbal interaction. Trash talk expressions were classified using the typology of Jay (2000) and Ivory et al. (2017), while interview responses were analyzed thematically using the procedure of Creswell (2013). Findings reveal that trash talk expressions include insults, slurs, swears, threats, and commands. These expressions are perceived as inherently part of the gaming culture where they play multiple functions, such as to heighten the fun, distract opponents, help release anger, and provide gamers a sense of power and freedom. Moreover, trash talk, which is largely attributed to peer influence, is generally considered inoffensive by gamers. These qualitative findings shed light on some research and pedagogical possibilities.</p> Nicolas T. Pujante, Jr. ##submission.copyrightStatement## https://journalajl2c.com/index.php/AJL2C/article/view/30138 Sat, 09 Jan 2021 00:00:00 +0000