Swearing

Profanity Amongst Undergraduate Students

Jesus Nocelotl, Fernanda Madrazo

For most people, college can be a difficult and exciting journey within one’s life. The new experience of living on your own, independence and responsibility of forming your own decisions, and for many, the chance to make and begin new meaningful friendships. Oftentimes, in communities that foster a sense of group identity and culture, such as college, and especially for young adults, the formation of friendships and relationships starts with interaction and language between individuals. Language is an essential aspect of our everyday lives, proven to be an effective way of communicating with others and a tool for forming relationships through shared experiences and identity.

The importance of social interactions in a college aged environment is of great significance, as many young adults see college as a new chapter within their life and an opportunity to form new bonds. Especially in the age of social media, college students often resort and feel the need for social and group identities to create friendships. One of the most commonly observed uses of language in college environments is the use of profanity to communicate between individuals. Profanity is commonly used in conversation as a measure to emphasize meaning, common slang, or a sense of group identity. For our group’s research project, undergraduate students and their prevalent use of expressing profanity in active conversation was used to analyze deeper meanings between language and social identity. Throughout our findings, we observed the most commonly used phrases and made relevant connections to age, group identity, and especially gender identity, to support and provide deeper meaning to the importance of language, young adult life, and college environment.

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“Speaking of women’s comedy…”: An Analysis of Linguistic Traits by Male and Female Standup Comedians

Samuel Alsup, Eden Moyal, Jinwen (Wiwi) Shi, Yitian (Riley) Shi

The question of whether women can be funny is long outdated and has, thankfully, been answered in the affirmative. This project investigates how funny people – namely, stand-up comedians – perform (or don’t perform) their womanhood in speech. Studies conducted by 20th-century scholars highlighted multiple facets of language that are characteristic of women’s conversation, such as tag questions, hedges, and excessively specific use of color terms. This study attempts to answer the question: do 20th-century conclusions regarding “women’s language” in conversation hold up in the context of contemporary stand-up comedy (Lakoff 1998)? Transcriptions of live stand-up acts by White North American men and women indicated that certain features associated with women are indeed more salient in women’s standup, while others seem to be equally used by men and women. This points to a decreased divide over recent decades in what is traditionally seen as acceptable ways of being a man or a woman, and a trend toward accepting the vast spectra of gender identity and gender performance.

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“It’s just a game”: Toxic Triggers in the Competitive FPS Valorant

David Vuong, Emma Tosaya, Jane Heathcote, Kai Garcia

If you have ever played an online game, of any variety, chances are you have run into a toxic player or two. Online gaming has a long, deep rooted history of toxicity, often attributed to many games’ violent or competitive natures. However, toxicity can stem from a variety of sources, from racism to sexism to even a player’s enjoyment of toxic environments. This article aims to find the link between toxic nature and the online first-person shooter (FPS) Valorant. From the moment it was announced, Valorant was one of the most anticipated game releases of 2020. With its release coinciding with the COVID-19 quarantine, its popularity received a drastic boost, giving it a uniquely diverse player base – including a rising number of female FPS players. Focusing specifically on female-received toxicity, randomly selected interactions between players will be analyzed based on word choice and context to study in-game triggers for toxicity.

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“Pussy!”: Gendered Insults While Video Gaming

Nisha Porchezhiyan

The present article is a research study about the use of gendered insults while playing Super Smash Bros and Mario Kart. This study consisted of three players, one female and two male playing both of the games and analyzing their conversations to see which gender used “pussy” as an insult more often and what types of triggers each gender had for the word. This paper argues that men use the word “pussy” as an insult more than women while playing video games, typically as either retaliation for when their character gets hit in the game or as a generic insult that is not caused by any action in the game. On the contrary, women typically use “pussy” as an insult only when another player calls them that insult. The results of the study support the thesis and the results align with the conclusions of previous researchers. The data collected implies that the high male frequency of “pussy” might reinforce gender stereotypes where women are seen as weaker than men, because they use female genitalia as an insult for being weaker.

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