Language and Emotion in eaJ's Among Us Gaming Livestreams: A Psycholinguistic Analysis of Spontaneous Speech

Authors

  • Ragil Putri Prasetyo UIN Maulana Malik Ibrahim Malang - Indonesia
  • Rohmani Nur Indah UIN Maulana Malik Ibrahim Malang - Indonesia

DOI:

https://doi.org/10.61672/hx26dj34

Keywords:

emotional prosody, gaming livestream, livestream interaction, psycholinguistics, spontaneous speech

Abstract

Emotional prosody plays an important role in expressing emotions during spontaneous speech. However, studies on livestream communication have primarily focused on audience engagement and viewer interaction, while emotional prosody produced by streamers remains underexplored. Therefore, this study investigates emotional prosody manifested in eaJ’s spontaneous speech during an Among Us livestream and examines how interactions with other players create variations in emotional expression. This study employed a descriptive qualitative approach within a psycholinguistic framework. The data were obtained from an Among Us livestream uploaded on the eaJ Stream Archive YouTube channel. Fourteen excerpts containing emotional reactions were selected and analyzed using Juslin and Laukka’s (2003) emotional prosody framework. Fourteen excerpts were selected from all rounds of the livestream based on the salience of emotional expression and the absence of recurring prosodic patterns, as eaJ was frequently eliminated early in each round through being killed or voted out, resulting in limited interaction per round despite the overall duration of over four hours.The findings revealed five types of emotional prosody: anger, happiness, surprise, sadness, and fear. Anger emerged as the most dominant emotional category, while emotional variations appeared to be associated with interactional contexts such as accusations, voting discussions, humorous exchanges, and unexpected gameplay events. The findings also indicate that emotional meaning was conveyed through prosodic features, including pitch, loudness, stress, speech rate, and intonation, supported by visual cues such as facial expressions and body movements. This study concludes that emotional prosody functions as a dynamic communicative resource for expressing emotions during real-time interaction and contributes to psycholinguistic research on language and emotion in digital communication. Future research may examine emotional prosody across different gaming genres, livestream platforms, and interactional settings to provide a broader understanding of emotional expression in digital communication.

References

Bänziger, T., & Scherer, K. R. (2010). Introducing the Geneva Multimodal Emotion Portrayals (GEMEP) Corpus (pp. 271–294).

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Pavón, E. (2021). Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: Structural Features and Conceptual Structure. International Journal of Environmental Research and Public Health, 18(6). https://doi.org/10.3390/ijerph18062917

Chae, Y.-G., Lee, H., & Jeong, E. J. (2022). Sharing Emotion While Spectating Video Game Play. Human–Computer Interaction, 37(5–6), 466–497. https://doi.org/10.1080/07370024.2020.1860912

Creswell, J. W., & Creswell, J. D. (2023). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (6th ed.). Sage Publications.

Erwina, E. (2024). A prosodic analysis of emotional expressions in Langkat Malay speech. Indonesian Journal of Applied Linguistics, 14(1), 184-194. https://doi.org/10.17509/ijal.v14i1.70392

Ferré, P., Sánchez-Carmona, A. J., Haro, J., Calvillo-Torres, R., & Hinojosa, J. A. (2025). The interplay between language and emotion: A narrative review of language’s role in conveying emotional content and its effects on processing. Cognition and Emotion. https://doi.org/10.1080/02699931.2025.2549965

Filippa, M., Lima, C. F., & Grandjean, D. (2022). Emotional Prosody Recognition Enhances and Progressively Complexifies From Childhood to Adolescence. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.836075

Gabler, V., Geiger, J., Schuppler, B., & Kern, F. (2023). Reconsidering Read and Spontaneous Speech: Causal Perspectives on the Generation of Training Data for Automatic Speech Recognition. Information, 14(2).

Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media, 1315–1324. https://doi.org/10.1145/2556288.2557048

Hoemann, K., Xu, F., & Barrett, L. F. (2025). Emotion and language: How affect shapes communication. Annual Review of Psychology, 76, 215–239.

Juslin, P. N., & Laukka, P. (2003). Communication of emotions in vocal expression and music performance: Different channels, same code? Psychological Bulletin, 129(5), 770–814. https://doi.org/10.1037/0033-2909.129.5.770

Liao, Y. H., Lee, M. F., Sung, Y. T., & Chen, H. C. (2023). The effects of humor intervention on teenagers’ sense of humor, positive emotions, and learning ability: A positive psychological perspective. Journal of Happiness Studies, 24(4), 1463-1481. https://doi.org/10.1007/s10902-023-00654-2

Nunes, A., & Teixeira, A. (2021). Spontaneous Emotional Speech in European Portuguese Using Feeltrace System. Journal of Speech Sciences, 10(2), 75–97.

Ross, E. D. (2023). Affective Prosody and Its Impact on the Neurology of Language, Depression, Memory and Emotions. Brain Sciences, 13(11). https://doi.org/10.3390/brainsci13111572

Scherer, K. R. (2003). Vocal communication of emotion: A review of research paradigms. Speech Communication, 40(1–2), 227–256. https://doi.org/10.1016/S0167-6393(02)00084-5

van Rijn, P., & Larrouy-Maestri, P. (2023). Modelling Individual and Cross-Cultural Variation in the Mapping of Emotions to Speech Prosody. Nature Human Behaviour, 7(3), 386–396. https://doi.org/10.1038/s41562-022-01505-5

Wang, Z., & Mao, Y. (2022). No prosody, no emotion: Affective prosody by Chinese EFL learners. Journal of Asia TEFL, 19(1), 125. http://dx.doi.org/10.18823/asiatefl.2022.19.1.8.125

Wulf, T., Schneider, F. M., & Queck, T. (2021). Exploring Viewers’ Experiences of Interaction in Game Livestreams. Computers in Human Behavior, 119. https://doi.org/10.1016/j.chb.2021.106721

Downloads

Published

2026-07-10

How to Cite

Language and Emotion in eaJ’s Among Us Gaming Livestreams: A Psycholinguistic Analysis of Spontaneous Speech. (2026). EJI (English Journal of Indragiri): Studies in Education, Literature, and Linguistics, 10(2), 739-754. https://doi.org/10.61672/hx26dj34