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Transmission Sequences in the Multiplayer Game ‘League of Legends’: what rationales underpin the use of ‘and’ as a speech-like chunking strategy in live online chatlogs?

Utterance breaks’ (Baron 2010, 2013) have been observed in 1:1 instant messaging chats, where a speaker will send one part of their intended message before the next, as below: - I’m really bad early on 
- But if I get kills 
- I can help you all win 
(‘Vayne’, chat log 4) 
Baron (2010) proposed that this phenomenon demonstrates a preference for sending messages based on intonation units, but concluded that further research was needed in different instant messaging contexts to support this conclusion. The online multiplayer game ‘League of Legends’ is one such example, where two teams of five fight for control of a large map, and the only means for verbal communication is through a live chat log. From a 6.5 million word corpus of these chatlogs, 500 strings of messages or ‘transmission sequences’ (Riordan et al. 2012, Mackiewicz and Lam 2009) using the coordinator 'and' were randomly sampled using a computer script designed by myself and a volunteer. One instance is shown below: - not my fault you didnt back - and turret dived a volibear 
(‘Ahri’, chat log 213) 
The linguistic context of all 500 instances are quantitatively analysed, and a subset of 50 qualitatively investigated. I predict that chunking ‘and’ constitutes a messaging technique that aims to get as much information out as possible without compromising safety in the game.