In this paper the authors explore the
use and adaptation of a language specifically developed
for, and by, a community of young people who play computer
games. Leet speak or 1337 5p34k, the language used by
the participants in this study, incorporates symbols and
numbers as substitutes for the letters contained in words.
Described by the group as an ‘elite’ language
or ‘leet speak’, the authors’ interest
was captured by the derisive and ironic use of the language
in an online forum for a tertiary first year unit of study.
Rather than merely defining its participants within an
elite cultural boundary, ‘leet speak’ is utilised
ironically to unearth ‘wannabees’ (those seeking
entrance and acceptance into the game world, generally
12 –16 year olds). Of particular fascination to
the authors was that despite the clear self- demarcation
of the group from the users of ‘leet speak’,
and their insistence on its use solely by ‘newbs
and wannabees’, the group continued to use the language
to communicate with each other online. In this research,
language defines the cultural group of games technology
students in terms of the group’s continual subversion
of the language’s very foundations whilst still
using it to communicate. Perhaps most interesting was
the group’s nonchalant admission that they perceived
this to be the function of all languages ‘all languages
are created purely for communication so dont [sic] have
a cry about ppl been [sic] lazy’.
Keywords: Games technology, game culture,
education, language