Erina Andriani 

LET: Linguistics, Literature and Language Teaching Journal  Vol. 12 No. 2 2022 

  

 LET: Linguistics, Literature and English Teaching Journal 
||Volume||12||Issue||2||Pages||307-326||2022|| 

|P-ISSN: 20869606; E-ISSN: 25492454| 
Available online at: http://jurnal.uin-antasari.ac.id/index.php 

 

Scrutinizing Grammatical Challenges  

within Indonesian-developed Mobile Game: ‘Code Atma’ 
 

Erina Andriani 

erinaelisabet@gmail.com  

Sanata Dharma University of Yogyakarta, Indonesia  

 

Article History: 

Received: 6 June 2022 

Accepted: 2 December 2022 

The use of another language can cause barriers to 

transferring ideas from one language to another, such 

as grammatical challenges. It happens when the 

structures for delivering information are different 

within languages. Grammatical challenges can also 

occur for Indonesian EFL users. To combat this, 

various media are continuously developed to assist 

with language learning and give exposure to the 

English language in use. Games are an example of 

excellent learning sources that provide texts, 

descriptions, and stories. However, games might not 

be developed by natives and could potentially 

contain errors. Yet, previous research rarely 

conducted grammatical error analysis on games. 

Therefore, this study aimed to investigate the 

grammatical challenges within the Code Atma game. 

This study used document analysis to evaluate the 

grammatical accuracy of the passages in Code Atma. 

The findings showed that there were 630 

grammatical errors, with verb errors accounting for 

the highest percentage and incomplete sentences for 

the lowest. is-selection was the type with the highest 

number of errors, while blends were the lowest. The 

implications of this study are the improvement of the 

game’s grammatical aspect, the use of games as EFL 

learning sources, and the identification of 

grammatical errors using error analysis. 

Keywords: 

code atma game; error 

analysis; grammatical 

challenges; mobile game 

 

http://jurnal.uin-antasari.ac.id/index.php
mailto:erinaelisabet@gmail.com


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INTRODUCTION 

 Grammar is essential in a language as it regulates the components of 

language to achieve effectiveness in communication. Different language possesses 

different grammar. Some grammar rules from different languages can be very 

similar in certain aspects, but very different in the others (Rana, Owaidh, & Harbi, 

2019). This may lead to confusions and challenges in transferring the message from 

one language to another (Catford, 1965). Non-native speakers sometimes do literal 

translation to the target language, which may cause grammatical errors (Aini, 2018; 

Heryanti, Sucipto, & Makmur, 2017). Previous studies have revealed the influence 

of L1 grammatical rules on the grammatical errors in L2 through grammatical error 

analysis (Khumphee & Yodkamlue, 2017; Heryanti et al., 2017; Rana et al., 2019).  

 The study on linguistics also often covers the study on grammar use, 

including grammatical challenges. Khumphee and Yodkamlue (2017) argue that 

grammatical challenges in form of errors cannot be avoided, at least at the early 

stages of target language use. In Indonesian context, this case of grammatical error 

towards English language may be more common than other countries with English 

as their second language, as English is not often as often. As the Indonesian people 

are not used to using English, their grammatical accuracy in English may be lower 

than in Indonesian. It is even more challenging as the root of English language and 

Indonesian language are different (Aini, 2018), leading to significant grammatical 

differences. The English as Foreign Language (EFL) users may face difficulties and 

make more grammatical errors as they lack the grammatical fluency, which lets the 

language users to adjust their grammatical knowledge based on the context of use 

(Sakaguchi, Napoles, Post, & Tetreault, 2016). Therefore, transferring information 

to the target language can still be difficult, that even a big platform that relies heavily 

on the texts in English such as games can make grammatical errors. 

 Many types of games provide stories, whether in form of plots of the game 

or character introduction, to engage the players. Some game types, such as visual 

novels, even rely mainly on the playable stories. These types of game can be learning 



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sources for language learners (Hidayat, Imani, & Ma'arif, 2021), as they provide 

engagement and entertainment for the students. In addition, they are great sources 

of actual use of language examples for the students but in an attractive form (Jabali, 

Supriyono, & Nugraheni, 2020; Kurniawan, Jamaludin, & Heryana, 2020). As a 

platform that relies heavily on texts, it is crucial for the games to reduce grammatical 

errors in the stories and descriptions. Even if those games are not intended for 

language learning, reducing grammatical errors can help avoiding possible 

confusions for the players (Heryanti et al., 2017). Though previous studies have 

revealed the use of game as the source of target language and investigated the 

grammatical errors in texts (Amalo, Agusalim, & Murdaningtyas, 2017; Atashian & 

Al-Bahri, 2018; Hidayat et al., 2021; Kumala, Aimah, & Ifadah, 2018; Kusumawati, 

2020; Qamariah, Sri Wahyuni, & Meliana, 2020), to the best of the researchers’ 

knowledge, they rarely conducted grammatical error analysis on games, especially 

those made by non-native developers. Therefore, this study intended to conduct 

grammatical error analysis on an Indonesian-developed game, Code Atma. The 

research question for this study is “What are the common types of grammatical 

errors in the texts from Code Atma Game?” This study may promote the 

improvement of English language usages within games, whether for entertainment 

or language learning media and the use of games to provide actual examples of 

English language in use. 

Languages have sets of rules to govern their use and delivery. Different 

languages often have different grammatical rules, and they sometimes are affected 

by different roots of the languages (Aini, 2018). Therefore, the grammar of one 

language may be different from the grammar for another language. The grammatical 

rules are the framework of a language that rule the form, meaning, and usage (Hsu, 

2013). They also regulate the structures, punctuations, word choices, and spellings, 

among other aspects (Din & Ghani, 2019). They are important for communication, 

especially in order to avoid ambiguity and misunderstanding. People use grammar 

in spoken and writing contexts to communicate with others and it helps the users to 

adjust based on the messages and occasions (Erlina et al., 2019). The use of grammar 

in spoken language may not be as emphasized as in writing, as in writing, people 



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need to carefully mind the grammar use and syntactic accuracy (Fithriani, 2020; 

Marzulina et al., 2019; Mukminin et al., 2019). 

 The differences in grammatical rules from one language to another may 

contribute to the challenges in mastering the grammar of the target language. For 

example, Bahasa Indonesia and English have different sets of sounds and spelling 

rules. This difference causes the users from each language to have the difficulties in 

pronouncing and spelling the words (Fadda, 2012). Another example, in Bahasa 

Indonesia, the plurality of words does not influence the forms of the verbs or 

predicates, unlike in English. This concord or subject-verb agreement may be 

another challenge for EFL learners, especially if they do not have this type of rule 

in their native language (Fadda, 2012). Aside from the plurality and verb form, 

another example related to the verb form is tenses. Some languages may not change 

the verb from due to the temporal influence, like Bahasa Indonesia. This may be a 

challenge, as the absence of temporal influence may cause confusions in 

distinguishing different tenses and therefore cause grammatical inaccuracy 

(Atashian & Al-Bahri, 2018). Not only the form and structure, the grammatical 

changes also influence the meaning of sounds or words, so target language users 

need to be wary of the word choices and use the proper vocabulary (Olsen, 1994). 

Indeed, their native language may influence the use EFL users, and may be one of 

the factors (Watcharapunyawong & Usaha, 2013) that causes challenges in learning 

and applying a new language. 

 The challenges in transferring the grammar to one language to another may 

lead to grammatical errors. The error in this case is the alteration from the proper 

grammar (Najla & Fatimah, 2020), that shows the EFL learners’ language 

proficiencies. Experts make distinctions between grammatical errors and mistakes, 

where mistakes refer to the ‘slips’ that are not systematic (Brown, 2000). Even 

native speakers can make grammatical mistakes. However, errors refer to the use of 

incorrect grammatical forms, meanings, and usages (Hsu, 2013), which can be 

systematic or repeated. The differences in the grammar from the native language can 

make foreign language learner to make grammatical errors (Derrick, Paquot, & 



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Plonsky, 2018; Khumphee & Yodkamlue, 2017), such as the forms of noun, 

omissions, or sentence structures. In addition to the interference of the native 

language, there are several other sources of grammatical errors. Iamsiu (2014) shares 

four factors of grammatical errors, including overgeneralization, rule restriction 

ignorance, incomplete rule application, and false concepts. Brown (2000) argues that 

there are two sources of errors, including interlingual the native language 

interference (interlingual error) and the lack of target language proficiencies as 

influenced by the difficulty of the grammar (intralingual transfer). To improve 

grammar use, language learners need to know the sources of their grammatical errors 

and evaluate their grammatical errors. 

 One way to identify the errors in a written or spoken text is to conduct a 

grammatical error analysis. An error analysis (EA) is a way that helps students or 

researchers in identifying, grouping, and elaborating the errors within certain 

sources (Corder, 1967; Khumphee & Yodkamlue, 2017; Heryanti et al., 2017). In 

case of grammatical error analysis. In case of grammatical error analysis, it collects 

the improper use of language forms and classify them (Crystal, 2018). This 

grammatical error analysis can be a helpful tool to show the language learners’ 

knowledge of their target language, so they can evaluate their language learning 

process (Corder, 1967; Fithriani, 2020; Promsupa, Varasarin, & Brudhiprabha, 

2017). For example, if the language learners have higher error in their verb use 

compared to their preposition use, the lesson can focus more in improving their verb 

use for a more effective learning process. The grammatical error analysis may focus 

on several language aspects, including in form of the wrong language forms, 

meanings, and uses (Hsu, 2013; Kumala et al., 2018; Qamariah et al., 2020). 

 There are several perspectives regarding the target aspects of grammatical 

error analysis. For instance, James (1998) shared five types of errors, including 

omission (the absence of certain needed items), over-inclusion (the addition of 

unnecessary items), misselection (the wrong used item), misordering (the wrong 

order of morphemes), and blends (the use of two grammatical forms which resulting 

in something ungrammatical). Atashian and Al-Bahri (2018) shared seven 



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grammatical errors, including tenses, concords, apostrophes, adverbs, passive voice, 

pronouns, and punctuations. Taşçi and Aksu Ataç (2018) shared the errors regarding 

the incorrect use of parts of speech. Others argued more error components, including 

11 (Qamariah et al., 2020), 12 (Heryanti et al., 2017), 26 (Khumphee & Yodkamlue, 

2017), to 32 (Promsupa et al., 2017) components of grammatical errors for English 

language. They revolve in similar categories, including the use of parts of speech, 

punctuations, proper words to convey certain meanings, tenses, inclusion or 

omission or certain morphemes or verbs, concord, and noun plurality among many 

other varieties.  

Previous studies have conducted grammatical error analysis to reveal and 

evaluate the use or English as foreign language (EFL). Fithriani (2020) shared the 

grammatical error analysis conducted on social study and mathematics and natural 

science students’ writing, and showed that MNS students created more errors than 

SS students, and that omission was the highest type of error done by the students. 

similarly, Kumala et al. (2018) revealed the results of grammatical error analysis 

and found that omission was the highest type of grammatical error. Khumphee and 

Yodkamlue (2017) found 4.909 errors and shared 26 found types of grammatical 

errors, with punctuation as the overall highest type of error found and noun 

plurality as the highest type of grammatical error caused by L1 influence. 

Similarly, Promsupa et al. (2017) found 32 sub-types of grammatical errors under 

morphological and syntactical error types and found that noun plurality was the 

highest sub-type of grammatical error. To improve grammar accuracy, a game can 

be an engaging media to provide exposure for English grammar in use. Amalo et 

al. (2017) shared that games, especially visual novel games can be used to enhance 

language knowledge and even developed the game for English learners. 

Kusumawati (2020) shared that a game could help the students’ understanding on 

provided stories within the game, but found that subtitles were ineffective in 

improving their vocabulary. Games can be an effective tool to introduce language 

use of the target language while engaging them; however, the grammatical error 

analysis on games had not been greatly explored yet, perhaps as they were expected 



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to minimize the grammatical errors. Due to the possible prospective of games as 

one of learning media sources, the researcher intended the exploration of 

grammatical errors within an Indonesian-developed game Code Atma. 

METHOD 

 This research employed qualitative research with document analysis. 

Document analysis allowed the use texts as the data source (Creswell, 2012; Reger 

& Kincaid, 2021). The data were gathered from the passages within Code Atma 

game. Code Atma is a turn-based RPG game that provides stories as the context 

while the players progressing in the game. In this research, the passages are limited 

to: the chapter stories, the compendium (Atma/character) stories, the skill 

descriptions, the lore, and the announcements. Therefore, this study used purposive 

sampling to gather the data (Ary, Jacobs, Sorensen, & Razavieh, 2010) to select the 

sources from those categories. There were seven chapters, two compendium stories, 

Atma lore and skill descriptions from 27 Atma, and 22 announcement and notice 

texts used in this study. The study was conducted on January to February 2022. 

 This research used a structured observation sheet as the instrument to gather 

the data. The instrument was based on the theories by Fithriani (2020), James 

(1998), Taşçi and Aksu Ataç, (2018); Promsupa et al. (2017), Rana et al. (2019) 

resulting in 11 items, including: parts of speech, incomplete sentence, and 

punctuation, and 5 types of error, including omission, over inclusion, miss-

selection, miss-ordering, and blends. To analyze the data, the researcher first read 

through the story chapters, compendiums, skill descriptions, and announcements. 

During reading the texts, the researcher reviewed the sentences to assess the 

grammatical accuracy for each sentence and the components based on the 

instrument. As the texts were still in form of digital corpus within the game, the 

researcher transcribed the passages and highlighted the found grammatical errors 

to code them and record the grammatical inaccuracies into the instrument. Then, 

the researcher used the items in the instrument (rubric) to group the data into their 

respective grammatical error categories. To provide further validity, the researcher 



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used Grammarly application and assigned a proof-reader. The results then were 

presented in groups based on the categories using percentages. 

FINDINGS AND DISCUSSIONS 

 This study tried to evaluate the grammatical challenges experienced by an 

Indonesian-made RPG mobile game: Code Atma. The grammatical challenges 

might occur within its stories, instructions, descriptions, and announcements. 

Previous studies have evaluated grammatical challenges by conducting grammatical 

error analysis (EA), resulting in errors in parts of speech, capitalizations, syntactic 

constructions, or punctuations (Khumphee & Yodkamlue, 2017; Promsupa et al., 

2017; Rana et al., 2019). In addition, James (1998) grouped those errors into five 

categories, including omission, over-inclusion, blend, incorrect selection, and 

incorrect order.  

After conducting the study, the researcher found total 630 grammatical 

errors from the texts available in Code Atma game. The distribution of those errors 

is as follows: 38 errors in 27 Atma’s lore texts, 35 errors in 22 announcement texts, 

33 errors in 27 skill descriptions, 234 errors in compendium from three Atmas, and 

290 errors from seven story chapters (Table 1). The number of errors might seem to 

be gradually larger, but the lengths of the text from each category also got longer. 

Among those text sources, the verb form had the highest number of errors. 

The number of errors might seem to be gradually larger, but the lengths of 

the text from each category also got longer. Though, it is worth to note that the errors 

in the main stories were significantly lower than in Compendium stories, with 

exception in main story’s Chapter 7. Among those text sources, the verb form was 

the element with the highest number of errors, with more than half number of errors 

(>50%) from each text category. This is in line with Fithriani (2020), Heryanti et al. 

(2017), Khumphee and Yodkamlue (2017), and Qamariah et al. (2020). The second 

highest number of errors belonged to punctuation for Compendium (12.4%) and 

main story (29.3%) chapters, in line with Heryanti et al. (2017) and Khumphee and 

Yodkamlue (2017), that punctuation errors often occur. Other text categories had 

different elements with the second highest number of errors, including determiner 



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in skill descriptions (14.7%), noun in announcement (20%), and conjunction errors 

in Atma lore (13.2%). This finding regarding the determiner is in line with Fithriani 

(2020), Heryanti et al. (2017), Hikmah (2020), and Rana et al. (2019). The findings 

regarding the noun is in accordance with Fithriani (2020), Khumphee and 

Yodkamlue (2017), and Promsupa et al. (2017), that noun errors occur quite several 

times. The results regarding conjunction errors are in line with Fithriani (2020), but 

in contrast to Khumphee and Yodkamlue (2017). Other elements had very low errors 

(<10%) and some elements, such as pronoun, preposition, adjective, adverb, word 

choice, and dependent clause, did not even have any error in several text sources. 

The dependent clause category (incomplete sentence) even only occurred once. The 

results regarding the low occurrences of preposition and word choice are in contrast 

to Heryanti et al. (2017), Promsupa et al. (2017), and Rana et al. (2019), while the 

findings regarding the low occurrences of pronoun and adverb are in contrast to 

(Atashian and Al-Bahri (2018). The low adjective and incomplete sentence errors 

are in line with Khumphee and Yodkamlue (2017). 

Table 1. Errors within Code Atma Game 

Errors Atma 

Lore 

Announcemen

t 

Skill 

descriptio

n 

Compendiu

m chapters 

Main 

story 

chapters 

 n % n % n % n % n % 

Noun 3 7.9 7 20 3 8,8 6 2.6 5 1.7 

Verb 2

5 

65.

8 

20 57 23 

67.6 

160 

68.4 

15

7 

54.

1 

Pronoun 1 2.6 1 2.9 2 6 6 2.6 5 1.7 

Determiner - - 1 2.9 5 14.7 2 0.8 - - 

Conjunctio

n 

5 13.

2 

1 2.9 - 

- 

17 

7.3 

21 

7.2 

Preposition 1 2.6 - - - - 5 2.1 10 3.5 

Adjective - - - - - - 4 1.7 3 1 

Adverb - - - - 1 2.9 2 0.8 2 0.7 



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Punctuation 2 5.3 2 5.7 - 

- 

29 

12.4 

85 29.

3 

Word 

choice 

1 2.6 3 8.6 - 

- 

3 

13 

1 

0.4 

Dependent 

clause 

- - - - - - - - 1 0.4 

Total 3

8 

100 35 100 34 100 234 100 29

0 

100 

           

The results in Table 1 show the grammatical challenges within the passages 

found in Code Atma game. The errors within the found eleven elements could be 

categorized into five types of errors, in accordance to Hikmah (2020), James (1998), 

and Kumala et al. (2018). Those types are: omission, over-inclusion, blend, 

incorrect selection, and inaccurate placement. The 630 errors were categorized into 

those five categories, as presented in Table 2. 

 

Table 2. Types of Errors within Code Atma Game 

Errors Atma 

Lore 

Announcement Skill 

description 

Compendium 

chapters 

Main 

story 

chapters 

n % n % n % n % n % 

Omission 13 34.2 21 60.1 26 76.5 54 23.1 84 29 

Over-

inclusion 

1 2.6 6 17.1 2 5.9 14 6 15 5.2 

Mis-

selection 

18 47.4 6 17.1 5 

14.7 

155 

66.2 

186 

64.1 

Mis-

ordering 

6 15.8 2 5.7 1 

2.9 

11 

4.7 

4 

1.4 

blends - - - - - - - - 1 0.3 

Total 38 100 35 100 34 100 234 100 290 100 



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When the researcher identified the errors in the text, the researcher also 

recorded in what way the grammatical errors were considered inaccurate. The 

errors then were grouped into five categories, as presented in Table 2. The 

categories with the highest number of errors are mis-selection for main story 

(64.1%), Compendium (66.2%), and Atma Lore (47.4%) text sources and omission 

for announcements (60.1%) and skill descriptions (76.5%). The high occurrences 

of omission are in line with Kumala et al. (2018), while the high occurrences of 

mis-selection category are in line with Fithriani (2020). The categories with the 

second highest number of errors are omission for Atma Lore (34.2%), 

Compendium (23.1%), and main story (29%)) texts; mis-selection for 

announcements (17.1%) and skill descriptions (14.7%); and over-inclusion for 

announcements (17.1%). Mis-ordering type of error got especially high in Atma 

lore texts (15.8%). Other than those, over-inclusion and mis-ordering had low 

occurrences (<10%), while blends only appeared once, in the main story. The low 

occurrences of over-inclusion category contradict the results from Fithriani (2020) 

and Kumala et al. (2018) that share over-inclusion appeared quite often. However, 

the low appearances of mis-ordering and blends are in line with Fithriani (2020). 

 

 

Figure 1. Noun and Verb Errors (announcement) 

 

In most cases, the errors occurred within one sentence. In Figure 1, the errors 

regarding the concord in one sentence occurred, and it included the errors for verb 

and noun elements. The determiner every is followed by a singular form of noun 

(Azar & Hagen, 2016), so the floors that follows it is wrong. The error occurred 

from the extra ‘s’ that indicated plural, so the error was categorized into over-

inclusion of the suffix -s. As for the verb, it should be a singular verb because the 

subject is singular (Azar & Hagen, 2016; Khumphee & Yodkamlue, 2017; Rana et 

al., 2019), with added -s in the end, so the verb form have is incorrect. The verb was 



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mis-selected, so the error got into mis-selection category, in line with Fithriani 

(2020). 

 

 

Figure 2. Pronoun Error (Compendium-Drona) 

 

Figure 2 is an example for pronoun errors found in Code Atma game. There 

are several categories of pronoun; one of them is possessive pronoun (Azar & 

Hagen, 2016; Khumphee & Yodkamlue, 2017). To indicate possessive, one can alter 

the pronoun forms or add ‘s after the subject (Khumphee & Yodkamlue, 2017). 

However, in Figure 2., in the noun phrase Drona heart, it lacks possessive pronoun 

(‘s) that indicates the heart belongs to Drona. As the error is caused by the lack of 

pronoun, it is categorized into omission (Kumala et al., 2018). 

 

 

Figure 3. Determiner Error (skill description) 

 

All determiner errors in Code Atma game fell into omission category. An 

example for determiner error is presented in Figure 3. To indicate singular noun, 

article a/an is often precedes the phrase (Heryanti et al., 2017; Qamariah et al., 2020; 

Rana et al., 2019). In this case, the first phrase extra turn lacks the article an, as it is 

an indefinite noun phrase, and the second extra turn phrase in the parentheses lacks 

the article the as the readers know now what extra turn is being talked about, based 

on Azar & Hagen (2016), Hikmah (2020), and Khumphee and Yodkamlue (2017). 

This sentence lacks determiners, thus the type of error is omission, in line with 

Fithriani (2020). 

 



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Figure 4. Conjunction and Punctuation Errors (main story-Chapter 1) 

 

Figure 4. shows an example of conjunction and punctuation errors. This 

sentence has an error due to the lack of conjunction and to connect the noun phrases 

(Fithriani, 2020). There should be a conjunction after the comma and before the 

pitch black eyes phrase. In addition, the pre-modifier for eyes, pitch black needs a 

hyphen to connect ‘pitch’ and ‘black’ (Azar & Hagen, 2016). As this sentence lacks 

conjunction and and a hyphen, the errors are included in omission category, in 

accordance to Kumala et al. (2018). 

 

 

Figure 5. Preposition Error (main story-Chapter 7) 

 

The occurrences of preposition error were rather low in all text sources. 

Figure 5 shows an example of preposition error from the main story. The chunk 

they’re still prison does not make sense, as it lacks a preposition in to indicate 

location (Azar & Hagen, 2016), so it becomes ‘they’re still in prison’. As the 

sentence lacks the preposition, the error is categorized as omission (James, 1998).  

 

Figure 6. Adjective Error (skill description) 

Figure 6 shows another error found in Code Atma game, specifically the 

adjective element. The phrase the foe targeted is supposed to be a noun phrase, in 

accordance to Wright and Hope (1996). However, the placement of the adjective 

targeted is mis-located, as it needs to precede the noun foe (Andriani, Noviani, & 



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Bram, 2021). Therefore, that phrase is considered as an error and the type of error is 

mis-location (Fithriani, 2020) due to the misplacement of the adjective. 

 

 

Figure 7. Adverb Error (main story-Chapter 6) 

 

Over-inclusion was one of the types of error with low appearances in most of 

the text sources, along with mis-location. One example of over-inclusion is an 

adverb error, as shown in Figure 7. In this case, the adverb back followed the verb 

come, and it was a proper placement (Azar & Hagen, 2016). However, the adverb 

back was repeated, which was abundant (Heryanti et al., 2017). Therefore, it was 

classified as an error, and it went to over-inclusion category (James, 1998), as the 

adverb was repeated. 

 

 

Figure 8. Word Choice Error (main story-Chapter 0) 

 

 The next error is regarding the word choices. This error only occurred less 

than ten times in the observed text sources. Figure 8 is an example of word choice 

error. In this case, the word yonders is an error, as its placement and meaning in the 

sentence do not link with the rest of the words in the sentence. According to Oxford 

Learner’s Dictionaries, the word yonder is defined as ‘over there’ 

(www.oxfordlearnersdictionaries.com, accessed in February 2022). It is 

grammatically and semantically inaccurate to be placed in this sentence after the 

subject to replace the predicate. The writer might want to use the word wanders, 

which could make sense. Therefore, this sentence has a word choice error (Heryanti 

et al., 2017), and the error belongs to the mis-selection category (Fithriani, 2020), as 

the writer incorrectly choose the word yonder in place of something else. 

http://www.oxfordlearnersdictionaries.com/


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Figure 9. Dependent Clause Error (main story-Chapter 3) 

 

The last error is dependent clause or incomplete sentence error. This type of 

error occurred once in the game. As presented in Figure 9, the clause ‘just when she 

was finally feeling free and happy’ is not a complete sentence, yet, because the 

conjunction just when is a subordinating conjunction that requires an independent 

clause to complete it, in line with Khumphee and Yodkamlue (2017). As this 

sentence lacks an independent clause, the error is categorized as omission error, as 

stated by James (1998). 

 The researcher evaluated the grammatical challenges within an Indonesian-

developed game, Code Atma. This game is an excellent example for promoting 

Indonesian culture and folklore into an entertaining format using English language, 

which allows broader target users. The researcher found 630 grammatical errors 

within the game text sources, including the announcements, Lore, skill descriptions, 

Compendium, and main stories. The errors mostly were in form of verb errors, along 

with other errors in a smaller number of occurrences regarding the noun, 

conjunction, adverb, punctuation, determiner, pronoun, preposition, adjective, word 

choice, and dependent clause (Heryanti et al., 2017; Khumphee & Yodkamlue, 

2017; Promsupa et al., 2017; Rana et al., 2019). Those errors were categorized into 

omission and mis-selection, as the types with the most errors, along with mis-

odering, over-inclusion, and blend (Fithriani, 2020; James, 1998; Kumala et al., 

2018). Though the game might have quite some errors, it is a good start to take 

revolutionize Indonesian tales and stories into an entertaining platform with English 

language, which can be enjoyed by international users. In addition, it can also be a 

fun learning media for English as Foreign Language (EFL) learners to be exposed 

with English language from which they can learn (Amalo et al., 2017; Hidayat et al., 

2021; Kusumawati, 2020). 



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CONCLUSIONS AND SUGGESTIONS 

 This study investigated the grammatical challenges within an Indonesian-

developed idle game, Code Atma. 630 grammatical errors were found within the 

text sources in the game, including in the announcement, Lore, skill description, 

Compendium, and main story texts. The verb errors occurred the most, more than 

half of the number of errors, and followed by the errors regarding the noun, 

conjunction, adverb, punctuation, determiner, pronoun, preposition, adjective, word 

choice, and incomplete sentence. Those errors were categorized into five types of 

errors, with omission and mis-selection as the types with the most errors, along with 

mis-odering, over-inclusion, and blend with the least number of errors. This game 

is an excellent example for promoting Indonesian culture into an entertaining game 

using English language, which can be enjoyed by international users. The 

implications of this study are for the improvements of the game’s grammatical 

aspect in their texts, for the EFL students and teachers to utilize games, such as Code 

Atma, as a learning media to get English language in use exposure from which they 

can learn, and for them to observe and identify the grammatical errors using error 

analysis. This study is still limited from the data source and validity perspectives. 

Further researchers are suggested to find more convincing ways to validate the 

results and expand the data sources. 

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