Myzdrikova I. S.
Komsomolsk-on-Amur
State Technical University, Russia
Phenomenon of Language-Game in Comic Discourse
Annotation
The
present work is devoted to studying language-game features in comic discourse
as the special type of communication with regard to such genre as a joke.
This
work is based on the papers of such linguists and scientists as T.V. Bulygina,
I.N. Gorelova, T.A. Grindina, V.Z. Sannikov, A.D. Schmelev, and others.
Language-game
is the phenomenon that simultaneously has pragmatic, stylistic,
psycholinguistic and aesthetic character. A language-game is a philosophical
concept developed by Ludwig Wittgenstein. He studied simple examples of
language use and the actions into which the language is woven. According to Wittgenstein
the term 'language game' is used to refer to:
·
fictional examples of language use that are simpler than our own
everyday language;
·
simple uses of language with which children are first taught language
(training in language);
·
specific regions of our language with their own grammars and relations
to other language-games;
·
all of a natural language composed of a family of language-games” [3].
B.J. Norman gives the following definition of the given phenomenon: “Language-game is
an untraditional, uncanonical use of language, creativity in language,
orientation on the hidden aesthetic possibilities of a language sign” [1].
The present work is based on the
definition suggested by the Russian scientist V.Z. Sannikov: “Language-game is some language abnormality (or singularity) and, what is very important, speaker
(writer) understands the abnormality, and
does it intentionally. Thus listener
(reader) also should understand, that it is made on purpose” [2], otherwise he will estimate the corresponding
expression simply as abnormality or inaccuracy.
This work gives a thorough analysis of the comic discourse represented
by English anecdotes. The number of studied anecdotes is 100. Here was made an
attempt to find out the occurrence and functioning mechanisms of language-game,
to describe its possible variants of realization and to reveal its pragmatic
importance for this type of discourse.
Problem setting
The phenomenon of language-game is widely spread in the comic discourse,
especially in anecdotes. It creates a required emotional background that helps
to achieve necessary comic effect.
As it has been stated above
language-game represents any manipulation with language signs the major purpose
of which is to bring an element of unexpectedness, originality to the
narration. It is achieved on lexico-semantic, phonetic and syntactic layers of
language in speech realization. Creation and adequate understanding of the
comic statement are impossible out of a game situational context. Meanwhile the
language of anecdotes is considered as a specific genre having two specific
functions – phatic and/or entertaining.
Main part
While researching English anecdotes we allocated quite a number of
language-game means, which conditionally can be divided into lexical, phonetic,
and syntactic ones. They were classified according to the language layer these
examples took place into three groups: lexical
and phonetic language-game means, syntactic means of language-game, syntactic
means of language-game.
The first group is
represented by 26 examples of
lexical and phonetic language-game means in English anecdotes. According to our analysis the most
frequently used lexical means that create necessary emotional basis of
language-game and bring an element of originality are:
-
metaphor (the lamps of night);
-
epithet (massive party);
-
hyperbola (scared to death, thousands of stars)
-
simile (Humans are
like steel. When they lose their tempers, they are worthless);
Word
meaning can be changed with the help of zeugma
that is also common in anecdotes. Here is the example of zeugma based on
intentional usage of the word “break” in several set expressions “to break
one's word” and “to break the door”: He broke
the door and his word.
The
following examples correspond to the group of phonetic means:
One of
the language-game phonetic means of English comic discourse is homophonic and homographic punning. For
example: “You can tune a guitar,
but you can't tuna fish. Unless of course, you play bass”.
The phrase uses the homophonic qualities of
"tune a" and "tuna", as well as the homographic pun on
"bass", in which ambiguity is reached through the identical spellings
of /beis/ (a string instrument), and /bæs/ (a kind of fish).
Why can a man never
starve in the Great Desert? Because he can eat the sand which is there.
- But what brought
the sandwiches there?...
The
phrases “sand which is there” and “sandwiches there” perceived orally have the
same sound form. Due to this fact they can be and are interpreted differently
according to a speaker’s and listener’s individual speech experience and
prognosis of the communication.
Some comic
effect in anecdotes can be achieved with the help of polysemy. Let’s study the following phrase as an example: …being in politics is just like playing golf:
you are trapped in one bad lie after another. Here pun consists in simultaneous
realization of the two invariant semes of the word “lie”: “to speak
untruthfully with intent to mislead” and “to place oneself or be in a prostrate
position, horizontal to the ground”.
As for
the second group there were found 38 examples of syntactic language-game means in
English anecdotes.
The creation
of comic effect on the syntactic language level is usually provoked by specific
forms of syntactic links between words and sentences.
The most frequently used syntactic means that
create the appropriate comic effect contributing to vivid originality in
anecdotes and attract listener’s attention are parallel constructions (My
wife thinks that I with mistress. My mistress thinks that I with wife; After
the first day I saw nothing. After the second day I saw nothing; I’m blond, I’m
beautiful, and I’m going to California) and various repetitions (She’d lost her
shoe. She’d run away from the ball…; It really, really, really hurts).
Among other popular syntactic means of language-game
are detached constructions and stylistic inversion.
The following examples refer to detached
constructions:
·
Frustrated, he sends the letter…
·
Puzzled, one student raise his hand…
·
… officers, well mannered,
handsome, unmarried…
·
…he gets out of the pool, wet
and soaked.
The following fragments of anecdotes are the
examples of stylistic inversion:
·
Deep within the
forest a little turtle began to
climb a tree…
·
After hours of
efforts he reached the top…
·
"Why is that, Eve?" from
above came the reply…
Elliptical
constructions prevail in the majority of analyzed anecdotes and create the effect of
unexpectedness especially in the form of the dialogue (…but they threw rocks at me. - Threw rocks at you?; Sir, remember
me? I’m a blind man!; …where is he?- Under the wagon; I have 12
legs, 12 arms and 8 heads. What am I? - A liar!).
There have been also some cases of unfinished
sentences which create the break and
allow the listener to guess the meaning of the joke in the end of the sentence.
For example: "I'm afraid I have some
very bad news," the doctor says. "You're dying, and you don't have
much time left." - "Oh, that's terrible!" says the man.
"Give it to me straight, Doc. How long have I got?" -
"Ten," the doctor says sadly. - "Ten?" the man asks.
"Ten what? Months? Weeks? What?!" - "Nine..."
Conclusion
In the
course of our research of English anecdotes a number of language-game means have
been discovered that in their turn can be divided on lexical, phonetic and
syntactic ones.
The
total sum of analyzed English anecdotes is 100 samples. The language-game in them
can be presented by following lexical and phonetic means: the metaphor, the
epithet, the hyperbola, the simile, the zeugma, the intonation change and pause
shift, the homophonic and homographic punning, the polysemy. More common
lexical and phonetic means of the language-game in English anecdotes are the
homophonic and homographic punning, the metaphor and the epithet. It was hard
to find the examples of zeugma, the intonation change, and pause shift.
Syntactic
means of language-game in English anecdotes are presented by the parallel
constructions, the repetitions, the detached constructions and stylistic
inversion, the elliptical constructions, the break. The most frequently used
syntactic means are the parallel constructions, the repetitions and the
stylistic inversion. There were few examples of the break found.
Despite interest of modern
stylistics to language-game the wide range of questions doesn’t remain studied
enough. The present work is devoted to studying language-game features in comic
discourse on an example of English jokes. It was interesting to examine
language-game at various language levels (lexical, phonetic and syntactic) and
reveal its peculiarities.
Literature
1.
Íîðìàí, Á.Þ.
Èãðà íà ãðàíÿõ ÿçûêà / Á.Þ. Íîðìàí. – Ì.: Ôëèíòà-Íàóêà, 2006.
2.
Ñàííèêîâ, Â.Ç.
Ðóññêèé ÿçûê â çåðêàëå ÿçûêîâîé èãðû / Â.Ç. Ñàííèêîâ. - Ì.: ßçûêè ðóññêîé
êóëüòóðû, 1999.
3.
Wittgenstein, Ludwig Philosophical
Investigations / Ludwig Wittgenstein. - Malden: Blackwell, 1953.