The language game in titles in popular scientific publications (on the material of texts of modern russian scientists-popularists)

Liliya Z. Podberezkina
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Abstract

This article deals with the use of language game peculiarities in the genre of contents of popular scientific publications, which's authors cares about demonstrate text’s fascination for a non-expert reader at the stage of preliminary acquaintance with the text. It has been shown that in recent years in conditions of reached on new type of recipient, in popular scientific publicationsare used different kinds of stylistic devices and expressive means, which reinforce artistic part of the text on different stratums of the text. One of the most effective devices using in the headings of chapters and paragraphs is language game which helps to interest a reader in reading a text. This research made on the material of 250 book’s titles with different subjects written byRussian popularizing scientists. The authors identify and describe functions of language game in the contents of popular scientific publications which provide: the establishment of the atmosphere of normal communication with reader; drawing attention to a headline; creating interest in the subsequent reading of the text, demonstrating of its availability to the addressee. Identified a lot of creative techniques in headlines among which is: transformation of the text with preservation of its recognition; using of metaphor including extended metaphor; language game based on rhetorical questions; language game based on simile; principle of demetaphorization; punning rethinking of usual words; playing on meaning of usual word; using of chiasmus and ect. The use of linguistic devices of language game and frequency of it using in titles are shown, as well as linguistic creativity potential and mechanisms of its action describes. It demonstrated that deviations from the linguistic standards, made by language game in contents, alters the attitude of reader towards the text which doesn’t treats as difficult and starts to arouse the interest.
科普出版物标题中的语言游戏(论现代俄罗斯科学家-民粹主义者的文本材料)
本文探讨的是语言游戏特性在科普出版物内容体裁中的运用,作者关注的是向初识文本的非专业读者展示文本的魅力。研究表明,近年来,在新型受众形成的条件下,科普出版物采用了不同的文体手段和表现手段,在不同的文本层次上强化了文本的艺术性。在章节和段落的标题中使用的最有效的手段之一是语言游戏,它有助于读者在阅读文本时产生兴趣。本研究以俄罗斯科普科学家撰写的250本不同主题的书籍为材料。作者认为,语言游戏在科普出版物内容中的作用在于:营造与读者正常交流的氛围;引起对标题的注意;使读者对文章的后续阅读产生兴趣,向收件人展示文章的可用性。确定了标题中的许多创造性技巧,其中包括:对文本进行转换并保持其识别性;隐喻的运用,包括扩展隐喻;基于反问句的语言游戏;基于比喻的语言游戏;去隐喻原则;双关语对常用词的反思;玩弄平常用词的意思;使用交错法等。揭示了语言游戏中语言手段的使用及其在游戏中的使用频率,并描述了语言创造潜力及其作用机制。结果表明,语言游戏在内容上对语言标准的偏离,改变了读者对文本的态度,使其不再认为文本是困难的,开始引起读者的兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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