A collection of linguistic approaches to the study of pop culture

IF 1.2 2区 文学 0 LANGUAGE & LINGUISTICS
Locky Law
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引用次数: 0

Abstract

The Language of Pop Culture (LPC) edited by Valentin Werner is a collection of quality articles that aims to raise awareness in LPC as a domain of linguistics research. Through showcasing relevant methods of analysis, this book provides useful examples for both language researchers and educators. This volume comprises five parts and an epilogue. Part I: Context consists of two important chapters that form the backbone of this volume. Werner, its editor, sets the scene in chapter 1 by asserting that ‘the language of pop culture (LPC) represents an understudied subject area – both in general and in linguistics as an empirical scholarly discipline’ (p. 3). The author contextualises the linguistic study of LPC, providing an in-depth discussion on the distinction between pop culture (PC) and popular culture and arriving at a working definition for this volume. Werner also outlines the previous research and methodologies used in LPC, and presents arguments supporting the application of PC in foreign language teaching. Trotta’s chapter 2 argues that an adequate study of LPC should both look into linguistic aspects as well as its nature and impact on humanities, and ‘explore . . . LPC not only as linguistic data but also as the study of language that is embedded in the larger processes of representation and dissemination via the many forms of PC we experience every day.’ (p. 29) The author notes that LPC, when presented in studies, is generally not the core element of inquiry, but included among examples of other lexicogrammatical and discourse focuses. To facilitate the discussion of LPC, he introduces various definitions of PC, and presents three concepts for the study of LPC: mutual feedback, Social Cognitive Theory, and representation. He discusses the difference between mediated and mediatized language (ML) and compares LPC and ML. Chapters 3 and 4 make up Part II: Comics. In chapter 3, Walshe explores the multilingualism/linguicism, which is the ‘perpetuating monolingual, [A]nglocentric prejudices and negative stereotyping of other languages and their speakers’ (Bleichenbacher, 2007, as cited in Walshein in that chapter). He first compares research findings from Bleichenbacher’s film corpus with those in the author’s comic corpus, then utilises an adapted version of Bleichenbacher’s (2007: 12) matrix of four different communicative situations to analyse Marvel Comics, focusing on how comic authors and illustrators handle multilingual situations (i.e., the presence of non-English speeches) in comics. These strategies include elimination, signalisation, evocation, and presence. Chapter 4 looks into the linguistic aspect of the discourse in web comics. Bramlett explores the interconnections between the main comic strip, the alt-text (i.e., the content of an image if it fails to load on a website), and the hidden comic (i.e., a comic that appears via a mouseover event or an extra mouse click). The author’s demonstration provides an additional methodological approach for researchers of web comics. Chapters 5 and 6 form Part III: Music and Lyrics. In chapter 5, Westphal adopts an ethnographic approach to the investigation of German reggae subculture and the spread of Jamaican Creole in PC. The author analyses a wide range of multimodal resources at an outdoor reggae event in Germany, including the performances, lyrics, artists’ accents, the event’s space, the language use of the German performers,
通俗文化研究的语言学方法的集合
Valentin Werner主编的《流行文化语言》是一本高质量的文章集,旨在提高人们对流行文化语言作为语言学研究领域的认识。通过展示相关的分析方法,本书为语言研究人员和教育工作者提供了有用的例子。本卷包括五个部分和一个结语。第一部分:语境由两个重要章节组成,构成本卷的主干。该书的编辑沃纳在第一章中提出,“流行文化语言(LPC)代表了一个研究不足的学科领域——无论是在一般情况下,还是在语言学中,作为一门实证学术学科”(第3页)。作者将LPC的语言学研究置于语境中,对流行文化(PC)和流行文化之间的区别进行了深入的讨论,并得出了本卷的工作定义。Werner还概述了以前在LPC中使用的研究和方法,并提出了支持PC在外语教学中应用的论点。Trotta的第二章认为,对LPC的充分研究应该既着眼于语言学方面,也着眼于其性质和对人文学科的影响,并“探索。LPC不仅是语言数据,而且是对语言的研究,它通过我们每天经历的许多形式的PC嵌入到更大的表示和传播过程中。”(第29页)作者指出,LPC在研究中通常不是探究的核心元素,而是包括在其他词典语法和话语重点的例子中。为了便于讨论LPC,他介绍了PC的各种定义,并提出了LPC研究的三个概念:相互反馈、社会认知理论和表征。他讨论了中介语言和中介语言之间的区别,并比较了LPC和ML。第三章和第四章组成了第二部分:漫画。在第3章中,Walshe探讨了多语主义/语言主义,即“对其他语言及其使用者的单一语言、以英语为中心的偏见和负面刻板印象的永久存在”(Bleichenbacher,2007,如该章中Walshein所引用)。他首先将布莱切巴赫电影语料库的研究结果与作者漫画语料库中的研究结果进行了比较,然后利用布莱切巴赫(2007:12)的四种不同交流情境矩阵的改编版本来分析漫威漫画,重点关注漫画作者和插画家如何处理漫画中的多语言情境(即非英语演讲的存在)。这些策略包括消除、信号、唤起和在场。第四章探讨网络漫画话语的语言学方面。Bramlett探索了主漫画、另类文本(即,如果图像无法加载到网站上,则为图像的内容)和隐藏漫画(即,通过鼠标悬停事件或额外点击鼠标出现的漫画)之间的相互联系。作者的演示为网络漫画的研究者提供了一种额外的方法论方法。第五章和第六章构成第三部分:音乐和歌词。在第五章中,Westphal采用人种学的方法来调查德国雷鬼亚文化和牙买加克里奥尔语在PC中的传播。作者分析了德国户外雷鬼活动中的各种多模式资源,包括表演、歌词、艺术家的口音、活动的空间、德国表演者的语言使用,
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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来源期刊
English Today
English Today Multiple-
CiteScore
2.30
自引率
20.00%
发文量
27
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