{"title":"“什么,这是什么?”:日本漫画(漫画)中思想表现的互动元素","authors":"Giancarla Unser-Schutz","doi":"10.1016/j.pragma.2025.08.002","DOIUrl":null,"url":null,"abstract":"<div><div>Language is commonly assumed to be inherently dialogic, but there are many situations where people use language primarily to address themselves, as in verbal thoughts and when speakers talk to themselves. While pragmatics focuses on language use in interactive situations, examining non-interactive language use can offer insight into how interaction shapes language. Given that verbal thoughts in comics are primarily indicated visually and not by linguistic markers, they provide unique examples of free direct thoughts. This study investigates interactive language use in comics by examining a corpus of popular Japanese comics, focusing on 1) parts of speech distribution and 2) the use of interjections and sentence final particles compared in represented thoughts and speech. Although interjections were more frequent in represented speech, within interjections, disfluency and fillers were significantly more frequent in represented thoughts. Similarly, although sentence final particles were more frequent in represented speech, the self-directed <em>na</em> and question <em>ka</em> more frequent in represented thoughts. Unlike previous findings on self-talk, other-directed <em>yo</em>, while more frequent in represented speech overall, represented a larger relative proportion than <em>ne</em> in thoughts. These interactive elements were often used in suspended interaction, functioning as fictive devices to move readers through the text and deepen characters. This also suggests that the concept of interaction itself should be reconsidered, to better encompass one-sided interaction such as that observed in represented thoughts.</div></div>","PeriodicalId":16899,"journal":{"name":"Journal of Pragmatics","volume":"248 ","pages":"Pages 1-16"},"PeriodicalIF":1.7000,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"“Wha, what is this?”: Interactive elements in the representation of thoughts in Japanese manga (comics)\",\"authors\":\"Giancarla Unser-Schutz\",\"doi\":\"10.1016/j.pragma.2025.08.002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Language is commonly assumed to be inherently dialogic, but there are many situations where people use language primarily to address themselves, as in verbal thoughts and when speakers talk to themselves. While pragmatics focuses on language use in interactive situations, examining non-interactive language use can offer insight into how interaction shapes language. Given that verbal thoughts in comics are primarily indicated visually and not by linguistic markers, they provide unique examples of free direct thoughts. This study investigates interactive language use in comics by examining a corpus of popular Japanese comics, focusing on 1) parts of speech distribution and 2) the use of interjections and sentence final particles compared in represented thoughts and speech. Although interjections were more frequent in represented speech, within interjections, disfluency and fillers were significantly more frequent in represented thoughts. Similarly, although sentence final particles were more frequent in represented speech, the self-directed <em>na</em> and question <em>ka</em> more frequent in represented thoughts. Unlike previous findings on self-talk, other-directed <em>yo</em>, while more frequent in represented speech overall, represented a larger relative proportion than <em>ne</em> in thoughts. These interactive elements were often used in suspended interaction, functioning as fictive devices to move readers through the text and deepen characters. This also suggests that the concept of interaction itself should be reconsidered, to better encompass one-sided interaction such as that observed in represented thoughts.</div></div>\",\"PeriodicalId\":16899,\"journal\":{\"name\":\"Journal of Pragmatics\",\"volume\":\"248 \",\"pages\":\"Pages 1-16\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2025-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Pragmatics\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0378216625001912\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LANGUAGE & LINGUISTICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Pragmatics","FirstCategoryId":"98","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378216625001912","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LANGUAGE & LINGUISTICS","Score":null,"Total":0}
“Wha, what is this?”: Interactive elements in the representation of thoughts in Japanese manga (comics)
Language is commonly assumed to be inherently dialogic, but there are many situations where people use language primarily to address themselves, as in verbal thoughts and when speakers talk to themselves. While pragmatics focuses on language use in interactive situations, examining non-interactive language use can offer insight into how interaction shapes language. Given that verbal thoughts in comics are primarily indicated visually and not by linguistic markers, they provide unique examples of free direct thoughts. This study investigates interactive language use in comics by examining a corpus of popular Japanese comics, focusing on 1) parts of speech distribution and 2) the use of interjections and sentence final particles compared in represented thoughts and speech. Although interjections were more frequent in represented speech, within interjections, disfluency and fillers were significantly more frequent in represented thoughts. Similarly, although sentence final particles were more frequent in represented speech, the self-directed na and question ka more frequent in represented thoughts. Unlike previous findings on self-talk, other-directed yo, while more frequent in represented speech overall, represented a larger relative proportion than ne in thoughts. These interactive elements were often used in suspended interaction, functioning as fictive devices to move readers through the text and deepen characters. This also suggests that the concept of interaction itself should be reconsidered, to better encompass one-sided interaction such as that observed in represented thoughts.
期刊介绍:
Since 1977, the Journal of Pragmatics has provided a forum for bringing together a wide range of research in pragmatics, including cognitive pragmatics, corpus pragmatics, experimental pragmatics, historical pragmatics, interpersonal pragmatics, multimodal pragmatics, sociopragmatics, theoretical pragmatics and related fields. Our aim is to publish innovative pragmatic scholarship from all perspectives, which contributes to theories of how speakers produce and interpret language in different contexts drawing on attested data from a wide range of languages/cultures in different parts of the world. The Journal of Pragmatics also encourages work that uses attested language data to explore the relationship between pragmatics and neighbouring research areas such as semantics, discourse analysis, conversation analysis and ethnomethodology, interactional linguistics, sociolinguistics, linguistic anthropology, media studies, psychology, sociology, and the philosophy of language. Alongside full-length articles, discussion notes and book reviews, the journal welcomes proposals for high quality special issues in all areas of pragmatics which make a significant contribution to a topical or developing area at the cutting-edge of research.