英汉代码歧义的类型学

IF 1.2 2区 文学 0 LANGUAGE & LINGUISTICS
Seongyong Lee
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引用次数: 1

摘要

双语代码歧义(CA),也被称为语言游戏或双关语,已经被讨论为双语创造力,因为它要求英语使用者在一个话语中操纵两种语言(Moody & Matsumoto, 2003)。自Moody和Matsumoto(2003)在日本流行音乐(J-pop)的歌词中提出英-日CA以来,一些研究开始关注在这种复杂的语言现象中进行的双语创造力的各个方面(Luk, 2013;Rivlina, 2015;Scherling, 2016)。他们报告了非英语母语用户在语音类比中对语言知识的控制(Moody & Matsumoto, 2003;Scherling, 2016),语义相关性和混合(Luk, 2013;Moody & Matsumoto, 2003),以及社会实用功能(Luk, 2013;Rivlina, 2015)。他们进一步提出,CA需要被视为双语者对英语和当地语言的表演性使用,以实现象征性目标(Moody & Matsumoto, 2003;Scherling, 2016)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Typology of English–Korean code ambiguation
Bilingual code ambiguation (CA), also known as language play or punning, has been discussed for bilingual creativity as it requires English users to manipulate two languages in a single utterance (Moody & Matsumoto, 2003). Since Moody and Matsumoto (2003) suggested English–Japanese CA in the lyrics of Japanese popular (J-pop) music, some studies have paid attention to diverse aspects of bilingual creativity performed in this complex linguistic phenomenon (Luk, 2013; Rivlina, 2015; Scherling, 2016). They have reported non-native English users’ control over linguistic knowledge in phonological analogy (Moody & Matsumoto, 2003; Scherling, 2016), semantic relatedness and blending (Luk, 2013; Moody & Matsumoto, 2003), and socio-pragmatic functions (Luk, 2013; Rivlina, 2015). They have further suggested that CA needs to be viewed as bilinguals’ performative use of English and a local language to achieve symbolic goals (Moody & Matsumoto, 2003; Scherling, 2016).
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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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