PUNS AS A FORM OF LANGUAGE GAME: MECHANISMS OF CREATION AND FUNCTIONING IN THE COMMUNICATIVE DISCOURSE OF JAPANESE MANGA

Authors

DOI:

https://doi.org/10.32782/folium/2025.7.19

Keywords:

dajjare, wordplay, mechanisms of pun creation, pun, manga, language play.

Abstract

This article introduces the phenomenon of the Japanese pun 駄洒落 (dajjare) as one of the most productive forms of wordplay in contemporary Japanese verbal-visual discourse, particularly within the genre of comedic manga. The theoretical framework is based on the concepts of L. Wittgenstein and J. Huizinga regarding the ludic nature of language and culture, as well as contemporary linguistic approaches to the analysis of wordplay (K. Araki, D. Delabastita, N. Matsui, R. Meijer, L. Stavytska, A. Shcherbyna, among others). The study defines the place of puns within the Japanese tradition of wordplay (言葉遊び, kotoba asobi), distinguishes key terms, describes the specificity of dajjare in comparison with other types of puns, and applies the notion of “mechanism of creation” as a set of linguistic and graphic operations that generate a humorous effect. The research material comprises excerpts from the manga 「ヒプノシス マイク-Division Rap Battle- side D.H & B.A.T」, notable for its intensive use of puns in characters’ dialogue. The methodological basis integrates a comprehensive linguistic analysis employing descriptive, contrastive, structural-semantic, and pragmatic methods. Selected examples are classified according to structural-phonetic, morphological, and semantic criteria; the study identifies the main dajjare creation techniques, including homonymy, morphemic overlap, mora addition/reduction, metathesis, language mixing, and graphic play. It is established that dajjare in manga perform a multifunctional role: they generate humor, emphasize characters’ individual traits, facilitate creative self-presentation, and create a distinctive interactive communicative atmosphere. The humorous effect emerges from the interplay of three levels: phonetic, semantic, and graphic. The use of katakana for foreign or onomatopoeic components serves as a visual highlighting device, enhancing the pragmatic impact of the pun. Special attention is given to translation studies aspects: rendering such wordplay into Ukrainian requires adaptive strategies that compensate for the impossibility of preserving formal identity by creating semantic or pragmatic equivalents.

References

Вітгенштайн, Л. (1995). Логіко-філософський трактат. Філософські дослідження (пер. з нім., ред. М. Попович). Київ: Основи.

Ганич, Д. І., & Олійник, І. С. (1985). Словник лінгвістичних термінів. Київ: Вища школа.

Гейзінга, Й. (1994). Homo Ludens. Досвід визначення ігрового елемента культури (пер. з О. Мокровольського, ред.). Київ : Основи.

Коваль, А. (1985). Практична стилістика української мови. Київ: Вища школа.

Кравець, О. (2023). Молодіжні соціолекти в лінгвокультурному середовищі Японії: словотвірний та функційний аспекти. Київ :

дисертація КНЛУ.

Щербина, А. (1958). Сутність і мистецтво словесної гостроти (каламбуру). Київ : АН УРСР.

Delabastita, D. (1996). Wordplay and translation: Special issue dedicated to the memory of André Lefevere (1945–1996). London: Routledge /

St. Jerome.

Dybala, P., Araki, K., Rzepka, R., & Sayama, K. (2012). NLP oriented Japanese pun classification. In Proceedings of the International Conference on Asian Language Processing (P. 33–36). U.S. Government Work Not Protected by U.S. Copyright.

Fisher, J. (1973). The magic of Lewis Carroll. London.

Kawahara, S., & Shinohara, K. (2007). The role of psychoacoustic similarity in Japanese puns: A corpus study. Journal of Linguistics, 45, 111–138.

石井, 隆之. (2019). 「重なり志向」の日本文 化. 言語文化学会論集, 33, 3–32.

滝澤, 修. (1995). 記述された「併置型駄洒 落」の音素上の性質. 自然言語処理, 2(2), 3– 22.

小松原, 哲太. (2013). 言葉遊びから生じる発 話の力―洒落が駄洒落となる場合の文法的 及び語用論的条件. 日本語用論学会大会発表

論文集, 8, 81–88.

谷津, 元樹, & 荒木健治. (2016). 駄洒落の面白 さにおける要因の分析. 日本知能情報フ ァ ジィ学会ファジィシステムシンポジウム講 演論文集, 32, 237–242.

米川, 明彦. (1997). 若者ことば辞典 (p. 51). 東 京: 東京堂出版.

米川, 明彦. (2022). 集団語の研究(下巻). 東 京: 東京堂出版.

ДЖЕРЕЛА ІЛЮСТРАТИВНОГО МАТЕРІАЛУ

EVIL LINE RECORDS. (2020). ヒプノシスマ イク -Division Rap Battle- side D.H & B.A.T. 東 京: 講談社.

Published

2025-10-30

How to Cite

Kravets, O., & Moroz, A. (2025). PUNS AS A FORM OF LANGUAGE GAME: MECHANISMS OF CREATION AND FUNCTIONING IN THE COMMUNICATIVE DISCOURSE OF JAPANESE MANGA. Folium, (7), 132–139. https://doi.org/10.32782/folium/2025.7.19

Issue

Section

Статті