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A language-game (German: Sprachspiel) is a philosophical concept developed by Ludwig Wittgenstein, referring to simple examples of language use and the actions into which the language is woven. Wittgenstein argued that a word or even a sentence has meaning only as a result of the "rule" of the "game" being played.
In the mid-1990s, Gloria McIlwain published an academic article and a book on the Tut language. In 2021, Tutnese gained traction on social media platforms including Discord, Google Classroom and TikTok. For some social media users, learning Tutnese was a way to preserve African American traditions and culture.
Ethnolinguistics incorporates methods like ethnosemantics, which analyzes how people classify and label their world, and componential analysis, which dissects semantic features of terms to understand cultural meanings. The field intersects with cultural linguistics to investigate how language encodes cultural schemas and metaphors, influencing ...
From the makers of Just Words comes WordChuck, a multiplayer game that delivers hours of word scrambling fun! Make as many words as you can from the mixed up grid before time runs out. Create ...
Word games are spoken, board, card or video games often designed to test ability with language or to explore its properties. Word games are generally used as a source of entertainment, but can additionally serve an educational purpose. Small children may enjoy playing games such as Hangman, while naturally developing important language skills ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
In the context of intercultural learning, it is important to be aware of different subcategories of culture, such as "little c" and "big C" culture.While the latter one is also called "objective culture" or "formal culture" referring to institutions, big figures in history, literature, etc., the first one, the "subjective culture", is concerned with the less tangible aspects of a culture, like ...
Language Games A long summary on language games, including descriptions of many games, and an extensive bibliography. Language Games - Part 2 A follow-up summary with additional descriptions and bibliography. Nevbosh — a language game used by J. R. R. Tolkien, the inventor of Quenya and Sindarin Elvish, as a child.