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The philosophy of language presented in the Tractatus attempts to demonstrate just what the limits of language are – to delineate precisely what can and cannot be sensically said. Among the sensibly sayable for Wittgenstein are the propositions of natural science, and to the nonsensical, or unsayable, those subjects associated with philosophy ...
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.
Wittgenstein on Rules and Private Language is a 1982 book by philosopher of language Saul Kripke in which he contends that the central argument of Ludwig Wittgenstein's Philosophical Investigations centers on a skeptical rule-following paradox that undermines the possibility of our ever following rules in our use of language. Kripke writes that ...
Ludwig Josef Johann Wittgenstein (/ ˈ v ɪ t ɡ ən ʃ t aɪ n,-s t aɪ n / VIT-gən-s(h)tyne, [7] Austrian German: [ˈluːdvɪk ˈjoːsɛf ˈjoːhan ˈvɪtɡn̩ʃtaɪn]; 26 April 1889 – 29 April 1951) was an Austrian philosopher who worked primarily in logic, the philosophy of mathematics, the philosophy of mind, and the philosophy of language.
Wittgenstein developed a comprehensive system of logical atomism in his Tractatus Logico-Philosophicus (German: Logisch-Philosophische Abhandlung, 1921). He thereby argued that the universe is the totality of facts and not things: actual states of affairs and that these states of affairs can be expressed by the language of first-order predicate ...
It is not sufficient here, however, for the language to simply be one that has not yet been translated. In order to count as a private language in Wittgenstein's sense, it must be in principle incapable of translation into an ordinary language – if for example it were to describe those inner experiences supposed to be inaccessible to others. [4]
Wittgenstein lists the following as examples of language-games: "Giving orders, and obeying them"; "describing the appearance of an object, or giving its measurements"; "constructing an object from a description (a drawing)"; "reporting an event"; "speculating about an event". [5] The famous example is the meaning of the word "game".
Examples include Lakoff's conceptual metaphor, which argues that language arises automatically from visual and other sensory input, and different models inspired by Dawkins's memetics, [63] a neo-Darwinian model of linguistic units as the units of natural selection. These include cognitive grammar, construction grammar, and usage-based linguistics.