Language games
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+ | In order to address the countless multiplicity of uses of languages, their un- fixedness, and their being “part of an activity”, [[Ludwig Wittgenstein]] introduces the key concept of ‘language-game’. He never explicitly defines it since this new concept is made to do work for a more fluid, more diversified, and more activity-oriented perspective on language. | ||
+ | In one of his writings, ''Philosophical Investigation'', Wittgenstein returns, again and again, to the concept of language-games to make clear his lines of thought concerning language. Primitive language-games are scrutinized for the insights they afford on this or that characteristic of language. Thus, the builders' language-game, in which a builder and his assistant use exactly four terms (block, pillar, slab, beam), is utilized to illustrate that part of the Augustinian picture of language which might be correct but which is, nevertheless, strictly limited. “Regular” language-games, such as the astonishing list provided in (which includes, e.g., reporting an event, speculating about an event, forming and testing a hypothesis, making up a story, reading it, play- acting, singing catches, guessing riddles, making a joke, translating, asking, thanking, and so on), bring out the openness of our possibilities in using language and in describing it. | ||
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+ | Some properties of language-games can be noticed in Wittgenstein's several examples and comments. They are, first, a part of a broader context termed by Wittgenstein a form of life. Secondly, the concept of language-games points at the rule-governed character of language. This does not entail strict and definite systems of rules for each and every language-game, but points to the conventional nature of this sort of human activity. Finally, Wittgenstein's choice of ‘game’ is based on the over-all analogy between language and game, assuming that we have a clearer perception of what games are. Still, just as we cannot give a final, essential definition of ‘game’, so we cannot find “what is common to all these activities and what makes them into language or parts of language”. | ||
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+ | It is here that Wittgenstein's rejection of general explanations, and definitions based on sufficient and necessary conditions, is best pronounced. Instead of these symptoms of the philosopher's “craving for generality”, he points to ‘family resemblance’ as the more suitable analogy for the means of connecting particular uses of the same word. There is no reason to look, as we have done traditionally—and dogmatically—for one, essential core in which the meaning of a word is located and which is, therefore, common to all uses of that word. We should, instead, travel with the word's uses through “a complicated network of similarities, overlapping and criss-crossing” (Biletzki and Matar, 2009) | ||
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+ | == References == | ||
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+ | Biletzki, A. and Matar, A.,(2009) ''Ludwig Wittgenstein.'' Stanford Encyclopedia of Philosophy. Found at 20th of October 2012 at http://plato.stanford.edu/entries/wittgenstein/#Lan |
Latest revision as of 12:30, 20 October 2012
In order to address the countless multiplicity of uses of languages, their un- fixedness, and their being “part of an activity”, Ludwig Wittgenstein introduces the key concept of ‘language-game’. He never explicitly defines it since this new concept is made to do work for a more fluid, more diversified, and more activity-oriented perspective on language.
In one of his writings, Philosophical Investigation, Wittgenstein returns, again and again, to the concept of language-games to make clear his lines of thought concerning language. Primitive language-games are scrutinized for the insights they afford on this or that characteristic of language. Thus, the builders' language-game, in which a builder and his assistant use exactly four terms (block, pillar, slab, beam), is utilized to illustrate that part of the Augustinian picture of language which might be correct but which is, nevertheless, strictly limited. “Regular” language-games, such as the astonishing list provided in (which includes, e.g., reporting an event, speculating about an event, forming and testing a hypothesis, making up a story, reading it, play- acting, singing catches, guessing riddles, making a joke, translating, asking, thanking, and so on), bring out the openness of our possibilities in using language and in describing it.
Some properties of language-games can be noticed in Wittgenstein's several examples and comments. They are, first, a part of a broader context termed by Wittgenstein a form of life. Secondly, the concept of language-games points at the rule-governed character of language. This does not entail strict and definite systems of rules for each and every language-game, but points to the conventional nature of this sort of human activity. Finally, Wittgenstein's choice of ‘game’ is based on the over-all analogy between language and game, assuming that we have a clearer perception of what games are. Still, just as we cannot give a final, essential definition of ‘game’, so we cannot find “what is common to all these activities and what makes them into language or parts of language”.
It is here that Wittgenstein's rejection of general explanations, and definitions based on sufficient and necessary conditions, is best pronounced. Instead of these symptoms of the philosopher's “craving for generality”, he points to ‘family resemblance’ as the more suitable analogy for the means of connecting particular uses of the same word. There is no reason to look, as we have done traditionally—and dogmatically—for one, essential core in which the meaning of a word is located and which is, therefore, common to all uses of that word. We should, instead, travel with the word's uses through “a complicated network of similarities, overlapping and criss-crossing” (Biletzki and Matar, 2009)
References
Biletzki, A. and Matar, A.,(2009) Ludwig Wittgenstein. Stanford Encyclopedia of Philosophy. Found at 20th of October 2012 at http://plato.stanford.edu/entries/wittgenstein/#Lan