A language game (also called a cant, secret language, ludling, or argot) is a system of manipulating spoken words to render them incomprehensible to an untrained listener. Language games are used primarily by groups attempting to conceal their conversations from others. Some common examples are Pig Latin; the Gibberish family, prevalent in the United States and Sweden; and Verlan, spoken in France.
A common difficulty with language games is that they are usually passed down orally; while written translations can be made, they are often imperfect, thus spelling can vary widely. Some factions argue that words in these spoken tongues should simply be written the way they are pronounced, while others insist that the purity of language demands that the transformation remain visible when the words are imparted to paper.
Some language games such as Pig Latin are so widely known that privacy is virtually impossible, as most people have a passable understanding of how it works and the words can sound very similar to their English counterpart. Although language games are not usually used in everyday conversation, some words from language games have made their way into normal speech, such as ixnay in English (from Pig Latin), and loufoque in French (derived from fou according to the rules of Louchébem)[1]
One way in which language games could be organized is by language. For example, Pig Latin, Ubbi Dubbi, and Tutnese could all be in the "English" category, and Jeringonza could be in the "Spanish", ("Portuguese", or "Italian") category.
An alternate method of classifying language games is by their function. For example, Ubbi Dubbi, Bicycle, and Allspråket [sv] all work by inserting a code syllable before the vowel in each syllable. Therefore, these could be classified in the Gibberish family. Also, Double Talk, Língua do Pê, Jeringonza, and B-Sprache all work by adding a consonant after the vowel in each syllable, and then repeating the vowel. Thus, these could be classified in the Double Talk family. Another common type of language game is the spoonerism, in which the onsets of two words are exchanged. Using a standard word for each transformation gives another type, for example, the Finnish "kontinkieli", where kontti is added after each word, and spoonerism applied (kondäntti koonerismspontti koppliedäntti).
was in general vogue during the 30s and throughout the 60s in Mecca.
Catastrophe, atastrophy, tastrophy, astrophy, strophee, trophy, rophy, ophee, fee, he, ee."
Invented in the early 1990s in Malaysian primary schools, it was mostly used by girls for gossiping. In 1998, the Malay romantic comedy film, Puteri Impian 2, pushed this language into the limelight of Malaysian popular culture.
"Kenapa kau selalu buat begitu? Kau tidak rasa malukah?" → "Kekenapaan kekauan keselaluan kebuatan kebegituan? Kekauan ketidakan kerasaan kemaluan?" ("malu": shame; "kemaluan": private parts)
Variation: Add an 's' to each "halved" word as well.
Variation: only nouns are encoded.
Variation: "Dhungan dukhtay kaa?" → "Changandhu dukhtay kaa?"
Syllable fronting, with vowel lengthening: dirre 'field' -> reedi
Eng: "I am from Sweden" - "Tisi talam efrosom Esweledelen".
Sigarilyo (taken from Spanish term Cigarillo) becomes Yosi (last and first syllable, middle syllables omitted). Katulong (Domestic helper) becomes Lóngkatuts (last syllable prefixed, other syllables moved along. t affixed as means of differentiating word from subsequent ones. s is added as stylistic feature. Also applicable to English words like Father and Mother, which become Erpats and Ermats.
"bí mật" secret → "bật mí" revealing secret → "bị mất" to be gone
Additionally, Auflinger described some types of speech disguise in some languages near the city of Madang in Papua New Guinea.[14]
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