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Onomatopoeia

Onomatopoeia (or rarely echoism)[1] is a type of word, or the process of creating a word, that phonetically imitates, resembles, or suggests the sound that it describes. Common onomatopoeias include animal noises such as oink, meow, roar, and chirp. Onomatopoeia can differ by language: it conforms to some extent to the broader linguistic system.[2][3] Hence, the sound of a clock may be expressed variously across languages: thus as tick tock in English, tic tac in Spanish and Italian (shown in the picture), dī dā in Mandarin, kachi kachi in Japanese, or tik-tik in Hindi and Bengali.

This article is about the category of words. For other uses, see Onomatopoeia (disambiguation).

Etymology and terminology

The word onomatopoeia, with rarer spelling variants like onomatopeia and onomatopœia, is an English word from the Ancient Greek compound ὀνοματοποιία, onomatopoiía, meaning 'name-making', composed of ὄνομα, ónoma, meaning "name";[4] and ποιέω, poiéō, meaning "making".[5][6] It is pronounced /ˌɒnəˌmætəˈpə, -ˌmɑːt-/ .[7][8] Thus, words that imitate sounds can be said to be onomatopoeic or onomatopoetic.[9]

in Ulysses (1922) coined the onomatopoeic tattarrattat for a knock on the door.[14] It is listed as the longest palindromic word in The Oxford English Dictionary.[15]

James Joyce

(1963) by Roy Lichtenstein is an early example of pop art, featuring a reproduction of comic book art that depicts a fighter aircraft striking another with rockets with dazzling red and yellow explosions.

Whaam!

In the 1960s TV series , comic book style onomatopoeic words such as wham!, pow!, biff!, crunch! and zounds! appear onscreen during fight scenes.

Batman

's XIII employed the use of comic book onomatopoeic words such as bam!, boom! and noooo! during gameplay for gunshots, explosions and kills, respectively. The comic-book style is apparent throughout the game and is a core theme, and the game is an adaptation of a comic book of the same name.

Ubisoft

The chorus of American popular songwriter 's song "Onomatopoeia" incorporates onomatopoeic words: "Bang! went the pistol", "Crash! went the window", "Ouch! went the son of a gun".

John Prine

The marble game has an onomatopoeic word for a title, from the sound of marbles dropping when one too many sticks has been removed.

KerPlunk

The cartoon's title KaBlam! is implied to be onomatopoeic to a crash.

Nickelodeon

Each of the TV series Harper's Island is given an onomatopoeic name which imitates the sound made in that episode when a character dies. For example, in the episode titled "Bang" a character is shot and fatally wounded, with the "Bang" mimicking the sound of the gunshot.

episode

Magazine cartoonist Don Martin, already popular for his exaggerated artwork, often employed creative comic-book style onomatopoeic sound effects in his drawings (for example, thwizzit is the sound of a sheet of paper being yanked from a typewriter). Fans have compiled The Don Martin Dictionary, cataloging each sound and its meaning.

Mad

In linguistics

A key component of language is its arbitrariness and what a word can represent, as a word is a sound created by humans with attached meaning to said sound.[16] No one can determine the meaning of a word purely by how it sounds. However, in onomatopoeic words, these sounds are much less arbitrary; they are connected in their imitation of other objects or sounds in nature. Vocal sounds in the imitation of natural sounds does not necessarily gain meaning, but can gain symbolic meaning.[17] An example of this sound symbolism in the English language is the use of words starting with sn-. Some of these words symbolize concepts related to the nose (sneeze, snot, snore). This does not mean that all words with that sound relate to the nose, but at some level we recognize a sort of symbolism associated with the sound itself. Onomatopoeia, while a facet of language, is also in a sense outside of the confines of language.[18]


In linguistics, onomatopoeia is described as the connection, or symbolism, of a sound that is interpreted and reproduced within the context of a language, usually out of mimicry of a sound.[19] It is a figure of speech, in a sense. Considered a vague term on its own, there are a few varying defining factors in classifying onomatopoeia. In one manner, it is defined simply as the imitation of some kind of non-vocal sound using the vocal sounds of a language, like the hum of a bee being imitated with a "buzz" sound. In another sense, it is described as the phenomena of making a new word entirely.


Onomatopoeia works in the sense of symbolizing an idea in a phonological context, not necessarily constituting a direct meaningful word in the process.[20] The symbolic properties of a sound in a word, or a phoneme, is related to a sound in an environment, and are restricted in part by a language's own phonetic inventory, hence why many languages can have distinct onomatopoeia for the same natural sound. Depending on a language's connection to a sound's meaning, that language's onomatopoeia inventory can differ proportionally. For example, a language like English generally holds little symbolic representation when it comes to sounds, which is the reason English tends to have a smaller representation of sound mimicry than a language like Japanese, which overall has a much higher amount of symbolism related to the sounds of the language.

Evolution of language

In ancient Greek philosophy, onomatopoeia was used as evidence for how natural a language was: it was theorized that language itself was derived from natural sounds in the world around us. Symbolism in sounds was seen as deriving from this.[21] Some linguists hold that onomatopoeia may have been the first form of human language.[18]

Role in early language acquisition

When first exposed to sound and communication, humans are biologically inclined to mimic the sounds they hear, whether they are actual pieces of language or other natural sounds.[22] Early on in development, an infant will vary his/her utterances between sounds that are well established within the phonetic range of the language(s) most heavily spoken in their environment, which may be called "tame" onomatopoeia, and the full range of sounds that the vocal tract can produce, or "wild" onomatopoeia.[20] As one begins to acquire one's first language, the proportion of "wild" onomatopoeia reduces in favor of sounds which are congruent with those of the language they are acquiring.


During the native language acquisition period, it has been documented that infants may react strongly to the more wild-speech features to which they are exposed, compared to more tame and familiar speech features. But the results of such tests are inconclusive.


In the context of language acquisition, sound symbolism has been shown to play an important role.[17] The association of foreign words to subjects and how they relate to general objects, such as the association of the words takete and baluma with either a round or angular shape, has been tested to see how languages symbolize sounds.

Giseigo (擬声語): mimics sounds made by living things including humans. (e.g. wan-wan for a dog's bark)

Giongo (擬音語): mimics sounds in nature made by inanimate objects. (e.g. zā-zā for heavy rainfall)

Gitaigo (擬態語): describes states of the non-auditory external world. (e.g. bisho-bisho for being soaking wet)

Gijōgo (擬情語): describes psychological states or bodily feelings. (e.g. kuta-kuta for being exhausted)

(1997). The Cambridge Encyclopedia of Language (2nd ed.). Cambridge University Press. ISBN 0-521-55967-7.

Crystal, David

Smyth, Herbert Weir (1920). Greek Grammar. Cambridge MA: . p. 680. ISBN 0-674-36250-0.

Harvard University Press

Derek Abbott's Animal Noise Page

Over 300 Examples of Onomatopoeia

BBC Radio 4 show discussing animal noises

Tutorial on Drawing Onomatopoeia for Comics and Cartoons (using fonts)

WrittenSound, onomatopoeic word list

Examples of Onomatopoeia