Phonological Theory and Language Acquisition--Notker Balbulus SpecGram Vol CXLVIII, No 2 Contents

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In the series Alternatives to Thinking in Linguistics (Mouton de Gruyter), Vol. 110:

Previously published:
103. On Misunderstanding Grammar, by T. Givón
104. Grammaticalistriginobstrupulosification, by E. Traugott and B. Heine
105. Language in the Cosmos: Proto Big Bang, by J. Greenberg and V. Shevorovshkin
106. Dysfunctional Syntax, by S. Kuno and S. Dik
107. The Philosophy of Bad Grammar, by O. Jespersen
108. Men, Water, and Boring Things: What Categories Don't Reveal About the Mind, by G. Lakoff
109. How to Optimally Avoid Rhythmic Stress, by A. Prince and J. Smolensky


"Professor Chomsky's masterpiece represents the first really successful attempt at understanding one of the most important and yet most neglected components of human cognition... [t]his is surely an achievement of Copernican significance... "


"The degree of precision and exactness with which professor Chomsky's formal models account for human gaming is definitely mind-boggling (...) Never before had so much been captured so insightfully by such an intellectual giant and with so little technical apparatus, both deep and deceivingly simple."


"Such breadth of coverage and depth of understanding have never been experienced before by this reviewer (...) I can only hope that, in the many Ludistic Departments that are certain to arise in the wake of this masterpiece, research of the same level will continue to be conducted."



1. Mind, Gaming, and Cognition
1.1 Games as Patterns
1.2 The Inateness Hypothesis
1.3 What Games Reveal About the Mind
1.4 Cartesian Ludistics
1.5 Thoughts on Gaming
1.6 Game as Form
1.7 Competence ('Game') vs. Performance ('Playing')
1.8 On the Notion of Rules in Games
2. Synchronic Ludistics
2.1 Ludetics and Ludemics
2.1.1 Ludes, Alloludes, and Ludemes
2.1.2 The Psychological Reality of the Ludeme
2.1.3 Ludistic Features and Autosegmental Theory
2.1.4 Rules vs. Constraints: Optimality Ludistics
2.2 Ludology
2.2.1 The Player as a Complex Unit
2.2.2 Segmenting Games
2.3 Ludax
2.3.1 On the Formal Definition of the Concept of Match
2.3.2 Ludax and the Set of All Well-Formed Matches of a Game
2.3.3 The Modularity of Gaming and the Autonomous Ludax Hypothesis
2.3.4 The Irrelevance of Winning to Ludax
3. Diachronic Ludistics
3.1 "...sprung from some common game, perhaps no longer played..."
3.2 Genetic Relatedness between Games and the Comparative Method
3.3 A Tentative Preliminary Classification of the Games of the World
3.3.1 The Cards Macrophyllum
3.3.2 The Board or Chess-Backgammon-Monopoly Macrophyllum
3.3.3 The Soccor-Football-Rugby Macrophyllum
3.3.4 The Tennis-PingPong-Badminton Macrophyllum
3.3.5 Ludistic Isolates: Beer Bike
3.4 Pidgins and Creoles (?)
3.5 The Problem of Ludistic Change
3.5.1 Why Do Games Change?
3.5.2 Types of Ludistic Change
4. Descriptive Ludistics
4.1 On Conducting Ludistic Fieldwork
4.2 Endangered Games and the Ethics of Ludistic Fieldwork
4.3 Participant Observation Ethics
5. Socioludistics
5.1 Ludolectology
5.2 A Statistical Approach to Ludolectal Variation
6. Ludistic Typology
6.1 Non-Genetic Similarities Between Games
6.2 Typological Studies and Game Universals
6.2.1 Constraints on Ball Size
6.2.2 On Some Universals of Violent Player Interaction
7. Applied Ludistics
7.1 Techniques for Game Teaching and Acquisition
7.2 The Treatment of Game Pathology
7.2.1 Aludia
7.2.2 Dysludia
7.2.3 Complusive Cheating Disorders
8. Neurocognitive Ludistics
8.1 Games and Neurology
8.2 Game Recongition and Production
8.3 Game Pathology and Brain Mapping
8.3.1 Aludia and Dysludia
8.3.2 Cheating: Lasnik's and Pinker's Areas
8.3.3 Cheering and the Thalamus
8.4 Where Games Really Are

Phonological Theory and Language Acquisition--Notker Balbulus
SpecGram Vol CXLVIII, No 2 Contents