Amusement in the context of "Word play"

⭐ In the context of word_play, amusement is considered…

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⭐ Core Definition: Amusement

Amusement is the state of experiencing humorous and entertaining events or situations while the person or animal actively maintains the experience, and is associated with enjoyment, happiness, laughter and pleasure. It is an emotion with positive valence and high physiological arousal.

Amusement is considered an "epistemological" emotion because humor occurs when one experiences a cognitive shift from one knowledge structure about a target to another, such as hearing the punchline of a joke. Emotions perceived overtime are focused on the daily dynamics of life as augment or blunt. The pleasant surprise that happens from learning this new information leads to a state of amusement which people often express through smiling, laughter or chuckling.

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👉 Amusement in the context of Word play

Word play or wordplay (also: play-on-words) is a literary technique and a form of wit in which words used become the main subject of the work, primarily for the purpose of intended effect or amusement. Examples of word play include puns, phonetic mix-ups such as spoonerisms, obscure words and meanings, clever rhetorical excursions, oddly formed sentences, double entendres, and telling character names (such as in the play The Importance of Being Earnest, Ernest being a given name that sounds exactly like the adjective earnest).

Word play is quite common in oral cultures as a method of reinforcing meaning. Examples of text-based (orthographic) word play are found in languages with or without alphabet-based scripts, such as homophonic puns in Mandarin Chinese.

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Amusement in the context of Recreational

Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleasure and are considered to be "fun".

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Amusement in the context of Humor

Humour (Commonwealth English) or humor (American English) is the tendency of experiences to provoke laughter and provide amusement. The term derives from the humoral medicine of the ancient Greeks, which taught that the balance of fluids in the human body, known as "humours" (Latin: humor, "body fluid"), controlled human health and emotion.

People of all ages and cultures respond to humour. Most people are able to experience humour—be amused, smile or laugh at something funny (such as a pun or joke)—and thus are considered to have a sense of humour. The hypothetical person lacking a sense of humour would likely find the behaviour to be inexplicable, strange, or even irrational. Though ultimately decided by subjective personal taste, the extent to which a person finds something humorous depends on a host of variables, including geographical location, culture, maturity, level of education, intelligence and context. For example, young children may favour slapstick such as Punch and Judy puppet shows or cartoons such as Tom and Jerry or Looney Tunes, whose physical nature makes it accessible to them. By contrast, more sophisticated forms of humour such as satire require an understanding of its social meaning and context, and thus tend to appeal to a more mature audience.

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Amusement in the context of Smile

A smile is a facial expression formed primarily by flexing the muscles at the sides of the mouth. Some smiles include a contraction of the muscles at the corner of the eyes, an action known as a Duchenne smile. Among humans, a smile expresses delight, sociability, happiness, joy, or amusement. It is distinct from a similar but usually involuntary expression of anxiety known as a grimace. Although cross-cultural studies have shown that smiling is a means of communication throughout the world, there are large differences among different cultures, religions, and societies, with some using smiles to convey confusion, embarrassment, or awkwardness.

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Amusement in the context of Fun

Fun is defined by the Oxford English Dictionary as "light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment".

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Amusement in the context of Nervous laughter

Nervous laughter is laughter provoked from an audience's expression of alarm, embarrassment, discomfort or confusion, rather than amusement. Nervous laughter is usually less robust in expression than "a good belly laugh", and may be combined with confused glances or awkward silence on the part of others in the audience. Nervous laughter is considered analogous to a courtesy laugh, which may be rendered by more of a conscious effort in an attempt to move a situation along more quickly, especially when the comedian is pausing for laughter.

Nervous laughter is a physical reaction to stress, tension, confusion, or anxiety. Neuroscientist Vilayanur S. Ramachandran states "We have nervous laughter because we want to make ourselves think what horrible thing we encountered isn't really as horrible as it appears, something we want to believe." Psychologist and neuroscientist Robert Provine, from the University of Maryland, studied over 1,200 "laughter episodes" and determined that 80% of laughter isn't a response to an intentional joke.

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Amusement in the context of Surprise factor

The surprise factor is a technique used in storytelling to produce a visceral reaction from the audience. It is created by telling a story in a way which creates a certain perception of events which is then revealed to be false often in exact opposition to original perception. The term most often refers to its use in many forms of humour which provides the audience with the twist or punch line, intended to elicit amusement. However it can also be used to elicit a tragic reaction, rather than a comic one.

It has been theorised that the essence of humour lies in two elements or factors, the relevance factor, and the surprise factor. First, it is necessary to present something familiar or relevant to the audience. This accounts for gaining the involvement and scrutiny of the audience, who may believe they know the natural follow-through thoughts or conclusion. Next, the actual amusement results from the presentation of some twist on what the audience expected, or else from interpreting the original situation in an unexpected way. These twists and unexpected interpretations may be summarized as the surprise factor.

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