Bohemistyka, 2017, nr 2

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    Wspomnienie Anny Magdaleny Schwarzovej (1921–2017)
    (Komisja Slawistyczna PAN, Oddział w Poznaniu, IFS UAM, Wydawnictwo PRO, 2017) Brodniewicz, Joanna
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    Tożsamość narodowa a literatura
    (Komisja Slawistyczna PAN, Oddział w Poznaniu, IFS UAM, Wydawnictwo PRO, 2017) Taboł, Sebastian
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    Čepovský poutník Igor Fic
    (Komisja Slawistyczna PAN, Oddział w Poznaniu, IFS UAM, Wydawnictwo PRO, 2017) Průša, Lukáš
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    Jedem do Čechách: k nahrazování jmenných koncovek genitivu lokálem
    (Komisja Slawistyczna PAN, Oddział w Poznaniu, IFS UAM, Wydawnictwo PRO, 2017) Hrdlička, Milan
    The form of Czech in a foreign language environment depends on numerous linguistic as well as non-linguistic factors. A common aspect of foreign forms of Czech is its convergence to the local dominant language. Three basic results of language contact are: adoption, reduction and atrophic changes. Foreign forms of Czech are often characterized by quite prevalent replacing of nominal genitive ending with locative, especially in plural. This phenomenon is rooted in dialects; the cause could also be the low acoustic distinctiveness of the genitive ending which is replaced with the phonetically more distinct locative ending.
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    Warrs Wage Wars – vhled do lexikonu českých hráčů počítačových her využívajících adaptovaná anglická substantiva
    (Komisja Slawistyczna PAN, Oddział w Poznaniu, IFS UAM, Wydawnictwo PRO, 2017) Sádlo, Petr
    Computer game players often express the need to convert the existing English expression occurring in the game to their native language system. The aim of this article is to explore the way the original English nouns are converted to Czech grammatical system. In the theoretical part, the position of English language in the world, the philosophy of the grammatical-lexical adaptation in general and the game itself are suggested. Furthermore, the principle of the existing computer game slang of the Czech players is introduced. Subsequently, in the research part, the nouns are analysed in regard to their word-forming process, semantic motivation and wider situational context. The analysed nouns are provided with a typical example of their common usage in the game. The research outcomes are verified within the analysis of the research part.