The article is devoted to studying the cases of creolization of a language game as a semiotic phenomenon. The description of an index, symbolic and iconic language game is given. The creolized language game is considered as a kind of the iconic game on the basis of comic stories, SMS jokes, cartoon anecdotes, Internet cards anecdotes and anecdotes-demotivators. The cases of complete creolization associated with the use of dominant and equivalent illustrations, cases of partial creolization associated with the use of accompanying and decorative illustrations are studied. The author examines the examples of the realization of the language game related to the use of homonyms, homographs, paronyms, as well as parapictographs in a creolized text with an equivalent illustration.
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Елена Михайловна Александрова (2018) studied this question.