Punch line

Last updated

A punch line (also punch-line or punchline) concludes a joke; it is intended to make people laugh. It is the third and final part of the typical joke structure. It follows the introductory framing of the joke and the narrative which sets up for the punch line.

Contents

In a broader sense, "punch line" can also refer to the unexpected and funny conclusion of any performance, situation or story.

Etymology

The origin of the term is unknown. Even though the comedic formula using the classic "set-up, premise, punch line" format was well-established in Vaudeville by the beginning of the 20th century, the actual term "punch line" is first documented in the 1910s; the Merriam-Webster dictionary pegs the first use in 1916. [1]

Linguistic analysis

A linguistic interpretation of the mechanics of the punch line response is posited by Victor Raskin in his script-based semantic theory of humor. Humor is evoked when a trigger, contained in the punch line, causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punch line is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." [2] To produce the humor in the verbal joke, the two interpretations (i.e., scripts) need to be both compatible with the joke text and opposite or incompatible with each other. [3] Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution". He explains that "incongruity alone is insufficient to account for the structure of humour. [...] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." [4] [5] Resolution generates laughter.

Prosodic features

There are many folk theories of how people deliver punchlines, such as punchlines being louder and at a higher pitch than the speech preceding it, or a dramatic pause before the punchline is delivered. [6] In laboratory settings, however, none of these changes are employed at a statistically significant level in the production of humorous narratives. [6] Rather, the pitch and loudness of the punchline are comparable to those of the ending of any narrative, humorous or not. [6]

Jokes without a punch line

In order to better elucidate the structure and function of the punch line, it is useful to look at some joke forms that purposely remove or avoid the punch line in their narrative. Shaggy dog stories are long-winded anti-jokes in which the punch line is deliberately anticlimactic. The humor here lies in fooling the audience into expecting a typical joke with a punch line. Instead they listen and listen to nothing funny and end up themselves as the butt of the joke.

Another type of anti-joke is the nonsense joke, defined as having "a surprising or incongruous punch line", which provides either no resolution at all or only a partial, unsatisfactory resolution. [7] One example of this is the no soap radio punch line: "Two elephants were taking a bath. One said, 'Please pass the soap.' The other replied, 'No soap, radio.'" Here the anticipated resolution to the joke is absent and the audience becomes the butt of the joke.

Jab lines

A joke contains a single story with a single punch line at the end. In the analysis of longer humorous texts, an expanded model is needed to map the narratological structure. With this in mind, the general theory of verbal humor (GTVH) was expanded to include longer humorous texts together with jokes, using the GTVH narrative structure to categorize them. A new term "jab line" was introduced to designate humor within the body of a text, as opposed to the punch line, which is always placed at the end. The jab line is functionally identical to the punch line, except that it can be positioned anywhere within the text, not just at the end. "Jab and punch lines are semantically indistinguishable (...), but they differ at a narratological level." [8] Additionally, "jab lines are humorous elements fully integrated in the narrative in which they appear (i.e., they do not disrupt the flow of the narrative, because they either are indispensable to the development of the 'plot' or of the text, or they are not antagonistic to it)". [9]

Using the expanded narrative structure of the GTVH and this new terminology of jab lines, literature and humor researchers now have a single theoretical framework, with which they can analyze and map any kind of verbal humor, including novels, short stories, TV sitcoms, plays, movies as well as jokes. [10]

Three-part structure

Felicitous jokes are often formatted in a style called AAB, [11] (referred to as an A-A-A' triad by Yves Lavandier in Writing Drama) where a joke is made up of a set of three, the first two of which share some common attribute, and the third represents a deviation from that attribute. Under these conditions, the third item in the set—the B—is the punchline. [11]

Rozin gives the following example as exemplifying this structure: [11]

A Some men are about to be executed. The guard brings the first man forward, and the executioner asks if he has any last requests. He says no, and the executioner shouts, "Ready! Aim!" Suddenly the man yells, "Earthquake!" Everyone is startled and looks around. In all the confusion, the first man escapes.

A The guard brings the second man forward, and the executioner asks if he has any last requests. He says no, and the executioner shouts, "Ready! Aim!" Suddenly the man yells, "Tornado!" In the confusion, the second man escapes.

B By now the last man has it all figured out. The guard brings him forward, and the executioner asks if he has any last requests. He says no, and the executioner shouts, "Ready! Aim!" and the last man yells, "Fire!"

According to this theory, the punchline is always the deviation, and it does not matter how many instances of A occur for there to be a punchline. However, jokes following the AAB structure are consistently rated as being funnier than their AB or AAAB counterparts. [11]

Footnotes

  1. "Definition of PUNCH LINE". merriam-webster.com.
  2. Carrell 2008 , p. 308.
  3. Raskin 1985 , p. 99.
  4. Shultz 1976 , pp. 12–13.
  5. Carrell 2008 , p. 312.
  6. 1 2 3 Pickering, Lucy; Corduas, Marcella; Eisterhold, Jodi; Seifried, Brenna; Eggleston, Alyson (November 2009). "Prosidic Markers of Saliency in Humorous Narratives". Discourse Processes. 46 (6): 517–540. doi:10.1080/01638530902959604. S2CID   56460926.
  7. Ruch 2008 , p. 49.
  8. Attardo 2008 , p. 110.
  9. Attardo 2001 , pp. 82–83; partly available through Google Books.
  10. For an example of this type of humor text analysis, see ( Attardo 2008 , p. 110).
  11. 1 2 3 4 Rozin, Paul; Rozin, Alexander; Appel, Brian; Wachtel, Charles (August 2006). "Documenting and Explaining the common AAB pattern in music and humor: Establishing and breaking expectations". Emotion. 6 (3): 349–355. CiteSeerX   10.1.1.320.7649 . doi:10.1037/1528-3542.6.3.349. PMID   16938077.

Related Research Articles

<span class="mw-page-title-main">Joke</span> Display of humor using words

A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition:

A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry.

<span class="mw-page-title-main">Pun</span> Form of word play

A pun, also rarely known as paronomasia, is a form of word play that exploits multiple meanings of a term, or of similar-sounding words, for an intended humorous or rhetorical effect. These ambiguities can arise from the intentional use of homophonic, homographic, metonymic, or figurative language. A pun differs from a malapropism in that a malapropism is an incorrect variation on a correct expression, while a pun involves expressions with multiple interpretations. Puns may be regarded as in-jokes or idiomatic constructions, especially as their usage and meaning are usually specific to a particular language or its culture.

<span class="mw-page-title-main">Humour</span> Tendency of experiences to provoke laughter and provide amusement

Humour or humor 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, controlled human health and emotion.

<span class="mw-page-title-main">Stand-up comedy</span> Comedy style where the performer addresses the audience directly

Stand-up comedy is a comedy performance directed to a live audience in which the performer stands on a stage and delivers humorous and satirical monologues, and occasionally physical acts. The performance is usually a rhetorical sketch with rehearsed scripts, but many performers also employ varying degrees of live crowd interaction as part of their routine. Stand-up comedy consists of one-liners, stories, observations or shticks that may incorporate props, music, impressions, magic tricks or ventriloquism.

<span class="mw-page-title-main">Ethnic joke</span> Joke based on assumptions about a specific ethnic group

An ethnic joke is a remark aiming at humor relating to an ethnic, racial or cultural group, often referring to an ethnic stereotype of the group in question for its punchline.

Surreal humour is a form of humour predicated on deliberate violations of causal reasoning, thus producing events and behaviors that are obviously illogical. Portrayals of surreal humour tend to involve bizarre juxtapositions, incongruity, non-sequiturs, irrational or absurd situations, and expressions of nonsense.

Witzelsucht is a set of pure and rare neurological symptoms characterized by a tendency to make puns, or tell inappropriate jokes or pointless stories in socially inappropriate situations. It makes one unable to read sarcasm.

In linguistics, linguistic competence is the system of unconscious knowledge that one knows when they know a language. It is distinguished from linguistic performance, which includes all other factors that allow one to use one's language in practice.

Salvatore Attardo is a full professor at Texas A&M University–Commerce and was the editor-in-chief of Humor, the journal for the International Society for Humor Studies from 2002 to 2011. He studied at Purdue University under Victor Raskin and extended Raskin's script-based semantic theory of humor (SSTH) into the general theory of verbal humor (GTVH). He publishes in the field of humor in literature and is considered to be one of the top authorities in the area. He is also the author of Humor 2.0: How the Internet Changed Humor published by Anthem Press in 2023.

Anti-humor is a type of alternative humor that is based on the surprise factor of absence of an expected joke or of a punch line in a narration that is set up as a joke. This kind of anticlimax is similar to that of the shaggy dog story. In fact, some researchers see the "shaggy dog story" as a type of anti-joke. Anti-humor is described as a form of irony or reversal of expectations that may provoke an emotion opposite to humor, such as fear, pain, embarrassment, disgust, awkwardness, or discomfort.

Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996.

<span class="mw-page-title-main">Comedy (drama)</span> Theatrical genre intended to make an audience laugh

Comedy is a genre of dramatic performance having a light or humorous tone that depicts amusing incidents and in which the characters ultimately triumph over adversity. For ancient Greeks and Romans, a comedy was a stage-play with a happy ending. In the Middle Ages, the term expanded to include narrative poems with happy endings and a lighter tone. In this sense Dante used the term in the title of his poem, the Divine Comedy.

Although humor is a phenomenon experienced by most humans, its exact cause is a topic of heavy debate. There are many theories of humor which attempt to explain what it is, what social functions it serves, and what would be considered humorous. Although various classical theories of humor and laughter may be found, in contemporary academic literature, three theories of humor appear repeatedly: relief theory, superiority theory, and incongruity theory. These theories are used as building blocks for the rest of the theories. Among current humor researchers, there has yet to be a consensus about which of these three theories of humor is most viable. Proponents of each theory originally claimed that theirs explained all cases of humor, and that it was the only one capable of doing so. However, they now acknowledge that although each theory generally covers its area of focus, many instances of humor can be explained by more than one theory. Similarly, one view holds that theories have a combinative effect; Jeroen Vandaele claims that incongruity and superiority theories describe complementary mechanisms that together create humor.

<span class="mw-page-title-main">Comedy</span> Genre of dramatic works intended to be humorous

Comedy is a genre of fiction that consists of discourses or works intended to be humorous or amusing by inducing laughter, especially in theatre, film, stand-up comedy, television, radio, books, or any other entertainment medium. The term originated in ancient Greece: In Athenian democracy, the public opinion of voters was influenced by political satire performed by comic poets in theaters. The theatrical genre of Greek comedy can be described as a dramatic performance pitting two groups, ages, genders, or societies against each other in an amusing agon or conflict. Northrop Frye depicted these two opposing sides as a "Society of Youth" and a "Society of the Old". A revised view characterizes the essential agon of comedy as a struggle between a relatively powerless youth and the societal conventions posing obstacles to his hopes. In this struggle, the youth then becomes constrained by his lack of social authority, and is left with little choice but to resort to ruses which engender dramatic irony, which provokes laughter.

In a story, an allotopy is when two basic meaning traits (semes) contradict each other; that is, when they trace two incompatible interpretations. It was conceived as being the opposite of an isotopy, which is the homogeneity resulting from repetition of the same seme. The concept was coined in the 1970s by the Belgian semioticians known as Groupe µ.

To be ridiculous is to be something highly incongruous or inferior, sometimes deliberately so to make people laugh or get their attention, and sometimes unintendedly so as to be considered laughable and earn or provoke ridicule and derision. It comes from the 1540s Latin "ridiculosus" meaning "laughable", from "ridiculus" meaning "that which excites laughter", and from "ridere" meaning "to laugh". "Ridiculous" is an adjective describing "the ridiculous".

Cognitive humor processing refers to the neural circuitry and pathways that are involved in detecting incongruities of various situations presented in a humorous manner. Over the past decade, many studies have emerged utilizing fMRI studies to describe the neural correlates associated with how a human processes something that is considered "funny". Conceptually, humor is subdivided into two elements: cognitive and affective. The cognitive element, known as humor detection, refers to understanding the joke. Usually, this is characterized by the perceiver attempting to comprehend the disparities between the punch line and prior experience. The affective element, otherwise known as humor appreciation, is involved with enjoying the joke and producing visceral, emotional responses depending on the hilarity of the joke. This ability to comprehend and appreciate humor is a vital aspect of social functioning and is a significant part of the human condition that is relevant from a very early age. Humor comprehension develops in parallel with growing cognitive and language skills during childhood, while its content is mostly influenced by social and cultural factors. A further approach is described which refers to humor as an attitude related to strains. Humorous responses when confronted with troubles are discussed as a skill often associated with high social competence. The concept of humor has also been shown to have therapeutic effects, improving physiological systems such as the immune and central nervous system. It also has been shown to help cope with stress and pain. In sum, humor proves to be a personal resource throughout the life span, and helps support the coping of everyday tasks.

<span class="mw-page-title-main">Cruel jokes</span> Series of sick humor jokes

Cruel jokes is a joke cycle dealing with cruelty and macabre topics. They belong to the category of sick humor. Typical examples:

Comedy in video games refers to the prevalence of comedy within the medium of video games. While some critics and designers believe the genre of comedic video games suffers from a lack of development, it has been argued that incidental comedy in video games is rather common, often coming in the form of "ludo-comedic consonance", an affinity between narrative and gameplay that reinforces comedy in a similar manner to how ludonarrative dissonance is a disconnect between narrative and gameplay. Both comedy and video games have historically had difficulty gaining recognition and status from academic institutions, and have been called trivial by critics. They were later both determined to be worthy of study, as scholars accepted that goal-oriented gameplay was not the sole means to experience a video game. Nevertheless, it remains common for serious games to be thought of as more artistic, while the artistry necessary to create comedy in a video game has been overlooked.

References