This contribution focuses on Langila, a language practice or “speech style” that emerged in the first decade after
the millenium in the Congolese capital of Kinshasa, characterized by lexical creativity and specific phonological manipulative
strategies. I analyze Langila speakers’ use of global place names, fashionable brands, and names of institutions, and to some
extent specific (manipulated) personal names as pseudo-onomastic references from an anthropological-linguistic perspective,
understanding “games with names” (Storch 2019) as a cultural practice that contributes
to the novelty factor in specific ways of speaking in the Congolese capital of Kinshasa and in social media. It is crucial for the
discussion of “labelling” and “branding” practices in contexts of cultural importance in African languages to consider why and how
speakers use, manipulate, and recontextualize semiotic links to names of artefacts, places, and people – and how this changes the
onomastic value of these named, unnamed, and renamed concepts in ludic interaction. The paper thus circles around two main
research questions: How are “labels” (anthroponyms, toponyms) semantically and in terms of their referential and indexical use
changed to creative lifestyle emblems and become part of the everyday lexicon? How are contexts of cultural importance named and
(re)labelled by a speaker, drawing from “manipulated” repertoires that involve (partially homophonic) anthroponymic or toponymic
references actually intended to mislead or to confuse the hearer? This contribution investigates the role of onomastic references
that are used to denote and label central concepts in Langila.