This article presents the features of a language game modeling by the author in printed advertising texts of English-language publications. It is proved that multilevel linguistic and stylistic means (puns of various types; replacing a token with the subsequent development of puns; using English units (original or transliterated language units), using lexemes with the same semantics, as a result of which the phenomenon of pleonasm is simulated; representation of generally accepted acronyms with a new variation of their interpretation; a peculiar attraction of antonyms; consonant words modeling) underlie the emergence of a language game. The reason for the emergence of a language game is a non-standard variation in the form or content of language tools. In the context of a language game, various associative valences of a word can be realized ‒ phonetic, semantic, lexical, word-forming, syntactic, which the author uses as one or another mechanism. The language game is present in printed advertising texts of English-language publications primarily to achieve the desired success and create the attracting power of advertising. The study revealed that the linguistic mechanism in the context can be built on allusion; a language play can lead to a “deceived expectancy effect”; a language game modeling can occur at the level of phonosemantic convergence of component words, that is, similarities in the sound of words or phrases. The language game modeling, perceived today as a shock to traditions and norms, will probably lead us to a new ironic worldview in the future and a clear understanding of the genre specificity of language production.