SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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Ludic writing: Challenges in gamifying English creative writing class for technopreneurial purposes Purnomo, SF. Luthfie Arguby
Journal on English as a Foreign Language (JEFL) Vol 7, No 1 (2017): March 2017
Publisher : IAIN (State Islamic Institute) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.035 KB) | DOI: 10.23971/jefl.v7i1.503

Abstract

This paper, first of three research parts, attempts to describe the challenges English Letters at IAIN (Institut Agama Islam Negeri/State Islamic Institute) Surakarta faced in implementing gamification for technopreneurial purposes in regard to the transformation of a creative writing class into a ludic writing class, a gamification infused writing class. The challenges revealed are story-game script adaptation, integration portion, and monetization. Specific problems occur on each challenge. Story-game script adaptation exposes three problems namely (1) conditional branching system (2) visualization (3) copyrighted material issues (4) and writing mechanics adaptation. Integration portion challenge displays a problem on the insufficient alloted time for gamifying the creative writing class. Monetization challenge indicates three problems namely (1) the inexistence of monetization team, (2) the inexistence of institutional regulation for monetization management by study programs, (3) responses to gaming trends. Responding to these problems, solutions specifically designed based on the nature of the problems are implemented.
Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games SF. Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Arynaa Azzahra; Nadya Octaviana Pramana Putri
Langkawi: Journal of The Association for Arabic and English Vol 7, No 1 (2021)
Publisher : Institut Agama Islam Negeri (IAIN) Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/lkw.v7i1.2338

Abstract

Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
GRAB THE GARB: THE INFLUENCES OF TRANSLATION TECHNIQUES IN THE LUDOLOGICAL ASPECTS OF VIDEO GAME TRANSLATION (A Case Study of Square Enix’s Lightning Returns: Final Fantasy XIII) SF. Luthfie Arguby Purnomo
IZUMI Vol 4, No 1 (2015)
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (568.004 KB) | DOI: 10.14710/izumi.4.1.1-9

Abstract

Penelitian deskriptif kualitatif ini bertujuan untuk mengungkapkan tipe teknik penerjemahan dalam terjemahan garb, kostum dengan kekuatan khusus dalam Lightning Returns: Final Fantasy XIII, dan pengaruhnya terhadap aspek ludologi, mekanika game yang dalam hal ini merujuk kepada kekuatan khusus (ability) yang terkandung dalam garb yang diterjemahkan. Temuan penelitian menunjukkan bahwa hanya terdapat dua teknik penerjemahan yang digunakan dalam penerjemahan 93 nama garb yaitu pure borrowing (44 data) dan adaptasi (49 data). Dari 49 data adaptasi yang diperoleh, 40 adaptasi menunjukkan bahwa adaptasinya mampu mempertahankan aspek ludologi keikuatan khusus garb yang diperoleh dari pemahaman awal mengenai nama garb dan bentuk fisiknya. Sementara itu 9 adaptasi yang lain memberikan pengaruh negatif terhadap aspek ludologi karena putusnya keterkaitan antara makna nama garb dan ability yang dimilikinya. Temuan ini menandakan bahwa dalam penerjemahan video game, pesan yang dialihkan tidak hanya pesan lingustik tetapi juga pesan mekanis atau ludologis yang terdapat dalam elemen video game.Kata kunci: ludologi, teknik penerjemahan, garbs, Lightning Returns: Final Fantasy XIII
Revisiting euphemisation strategies for English to Indonesian subtitle context SF. Luthfie Arguby Purnomo; Ikke Dewi Pratama; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Novianni Anggraini
Journal on English as a Foreign Language Vol 10, No 2 (2020): Issued in September 2020
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v10i2.1480

Abstract

Character equivalence and offensive word rank in subtitling context are understudied on the previous studies on euphemisation strategies. The exclusion of these two concerns leaves the prior constructed euphemisation strategies unable to explain how shifts on narrative identity might occur and how taboo words are functionally negotiated. In addressing this issue, the study investigates the relationship between offensive word levels with character equivalence and narrative identity, types of euphemisation strategies, and the strategies' implementation. The data were collected from the English and Indonesian versions of four films containing taboo words, which were analyzed by applying the theories of offensiveness rank by Ofcom, constructed in English as a foreign language context, and character equivalence by Petrucci. The findings indicate that offensive word translation suffers a rank shift on offensive word ranks Departing from these findings. We propose euphemisation strategies with offensive word rank and character equivalence as the primary narrative basis with mediality and subtitling standard as the primary mechanical basis. Those strategies are downgrading, degrading, sidegrading, outgrading, ingrading, and retrograding. The reasons of euphemisation strategy implementation are bipolarly divided into aesthetics and mechanics in relation to distances and perspectives of the applied offensive words. 
Ludic writing: Challenges in gamifying English creative writing class for technopreneurial purposes SF. Luthfie Arguby Purnomo
Journal on English as a Foreign Language Vol 7, No 1 (2017): Issued in March 2017
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.035 KB) | DOI: 10.23971/jefl.v7i1.503

Abstract

This paper, first of three research parts, attempts to describe the challenges English Letters at IAIN (Institut Agama Islam Negeri/State Islamic Institute) Surakarta faced in implementing gamification for technopreneurial purposes in regard to the transformation of a creative writing class into a ludic writing class, a gamification infused writing class. The challenges revealed are story-game script adaptation, integration portion, and monetization. Specific problems occur on each challenge. Story-game script adaptation exposes three problems namely (1) conditional branching system (2) visualization (3) copyrighted material issues (4) and writing mechanics adaptation. Integration portion challenge displays a problem on the insufficient alloted time for gamifying the creative writing class. Monetization challenge indicates three problems namely (1) the inexistence of monetization team, (2) the inexistence of institutional regulation for monetization management by study programs, (3) responses to gaming trends. Responding to these problems, solutions specifically designed based on the nature of the problems are implemented.
A SEMIOTICS STUDY OF CHARACTERIZATION ON THE MOVIE AND VISUAL NOVEL ADAPTATIONS OF ANDERSEN’S THUMBELINA Resita Marif Fadzilah; Lilik Untari; SF. Luthfie Arguby Purnomo
Leksika: Jurnal Bahasa, Sastra dan Pengajarannya Vol 11, No 2 (2017)
Publisher : University of Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/lks.v11i2.2072

Abstract

This research is a case study which employs qualitative method to analyze signs and symbols showed through characterization in the Thumbelina animation movie produced by Warner Bros. and Tiny and Her Necklace visual novel, SPARRING product. Both of them are adapted from Anderson’s Thumbelina. In analyzing those signs and symbols, this research applies Pickering and Hoeper characterization method, specifically method of telling and showing. It also uses Pierce’s semiotics theory of triangle meaning to elaborate the analysis. In semiotics perspective, characterization relates with the use of signs or symbols to describe the characters based on character traits. There are similarities and differences in characterization and signs presented in both movie and visual novel. The similarity is the novel and visual novel designate and symbolize the main character, Thumbelina, as a girl who is powerless and innocent. Meanwhile the man character is described as strong and brave character. The differences of both the adaptation works are concerning with the plot of the story, characterization and sign or symbol presented, and moral value delivered to the audience. The movie is adapted faithfully and the visual novel is adapted loosely from the original short story.  The movie tends to use showing method. On the other hand, the visual novel is likely to use telling method. DOWNLOAD ABSTRACT
Speaker-Dependent Based Speech Recognition Lilik Untari; SF. Luthfie Arguby Purnomo; Nur asiyah; Muhammad Zainal Muttaqien
Register Journal Vol 9, No 1 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.974 KB) | DOI: 10.18326/rgt.v9i1.1-12

Abstract

This is the first part of the two parts of a qualitative focused RD research aimed at designing an application to assist students with visual impairment (VI) in learning English writing and reading skills. The designed application was a speaker-dependent based speech recognition. Conducting alpha and beta testings, it was revealed that MAKTUM, the name of the application, exposed weaknesses on the selection of Ogden’s Basic English as the linguistic resources for the application and on the recording complexities. On the other hand, MAKTUM displayed strengths in individualized pronunciation and simple interfaces to operate. 
Let the Game Begin: Ergodic as an Approach for Video Game Translation SF. Lukfianka Sanjaya Purnama; SF. Luthfie Arguby Purnomo; Dyah Nugrahani
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.636 KB) | DOI: 10.18326/rgt.v9i2.107-123

Abstract

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
Revisiting euphemisation strategies for English to Indonesian subtitle context SF. Luthfie Arguby Purnomo; Ikke Dewi Pratama; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Novianni Anggraini
Journal on English as a Foreign Language Vol 10, No 2 (2020): Issued in September 2020
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v10i2.1480

Abstract

Character equivalence and offensive word rank in subtitling context are understudied on the previous studies on euphemisation strategies. The exclusion of these two concerns leaves the prior constructed euphemisation strategies unable to explain how shifts on narrative identity might occur and how taboo words are functionally negotiated. In addressing this issue, the study investigates the relationship between offensive word levels with character equivalence and narrative identity, types of euphemisation strategies, and the strategies' implementation. The data were collected from the English and Indonesian versions of four films containing taboo words, which were analyzed by applying the theories of offensiveness rank by Ofcom, constructed in English as a foreign language context, and character equivalence by Petrucci. The findings indicate that offensive word translation suffers a rank shift on offensive word ranks Departing from these findings. We propose euphemisation strategies with offensive word rank and character equivalence as the primary narrative basis with mediality and subtitling standard as the primary mechanical basis. Those strategies are downgrading, degrading, sidegrading, outgrading, ingrading, and retrograding. The reasons of euphemisation strategy implementation are bipolarly divided into aesthetics and mechanics in relation to distances and perspectives of the applied offensive words. 
Ludic Taunting: Does Taunting Work Differently in Video Games? SF Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Agung Prasetyo Wibowo; Nabil Aqib; Yosse Vira Oktaviana
Journal of Language and Literature Vol 22, No 2 (2022): October
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.662 KB) | DOI: 10.24071/joll.v22i2.4197

Abstract

Studies on taunting in video game context tend to mull over around how players taunt other players via online chat features. Studies on how taunting works in games with in-game taunt features are under investigated. Examining twenty-seven gamestory-wise and gameplay-wise games, we argue, through this sociolinguistic study, that taunting designed for game characters is better termed ludic taunting since it has different functions from that of taunting in games with online chat feature and in real life. Ludic taunting has two major functions namely narrative and mechanical. The former which refers to taunting for game story-bound purposes is classified into archetyping, cameoing, and mythopoesing. The latter, for game play-bound purposes, is classified into buffing, cosmeticizing, cueing, debuffing, hinting, and rewarding. Game designers and scholars could employ this study as a reference in designing games with in-game taunt features.