SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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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

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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
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

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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

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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

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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
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

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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.
Transadapting fable into a parable for Indonesian Muslim children: Strategies and impacts SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Muh Nashirudin; Shabrina An Adzhani
Indonesian Journal of Applied Linguistics Vol 12, No 2 (2022): Vol. 12, No. 2, September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijal.v12i2.29101

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The demand for domestication and localization of children’s literature compels translators to not only translate the texts but also transadapt them. Significant problems arise when the texts have to fit the cultures and religions of the target users. This qualitative study attempts to address this issue. Gathering teachers of Taman Pendidikan Al Qur’an (TPQ) or Qur’an study club for Muslim children in the Greater Boyolali area of Indonesia, children’s literature translators, and TPQ students in a Focus Group Discussion, we investigated the strategies of transadapting fables in English into Bahasa Indonesia with Islamic values as the core teaching along with the impacts ensued. Through the FGD constructed based on the purification strategy by Klingberg (1986), translation as adaptation and selection by Gengshen (2003), children picturebook translation by Oittinen (2000), narrative connectedness by Christman (2004), proairetic decoding by Nikolajeva (2010), and skopos by Reiss and Vermeer (2014), paratextualization, insertion, and bleaching strategies are constructed. Paratextualization adds clickable religious comments on the digital versions of the fables. Insertion adds religious lessons within the text. Bleaching refines any expressions considered unfit for the target religious values. These strategies trigger an impact called drifting. To reveal the extent of faithfulness, we constructed a drifting-level assessment. This assessment enables translators to reveal whether a transadapted children’s literature is still on track, slipped, or out of track. The study finding is expected to fill up the theoretical absence of transadaptation strategies and drifting level assessment. Its practical nature also brings benefits for children’s literature translators and TPQ teachers.
Beveragraphy: Revisiting the Typology of Food Writing from the Perspective of Culinary Linguistics Yustin Sartika; Luthfie Arguby Purnomo; Lilik Untari; Lukfianka Sanjaya Purnama
Langkawi: Journal of The Association for Arabic and English Vol 8, No 2 (2022)
Publisher : Institut Agama Islam Negeri (IAIN) Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/lkw.v0i0.4154

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From the perspectives of culinary linguistics, food writing typology, as proposed by Gerhardt, circumnavigates around food recipes, restaurant menus, and food labeling. This study attempts to propose the fourth food writing type, beveragraphy, which deals with beveragraphs or writings on drinking wares and the drink or liquid itself. This phenomenon of beveragraphy has caught Indonesian coffee shops by storm. To prove the existence of beveragraphy, we investigated this type of food writing by visiting 20 coffee shops, examined 60 beveragraphs, and interviewed the coffee shop managers, baristas, and customers. To prove that beveragraphy deserves a scholarly attention in the studies of food writing, we attempted to reveal its characteristics and functions by implementing the theory of food writing by Gerhardt, text typology by Reiss, meta-narrative loss in food discourse by Srinivas, and archetype theory in brand setting by Mark and Pearson. The findings indicate that beveragraphy is characterized by spatial restrictive writing and it functions as narrative and archetype synchronization. Future studies might employ the findings as a point of departure in food writing discourse.
King size or all size: Proposing a typology of amplification translation technique for children picturebook translation SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Nur Asiyah; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Umi Pujiyanti; Hidayatul Nurjanah
Studies in English Language and Education Vol 7, No 2 (2020)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (554.364 KB) | DOI: 10.24815/siele.v7i2.16592

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The necessity for a children’s picturebook to generate a proairetic decoding by the children influences translators to deliver the messages of the source text as explicit as possible. This condition leads the translators to implement amplifications aimed at detailing particular information. Though a proairetic reading is achieved through amplification, negative impacts follow the implementation. This qualitative experiential study involves nine children picturebook translators. Exchanging insights and translated texts in a focused group discussion (FGD) comprising of English to Indonesian and English to Javanese children picturebook translators, we found that a typology of amplification technique constructed specifically for children picturebook translation is required to provide a guideline for the translators when forced to apply amplification. The result of the translation data, supported by FGD, indicates that amplification is classifiable into three function-based types namely naturalizing, synchronizing, and stylizing amplifications. These amplifications, when applied, generate four impacts namely congruity losses, effect rendering, reading level deviation, and deviation on the purposes of the children’s picturebooks. These impacts deal with verbosity and thus requiring a further concern on verbosity level acceptance.
PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS SF. Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari
Humanus: Jurnal Ilmiah Ilmu-ilmu Humaniora Vol 18, No 1 (2019)
Publisher : Pusat Kajian Humaniora FBS Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1563.196 KB) | DOI: 10.24036/humanus.v18i1.103507

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Retranslation Hypothesis claims that retranslations tend to be more source-oriented than the first translations. Video game translation (VGT) refutes this hypothesis since retranslations in VGT, occuring on game remakes and remasters, are target oriented. We argue that retranslations in VGT context are better to be termed prosthetic translation, a retranslation involving game mechanics adjustments at intertextual level. To prove that prosthetic translation is of existence, we applied theories of retranslation, multiplicity, commodified nostalgia, and intertextual continuity on seven titles of Square Enix’s award winning Final Fantasy series. The original Japanese versions, North American versions, their first translations, and retranslations were analyzed to prove the presence of prosthetic translation. The findings show that retranslations on the series are oriented to target gaming system and the aesthetics of mechanics and narrative intertextuality and thus refuting Retranslation Hypothesis. Based on the findings, we argue that retranslation of video game remakes and remasters focuses on repairing extremities or intertextual losses, occuring due to game narrative and mechanical aesthetics. These intertextual losses are repaired by attaching mechanical prostheses like dialogue box extension or modification, font type and size alteration, and other mechanical modification to ensure present time recontextualization of the remade and remastered games.   Keywords: Retranslation hypothesis, prosthetic translation, remakes, remasters, video game translationPENERJEMAHAN PROSTETIK: SANGGAHAN TERHADAP HIPOTESIS PENERJEMAHAN ULANG (RETRANSLATION HYPOTHESIS) MELALUI REMAKE DAN REMASTER VIDEO GAME AbstrakHipotesis Penerjemahan Ulang (Retranslation Hypothesis) menyatakan bahwa penerjemahan ulang cenderung lebih berorientasi pada sumber jika dibandingkan dengan penerjemahan pertama. Penerjemahan video game menyanggah pernyataan ini karena penerjemahan ulang dalam konteks video game yang muncul pada remake dan remaster cenderung lebih berorientasi pada target penggunanya. Tulisan ini menyarankan bahwa penerjemahan ulang dalam penerjemahan video game sebaiknya disebut dengan penerjemahan prostetik, penerjemahan ulang yang mengikutsertakan penyesuaian mekanisme game-nya pada tataran intertekstual. Untuk membuktikan keberadaan penerjemahan prostetik, teori penerjemahan ulang, multiplicity yang membahas mengenai remake dan remaster, komodifikasi nostalgia, dan kontinuitas intertekstual diaplikasikan pada tujuh judul serial Final Fantasy untuk mengungkapkan keberadaan penerjemahan prostetik. Ketujuh judul tersebut terdiri dari versi asli Jepangnya, versi terjemahan bahasa Inggrisnya, versi terjemahan pertama dan terjemahan ulangnya. Hasil penelitian menunjukkan bahwa penerjemahan ulang dalam video game berorientasi pada sistem game sasarannya dan estetika intertekstualitas mekanis dan naratif game-nya. Temuan ini menyanggah Hipotesis Penerjemahan Ulang. Temuan juga menunjukkan bahwa penerjemahan prostetik berfungsi untuk memperbaiki ekstrimitas atau rumpang intertekstual, yang muncul karena estetika mekanis dan naratif dalam sebuah game. Rumpang intertekstual ini diperbaiki melalui prostetik mekanis seperti ekstensifikasi atau modifikasi kotak dialog, alterasi ukuran font, dan modifikasi mekanis lainnya guna terjaminnya rekontekstualisasi masa kini sebuah remake dan remaster video game.Kata Kunci: Hipotesis penerjemahan ulang, penerjemahan prostetik, remake, remaster, penerjemahan video game