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Contact Name
Shabrina An Adzhani
Contact Email
shabrina.aa@staff.uinsaid.ac.id
Phone
+6282220350853
Journal Mail Official
jurnal.crossover@uinsaid.ac.id
Editorial Address
Fakultas Adab dan Bahasa UIN Raden Mas Said Surakarta Jl. Pandawa, Pucangan, Kartasura Sukoharjo 57168, Jawa Tengah Indonesia
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Kab. sukoharjo,
Jawa tengah
INDONESIA
CrossOver:Journal of Adaptation Studies
ISSN : 27986829     EISSN : 27985148     DOI : 10.22515/c.v
CrossOver Journal of Adaptation Studies is an open-access journal published by the English Letters Study Program, Faculty of Cultures and Languages, UIN Raden Mas Said Surakarta. CrossOver is a venue for literature, linguistics, and translation studies scholars, and practitioners to discuss about adaptation investigated from the perspectives of the three disciplines. Articles can discuss the following topics of adaptation: Novelization, Film Adaptation, TV Series Adaptation, Comic Book Adaptation, Computer/Video, Game Adaptation, Dramatic Adaptation, Poetic Adaptation, Adaptation for Younger Audiences, Adaptation for Mature Audiences, Translation, Transadaptation, Transcreation, Fan Fiction, Song Cover, Localization, & Intertextuality.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1: June 2021" : 5 Documents clear
HERO’S JOURNEY SHIFT OF HERCULES FROM MOORE’S HERCULES: THE THRACIAN WARS TO ITS MOVIE ADAPTATION Himawan Tusprianto
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (493.31 KB) | DOI: 10.22515/c.v1i1.3694

Abstract

This study was aimed to reveal the shift of hero’s journey archetypes in presenting Moore’s Hercules comic book to its movie adaptation. Therefore, the researcher dealt with the comic book and the movie adaptation as the object of the study, in which adaptation and archetypes frames are applied as the theories to analyze the data. The result of the study was the explanation upon the shifts appeared in the adapted work and the reasons behind the shifts. This research belonged to the qualitative research field. To collect the data, the researcher used the documentation technique. Then the collected data were arranged based on its classification. The technique of analyzing the data was content analysis. It was meant to draw the pattern of archetypes that is seen within the content both in comic book and its movie adaptation. Furthermore, making shifts in the product of adaptation in regard to the audiences was considered as the pattern, too. Based on the analysis, it was found that the movie adaptation was unfaithful adaptation towards Moore’s. The comic book version delivered the story in sadistic and bloody tone which could be seen from the pictorial images in the panels or words within the balloon text. It was such a contradiction with what were presented in the movie version. The researcher found that the comic book version brought Hercules in a “rampant mode”, while the movie version presented him in a “savior mode”. There were two reasons why the adapter made these shifts. It was because of the values that were believed by the target audiences and because the movie production had to deal with the law, culture, and movie industry movement. Thus, inappropriate things had to be replaced or transformed to be more acceptable for the wider societies. 
NEW WORLD UTOPIA ELEMENTS IN CHRISTOPHER NOLAN'S THE DARK KNIGHT TRILOGY Bhakti Satrio Nugroho
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.537 KB) | DOI: 10.22515/c.v1i1.3696

Abstract

This paper aims to analyze the representation of New World Utopia elements in one of the highest grossing movie franchises, Christopher Nolan's The Dark Knight Trilogy which consists of three movies Batman Begins (2005), The Dark Knight (2008) and The Dark Knight Rises (2012), all of them directed by Christopher Nolan and written by David S. Goyer. In this movie franchise, the depiction of American utopia elements can be seen clearly by looking at the plots, characters and other supporting data. By using Stuart Hall’s Representation Theory, this analysis explains the representation of New World utopia elements in Christopher Nolan’s The Dark Knight trilogy. The representation of these elements can be found in the form of the rule of law, beloved community, liberalism and populism. This American popular narrative consists of American values and ideologies which can be accepted not only by American audience but also worldwide audience.
INTERTEXTUALITY OF THE SAGAS OF RAGNAR LODBROK BY BEN WAGGONER AND ITS TV-SERIES VERSION: VIKINGS (SYMBOLIC INTERACTIONISM APPROACH) Restu Wahyuning Asih
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.874 KB) | DOI: 10.22515/c.v1i1.3732

Abstract

Abstract Mythical and historical stories were mushroomingly adapted into movies. However, intertextuality is proven to be an obstacle in the adaptation process since adaptation might trigger losses on the meaning of the original works.Addressing this issue, this descriptive qualitative research attempts to reveal (1) the types of intertextuality found from the Sagas of Ragnar Lodbrok by Ben Waggoner and its TV-Series Version: Vikings through the characterization of Ragnar Lodbrok, (2) how is intertextuality presented in the Sagas of Ragnar Lodbrok by Ben Waggoner and its TV-Series Version: Vikings through the characterization of Ragnar Lodbrok. Intertextuality theory by Fitzsimmons (2013) and characterization theory by Bernardo (2015) were applied to answer these problems. The data of this research were words, phrases, clauses, sentences, and visualizations, considered to reflect the characters of the story. The data were taken from the Sagas of Ragnar Lodbrok and Vikings TV series. The data were analyzed by employing Spradley’s componential analysis. Symbolic Interactionism approach was applied in this research to reveal how characters were treated as a symbolic meaning in intertextual domain. Derived from the analysis, this research unveils three types of intertextuality namely optional, obligatory, and accidental. The data shows that optional intertextuality is the most common type of intertextuality found from this research. Characterization of Ragnar was intertextually presented through thirteen manners or types with what others say and physical visualization as the recurring types. These findings indicate that a shift on perspective occurs. This shift signifies how Ragnar Lodbrok is differently treated to meet the distinctive features of the media in which the story occurs and the users of the media. Key words: Intertextuality, Ragnar Lodbrok, Characterization, Symbolic Interactionism
THE PROTOTYPE OF GUIDANCE IN TRANSLATING MENU TEXT ASSET: A STUDY OF VIDEO GAME LOCALIZATION Agung Prasetyo Wibowo
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.268 KB) | DOI: 10.22515/c.v1i1.3735

Abstract

This study intends to create a guidance in translating video game text asset, mainly the menu in the game text asset. The research is done by identifying the game text asset, the techniques of translation applied, the quality of translation, the impacts caused by the usage of the techniques and its quality, and finally propose the recommended techniques to be used as guidance based on those aspects. In analyzing data, the researcher used a descriptive qualitative method using a case study of menu in a video game, namely Dragon Nest. The data were verified by experts in translation studies, linguistic, and video game. The sampling technique used was purposive sampling. Data collection techniques were carried out by document analysis, Foum Group Discussion (FGD), and questionnaire. Validation was done by data source triangulation and expert validation. Then the data analysis technique is using Spradley’s (1980) model of data analysis. The result of the study shows that the guidance in translating menu text asset of video game text should use these translation techniques (in order): Established Equivalence, adaptation, pure borrowing, and naturalized borrowing.
THE ADAPTATION OF MYTHOLOGICAL CHARACTERS ON THE MECHANICS AND NARRATIVES OF THE HEROES IN MOBILE LEGENDS: BANG BANG Majid Hidayaturrohim
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.825 KB) | DOI: 10.22515/c.v1i1.3805

Abstract

Recently video games have become a professional sport and a source of livelihood with the new sport, electronic sports (E-sport). E-sport is also held on several devices such as on PCs and smartphones. The video game itself can be seen as literature because players often encounter characters, mechanics and, storylines in a game. Yet the story and the characters in a game are presented differently. The characters in the game studied in this article are adapted from mythology from several regions into Mobile Legends: Bang Bang. Therefore, this research aims to describe the adaptation of characters from the mythology of several regions into Mobile Legends: Bang Bang in terms of appearance, mechanics, and narrative. In this research, researcher used descriptive qualitative method to explain the differences. The data collection technique used by the researcher is literary analysis. The result of this research shows that twenty characters have similarities with mythology until the end of 2020. Generally, these twenty characters are divided into four races, namely gods, humans, elves, and giants. Meanwhile, dominant characters adapted are of the elf race with ten characters who are told from Nordic mythology. This research concludes that the character adaptations performed by video games are not completely equated with the appearance, narrative, and abilities of the original mythology. This is consistent with Hutcheon's adaptation theory in the Interacting - Telling or Showing section. Thus, the adapter does not completely take it from mythology but only interprets it as a character in a video game that interacts with the player.

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