cover
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
Location
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 2 Documents
Search results for , issue "vol. 5 no. 2: december, 2025" : 2 Documents clear
Fist and Gist: Quasi-Translation in Tekken 8 Meza Parama Nohan; Rolandio Akhira Putra
CrossOver Vol. 5 No. 2: December, 2025
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v5i2.13120

Abstract

This qualitative study looks at how quasi-translation works in Tekken 8, a popular fighting game made by Bandai Namco Entertainment. Quasi-translation is when characters seem to understand each other even though they actually speak different languages. The study employs the theory of quasi-translation by Purnomo (2021). This study examines how Tekken 8 designs its characters from different nationalities to communicate smoothly without seemingly language barriers. The study investigates in-game conversations, visual signs, and how characters interact in certain scenes. The study finds that Tekken 8 uses two main ways to make communication work across languages: non-propositional signals, such as tone, gestures, and expressions, and indirect mediations like subtitles, common storytelling styles, and what audiences expect. These techniques have functions related to both diegetic and memetic purposes. The diegetic form of quasi-translation helps maintain the game's realism and makes the relationships between characters easy to follow, while the memetic form of quasi-translation aids players in grasping and appreciating the narrative. Through these techniques, Tekken 8 shows how modern video games can include different languages in a way that makes storytelling more connected and supports cultural exchange in gaming. This study suggests that quasi-translation in games can be a way to tell a story that helps people from different language backgrounds understand each other better. Quasi-translation in games can also function as a strategy to promote cross-cultural understanding. It proves that meaning can be understood even when languages are not the same, which adds to conversations about translation, how media communicates, and telling stories across different and various cultures. In addition, the findings of this study can serve as a reference for future research exploring quasi-translation in other media forms, such as films, animations, or multiplayer games featuring multilingual interaction.
REPRESENTASI KULINER TRADISIONAL YOGYAKARTA DALAM MEDIA GLOBAL: ANALISIS ADAPTASI PADA DOKUMENTER STREET FOOD: ASIA Aneke Rahmawati; Suci Sumbawati
CrossOver Vol. 5 No. 2: December, 2025
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v5i2.14393

Abstract

This study examines the representation of Yogyakarta’s traditional culinary culture in the global documentary series Street Food: Asia, with a particular focus on the Yogyakarta episode. Rather than examining the direct impact of media exposure on tourist behavior, this article analyzes how traditional culinary practices are selected, adapted, and visually constructed for global audiences. Using a qualitative visual content analysis approach, the study observes selected scenes, visual sequences, narration, dialogue, and spatial representations related to traditional food vendors, including Mbah Satinem, Mbah Lindu, and the production of mie lethek. The analysis is guided by Stuart Hall’s theory of representation and Linda Hutcheon’s theory of adaptation. The findings show that the documentary represents Yogyakarta’s culinary tradition through three main patterns: the visual construction of authenticity in traditional food practices, the narrative framing of elderly food vendors as cultural guardians, and the transformation of everyday culinary spaces into meaningful cultural spaces. These representations do not merely document local culinary practices but reconstruct them into emotionally engaging and culturally legible narratives for global viewers. The study concludes that Street Food: Asia functions as a global media text that adapts local culinary traditions into a representational form shaped by visual selection, narrative simplification, and cultural translation.

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