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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 41 Documents
COVER SONG ANALYSIS OF SELECTED ONE DIRECTION PERFORMANCES IN THE X FACTOR UK SEASON 7 Chory Afri Andari
CrossOver Vol. 3 No. 1: June 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i1.6459

Abstract

This research's purpose is to find out the type of cover songs sung by One Direction and the employment of ethnography of communication aspects shown from their performances. Two theories have been used to analyze this research's data: cover songs theory by Mosser (2008) and the ethnography of communication theory by Hymes (1972). The descriptive qualitative method is applied because it is aimed at comprehending a specific group case. The researcher herself and some helping tools such as; word processor, referential sources, and YouTube platform are this research's instruments. The data are taken from One Direction's selected performances in The X Factor UK Season 7. Data was obtained by watching selected One Direction performances, and interpretation was made by classifying and analyzing selected performances using the underlying theories. The results showed that One Direction mostly used the reduplication cover while singing the songs they had picked together. Besides, two other types of cover song, namely the interpretive cover, are also found, and it consists of major and minor interpretive cover. Six selected performances of One Direction in The X Factor UK Season 7 took place around October until December 2010 on The X Factor UK's stage, involving some performers and judges, and having both some patterns and specific behaviors shown from the singing turn by the members and the judges' way of commenting. In addition, the songs One Direction members have performed have several different tones that they successfully sing. The goals-oriented genre makes One Direction the 3rd winner of The X Factor UK Season 7.
COMPARATIVE ANALYSIS BETWEEN THE NOVEL AND FILM LORD OF THE FLIES USING ENESTE’S ECRANISATION THEORY Hayati Shofa, Asyida; Fatimah, Nurul; Widyaningrum, Noviana Romadloni
CrossOver Vol. 4 No. 1: June 2024
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v4i1.6451

Abstract

Ecranisation is a process of finding out the difference between a novel and a film. One of the novels that has been adapted into a film is Lord of the Flies. Furthermore, this research aims to reveal the process of ecranisation between the novel Lord of the Flies (1954) and its film adaptation Lord of the Flies (1990) by William Golding. How are the differences between the novel Lord of the Flies (1954) and its film adaptation Lord of the Flies (1990). In analyzing, the writers use the theory of Ecranisation (1991) from Pamusuk Eneste which is divided into three processes, namely reduction, addition and variation. This research used a descriptive qualitative approach aimed at describing the phenomenon and its characteristics. The data is collected qualitatively by examining them throughout to get relevant issues and ideas and classify them. The results of the analysis reveal that in the film Lord of the Flies (1990), there is a narrowing and expansion of the original storyline, namely the novel Lord of the Flies (1954). This is because it does not take much time when presenting the story of the novel. The writers finds that the ecranisation process that occurs in Lord of the Flies does not change the core of the story, but only refine and beautify the story's fabric. Key words: Ecranisation, Eneste, Lord of the Flies (1954) novel, Lord of the Flies (1990) film
TRANSMUTATIONS OF PLOT AND CHARACTERS: A COMPARATIVE ANALYSIS OF THE ANIMATED FILM THE LION KING (1994) AND THE LIVE-ACTION THE LION KING (2019) Wanda Andres Saputra; Asmanadia Izzatul Karimah; Zaidi, Abdullah
CrossOver Vol. 3 No. 2: December 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i2.7016

Abstract

This study aims to reveal the existence of transmutations of the plot and characters in the film adaptation. This study uses theory (Stam, Robert 2000) to find transmutations of plot and characters and theory (Hutcheon, Linda 2012) for a comparative analysis of the film adaptation of the animated version of "The Lion King (1994)" and the live-action version of " The Lion King (2019). In this study, the researcher used a descriptive-qualitative research method, and data collection was carried out visually and textually in the film. Based on Spradley's theory and analysis, the researcher first found that the transmutations in the plot are in the film adaptation, especially regarding the removal and addition of scenes that were not there before. Second, transmutations of characters occur in several characters, such as Zazu, Rafiki, Timon, and Pumbaa. As such Zazu in the animation, it is purple, while in live-action it is black. Then there are changes in the narration of the characters. Thus, this research finds that there are changes or transmutations to the plot and the characters in the film.
TO THE MOON AND BACK: THE ADAPTATION OF MOON AS SYMBOL IN MOON KNIGHT'S COMIC TO TELEVISION SERIES ADAPTATION Dimas Misbahul Munir; Dian Leoni Andri; Fadhilah Desy Handayani; Gusti Faradila Indrayani; Hadyan Rosyad; Mariam Kusniah; Tatik Apriliya; Yanti Indah Suryani
CrossOver Vol. 3 No. 2: December 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i2.7035

Abstract

Moon Knight is one of the best-selling series in Marvel Studios, and no studies discussed the moon's symbolism in the comic Moon Knight and the  TV series adaptations. This paper focuses on a shift in the meaning of the symbol from comics to TV series adaptations. In this research, the qualitative descriptive study is done to reveal whether the TV series adaptation of Moon Knight story faithfully reflects the moon symbolism in the comics. The research uses Hutcheon’s adaptation theory as background to analyze symbol adaptation, from the comic to TV series, and Eliade symbol theory to discuss the shift in the meaning of the symbols. The theory of Dissociative Identity Disorder from Kluft is used to analyze the three characters appear in the one body of the Moon Knight. Using Spradley's analysis method, we conclude that there are differences between the story from the Comic Moon Knight and its TV series adaptation. There were deficiencies that did not fully reflect the moon, and three symbols in the scene were unrelated to each other. The benefit of this research is to find out the significance of the differences in symbols in the adaptation of the Moon Knight series and to become reference material for future researchers who want to discuss the symbolization of the moon in the Moon Knight film.
PAIDEIA ADAPTATION: CAN WE TRANSFORM PEDAGOGICAL MATERIALS INTO ANTHROPOMORPHIC NARRATIVES? Pujiyanti, Umi; Muhammad Rizal; Robith Khoiril Umam
CrossOver Vol. 3 No. 2: December 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i2.7839

Abstract

Paideia philosophy urges education and anything derived or related to it to respond to the zeitgeist of an era. Thus, techniques to deliver any pedagogical materials should position the target users as the axis to disclose them more possibilities to comprehend the materials. One of the techniques is designing anthropomorphic narratives. Studies on this topic circumnavigate around educational domains. Perceiving this issue from the lens of literary adaptation is the gap left by the previous studies. We argue that narrating pedagogical materials anthropomorphically is better termed paideia adaptation. This study attempts to prove the existence of this adaptation type by utilizing qualitative method, indicating the narrative and language features of the adaptation. Implementing the theories of onto fiction by Couceiro-Bueno, ergodic literature by Aarseth, second degree of literature by Genette, anthropomorphism by Weemans and Prévost on a corpus of animated films and games, the findings indicate that paideia adaptation has four narrative features namely anthropomorphic narratives, pseudoreferentiality, metalepsis, and metafictionality. This adaptation also has distinctive language features namely thematization, proairetic decoding, and didacticization. The result discloses a new viewpoint in the study of adaptation.
JUTSUONYM: INDEXICAL ALIGNMENT IN THE NAMING OF JUTSU IN COMIC, ANIMATION, AND VIDEO GAME SERIES Sartika, Yustin; Widyarini Susilo Putri; Lilik Untari; Arianto, Puput; Muhammad Nur Kholis
CrossOver Vol. 3 No. 2: December 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i2.7840

Abstract

Studies on charactonym leave an underinvestigated field of moves or jutsu in Japanese. Characters in action comics, anime, and computer games are equipped with moves e.g. Goku with his iconic Kamehameha, Monkey D. Luffy with his Gomu Gomu no Pistol, and Spider Man with his Maximum Spider. We argue that these moves deserve their own umbrella in charactonym studies – we call it jutsunym. Though adopting a Japanese martial art term, jutsunym is not limited on Japanese media. Investigating a corpus of jutsu defining comic, anime, and game series through the lens of Smith’s Peircean names as signs and Rudnyckyj’s relevance of content and form which was later developed by Gerus-Tarnawecky’s theory in literary onomastics, we found that in naming a jutsu or a move, the authors tend to consider what we call as indexical alignment – an alignment between the names of the jutsu or the moves with narrative, mechanical, visual, and audial elements. Narrative elements align themselves with jutsu names through story and character, mechanical elements through connotative and denotative, visual elements through indicative and implicative, and audial elements through quoting and catchphrasing.
AN ANALYSIS OF SUBTITLING SLANG EXPRESSIONS AND READABILITY IN PURPLE HEART MOVIE FROM ENGLISH INTO INDONESIAN Amalia Ayu Savitri; Sriyono
CrossOver Vol. 3 No. 2: December 2023
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v3i2.8147

Abstract

Subtitling strategies is part of translation process to gain a good result. The purpose of this study is to identify the slang expressions and analyze the subtitling strategies, slang types, and the readability rating of subtitle in Purple Heart movie. The data of this study is the subtitle text that contains slang expressions in Purple Heart movie. The data of this study is collected by searching and downloading, identifying, and classifying the data that contains slang expressions to the subtitling strategy and slang types. This study also uses a method with a questionnaire test on 11 respondents to determine the level of readability of the translation results. The writer analyzes the data using qualitative research according to Miles and Huberman's techniques, such as data reduction, data display, and conclusion. The result of this study shows that there are 73 data of slang expressions. The result of slang types shows that general slang with 44 data and specific slang with 29 data. The subtitling strategies applied in the data is only 5 strategy out of ten they are transfer with 34 data, paraphrase with 23 data, deletion with 9 data, condensation with 4 data, and expansion with 3 data. The result of the readability rating in the translation of slang expressions in the subtitle of Purple Heart movie shows that there are 803 data. The most dominant used is the readable category with 558 data, less readable with 173 data, and unreadable with 72 data.
A HUNDRED YEAR OF SITI NURBAYA: ADAPTATIONS FROM FILMS TO MUSICALS Ulhaq, Salma Dhiya; Risalah Damar Ratri
CrossOver Vol. 4 No. 1: June 2024
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v4i1.8803

Abstract

This objective of thi sresearch is to map the development of  Siti Nurbaya story within its first hundred years. The data is taken from the adaptations of Siti Nurbaya novel into various forms resulting in intriguing discussions from the Nurbaya Musical Series and song lyrics about Siti Nurbaya. Changes from the novel to adaptation forms involve additions, reductions, and adjustments, which are then discussed. This study reveals: (1) the development of Nurbaya's character from the novel to adaptation forms, impacting the storyline and sociological aspects within these adaptations. (2) The addition of new characters, such as Etek Rahma, Nurbaya's conservative aunt, influences various events and plots within the adaptations. (3) Changes in perspective also create new viewpoints, for example, the followers of Datuk Meringgih who in the novel accept menial jobs for instant pleasure, whereas in adaptations, their motivation shifts to supporting their families. (4)Adjustments from the novel to adaptation forms are made to accommodate contemporary times and shorten the consumption time of literary works, thereby modifying conflicts to be more relevant to current contexts.
ANHA DOTHRAK CHEK ASSHEKH: THE RENDERING OPERATION OF THE INVENTED LANGUAGE DOTHRAKI INTO BAHASA INDONESIA IN GAME OF THRONES SEASON 6 Isnaini, Anisa Wahyu
CrossOver Vol. 4 No. 1: June 2024
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v4i1.8836

Abstract

This research is conducted to observe the rendering operation of L3 translation applied of Game of Thrones series Season 6, specifically focusing on two objectives: identifying the types of rendering operations used and explaining why these operations are chosen. The research adopts a descriptive qualitative approach. Corrius and Zabalbeascoa's theory on L3 translation rendering operations serves as the framework for addressing the research questions. Data analysis employs Spradley’s componential analysis method, and the researcher verified the findings with an expert. The study identified 175 instances of Dothraki language in Game of Thrones Season 6, leading to the discovery of three distinct types of L3 translation rendering operations. There are 6 Delete L3ST (3,5%) in which the L3 in ST is omitted in TT, 16 Substitute L3ST → L2 (9,1%), which is divided into 2 conditions. There are condensation and inappropriate translation. The last is 153 Substitute L3ST (87,4%) which is divided into two conditions, defining the plot and emphasizing the characters, identity and story. The data shows that the most dominant rendering operation of L3 translation applied by the subtitler is Substitute L3ST because it is considered to be the most suitable operation that can be used as a solution in translating invented language. It is also because the subtitler accurately translated the third language into the target language, as evidenced by the consistency with the dictionary, dialogues, and scene narratives. The second finding of this research shows that there are 2 kinds of nature and degree of L3 presence. In this research, the researcher found 22 data (12,6%) of Lost which is divided into 6 causes, i.e: lack of duration, no full translation, accidental error, incorrect translation, unnecessary scene and unclear words. Also 153 data (87,4%) of Kept which is divided into 4 conditions; to define Khaleesi, define Dothraki, define Game of Thrones and define the context of the story. This means that the subtitler still wants to retain the meaning and the style of the third language.
THE IMPACTS OF DIEGETIC STRATEGIES ON THE LOCALIZATION QUALITY OF GENSHIN IMPACTS' ACHIEVEMENT FEATURES Nabil Aqib
CrossOver Vol. 4 No. 1: June 2024
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/crossover.v4i1.8898

Abstract

The aim of this thesis is to find out how the strategy of achievement on Genshin Impact term is translated from English into Indonesian in video game. This research uses qualitative method to explore the objectives of the research. The researcher collected data through several steps which aims are: to find the translation strategy contained in the video game, to classify and analyze the types of translation strategy from Achievements on Genshin Impact based on Purnomo translation strategy in video games theory, then determine the most dominant type of translation strategy and describe the translation strategy of Genshin Impact and finally concluded the result. The results of this research showed that Purnomo's (2019) proposed strategies for translating video games are used, 149 data were found, classified into the following categories: 2 Abbreviation, 13 Condensation, 13 Omission, 8 Symbolization, 88 Retention, and 25 Mediation. Therefore, the dominant data is Retention, which means that Retention is used to preserve source language words or terms that are considered and accepted conventionally by gamers and become fatal if translated. Based on the analysis, the localization quality assessment reveals that Achievements in Genshin Impact localization achieve a "Good" rating, with an average score of 2.8.