scholarly journals Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games

Author(s):  
SF. Luthfie Arguby Purnomo ◽  
SF. Lukfianka Sanjaya Purnama ◽  
Lilik Untari ◽  
Arynaa Azzahra ◽  
Nadya Octaviana Pramana Putri

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.

2020 ◽  
Vol 7 (2) ◽  
pp. 227-235
Author(s):  
Annisa Risma Khairani Lubis ◽  
Muhizar Muchtar ◽  
Umar Mono

The objectives of the research are to identify the types of translation technique, to evaluate the translation quality and to find out the effect of translation techniques on the translation quality used by Pein Akatsuki and Deni Aurora in Indonesian subtitles of Coco movie. This research applies descriptive qualitative method to assess data with documents and informants as source of data. The result shows that there are 16 types of translation techniques used by Pein Akatsuki and Deni Aurora in translating Indonesian subtitles. For both subtitlers, literal translation and borrowing create high level of accuracy, acceptability, and readability. Modulation and the other techniques are showed in high and medium levels of accurate translation, but they result in high levels of acceptability and readability. Based on the findings, the translation techniques applied by the subtitlers contribute positively to the quality of Indonesian subtitles in terms of accuracy, acceptability, and readability.


2017 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Era Bawarti

<p><em>Abstrak</em> − <strong>Penelitian ini adalah sebuah penelitian di bidang kajian terjemahan berupa terjemahan beranotasi, yakni terjemahan dengan catatan. Teks sumber (TSu) yang dipilih adalah novel anak Selandia Baru dari seri <em>Kiwi Bites</em> berjudul <em>I’m Telling on You</em> dan <em>Barry &amp; Bitsa</em>. Teks ini dipilih karena merupakan karya dari penulis yang sama dan ditulis dalam Bahasa Inggris dialek Selandia Baru yang memiliki sejumlah perbedaan dengan Bahasa Inggris standar. Selain itu, teks ini jika diterjemahkan juga potensial untuk menjadi bacaan anak yang bermutu. Analisis difokuskan pada terjemahan kata dan ungkapan budaya. Kerangka teori yang digunakan di dalam analisis adalah teknik penerjemahan dari Hoed (2006). Kata dan ungkapan budaya yang dibahas dalam penelitian ini sebanyak 15 buah. Dari hasil analisis ditemukan bahwa teknik penerjemahan yang digunakan paling sering adalah pemadanan dengan keterangan tambahan. Hal ini menunjukkan bahwa kata dan ungkapan budaya dalam TSu seringkali tidak memiliki padanan leksikalnya dalam bahasa sasaran (BSa).</strong></p><p><em> </em></p><p><em>Abstract – </em><strong>This study is a research in translation studies, namely annotated translation, i.e. translation with notation. Source text (ST) chosen is two New Zealand children’s novel from Kiwi Bites series titled <em>I’m Telling on You</em> and <em>Barry &amp; Bitsa</em>. Both are chosen for both are the works of the same author as well as written in New Zealand English which has several differences with that of Standard English. Besides, the text is also potential to become a qualified children’s reading, if translated. The analysis is focused on the translation of cultural words and terms. Theoretical framework used is translation technique (Hoed, 2006). Cultural words and terms discussed are as many as 15 items. The results show that translation techniques used more frequent are equivalence with notation. This means, most of cultural words and terms in ST have no lexical equivalence in the target language (TL).  </strong></p><p> </p><p><strong><em>Keywords:</em></strong><em> annotated translation, cultural word and term, translation technique. </em></p>


2014 ◽  
Vol 9 (2) ◽  
pp. 139-170 ◽  
Author(s):  
Alasdair Bachell ◽  
Matthew Barr

Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. The recommendation made by this paper is not simply for preservation professionals and enthusiasts to collaborate with the industry, but to do so by advocating the commercial benefits that preservation may offer to the industry.


Author(s):  
Sarah Yousefi

Quality of translation has become one of the main focuses in the field of Translation Studies. When it comes to the religious texts and their translations, quality of translation becomes more and more important as these texts are directly connected to the beliefs of followers of a specific religion, and since many of the religious texts have been written many years ago, and now the followers of that religion are neither able to learn the language of their religions nor have enough time to do so, delivering high quality translations is very crucial. In recent years, many translation scholars have focused on Translation Quality Assessment (TQA) to provide ways to translators and translation teachers to assess the quality of translations and consequently to overcome translation problems. In the present research, the researcher attempted to combine both of the aforementioned subjects. In order to achieve this goal, the researcher selected Waddington’s model for assessing the quality of translations, to see if the quality of translations of Islamic texts which were translated by Muslim translators were higher than those which were translated by non-Muslims. Two groups of translators were selected, one of them was Muslim and the other one was non-Muslim. Each group consisted of 10 translators, each of them translated 5 Islamic-religious texts, and after assessing the quality of translations and doing statistical analyses, researcher concluded that there was no relation between the quality of translations and the religious beliefs of translators. 


2021 ◽  
Vol 27 (1) ◽  
Author(s):  
Kurnia Tri Ariani

<p class="normal"><em>This is descriptive-qualitative research which focuses on the analysis of the translation of taboo expressions on the movie entitled Deadpool 2 and aims to find out (i) the types of taboo expressions in the movie and (ii) the techniques used by two different translators from different platforms to translate taboo expressions.</em></p><p class="normal"><em></em><em> A total of 167 data of taboo expressions were found in the movie which were classified into eight categories including sexual references (41%), offensive slang (25%), profanity or blasphemy (11%), scatological references and disgusting object (10%), insulting references to perceived psychological, physical, or social deviations (7%), animal names (2%), ancestral allusions (2%), and ethnic-racial-gender slurs (1%). </em><em>The analysis of translation technique by the two translators shows that in total there are eleven translation techniques, namely maintaining with the same lexical items, maintaining with different lexical items, mitigating with same lexical items, mitigating with different lexical items, generalization, deletion, translating to proper interjection, euphemism, reformulation, substitution and literal translation.</em><em> </em><em>The findings provide useful data within descriptive translation studies; nevertheless, they cannot be generalized since the study is limited by relatively small data</em></p>


Author(s):  
Mohammed Al-Batineh

Because Arabic video game localization is a relatively new area of study, little in-depth research has been done on the topic within Arabic translation studies. The few articles that address video game localization in Arabic remain limited, either due to examining a single video game and its various localization issues, or examining various games but considering the transfer of their linguistic assets only. This paper aims to address the existing gaps in Arabic video game localization studies by delving into multiple video games localized into Arabic, and analysing the technical, linguistic, and cultural issues found within them. Technical issues are related to the Arabic script, video game variables, and subtitling conventions. Linguistic issues, on the other hand, include Arabic video game terminology and acronyms as well as the translation of proper names and NPCs’ titles into Arabic. Lastly, the paper discusses cultural challenges that arise when localizing video games into Arabic, such as how to navigate nudity, profanity, and alcohol. The paper concludes by calling for more research into the area of video game localization. Such research should not only flag linguistic, cultural, and technical issues but also establish a body of literature that would help practitioners and video game developers provide a more authentic, unique gaming experience for Arab gamers.


Imbizo ◽  
2020 ◽  
Vol 11 (2) ◽  
Author(s):  
Naomi Epongse Nkealah ◽  
Olutoba Gboyega Oluwasuji

Ideas of nationalisms as masculine projects dominate literary texts by African male writers. The texts mirror the ways in which gender differentiation sanctions nationalist discourses and in turn how nationalist discourses reinforce gender hierarchies. This article draws on theoretical insights from the work of Anne McClintock and Elleke Boehmer to analyse two plays: Zintgraff and the Battle of Mankon by Bole Butake and Gilbert Doho and Hard Choice by Sunnie Ododo. The article argues that women are represented in these two plays as having an ambiguous relationship to nationalism. On the one hand, women are seen actively changing the face of politics in their societies, but on the other hand, the means by which they do so reduces them to stereotypes of their gender.


2018 ◽  
Vol 2018 (1) ◽  
pp. 73-82
Author(s):  
Julia Genz

Digital media transform social options of access with regard to producers, recipients, and literary works of art themselves. New labels for new roles such as »prosumers « and »wreaders« attest to this. The »blogger« provides another interesting new social figure of literary authorship. Here, some old desiderata of Dadaism appear to find a belated realization. On the one hand, many web 2.0 formats of authorship amplify and widen the freedom of literary productivity while at the same time subjecting such production to a periodic schedule. In comparison to the received practices of authors and recipients many digital-cultural forms of narrating engender innovative metalepses (and also their sublation). Writing in the net for internet-publics enables the deliberate dissolution of the received autobiographical pact with the reader according to which the author’s genuine name authenticates the author’s writing. On the other hand, the digital-cultural potential of dissolving the autobiographical pact stimulates scandals of debunking and unmasking and makes questions of author-identity an issue of permanent contestation. Digital-cultural conditions of communication amplify both: the hideand- seek of authorship as well as the thwarting of this game by recipients who delight in playing detective. In effect, pace Foucault’s and Barthes’ postulates of the death of the author, the personality and biography of the author once again tend to become objects of high intrinsic value


2018 ◽  
Vol 6 (1) ◽  
pp. 10-17
Author(s):  
Anita Dwianasari

The purpose of the paper is to analyze the promising and offering utterances in commissive of speech act, translation techniques and its equivalences in Forrest Gump movie subtitles. The method used is qualitative method. The results showed several techniques employed, such as adaptation, borrowing, established equivalent, linguistic compression, literal translation, modulation, particularization, reduction, transposition, and variation. The translation technique mostly used is established equivalence. For the shift rendering in source text and target text in Forrest Gump movie subtitles, it is concluded that mostly the data do not occur any shift in promising or offering utterances. Also, in terms of translation equivalence, the dominant kind of translation equivalence in this research is dynamic equivalence.


Author(s):  
Hugh H. Benson
Keyword(s):  
The One ◽  

This chapter presents a reading of Plato’s Euthyphro, Apology, and Crito. These dialogues, in which Plato depicts the weeks leading up to Socrates’s last day, are replete with various philosophical explorations. Among those explorations is the question of how to live our lives. On the one hand, Socrates is clear and straightforward. We should live the examined life—making logoi and examining ourselves and others in order to determine whether we are as wise as we think we are, and we should live the virtuous life. This is how Socrates lives his life. On the other hand, the examined life undercuts, or at least should undercut, the confidence with which he seeks to live the virtuous life. It may help bring some stability to the general principles by which he lives his life, but it can do so only defeasibly and without certainty.


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