The Strategy of Video Games Contents Translation in „Grand Chase-M‟ Game
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THE STRATEGY OF VIDEO GAMES CONTENTS TRANSLATION IN „GRAND CHASE-M‟ GAME A Thesis Submitted to Faculty of Letters and Humanities In Partial Fulfillment of the Requirements for the Degree Of Strata One in English Language and Literature Department NURRAHMAN HAKIM SURYAWAN 1113026000104 ENGLISH LETTERS DEPARTMENT FACULTY OF ADAB AND HUMANITIES STATE ISLAMIC UNIVERSITY SYARIF HIDAYATULLAH JAKARTA 2018 ABSTRACT Nurrahman Hakim Suryawan, The Strategy of Video Games Translation in “Grand Chase-M” Game. A Thesis: English Letters Department, Adab and Humanities Faculty, State Islamic University Syarif Hidayatullah Jakarta, 2018. In this research, the researcher concerns with the video games translation study. That is the translation strategy of English into Indonesia translation in “Grand Chase-M” video game published by Davincigames Co., Ltd. The aim of this thesis is to find out how the strategy of “Grand Chase-M” video game term is translated from English language into Indonesia language in video game. This research uses qualitative method to explore the objectives of the research. The researcher also uses himself in collecting data through several steps: to find the translation strategy contained in the video game, to classify and analyze the types of translation strategy from video game “Grand Chase-M” based on Alberto translation strategy in video games theory, then determine the most dominant type of translation strategy and describe the translation strategy of “Grand Chase-M” video game and finally concluding the result. In analyzing the data, the researcher used comparison method to compare between the SL and TL term that were analyzed through the objective of preserving the expectation of video game player. The result of this research shows that 1) there are three type of translation strategy used by the video game translator based on Alberto and other expert video game translation theories, they are: First, 1) Literal translation strategy 8 data, Domestication Strategy 3 data, and 2 Transcreation Strategy. Second, the most dominant type of translation strategy is Literal translation strategy. It has highest frequency data, there are 7 data of 13 total data. Keywords: Translation, Transcreation, Video Games, Translation Strategy. i APPROVEMENT TRANSLATION STRATEGY OF VIDEO GAMES CONTENTS TRANSLATION IN “GRAND CHASE-M” GAME A Thesis Submitted to Faculty of Adab and Humanities In Partial Fulfillment of the Requirements For the Degree of Strata 1 Nurrahman Hakim Suryawan 1113026000104 Approved by: Dr. Muh ammad Farkhan, M.Pd NIP. 19650919 200003 1 002 ENGLISH LETTERS DEPARTMENT FACULTY OF ADAB AND HUMANITIES STATE ISLAMIC UNIVERSITY SYARIF HIDAYATULLAH JAKARTA 2018 ii ACKNOWLEDGMENT In the name of Allah, the most Gracious, the most Merciful, the most Beneficent May peace and blessing of Allah be upon all of us Praise is only for Allah SWT, Lord of the world and the master of everything. First, the researcher is deeply grateful to Allah SWT who gives him His blessing, guidance, health, ability, and opportunity to accomplish this thesis. The blessing and salutation be upon to the most honorable prophet Muhammad SAW, his relatives and followers. The researcher’s deep gratitude goes to his beloved family, my father Dadang Hernawan and my mother Suryani Dwi Nurza, for all their great love, patience, advice and prayer for me, also to all my brother Amr Rasyid, Biomiza Umeir and Hamzah Saifuddin. The researcher also wants to give his thanks to Dr. Muhammad Farkhan, M.Pd, as his advisor for all his guidance, helpful correction, cooperation, kindness, and time until this thesis very well done. The gratitude is also dedicated to Prof. Dr. Syukron Kamil, M.Hum., the Dean of Humanities Faculty; Drs. Saefudin, M.Pd., the Head of English Department; Elve Oktafiyani, M.Hum., the Secretary of English Department; and all the lecturers of English Letters Department who had taught him during his study at UIN Jakarta. In addition, the researcher would like to give appreciation to the following friends and people, namely: 1. My dear best friends Tolalatuniyah that has accompanied me since my first time learning in UIN Syarif Hidayatullah Jakarta. They are Fariz, Dian, Rita, Ayu, Fika, v Tiffany, Vivi, Clara, Efrida, Hasna, and Risya. Thank you for all the support, silliness and loves. 2. My Future Ilawati, S.Ag. Thanks for your love and support from the beginning until the researcher can finish this research successfully. 3. The researcher friends in English Letters Department of 2013 especially for C Class, HMJ ELD and Translation class. Thanks for the friendship, help, advice, and support. Thanks for all the precious moments spent together in happy, fun, sad, bad, or even in difficult situation the researcher has during his study; 4. KKN TULIP 2016, who always give the researcher support even from afar, yet it really motivates him during did the programs in Desa Cisoka. 5. All the lecturer of English Letter Department, thank you for the valuable knowledge and lecturing when the researcher studying at UIN Jakarta. 6. All the people and friends who helped the researcher in finishing his study indirectly that cannot be mentioned one by one. 7. Thanks to all the previous research and study that being the researcher great help in conducting his research through a video games translation. May Allah bless and give the greatest award for them. Moreover, this research is expected to be useful for the researcher himself and all the people who read it. Suggestion and criticism will be accepted for the improvement of this thesis. Jakarta, 15th August 2018 The Researcher vi TABLE OF CONTENTS ABSTRACT................................................................................................................... i APPROVEMENT ......................................................................................................... ii LEGALIZATION ......................................................................................................... iii DECLARATION........................................................................................................... iv ACKNOWLEDGEMENT............................................................................................ v TABLE OF CONTENTS ............................................................................................. vii CHAPTER 1 INTRODUCTION A. Background of the Study ................................................................................... 1 B. Focus of the Study .............................................................................................. 4 C. Research Question .............................................................................................. 4 D. Objective of the Study ........................................................................................ 5 E. Significance of the Study .................................................................................... 5 F. Research Methodology ....................................................................................... 6 1. Method .......................................................................................................... 6 2. Data Analysis ................................................................................................ 6 3. Unit of the Analysis ...................................................................................... 7 4. The Instrument of Research .......................................................................... 7 vii 5. Place and Time.............................................................................................. 7 CHAPTER II LITERATURE REVIEW A. Translation .......................................................................................................... 8 B. Meta-textual of Video Games ............................................................................. 10 C. Translation of Video Games ............................................................................... 11 1. Domestication ............................................................................................... 12 2. No Translation .............................................................................................. 13 3. Transcreation................................................................................................. 15 4. Literal Translation......................................................................................... 16 5. Loyalty Strategies ......................................................................................... 17 6. Compensation Strategies............................................................................... 18 7. Censorship..................................................................................................... 19 D. Translatable Video Games Content .................................................................... 19 CHAPTER III RESEARCH FINDING A. The Data Description .......................................................................................... 22 B. The Data Analysis ............................................................................................... 23 CHAPTER IV CONCLUSION AND SUGGESTION A. Conclusion .......................................................................................................... 38 B. Suggestion........................................................................................................... 39 REFERENCES.............................................................................................................