Translation Quality Assessment:
Proceedings Carte Blanche of Translator in Localizing Simship
MMORPG Video Game in Indonesia
Agung Prasetyo Wibowo
1
; M.R. Nababan
2
; Riyadi Santosa
2
, Diah Kristina
2
1
Doctoral student of Universitas Sebelas Maret Surakarta, Indonesia
2
Universitas Sebelas Maret Surakarta, Indonesia
Keywords: Translation Quality, Video Game, Localization, Carte Blanche, Transcreation, MMORPG, Dragon Nest.
Abstract: Video game translation, often called as localization, is a complex process that incorporates a number of
aspects from other types of translation, such as literary, audiovisual, and software translation, to form a
dynamic whole. As a new medium, video games also present their own challenges to translation in form of
interactivity. It allows translators to transcreate the things that are necessary to preserve the game
experience and to produce a fresh, engaging translation. This study looks at the translation quality
assessment in the application of translator’s Carte Blanche in localizing English Video Game into
Indonesian, with the goal of revealing the translation quality based on instrument of translation quality
assessment. The study uses descriptive qualitative method. In this case, the researcher collects, classifies,
and describes the data using the method. The total data of the research is 193 data and then were verified by
the expert and the translations were analyzed by raters related to the quality of translation. The result of this
paper shows that the average score of the translation quality of the analyzed video game in term of accuracy
is 1.8 or inaccuracy, acceptability is 2.26 or less acceptable and lastly readability is 2.38 or less readable.
1 INTRODUCTION
The beginning of localization practises can be
traced down to the 1980’s when the computer
industry and computer software sprang up (Esselink,
2000, p.3) and the globalization started to spread
around the world. Translation alone was not
sufficient for the software which was developed and
produced in one country to be adapted in a foreign
market (O’Hagan, 2007, p.2). Thus, more work had
to be done rather than translation because in
addition to text-based translation various
engineering processes had to be carried out this
was done in the process of localization. As B.
Esselink (2000, p.3) explains, there are many
more activities included in the process of
localization than in the process of translation.
According to the authors, localization process
encompasses not only the activities of traditional
translation, i.e. terminology research, editing,
proofreading, page layout but also multilingual
project management, software and online help
engineering and testing, conversion of translated
documentation to other formats, translation
memory alignment and management, multilingual
product support, and translation strategy support.
One more important difference between
translation and localization is that the former is
performed after the product or document is finished
and released, and the latter could run in parallel
with the development of the source document
or product. This process is named as simultaneous
shipment (‘sim-ship’) by many authors (Chandler,
2005; Merino, 2006; O’Hagan, 2007) around the
globe.
A localized game should be understandable and
easy to play. Thus, translators are often given
freedom to modify, adapt, and remove any cultural
references, puns, as well as jokes, or any other
element they think is not suitable in the target
language. Game localization allows translators to
transcreate the things which are necessary to
preserve the game experience and to produce a fresh
and engaging translation. This type of creative
licence granted to game localisers would be an
exception in other types of translation unless they
are based on the Skopos theory of translation
Wibowo, A., Nababan, M., Santosa, R. and Kristina, D.
Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia.
DOI: 10.5220/0008215700002284
In Proceedings of the 1st Bandung English Language Teaching International Conference (BELTIC 2018) - Developing ELT in the 21st Century, pages 31-38
ISBN: 978-989-758-416-9
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
31
(Toury, 1995, p.24) The Skopos theory could be
applied in game localization as translators do not
have to be loyal to the original text, but to the
overall game experience and the target text as well
as the target culture. Moreover, Mangiron and
O’Hagan (2006, p.11) introduced trancreation or
carte blanche "to explain the freedom granted to the
translator, albeit within severe space limitations.”
They stressed that transcreation or carte blanche is
the creativity and freedom that game translators
exercise. They observed that creativity indeed seems
to be promoted rather than diminished, at least in
some cases, even by the very constraints of various
kinds imposed on the translators.
However, carte blanche cannot be done easily.
Especially in a sim-ship type of localization. A good
translating ability alone is not enough for a translator
to wield this technique. A good programming skill
and knowledge about gaming world are also strongly
needed. Thus, even this strategy is highly
recommended, assessment toward it is really needed.
Since the translation will be so poor if the translator
fails to apply it.
Moreover, the Indonesian industry of game
localization in term of the quality is still
questionable. The result of the translation conducted
by Indonesian Video Games Development in adapt
this technique really need to be assessed in order to
produce a marketable games.
In fact, game developers localized many aspects
of video game (Merino, 2015) such as in-game text,
voice over and cinematics (audio and video scripts),
art (game logo, in-game texture embedded words,
glossaries, and even the packaging and promotion.
However, in Indonesia, tdorabaaaahere is no game
localized all of those aspects. The reason of this still
need to be studied, but in order to localized all of
those aspects needs a lot of money, which
localization cost is even with the production cost.
Furthermore, simship video games need to be
released as soon as the original video game
launched. Therefore, it is almost impossible to
localize all aspects in such a short time.
In the previous research, Hyttinen (2010)
conducted a research about cultural transfer in video
game localization. In her research, she explained
cultural representation in the localization of Fatal
Frame II: Crimson Butterfly and classified the game
into two main categories: representation and
functionality. In representation, Hyttinen divided it
into three aspects: in-game text, visual and audio.
Furthermore, she divided the in-game text aspects
into proper name and terminology. Finally, she
concluded there are 5 translation techniques
employed: retaining, change, omission, addition and
substitution.
Other research, Purnama (2014) conducted a
research about translation analysis of Pre-Battle
Dialogue which reflected the myth of hero in Devil
May Cry (DMC) trilogy. He aimed to find the
translation techniques used and its impact on the
translation quality. The result shows that there are
some translation techniques used, namely linguistic
variation, adaptation, literal, modulation,
transposition, pure borrowing, and omission. In term
of quality, the localized game can be categorized
into the accurate one viewed from the clarity of the
message that want to be conveyed. Meanwhile the
average score for acceptability shows that most
gamers feel that the localized game is less
acceptable. For the readability, all translation
techniques employed got perfect score, except
omission.
On the other side, Carlson and Corliss (2011)
conducted a research which entitled Imagined
Commodities: Video Game Localization and
Mythologies of Cultural Difference. This research
exclusively explained the authority which play a role
when the medium, in this case is the localizer, filters
the pictures and narrations that are sold and
marketed globally.
The other research related to the phenomenon of
video game localization has successfully discussed
about video game localization is in a Japanese video
games with case study Siren video game series
(Szurawitzki, 2010). This study raises the issue of
whether rules in video games affect localization and
how fictitious elements can affect localization. In the
research, the thing that gained is that the rules and
fiction in video games are often related. In order to
enjoy a video game perfectly, the most important
thing for gamers is to be able to master and
understand the rules of the video game. While
fiction provides integrity in playing video games,
and became the main reason in playing a video
game. Some cases are discussed both in the domain
of rules and fiction elements at the same time, and
thus can be analyzed in the context of the question.
A similar study that raised the phenomenon of
localization successfully discussed video game
translation in the Czech Republic (Petru, 2011). This
study focuses on the timeline of video game
translation since the era of translation done by the
fan until the era of translation conducted by
professionals in the Czech Republic. This study
deals only with historically existing phenomena.
And based on those reasons, phenomenon and
previous studies, since there is no research that
BELTIC 2018 - 1st Bandung English Language Teaching International Conference
32
discuss about the quality of localization mainly in
in-game text assets in Indonesia, the researchers aim
to analyze and assess the translation quality of
transcreation or carte blanche strategy applied by
Indonesian game translator in translating the in-
game text assets of Dragon Nest video game.
2 CORE THEORIES OF THE
RESEARCH
In order to comprehend and follow the method
correctly, this research employ some of theories
which are becoming the core of the research. They
are as follow:
2.1 In-game Text Assets
There are 5 aspects in video game (Bernal-Merino,
2015), they are in-game text, voice over and
cinematics (audio and video scripts), art (game logo,
in-game texture embedded words, glossaries, and
even the packaging and promotion. In this study, the
researchers focus in analyzing the in-game text in
the game. In game text assets is the assets of video
game in form of texts that can be found inside the
game. O’Hagan and Mangiron (2013, p. 155)
explains further about in-game text in the table
below:
Table 1: In-game text assets proposed by O'Hagan and
Mangiron (2013, p. 155)
Relation
to game
word
Translation
assets
Text function and
description
Non dia-
getic
User
Interface
Info
r
mative function fo
r
smooth navigation and
gameplay. Typically
contains short text
f
r
ag
m
ents
Non dia-
getic
System
Message
Info
r
mative function
for instructive
pragmatic purposes.
Messages generated
by the system, such
as warning,
instructions, and
confirmation
messages.
Diagetic
Narrative
Text
Ex
p
r
essive
/
informative function
for imparting certain
information in a
dramatic
manner.Literary
p
assages used to
engage the
p
la
y
e
r
in
the game world or to
a new level within
the game. They
contextualize and
provide information
about the game
story,
including a backstory.
Non
diagetic
Exposition /
tutorial
Informative function
with instructive and
didactic messages. In-
game tutorials may be
used to explain game
mechanics by way of
demonstration and the
player practice.
Diagetic
Unvoiced
dialogue
scripts
Informative /
expressive
function mainly to
provide information and
elicit a certain action by
the player. Dialogue
which appears only in
written form, ommonly
used for Non- Playable
Cha
r
acters NPCs).
2.2 Carte Blanche Strategy
In translating localized game, translators are free to
modify/adapt/remove anything that does not suit the
target language, e.g. cultural reference, puns, jokes,
etc. There is a creative license for game translator
that allows them to be unfaithful to the original text
as long as the overall game is fresh, engaging, and
can be accepted in the target culture as localized
game should be understandable and easy to play.
Toury (1995, p. 24) called this exception as the
Skopos theory. Other than that, Mangiron introduced
trasncreation or carte blanche that means “the
freedom granted to the translator, albeit within
severe space limitations”.
2.3 Quality of Translation
To analyze the quality of translation, related to the
accuracy, acceptability and readability, the
researcher used the instrument of translation quality
assessment from Nababan et,Al.,( 2012).
Table 2: Scoring system of Accuracy aspect. (Nababan,
Nuraeni, and Sumardiono, 2012)
Category Score Qualitative Parameter
Accurate
3
Meaning of the wo
r
d,
technical terms,
phrases, clauses or
sentences of the source
language are translate
d
Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia
33
accu
r
ately to the ta
get
language; there is no
distortion in meaning at
all.
Less
Accurate
2
Most of the
m
eaning of
the word, technical term,
phrase, clause and
sentence of the source
language are translated
accurately to the
target language.
However, there is still a
meaning distortion or
ambiguity or lose in
m
eaning.
Inaccurate
1
Meaning of the word,
technical terms, phrases,
clauses or sentences of
the source language are
translated inaccurately to
the target language or
delete
d
Table 3: Scoring system of Acceptability aspect.
(Nababan, Nuraeni, and Sumardiono, 2012)
Category Score Qualitative Parameter
Acceptable
3
Translation is natural;
technical terms used is
commonly used and
familiar to the reader;
the phrases, clauses and
sentences used are in
conformity with the
Indonesian gramma
r
Less
Acceptable
2
In general, the
translation is already
natural; but there is little
problem with the use of
technical terms or a few
grammatical errors.
In
acceptable
1
Translation is not
natural; technical terms
used is unusual used and
not familiar to the
reader; the phrases,
clauses and sentences
used do not conform
with the Indonesian
grammar.
Table 4: Scoring system of readibility aspect. (Nababan,
Nuraeni, and Sumardiono, 2012)
Category Score Qualitative Parameter
Readable
3
Words, terms, phrases,
clauses, sentences can
be easily understood by
the reader.
Less
2
Generally the translation
Readable can be understood by the
reader; but there are
certain parts that must be
read more than once to
understand the
translation
Unreadable
1
Translation is difficult
for the reader to
understan
d
3 RESEARCH METHOD
This is a descriptive qualitative research which is
conducted by collecting the data, analyzing the data
and making conclusion from the research findings.
Sutopo (2006, p. 93) stated that the data used in
qualitative research are in the form of utterance,
words, clauses, and discourse. Creswell (2014, p.
232) also explained qualitative research relies on
text and image data, have unique steps in data
analysis, and draw on diverse design. In addition,
qualitative researches collect data themselves
through examining documents, observations, focus
on learning the data, review all the data, make sense
of it and organize it into categories that cut across al
of the data source. This research focuses in
analyzing the in-game text and its translation. The
data were taken from an MMORPG video game
entitled Dragon Nest North America version by
Eyedentity Games and its Localized version by PT
KreonGamescool. Furthermore, the impact of
transcreation technique employed in the localized
version will be analyzed toward the quality of
translation in terms of accuracy, acceptability, and
readability. After being collected, the English and
Indonesian versions the data were verified by the
expert and the translations were analyzed by raters
related to quality of translation through Focus Group
of Discussion (FGD). The researcher gave
questioners related to the carte blanche strategy,
technique of translation and quality of translation
from the accuracy, acceptability and readability.
4 RESULT AND DISCUSSION
4.1 Translation Quality of Carte
Blanche in User Interface (UI)
There are 25 data of Carte Blanche strategy used by
the translator in translating the user interface of in-
game text assets. The result shows that the average
score of accuracy in those data is 2.16, which can be
BELTIC 2018 - 1st Bandung English Language Teaching International Conference
34
classified into less accurate; average score of
acceptability in those data is 1.45, which can be
classified into unacceptable; average score of
readability in those data is 1.97, which can be
classified into less readable. The details of the result
can be seen in the table below:
Table 5: Translation Quality of Carte Blanche in User
Interface of in-game text assets
Dom
ain
Issue
s
Num
ber
of
Data
Translation Quality
Accur
acy
Accepta
bility
Readi
bility
User
Interf
ace
(UI)
Menu 5 1.8 1.6 1.8
Name 11 2.3 1.5 2.1
Item 4 2.25 1.5 2
Skill/
Job
5 2.3 1.2 2
Total and
average
25 2.16 1.45 1.97
There are five issues regarding the domain of
User interface (UI), they are menu, name, item and
skill/job. Menu is the in-game text data that shows
the option that the gamer can select through the
game, name is the word that a particular person
animal, or place known by, item is the thing that can
be used by the gamer through the game, and skill/job
is the special power or the ability possessed by the
heroes. Below is the example of the data analysis
taken from User Interface (UI):
Source
Language
Target
Language
Quality
Ac
cur
acy
Accepta
bility
Rea
dibil
ity
1 2 1
Clap Tepuk
From the example above, it can be concluded
that the translation version is not transferring the
clear meaning from the source language. The clap
itself according to Echols & Shadily English-
Indonesian dictionary (2002) is bertepuk tangan.
Meanwhile in this data clap is translated into
tepu… which is actually tepuk tangan but omitted
because of space restriction. According to Mangiron
and O’Hagan (2013), the characteristic of UI is
typically contained of short text fragments. The
translator failed in using the carte blache
strategy here to transfer the message correctly
since the message is not clear enough. Therefore
the quality in term of accuracy is 1 here or not
accurate, 2 for acceptability since it is accepted in
term of computer system but not accepted in the
target language grammar, and 1 point for readability
because tepu.. is unreadable since it is unfamiliar in
the target text.
4.2 Translation Quality of Carte
Blanche in System Information
There are 29 data of Carte Blanche strategy used by
the translator in translating the system messages of
in-game text assets. The result shows that the
average score of accuracy in those data is 2.15,
which can be classified into less accurate; average
score of acceptability in those data is 2.05, which
can be classified into less acceptable; average score
of readability in those data is 2.13, which can be
classified into less readable. The details of the result
can be seen in the table below:
Table 6: Translation Quality of Carte Blanche in
System Information of in-game text assets
Dom
ain
Issue
s
Num
ber
of
Data
Translation Quality
Accur
acy
Accepta
bility
Readi
bility
Syste
m
Mess
age
Syste
m
Infor
matio
n
17 2.05 2.05 2.1
Pop-
up
messa
ge
4 2.2 2.1 2.2
Game
Techo
logy
8 2.2 2 2.1
Total and
average
29 2.15 2.05 2.13
There are three issues regarding the domain of
User interface (UI), they are system information,
pop-up message, and game terminology. System
information is the message which appears on the
screen that function as the helper for the gamer and
it cannot be selected like the menu, The pop-up
message is the text that show up in a dialog box in
Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia
35
the screen, and the last is game terminology, a term
used in the game. Below is the example of the data
analysis taken from system information:
Source
Language
Target
Language
Quality
Ac
cur
acy
Accepta
bility
Readi
bility
3 3 3
Lv. 3
Congratulati
ons on your
level u
p
!
Lv.3
Selamat
kamu naik
level!
From the example above, it can be concluded
that the translation version is transferring the clear
meaning from the source language. The expert and
the raters give perfect score (3) for each accuracy,
acceptability and readability. In this data, the
sentence is accurately translated to the target text.
The meaning in the target text is the same with the
meaning conveyed in the source text. As in the
acceptability aspect, it hits the perfect score since the
sentence structure in the target text is correct and
also its length is accepted by the computer system.
And the last, the translated version sounds natural to
the Indonesian people.
4.3 Translation Quality of Carte
Blanche in Narrative Text
There are 13 data of Carte Blanche strategy used by
the translator in translating the narrative text of in-
game text assets. The result shows that the average
score of accuracy in those data is 1.77, which can be
classified into less accurate; average score of
acceptability in those data is 2.4, which can be
classified into less acceptable; average score of
readability in those data is 2.4, which can be
classified into less readable. The details of the result
can be seen in the table below:
Table 7: Translation Quality of Carte Blanche in
Narrative Text of in-game text assets
Dom
ain
Issue
s
Num
ber
of
Data
Translation Quality
Accur
acy
Accepta
bility
Readi
bility
Narra Back 4 1.75 2.5 2.5
tive
Text
groun
d
Story
In-
game
stroy
9 1.8 2.3 2.3
Total and
average
13 1.77 2.4 2.4
There are two issues regarding the domain of
narrative text, they are background story and in-
game story. Background story is the narration which
appears as the introduction of the game and shows
before the gamers start the game. Meanwhile the in-
game story is the narration which appears during the
gameplay to help the gamers stay in line with the
main story. Below is the example of the data
analysis taken from narrative text:
Source
Language
Target
Language
Quality
Ac
cur
acy
Accepta
bility
Readi
bility
3 3 3
Illusion...
It’s time to
let go
Illusion...
Sekarang
Lepaskan
di
r
i
m
u
4.4 Translation Quality of Carte
Blanche in Tutorial/Exposition
Text
There are 60 data of Carte Blanche strategy used by
the translator in translating the tutorial/exposition
text of in-game text assets. The result shows that the
average score of accuracy in those data is 1.75,
which can be classified into less accurate; average
score of acceptability in those data is 2.49, which
can be classified into less acceptable; average score
of readability in those data is 2.49, which can be
classified into less readable. The details of the result
can be seen in the table below:
BELTIC 2018 - 1st Bandung English Language Teaching International Conference
36
Table 8: Translation Quality of Carte Blanche in
proceeding Tutorial/Exposition Text of in-game text assets
Dom
ain
Issue
s
Num
ber
of
Data
Translation Quality
Accur
acy
Accepta
bility
Readi
bility
Expos
tion/T
utoria
l
Guide 3 1.6 3 3
Descr
iption
57 1.9 1.98 1.98
Total and
average
60 1.75 2.49 2.49
There are two issues regarding the domain of
exposition/tutoria), they are guide and description.
Guide is used to lead the gamer on how to play the
game. Meanwhile the description is the explanation
that define the items, characters, place or things in
the game. Below is the example of the data analysis
taken from exposition/tutorial.
Source
Language
Target
Language
Quality
Ac
cur
acy
Accepta
bility
Readi
bility
2 3 3
Left-clic
k
to
Perform
a normal
attack.
Kli
k
-
k
iri
Untuk
menggunaka
n normal
attac
k
.
From the example above, it can be known that
the scores of this translation are 2 for the accuracy, 3
for acceptability and 3 for the readability. The
expert of the translation give score 2 in this data.
The reason of this scoring is because the translator
choose to maintain the normal attack phrase into
normal attack. Although it is still accurate, but it
still can be translated since there is its equivalent in
the target language. Therefore this decision is
questioned and reduce the score.The raters give
perfect score (3) for each acceptability and
readability. As in the acceptability aspect, it hits the
perfect score since the sentence structure in the
target text is correct and also its length is accepted
by the computer system. And the last, the translated
version sounds natural to the Indonesian people.
4.5 Translation Quality of Carte
Blanche in Unvoiced Dialogue Text
There are 66 data of Carte Blanche strategy used by
the translator in translating the unvoiced dialogue of
in-game text assets. The result shows that the
average score of accuracy in those data is 1.17,
which can be classified into inaccurate; average
score of acceptability in those data is 2.93, which
can be classified into acceptable; average score of
readability in those data is 2.93, which can be
classified into readable. The details of the result can
be seen in the table below:
Table 9: Translation Quality of Carte Blanche in
Unvoiced Dialogue Text of in-game text assets
Dom
ain
Issue
s
Num
ber
of
Data
Translation Quality
Accur
acy
Accepta
bility
Readi
bility
Unvoi
ced
Dialo
gue
Key
Dialo
gue
46 1.15 2.96 2.96
Supp
orting
Dialo
gue
20 1.2 2.9 2.96
Total and
average
66 1.17 2.93 2.43
There are two issues regarding the domain
of unvoiced dialogue, they are key dialogue and
supporting dialogue. Key dialogue is the main
conversation that the gamers need to do in order to
continue the game and keep in line with the main
story. It is usually containing the clue or hint of what
the gamer should do in order to continue the game.
On the other hand, the supporting dialogue is the
conversation between the main character with the
NPC (non player character). The conversation does
not affect the game story and usually only a hint lead
to side quest.
Source
Language
Target
Language
Quality
Ac
cur
acy
Accepta
bility
Readi
bility
2 2 2
Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia
37
We’re inside
your mind.
Disinilah
adalah
dunia didalam
k
a
m
u..
From the example above, it can be known that
the scores of this translation are 2 for the accuracy, 2
for acceptability and 2 for the readability. The
expert of the translation give score 2 in this data
because the translator’s choice in translatiice in
translating your mind into di dalam kamu. This
translation is rather unclear since di dalam can refer
not only to mind (benak) but also, for example, soul,
self, brain, and etc. therefore it is classified into less
accurate. The raters give 2 score for each
acceptability and readability. As in the
acceptability aspect, it is not hit the perfect score
since the sentence structure in the target text is
wordy. And the last, the translated version is less
readable because it sounds awkward to the
Indonesian people.
5 CONCLUSIONS
Based on the result and discussion, it can be drawn
that the averages of accuracy in UI, system
messages, narrative text, tutorial/exposition text and
unvoiced dialogue of in-game text assets
consecutively are 2.16, 2.15, 1.77, 1.75, and 1.17.
From those numbers, it can be concluded that the
overall score of the accuracy is 1.8, which means the
accuracy of Carte Blanche technique applied by the
translator is less accuracy. Meanwhile, the averages
of acceptability in UI, system messages, narrative
text, tutorial/exposition text and unvoiced dialogue
of in-game text assets consecutively are 1.45, 2.05,
2.4, 2.49, and 2.93. From those numbers, it can be
concluded that the overall score of the acceptability
is 2.26, which means the acceptability of carte
blanche technique applied by the translator is less
acceptable. Lastly, the averages of readability in UI,
system messages, narrative text, tutorial/exposition
text and unvoiced dialogue of in-game text assets
consecutively are 1.97, 2.13, 2.4, 2.49, and 2.93.
From those numbers, it can be concluded that the
overall score of the readability is 2.38, which means
the readability of carte blanche technique applied by
the translator is less readable.
REFERENCES
Bernal Merino, M. Á 2006, ‘On the Translation of
Video Games’ The Journal of Specialised
Translation, issue 6.
Bernal Merino, M. Á 2007, ‘Video games as a new
domain for translation research: From translating text
to translating experience’, Revista Tradumàtica, vol. 5.
Bernal Merino, M. Á 2015. Translation and
Localisation in Video Games. Making Entertainment
Software Global. New York/London: Routledge
Carlson, R., Corliss, J 2011. ‘Imagined Commodities:
Video Game Localization and Mythologies of Cultural
Difference’, Journal of Games and Culture, vol. 6, no.
1. SAGE Publications.
Chandler, H. M., Deming, S.O 2005. The game
localization handbook (2
nd
ed.). Sudbury, MA:
Ontario/London: Jones & Bartlett Learning.
Creswell, J. W 2014. Research Design Qualitative,
Quantitative and Mixed Methods Approaches (4th
ed.). Thousand Oaks, CA Sage.
Czech, D 2013. ‘Challenges in video game localization:
An integrated perspective’, Explorations: A Journal of
Language and Literature vol. 1, hlm. 3-25.
Esselink, B 2000. A practical guide to
localization, Amsterdam: John Benjamins Publishing
Company Hyttinen, M 2010, ‘Bringing the foreign
into play: cultural transfer in video game localization’,
Master Thesis: University of Tampere. Journal of
Specialised Translation, vol. 11.
Mangiron, C. & O’Hagan, M 2006, ‘Game localisation:
unleashing imagination with ‘Restricted’ translation’,
The Journal of Specialised Translation, vol. 6.
Mangiron, C. & O’Hagan, M 2013, Game localization:
translating for the global digital entertainment
industry. Amsterdam/Philadelphia: John Benjamins.
O’Hagan, M 2007, ‘Video games as a new domain for
translation research: from translating text to
translating experience’, Revista Tradumàtica, vol. 5.
Purnama, SF. L.S 2014, ‘Analisis dampak terjemahan
pre- battle dialogue terhadap myth yang direfleksikan
hero dalam trilogi video game devil may cry karya
capcom (pendekatan popular culture)’, Master
Thesis: Universitas Sebelas Maret.
Petrů, J 2011. ‘Video game translation in the czech
republic’ - from fan translation to professionalism.
Diploma thesis: Masaryk University, Czech Republic.
Sutopo 2006, Metodologi penelitian kualitatif. Surakarta:
UNS.
Szurawitzki, A 2010. ‘Japanese video games
and localization: a case study of sony’s sairen
series’, Master Thesis: University of Helsinki,
Finland.
Toury, G 1995, Descriptive translation studies
and beyond. Amsterdam & Philadelphia: John
Benjamins Publishing Company
BELTIC 2018 - 1st Bandung English Language Teaching International Conference
38