Abstrak


ANALYSIS OF TRANSLATIONS OF CULTURAL TERMS FOUND IN THE VIDEO GAME CITAMPI STORIES


Oleh :
Allfine Ary Kurniawan - B0318002 - Fak. Ilmu Budaya

Allfine Ary Kurniawan. B0318002. Analysis of Translations of Cultural Terms Found in the Video Game Citampi Stories. Undergraduate Thesis. English Department, Faculty of Cultural Sciences, Universitas Sebelas Maret. 2022.

The purposes of this research are to: (1) identify and classify the cultural terms found in Citampi Stories; (2) identify the translation techniques used to translate the cultural terms; and (3) assess the accuracy of the cultural terms translations and identify the impact of the translation techniques used to the accuracy.

This research is a qualitative descriptive research. The data are Indonesian cultural terms and the translations that were collected from video game entitled Citampi Stories, and the results of translation accuracy assessments collected from raters. The data were collected using the content analysis method and FGD. Spradley’s data analysis model was then used to analyze the data.

The analysis of the types of the cultural terms shows that there are four types of cultural terms found in the video game: (1) Ecology; (2) Material culture; (3) Social culture; and (4) Organizations/customs/concepts/activity. The analysis of the translation techniques shows that there are eight translation techniques, they are: (1) Adaptation; (2) Deletion/total reduction; (3) Description; (4) Discursive creation; (5) Established equivalence; (6) Generalization; (7) Literal translation; and (8) Modulation. The most commonly used translation technique is established equivalence, which is mostly used to translate cultural terms from the ecology category. The translation accuracy assessment results showed the average translation accuracy score is 2.20 and considered as less accurate translation. The result also revealed that translation techniques affected the translation accuracy. The frequent use of established equivalence did boost the accuracy score, but the usage of discursive creation, generalization and adaptation combined resulted in low accuracy score.