cover
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
Location
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 21 Documents
HERO’S JOURNEY SHIFT OF HERCULES FROM MOORE’S HERCULES: THE THRACIAN WARS TO ITS MOVIE ADAPTATION Himawan Tusprianto
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (493.31 KB) | DOI: 10.22515/c.v1i1.3694

Abstract

This study was aimed to reveal the shift of hero’s journey archetypes in presenting Moore’s Hercules comic book to its movie adaptation. Therefore, the researcher dealt with the comic book and the movie adaptation as the object of the study, in which adaptation and archetypes frames are applied as the theories to analyze the data. The result of the study was the explanation upon the shifts appeared in the adapted work and the reasons behind the shifts. This research belonged to the qualitative research field. To collect the data, the researcher used the documentation technique. Then the collected data were arranged based on its classification. The technique of analyzing the data was content analysis. It was meant to draw the pattern of archetypes that is seen within the content both in comic book and its movie adaptation. Furthermore, making shifts in the product of adaptation in regard to the audiences was considered as the pattern, too. Based on the analysis, it was found that the movie adaptation was unfaithful adaptation towards Moore’s. The comic book version delivered the story in sadistic and bloody tone which could be seen from the pictorial images in the panels or words within the balloon text. It was such a contradiction with what were presented in the movie version. The researcher found that the comic book version brought Hercules in a “rampant mode”, while the movie version presented him in a “savior mode”. There were two reasons why the adapter made these shifts. It was because of the values that were believed by the target audiences and because the movie production had to deal with the law, culture, and movie industry movement. Thus, inappropriate things had to be replaced or transformed to be more acceptable for the wider societies. 
NEW WORLD UTOPIA ELEMENTS IN CHRISTOPHER NOLAN'S THE DARK KNIGHT TRILOGY Bhakti Satrio Nugroho
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.537 KB) | DOI: 10.22515/c.v1i1.3696

Abstract

This paper aims to analyze the representation of New World Utopia elements in one of the highest grossing movie franchises, Christopher Nolan's The Dark Knight Trilogy which consists of three movies Batman Begins (2005), The Dark Knight (2008) and The Dark Knight Rises (2012), all of them directed by Christopher Nolan and written by David S. Goyer. In this movie franchise, the depiction of American utopia elements can be seen clearly by looking at the plots, characters and other supporting data. By using Stuart Hall’s Representation Theory, this analysis explains the representation of New World utopia elements in Christopher Nolan’s The Dark Knight trilogy. The representation of these elements can be found in the form of the rule of law, beloved community, liberalism and populism. This American popular narrative consists of American values and ideologies which can be accepted not only by American audience but also worldwide audience.
INTERTEXTUALITY OF THE SAGAS OF RAGNAR LODBROK BY BEN WAGGONER AND ITS TV-SERIES VERSION: VIKINGS (SYMBOLIC INTERACTIONISM APPROACH) Restu Wahyuning Asih
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.874 KB) | DOI: 10.22515/c.v1i1.3732

Abstract

Abstract Mythical and historical stories were mushroomingly adapted into movies. However, intertextuality is proven to be an obstacle in the adaptation process since adaptation might trigger losses on the meaning of the original works.Addressing this issue, this descriptive qualitative research attempts to reveal (1) the types of intertextuality found from the Sagas of Ragnar Lodbrok by Ben Waggoner and its TV-Series Version: Vikings through the characterization of Ragnar Lodbrok, (2) how is intertextuality presented in the Sagas of Ragnar Lodbrok by Ben Waggoner and its TV-Series Version: Vikings through the characterization of Ragnar Lodbrok. Intertextuality theory by Fitzsimmons (2013) and characterization theory by Bernardo (2015) were applied to answer these problems. The data of this research were words, phrases, clauses, sentences, and visualizations, considered to reflect the characters of the story. The data were taken from the Sagas of Ragnar Lodbrok and Vikings TV series. The data were analyzed by employing Spradley’s componential analysis. Symbolic Interactionism approach was applied in this research to reveal how characters were treated as a symbolic meaning in intertextual domain. Derived from the analysis, this research unveils three types of intertextuality namely optional, obligatory, and accidental. The data shows that optional intertextuality is the most common type of intertextuality found from this research. Characterization of Ragnar was intertextually presented through thirteen manners or types with what others say and physical visualization as the recurring types. These findings indicate that a shift on perspective occurs. This shift signifies how Ragnar Lodbrok is differently treated to meet the distinctive features of the media in which the story occurs and the users of the media. Key words: Intertextuality, Ragnar Lodbrok, Characterization, Symbolic Interactionism
THE PROTOTYPE OF GUIDANCE IN TRANSLATING MENU TEXT ASSET: A STUDY OF VIDEO GAME LOCALIZATION Agung Prasetyo Wibowo
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.268 KB) | DOI: 10.22515/c.v1i1.3735

Abstract

This study intends to create a guidance in translating video game text asset, mainly the menu in the game text asset. The research is done by identifying the game text asset, the techniques of translation applied, the quality of translation, the impacts caused by the usage of the techniques and its quality, and finally propose the recommended techniques to be used as guidance based on those aspects. In analyzing data, the researcher used a descriptive qualitative method using a case study of menu in a video game, namely Dragon Nest. The data were verified by experts in translation studies, linguistic, and video game. The sampling technique used was purposive sampling. Data collection techniques were carried out by document analysis, Foum Group Discussion (FGD), and questionnaire. Validation was done by data source triangulation and expert validation. Then the data analysis technique is using Spradley’s (1980) model of data analysis. The result of the study shows that the guidance in translating menu text asset of video game text should use these translation techniques (in order): Established Equivalence, adaptation, pure borrowing, and naturalized borrowing.
THE ADAPTATION OF MYTHOLOGICAL CHARACTERS ON THE MECHANICS AND NARRATIVES OF THE HEROES IN MOBILE LEGENDS: BANG BANG Majid Hidayaturrohim
CrossOver Vol. 1 No. 1: June 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.825 KB) | DOI: 10.22515/c.v1i1.3805

Abstract

Recently video games have become a professional sport and a source of livelihood with the new sport, electronic sports (E-sport). E-sport is also held on several devices such as on PCs and smartphones. The video game itself can be seen as literature because players often encounter characters, mechanics and, storylines in a game. Yet the story and the characters in a game are presented differently. The characters in the game studied in this article are adapted from mythology from several regions into Mobile Legends: Bang Bang. Therefore, this research aims to describe the adaptation of characters from the mythology of several regions into Mobile Legends: Bang Bang in terms of appearance, mechanics, and narrative. In this research, researcher used descriptive qualitative method to explain the differences. The data collection technique used by the researcher is literary analysis. The result of this research shows that twenty characters have similarities with mythology until the end of 2020. Generally, these twenty characters are divided into four races, namely gods, humans, elves, and giants. Meanwhile, dominant characters adapted are of the elf race with ten characters who are told from Nordic mythology. This research concludes that the character adaptations performed by video games are not completely equated with the appearance, narrative, and abilities of the original mythology. This is consistent with Hutcheon's adaptation theory in the Interacting - Telling or Showing section. Thus, the adapter does not completely take it from mythology but only interprets it as a character in a video game that interacts with the player.
UNDERSTANDING THE AMERICAN DREAM FROM KARDASHIAN FAMILY THROUGH KEEPING UP WITH THE KARDASHIAN REALITY SHOW Winda Eka Pahla Ayuningtyas; Munjid Achmad
CrossOver Vol. 1 No. 2: December 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.993 KB) | DOI: 10.22515/c.v1i2.3973

Abstract

This study explains the relationship between the Kardashians and the American dream that has been championed by Americans to date. It is hypothesized that the more popular culture develops in our lives, the more it will affect the development of our culture. This can be seen from reality shows as a kind of popular culture that many people love. To find out how big the influence is, this study uses the Kardashians as an object to see how they and their reality show influence the community. By using textual analysis and utilizing materialism and capitalism as the theory, this research is expected to reveal the impact of the Kardashians on the development of the American dream. This study takes several texts from the reality show and analyzes them according to the theory used. Then, it is found that technological progress and economic growth, including commercial TV, expose Americans to materialism. The Kardashians commodified it into a captivating moneymaker that reality TV viewers aspire and inspire to consume. In addition, the materialism that they display on reality TV shows also thrives in viewers' minds from which they take advantage by commodifying every aspect of their lives as a form of product to sell so that viewers buy what they advertise. Keywords: American Dream, Keeping Up with The Kardashian, Materialism, Capitalism.
POPULARIZING AMERICAN PROFESSIONAL WRESTLING AS POPULAR CULTURE OUTSIDE THE UNITED STATES Raisa Hani Tamara; Bhakti S Nugroho
CrossOver Vol. 1 No. 2: December 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.381 KB) | DOI: 10.22515/c.v1i2.3987

Abstract

 This research is under Transnational American Studies, which focuses on the popularity of American professional wrestling outside the United States. Nowadays, as popular culture, American professional wrestling is not only mainly consumed within North America but also consumed by massive viewers around the world. For instance, in recent years, American professional wrestling has expanded in Saudi Arabia and India. However, it fails to conquer Indonesian viewers. Thus, studies of the popularity of American wrestling as popular culture outside the United States are needed due to its massive social, cultural, and economic impacts. This research studies the recent popularity of professional wrestling outside the United States by taking  the sample from Saudi Arabia, India, and Indonesia, which Glenday considers as ‘outside wrestling culture territory’. In popularizing American professional wrestling as popular culture, three crucial factors support disseminating this popular culture outside the United States: cultural attachment, media power, and government involvement. Cultural attachment relies on cultural sameness (in this case, same ‘wrestling culture’) that later creates people’s enthusiasm. Media functions as a tool to disseminate this popular culture.  Then, government involvement emphasizes the openness of one country toward American professional wrestling, which consists of violent content. Those three factors become essential parts of popularizing American professional wrestling outside the United States. Cultural attachment, in this case, is the most influential factor in the rise of American professional wrestling popularity outside the United States.     Keywords: popular culture, professional wrestling, transnational.
EUPHEMISMS RELATED TO LGBT-MOVEMENT SITUATIONS USED IN ENGLISH INDONESIAN FANSUB TRANSLATION IN MILK (2008) Yuni Lestari
CrossOver Vol. 1 No. 2: December 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (158.72 KB) | DOI: 10.22515/c.v1i2.4080

Abstract

Euphemism is generally designed to cover up sensitive, taboo and unpleasant words with more neutral and acceptable expressions. This research examined the translation of euphemisms used in LGBT-movement related situations from Milk (2008) movie’s English into Indonesian fansub. The aims of this research are to find out the classification of euphemisms in the frame of an existing euphemism model (Warren, 1992), to describe the translation techniques used to translate the euphemisms by using the translation technique theory (Molina & Albir, 2002), and to discover the intended meaning of the euphemisms by adapting levels of intended meaning theory (Stiles, 1986). Furthermore, descriptive qualitative with the strategy of single embedded case is applied as the method of this research. The data is then analyzed using Spradley’s data analysis model. The results show that the classification of euphemisms in the source language is not always translated into the same classification of euphemisms in the target language. It indicates that the way to construct sentences, the grammatical structure and the class of words in the source language are not exactly the same with the target language. The translation techniques applied by the translator are literal, generalization, modulation, variation, established equivalent, pure borrowing, natural borrowing, deletion, linguistic compression, and amplification wherein three translation forms are arisen. The three forms are euphemism translated into euphemism (67%), euphemism translated into non-euphemism (25%), and euphemism deleted in the target language (8%). This result proves that the translator has really paid attention to the phenomenon of LGBT embedded in the euphemisms. The result of the intended meaning analysis shows that after being translated, intended meaning levels from the source language are not always the same with intended meaning levels in the target language. It is due to certain euphemisms in the source language that may be different when they are being functioned in the target language.Keywords: euphemism, LGBT-movement, translation technique, intended meaning, fansub
PROPOSING LOCALIZATION QUALITY ASSESSMENT FOR TELEVISION SERIES AND PRINTED COMICS SERIES IN REGARD TO THE LOCALIZATION ELEMENT SIMILARITIES Wulandari - Wulandari
CrossOver Vol. 1 No. 2: December 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (421.363 KB) | DOI: 10.22515/c.v1i2.4160

Abstract

AbstractLocalization quality assessment (LQA) is required to reveal the quality of particular localized products but the diversity of LQA types is a problem that needs to be tackled. This research attempts to describe the localization element similarities in audiovisual and non-audiovisual localization assessment and its contribute to the design of localization quality assessment designed for both localized products. This research applies descriptive qualitative as the research design. This paper uses the source data from American educational children’s namely Sesame Street which realesed in 1969 and its Indonesian localization version Jalan Sesama which realesed in 2007. For the non-audiovisual product, it takes American comic series The Amazing Spiderman by Marvel that published in 1963 and its Indonesian localization version Labah-labah Merah by Kus Bramiana that published in 1978. In striving to answer to the problem statement, this research uses the theory of LQA by Esselink (2000) and Zanettin (2015) for both the localization of television series and comics to analyze the data. The findings analyze the similarities which revolve around linguistics, operational, and cosmetics elements of the localized products.
THE SUBTITLE STRATEGY OF SLANG TRANSLATION IN 21 JUMP STREET MOVIE FAN SUBTITLES Mar'i Muhammad Bima Saputra
CrossOver Vol. 1 No. 2: December 2021
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (306.176 KB) | DOI: 10.22515/c.v1i2.4163

Abstract

Abstract Slang is one of the aspects of languages that requires experience and knowledge. Some of the slang is not only for delivering certain meaning but also for identifying or expressing the speaker. Slang also appears in the subtitles of the film. Related to this case, this research aims (1) to describe types of slang that is found in 21 Jump Street movie by Original Film, (2) to describe what subtitle strategies that the subtitler used to translate the slang in 21 Jump Street movie by Original Film, and (3) to describe the relationship between the most widely used subtitling strategies and the type of slang that dominantly appears in 21 Jump Street movie. This research is descriptive qualitative research and the expert is involved in the case to validate the data analysis. There were 145 data collected. 21 data are categorized as "Group- and subject-restriction", 2 data as "Secrecy and Privacy", 67 data as "Informality and Debasement", and 55 data as "Vulgarity and Obscenity." The most common category is the "Informality and Debasement" category. On the second analysis, of these 145 data, the strategy mostly used by the subtitler or translator is the "paraphrase" strategy with a total of 57 data. The type of slang that is mostly found which is "Informality and Debasement" is most dominantly translated using the "paraphrase" strategy. This suggests that slang representing intimacy and informality cannot be translated into the same form and way as the source language. The informality here can mean that the characters in this film see the people around them as close people or even to make strangers closer. The strategy used also influences the meaning contained. Some of them need to be translated not synthetically in order to convey the meaning of the slang.

Page 1 of 3 | Total Record : 21