Stylistic Aspects and Readability of English–Indonesian Translation of Heart Event Dialogues in the Coral Island Video Game

2208411025, Raidah Rafifa (2026) Stylistic Aspects and Readability of English–Indonesian Translation of Heart Event Dialogues in the Coral Island Video Game. D4 thesis, Politeknik Negeri Jakarta.

[thumbnail of Raidah Rafifa_Thesis_Identity, Chapter I, Chapter V, CV, Appendix.pdf] Text
Raidah Rafifa_Thesis_Identity, Chapter I, Chapter V, CV, Appendix.pdf

Download (1MB)
[thumbnail of Raidah Rafifa_Thesis_Chapter II, Chapter IV.pdf] Text
Raidah Rafifa_Thesis_Chapter II, Chapter IV.pdf
Restricted to Hanya Civitas Akademika PNJ

Download (916kB) | Request a copy
[thumbnail of Raidah Rafifa_ISoBispro Article_2026.pdf] Text
Raidah Rafifa_ISoBispro Article_2026.pdf
Restricted to Hanya Staff Repositori

Download (382kB) | Request a copy

Abstrak

This study investigates stylistic aspects and readability in the English–Indonesian translation of Theo's Heart Event dialogues in Coral Island. While previous studies on video game translation have primarily focused on translation strategies, localization practices, and quality assessment, limited attention has been given to the realization of stylistic aspects and their relationship with readability in translated game dialogues. A descriptive qualitative approach was employed, analyzing 287 dialogue utterances using Newmark's stylistic framework and Nababan et al.'s Translation Quality Assessment model, with readability data obtained through questionnaires completed by nine raters who are Indonesian native speakers aged 19-30 years old, have a good understanding of Indonesian writing, active gamers with preference given to those who have played or are familiar with Coral Island, come from the group of college students, employees, and English Linguistics lecturer. The findings reveal that informal expression, warm tone, and positive attitude are the dominant categories in both the source and target language, with most stylistic categories maintained in translation. The readability assessment shows that 90.14% of the translated dialogues achieved high readability, with issues primarily arising from awkward wording, idiomatic expressions, and rendering errors. Overall, the Indonesian translation successfully preserves stylistic aspects while maintaining a high level of readability, contributing to a natural and comprehensible reading experience for players.

Tipe Dokumen: Thesis / Skripsi / Tugas Akhir (D4)
Informasi Tambahan: Raidah Rafifa was born in Bogor on 29 April 2003. She is a student in the English for Business and Professional Communication Study Program at Politeknik Negeri Jakarta from 2022 to 2026. She has a strong interest in translation, communication, research, and creative content development. Throughout her academic journey, she has actively enhanced her academic and professional competencies through international and national student exchange programs, internships, research activities, and organizational projects. Raidah participated in the Indonesian International Student Mobility Awards (IISMA) 2024 at the University of Strathclyde, Scotland, where she studied Hospitality and Tourism Management and engaged in various international academic projects. She was also selected as an awardee of the Pertukaran Mahasiswa Merdeka (PMM) Program at Politeknik Negeri Batam, with a focus on International Trade Logistics. In addition to her academic experiences, Raidah gained professional experience in translation, communication, and education through internships and freelance projects. She worked as an Indonesian Translator at WISE Mentoring CIC, a Management Trainee at AdConnect Asia, and an English Tutor for young learners, developing skills in translation, content development, event coordination, and communication. She also participated in cultural and organizational projects, including the IISMA Culturise Challenge at Barchester Four Hills Care Home in Scotland, where her team introduced Indonesian culture through community engagement activities. Furthermore, she held leadership roles in campus events, serving as the Leader of the Creative Division for INTRO BISPRO 2023 and the Event Division for First Gathering BISPRO 2023. Her undergraduate research focuses on the stylistic aspects and readability of English–Indonesian translation in the Coral Island video game, reflecting her interest in translation studies, game localization, and cross-cultural communication.
Kata Kunci Uncontrolled: Coral Island, Dialogue, Translation Readability, Stylistic Aspects, Video Game Localization.
Subjek: 100 - Filsafat dan Psikologi > 170 Etika dan filsafat moral > 170 Etika
100 - Filsafat dan Psikologi > 170 Etika dan filsafat moral > 177 Etika hubungan sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 300 Ilmu sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 302 Interaksi sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 303 Proses sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 304 Faktor yang mempengaruhi perilaku sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 305 Kelompok-kelompok sosial
300 – Ilmu Sosial > 300 Ilmu sosial > 306 Kultur, ilmu budaya, kebudayaan dan lembaga-lembaga, institusi
400 – Bahasa (Bahasa Indonesia dikelas 499) > 400 Bahasa > 400 Bahasa
400 – Bahasa (Bahasa Indonesia dikelas 499) > 400 Bahasa > 401 Filsafat dan teori bahasa
400 – Bahasa (Bahasa Indonesia dikelas 499) > 400 Bahasa > 404 Topik khusus bahasa
400 – Bahasa (Bahasa Indonesia dikelas 499) > 400 Bahasa > 407 Pendidikan, riset dan topik terkait tentang Bahasa
400 – Bahasa (Bahasa Indonesia dikelas 499) > 410 Linguistik > 410 Linguistik
400 – Bahasa (Bahasa Indonesia dikelas 499) > 410 Linguistik > 411 Sistem penulisan bahasa baku
400 – Bahasa (Bahasa Indonesia dikelas 499) > 410 Linguistik > 415 Tata bahasa bahasa baku
400 – Bahasa (Bahasa Indonesia dikelas 499) > 410 Linguistik > 418 Pemakaian baku (linguistik preskriptif)
400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 421 Sistem penulisan, fonologi, fonetik bahasa Inggris
400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 425 Tata bahasa bahasa Inggris
400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 427 Bahasa Inggris tidak baku
400 – Bahasa (Bahasa Indonesia dikelas 499) > 420 Bahasa Inggris dan Inggris kuno > 428 Penggunaan bahasa Inggris baku (linguistik preskriptif)
400 – Bahasa (Bahasa Indonesia dikelas 499) > 490 Bahasa-bahasa lain > 499 Bahasa-bahasa Austronesia dan lainnya (Perpustakaan Nasional RI, 2013) > 499.221 Bahasa Indonesia
600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi
600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 606 Organisasi di bidang teknologi dan ilmu terapan
600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 607 Pendidikan, riset, topik terkait
600 – Teknologi (Ilmu Terapan) > 650 Manajemen dan hubungan masyarakat > 652 Proses komunikasi tertulis
600 – Teknologi (Ilmu Terapan) > 650 Manajemen dan hubungan masyarakat > 659 Periklanan dan hubungan masyarakat
700 - Seni dan Rekreasi > 790 Olahraga, permainan dan hiburan > 793 Permainan dalam ruangan, hiburan dalam ruangan
Bidang, Unit, atau Jurusan Yang Ditujukan: BISPRO > Bahasa Inggris untuk Komunikasi Bisnis dan Profesional
User ID Pengunggah: Raidah Rafifa
Date Deposited: 23 Jul 2026 03:48
Last Modified: 23 Jul 2026 03:48
URI: https://repository.pnj.ac.id/id/eprint/39712

Actions (login required)

View Item
View Item