An Analysis of Translation Techniques and Translation Acceptability of Idioms in Cyberpunk 2077 Video Game

2208411029, MUHAMMAD DAFFA PUTRA HARFI (2026) An Analysis of Translation Techniques and Translation Acceptability of Idioms in Cyberpunk 2077 Video Game. D4 thesis, Pokiteknik Negeri Jakarta.

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Abstrak

This study investigates the types of idioms, the translation techniques employed, and the resulting translation acceptability of idiomatic expressions in the dialogues and subtitles of the video game Cyberpunk 2077 from English (Source Language/SL) into Indonesian (Target Language/TL). Idioms serve as crucial world-building tools and social markers in narrative-driven games, yet their non-compositional nature poses a substantial challenge for game localization. This study adopts a descriptive qualitative approach. The data source consists of 120 idiomatic expressions extracted from Cyberpunk 2077 through content analysis, along with evaluative acceptability data obtained via expert judgment involving qualified translation raters. The theoretical frameworks applied include Fernando’s (1996) idiom typology, Molina and Albir’s (2002) translation techniques, and Nababan et al.’s (2012) translation quality assessment model, operationalized through Spradley’s (1980) ethnographic data analysis stages. The findings reveal that Pure Idioms and Semi-Idioms are the two most frequent types in the game, each accounting for 51 instances (42.50%), followed by Literal Idioms with 18 instances (15.00%). Out of Molina and Albir's eighteen translation techniques, only eight were utilized, with Modulation being the most frequently applied technique (31.67%), followed by Established Equivalence (25.00%) and Generalization (24.17%). The remaining techniques, which include Adaptation, Literal Translation, Amplification, Variation, and Calque, constitute smaller percentages. In terms of translation quality, the analysis demonstrates a high level of acceptability, yielding an overall average score of 2.79 out of 3.00. Fully 98 translations (81.67%) were rated as Acceptable, 19 (15.83%) as Less Acceptable, and only 3 (2.50%) as Unacceptable. The study concludes that the prevalent use of Modulation and Established Equivalence successfully handles the complete semantic opacity of pure idioms and game-specific street slang, ensuring that the localized texts conform naturally to Indonesian linguistic norms and preserve player immersion.
Keywords: Idiom Translation, Translation Techniques, Translation Acceptability, Game Localization, Cyberpunk 2077.

Tipe Dokumen: Thesis / Skripsi / Tugas Akhir (D4)
Kata Kunci Uncontrolled: Idiom Translation, Translation Techniques, Translation Acceptability, Game Localization, Cyberpunk 2077.
Subjek: 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 001 Ilmu pengetahuan
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)
800 – Kesusastraan (Kesusastraan Indonesia dikelas 899) > 810 Kesusastraan Amerika dalam bahasa Inggris > 813 Fiksi Amerika dalam bahasa Inggris
Bidang, Unit, atau Jurusan Yang Ditujukan: BISPRO > Bahasa Inggris untuk Komunikasi Bisnis dan Profesional
User ID Pengunggah: MUHAMMAD DAFFA PUTRA HARFI
Date Deposited: 30 Jul 2026 01:34
Last Modified: 30 Jul 2026 01:34
URI: https://repository.pnj.ac.id/id/eprint/42076

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