The euphemism translation technique used in english-indonesian translation of rpg video game (a case study of hoyoverse's honkai star rail). Explore euphemism translation in English-Indonesian RPGs, using Honkai Star Rail as a case study. Discover common literal translation and cultural alignment, providing key insights for localization experts.
Euphemisms serve as essential linguistic tools for navigating social norms and cultural sensitivities. Nonetheless, their use in the realm of video game localization is still a largely unexplored topic, especially regarding the English-Indonesian context. This research examines the translation techniques used for euphemistic phrases in HoYoverse’s Honkai Star Rail, emphasizing both understatement and overstatement euphemisms. A qualitative descriptive method was utilized to gather corresponding English-Indonesian text pairs from the dialogues in the Penacony Trailblaze Mission of the game. These pairs were subsequently examined using the framework of the translation technique proposed by Molina and Hurtado Albir. The examination produced 19 euphemistic phrases, comprising 16 understatements and 3 overstatements. Three translation techniques were identified in total: literal translation (84.2%), amplification (10.5%), and modulation (5.3%). The common use of literal translation indicates that euphemistic techniques used in English and Indonesian in the realm of fantasy RPGs show cross-cultural alignment. The strategic use of modulation, illustrated by translating “crime scene” to “TKP” (Tempat Kejadian Perkara), shows a refined cultural adjustment. The results suggest that significant cultural adaptation might not be essential for successful euphemism translation in gaming situations when the source and target cultures have comparable norms for indirect communication. This study substantially enhances video game localization theory by offering a framework for examining euphemistic elements in interactive narratives. Moreover, it provides useful advice for localization experts dealing with English-Indonesian language pairs.
This paper addresses a highly relevant and underexplored area within localization studies: the translation of euphemisms in video games, specifically focusing on the English-Indonesian language pair in HoYoverse’s Honkai Star Rail. The authors adeptly highlight the critical role of euphemisms in navigating social norms and cultural sensitivities, underscoring why their effective localization is crucial for player immersion and engagement. By zeroing in on a popular contemporary RPG, the study offers a timely and practical examination of linguistic adaptation in interactive narratives, making a compelling case for its significance to both academic theory and industry practice. Employing a qualitative descriptive method, the research systematically extracted English-Indonesian text pairs containing euphemistic phrases from the Penacony Trailblaze Mission dialogues. Analyzing these pairs through Molina and Hurtado Albir’s translation technique framework, the study identified 19 euphemistic phrases, predominantly understatements. The core finding reveals a strong reliance on literal translation (84.2%), suggesting a surprising cross-cultural alignment in euphemistic expression within the fantasy RPG genre between English and Indonesian. While less frequent, the observed uses of amplification and, notably, modulation – exemplified by the translation of 'crime scene' to the acronym 'TKP' – provide insightful evidence of nuanced cultural adjustment where direct translation might fall short, demonstrating a sophisticated approach to localized communication. The findings lead to a significant conclusion: extensive cultural adaptation may not always be necessary for successful euphemism translation in gaming contexts when the source and target cultures share similar norms for indirect communication. This insight not only challenges conventional assumptions about the necessity of deep cultural re-interpretation but also significantly enriches video game localization theory by providing a robust framework for analyzing euphemistic elements. Moreover, the practical advice offered to localization experts, particularly those working with English-Indonesian language pairs, is invaluable. This study lays a strong foundation for future research, perhaps exploring other genres or language pairs to further validate or refine these observations on cross-cultural euphemism alignment in digital entertainment.
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By Sciaria
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