SF Luthfie Arguby Purnomo
Biographic Data
| ID | 6912856 |
|---|---|
| NAME | SF Luthfie Arguby Purnomo |
| GIVEN NAMES | SF Luthfie Arguby |
| FAMILY NAME | Purnomo |
| SIGNATURE | PURNOMO S L A |
| AFFILIATIONS | UIN Raden Mas Said Surakarta |
| ORCID | 0000-0001-7411-6215 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Rub-a-dub
This study explores compensation strategies in dubbing nursery rhymes from English into Indonesian to maintain their rhyming, rhythmic, and mnemonic functions. Despite the growing prevalence of dubbed children's songs on platforms such as YouTube, there has been a limited scholarly attention to how rhyme is preserved in translation. Analyzing English nursery rhymes and their Indonesian dubbed versions from popular YouTube channels such as Cocomel…
Revealing the differences
Video games can be graphically or narratively overhauled through remasters, remakes, or other forms of textual pluralities to adjust to current game platforms. One of the adjustments is resexualization, narrative and mechanical transformations of bodily and gendered identities of the revisited characters. Drawing upon Gill’s (2003) resexualization of women’s bodies in media, Klein and Palmer’s (2016) textual pluralities, Purnomo et al. (2019) int…
Can We Call the Speech Acts of Heroes who Bounce Back from Defeat Ultimatives
In animated films and video games, there is always a scene where the heroes bounce back from defeat and charge the villains with a final strike. I argue that this particular scene has a specific speech act – ultimative. To prove this claim, I employed apostrophe as a dramatic device by Wagener (1931), speech act markers by Zeevat (2003), speech act formula by Pawley (2009), and invocation by Frankfurter (2019) on twenty titles of animated films a…
Ludic pitch
Pitches of Shark Tank, an award-winning American investment reality show, offer the viewers a unique way of pitching their brands and products. We call it a ludic pitch. To indicate that this unique pitch requires a neologism, we employed the theories of market pitching discourse by Sherry, brand name’s association by Meyers-Levi, self-reference by Bartlett, language play by Crystal, and mnemonology by Whorten and Hunt. We argue that this type of…
Nothing Stays the Same
Reimagination has become a common practice in milking the revenues of comics, animated films, films, and games that experienced a past glory. However, the discussions over reimagination specifically on its markers and a typology of functions remain under investigated. In response to this gap, we investigated 31 reimagined titles from comics, animated films, films, and games by implementing the theories of space and place reimagination by Richards…
Those Good Guys who Turn Bad and Stronger Have a Morphological Marker on Their Names
It has been a formula in films, comics, animations, and games to narrate a protagonist who turns into an antagonist to offer an alternate narrative to enjoy. This good-to-evil and weak-to-strong transformation is followed by changes in the names of the characters. We argue that the name changes are marked by what we called as umbralatives, an augmentative marker to indicate that a character has undergone a nuance shift from light to dark and an i…
Do We Need A Quality Assessment for Note-Taking Technologies in Technology-Assisted Interpreting? A Descriptive Study
Technology-assisted interpreting (TAI) signifies a binary concern encompassing not only the interpreting process but also the technology used. One of the technologies playing crucial roles in signifying the quality of interpreting is note-taking technology. Thereby we argue that note-taking technologies used in TAI require a specific quality assessment since they influence the process and result of interpreting. We propose a conceptual framework …
Ludic Taunting
Studies on taunting in video game context tend to mull over around how players taunt other players via online chat features. Studies on how taunting works in games with in-game taunt features are under investigated. Examining twenty-seven gamestory-wise and gameplay-wise games, we argue, through this sociolinguistic study, that taunting designed for game characters is better termed ludic taunting since it has different functions from that of taun…
Transadapting fable into a parable for Indonesian Muslim children
The demand for domestication and localization of children’s literature compels translators to not only translate the texts but also transadapt them. Significant problems arise when the texts have to fit the cultures and religions of the target users. This qualitative study attempts to address this issue. Gathering teachers of Taman Pendidikan Al Qur’an (TPQ) or Qur’an study club for Muslim children in the Greater Boyolali area of Indonesia, child…
Ludic Adaptation
Studies on adaptation for younger audiences tend to mull over around the film adaptation of children classics. Adaptation of textual, visual, and operative elements for younger audiences in the context of literary texts with ergodicity like apps, comics, animation films, and games is understudied. This case study based descriptive qualitative study aims at exploring and investigating the phenomenon and how this adaptation is exercised. This study…
Ludic Linguistics
Linguistic research on fictional constructed language (conlang) in video game dominantly employs an approach mimetically designed for fictions and films namely a priori and a posteriori. We argue that a priori and a posteriori are unable to comprehensively analyze the relationship between fictional conlangs with game elements. This research aims at constructing a new taxonomy on fictional conlang design approach that adheres specifically to video…
No prominent works on this page.
Ludic Linguistics
Linguistic research on fictional constructed language (conlang) in video game dominantly employs an approach mimetically designed for fictions and films namely a priori and a posteriori. We argue that a priori and a posteriori are unable to comprehensively analyze the relationship between fictional conlangs with game elements. This research aims at constructing a new taxonomy on fictional conlang design approach that adheres specifically to video…
Ludic Adaptation
Studies on adaptation for younger audiences tend to mull over around the film adaptation of children classics. Adaptation of textual, visual, and operative elements for younger audiences in the context of literary texts with ergodicity like apps, comics, animation films, and games is understudied. This case study based descriptive qualitative study aims at exploring and investigating the phenomenon and how this adaptation is exercised. This study…
Those Good Guys who Turn Bad and Stronger Have a Morphological Marker on Their Names
It has been a formula in films, comics, animations, and games to narrate a protagonist who turns into an antagonist to offer an alternate narrative to enjoy. This good-to-evil and weak-to-strong transformation is followed by changes in the names of the characters. We argue that the name changes are marked by what we called as umbralatives, an augmentative marker to indicate that a character has undergone a nuance shift from light to dark and an i…
Do We Need A Quality Assessment for Note-Taking Technologies in Technology-Assisted Interpreting? A Descriptive Study
Technology-assisted interpreting (TAI) signifies a binary concern encompassing not only the interpreting process but also the technology used. One of the technologies playing crucial roles in signifying the quality of interpreting is note-taking technology. Thereby we argue that note-taking technologies used in TAI require a specific quality assessment since they influence the process and result of interpreting. We propose a conceptual framework …
Ludic Taunting
Studies on taunting in video game context tend to mull over around how players taunt other players via online chat features. Studies on how taunting works in games with in-game taunt features are under investigated. Examining twenty-seven gamestory-wise and gameplay-wise games, we argue, through this sociolinguistic study, that taunting designed for game characters is better termed ludic taunting since it has different functions from that of taun…
Transadapting fable into a parable for Indonesian Muslim children
The demand for domestication and localization of children’s literature compels translators to not only translate the texts but also transadapt them. Significant problems arise when the texts have to fit the cultures and religions of the target users. This qualitative study attempts to address this issue. Gathering teachers of Taman Pendidikan Al Qur’an (TPQ) or Qur’an study club for Muslim children in the Greater Boyolali area of Indonesia, child…
Nothing Stays the Same
Reimagination has become a common practice in milking the revenues of comics, animated films, films, and games that experienced a past glory. However, the discussions over reimagination specifically on its markers and a typology of functions remain under investigated. In response to this gap, we investigated 31 reimagined titles from comics, animated films, films, and games by implementing the theories of space and place reimagination by Richards…
Can We Call the Speech Acts of Heroes who Bounce Back from Defeat Ultimatives
In animated films and video games, there is always a scene where the heroes bounce back from defeat and charge the villains with a final strike. I argue that this particular scene has a specific speech act – ultimative. To prove this claim, I employed apostrophe as a dramatic device by Wagener (1931), speech act markers by Zeevat (2003), speech act formula by Pawley (2009), and invocation by Frankfurter (2019) on twenty titles of animated films a…
Ludic pitch
Pitches of Shark Tank, an award-winning American investment reality show, offer the viewers a unique way of pitching their brands and products. We call it a ludic pitch. To indicate that this unique pitch requires a neologism, we employed the theories of market pitching discourse by Sherry, brand name’s association by Meyers-Levi, self-reference by Bartlett, language play by Crystal, and mnemonology by Whorten and Hunt. We argue that this type of…
Revealing the differences
Video games can be graphically or narratively overhauled through remasters, remakes, or other forms of textual pluralities to adjust to current game platforms. One of the adjustments is resexualization, narrative and mechanical transformations of bodily and gendered identities of the revisited characters. Drawing upon Gill’s (2003) resexualization of women’s bodies in media, Klein and Palmer’s (2016) textual pluralities, Purnomo et al. (2019) int…
Rub-a-dub
This study explores compensation strategies in dubbing nursery rhymes from English into Indonesian to maintain their rhyming, rhythmic, and mnemonic functions. Despite the growing prevalence of dubbed children's songs on platforms such as YouTube, there has been a limited scholarly attention to how rhyme is preserved in translation. Analyzing English nursery rhymes and their Indonesian dubbed versions from popular YouTube channels such as Cocomel…
Psychology (7 works) · Art (6 works) · Computer Science (6 works) · Literature (5 works) · Philosophy (5 works) · History (4 works) · Narrative (4 works) · Comics (3 works) · Digital Games and Media (3 works) · Linguistics (3 works)