English as Foreign Language Learners’ Strategies for Translating In-Game Texts
Keywords:
EFL learners, translation strategies, online gaming,, contextual guessing, cultural adaptationAbstract
This qualitative study investigates the strategies that Indonesian EFL (English as a Foreign Language) learners use to translate English texts within online games. As digital games have become a widespread form of entertainment, they also provide opportunities for incidental language learning and informal translation practice. The English texts found in games—including instructions, dialogues, and item descriptions—require players to interpret meaning in real time, often without formal language instruction. Using open-ended questionnaires, the study collected data from ten purposively selected participants who regularly play online games. The findings identify four dominant translation strategies: contextual guessing, using digital translation tools, cultural interpretation and adaptation, and motivation-driven language engagement. The most common strategy was contextual guessing, which involved using narrative and visual cues. This was closely followed by the use of digital tools like Google Translate and online dictionaries. The study also found that some learners used more advanced strategies, such as adapting idioms and culturally specific expressions to retain their original meaning in Indonesian. Furthermore, learners' intrinsic motivation—whether to succeed in the game or to improve their English skills—played a significant role in encouraging them to engage with the language. The study concludes that online gaming environments can foster authentic language exposure, promote problem-solving skills in translation, and enhance learners' linguistic and cultural awareness. These insights suggest that game-based contexts could be a valuable tool for EFL educators and curriculum designers, complementing traditional methods for teaching translation and language competence in informal settings.References
Alifah, A. N., & Wijirahayu, S. (2025). Exploring English Vocabulary Learning Strategies of Students in a Private Senior High School in East Jakarta. English Franca: Academic Journal of English Language and Education, 9(1), 17-30.
Alkhawaldeh, A., & Khasawneh, M. (2023). AI-powered game-based learning in translation education. Journal of Southwest Jiaotong University, 58(2).
Aprilia, F., & Nasekhah, A. (2023).Gamified grammar teaching in EFL contexts: A systematic review. Journal of English Education, Literature, and Linguistics, 7(1), 1–15.
Chen, Y. (2023).Integrating a game-based app to enhance translation learners’ engagement, motivation, and performance. International Journal of Instruction, 16(2), 765–780.
Deckert, M., O’Hagan, M., & Mangiron, C. (2024).Towards game translation user research. Cambridge University Press.
Erya, N., & Taloko, R. F. (2023). The influence of narrative-based video games on vocabulary mastery: A narrative inquiry. Magister Scientiae, 51(1), 15–27.
Li, R. (2021). Mobile game-based vocabulary apps and learner motivation: A case study of Chinese EFL learners. SAGE Open, 11(2), 1–10.
Lo, J. (2024).Gamified learning environments and second language acquisition: Exploring learner engagement. Frontiers in Education, 9, 1395155.
Öztürk-Taş, F., Akay, C., & Özdemir, S. (2025).Digital game-based learning for grammar in EFL contexts: A systematic review. Bingöl University Journal of Social Sciences Institute, 24(1), 50–69.
Patra, I. K. A., & Mahadewi, L. P. R. (2022). The role of digital games in vocabulary retention in EFL classrooms. Jurnal Pendidikan Bahasa Inggris Undiksha, 10(2), 129–140.
Wibowo, A. P. (2021). Translation techniques in video game menu texts: A study of Dragon Nest. Crossover: Journal of English Language Teaching, Literature and Translation, 3(2), 139–147.
Wijirahayu, S. (2024). 15. Activating Learners’ Emotional Experience in Academic Reading and Writing. ACADEMIC, 260.
Wijirahayu, S., Perdhana, D. L., & Syaepurohman, P. (2024, June). High School Students’ Perception and Strategies in Corporations YouTube Video for Learning Vocabulary. In 3nd Annual International Conference on Natural and Social Science Education (ICNSSE 2023) (pp. 224-246). Atlantis Press.
Wijirahayu, S., Nurmaulida, P., & Fathin, A. A. (2025). The mobile audio-podcast consumption and listening comprehension skills in pre-service teacher. International Journal of Education and Sosiotechnology, 5(1), 01-08.
Wijirahayu, S., Suheri, T., & Hartati, N. (2025). The perception of grammarly among pre-service teachers in scientific writing class. International Journal of Education and Sosiotechnology (IJES), 5(1), 15-24.
Wijirahayu, S., & Wulandayanti, S. (2025). College students’views on using online games to improve english speaking skills. International Journal of Education and Sosiotechnology (IJES), 5(3), 01-07.
Downloads
Published
How to Cite
Conference Proceedings Volume
Section
License
Copyright (c) 2025 Suciana Wijirahayu, Sonia Wulandayant, Siswana

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.









