Journal articles on the topic 'Anime effect'
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Saud, Abdullah S. Alsahlly, Khalid M. Algmrawi Sultan, Saeed A. Alshehri Ahmad, Talal N. Alotiby Nasser, Arshad Mohammad, and Deshwali Sanjay. "Anime affection on human IQ and behavior in Saudi Arabia." GSC Biological and Pharmaceutical Sciences 14, no. 2 (2021): 143–54. https://doi.org/10.5281/zenodo.4606432.
Full textMori, Hiroaki. "Interorganizational Relations and Destination Marketing in Anime-Induced Tourism: The Effect of Joint Dependence." Tourism and Hospitality 6, no. 1 (2025): 18. https://doi.org/10.3390/tourhosp6010018.
Full textWahidati, Lufi, and Mery Kharismawati. "PENGARUH KONSUMSI ANIME DAN MANGA TERHADAP PEMBELAJARAN BUDAYA DAN BAHASA JEPANG." IZUMI 7, no. 1 (2018): 1. http://dx.doi.org/10.14710/izumi.7.1.1-10.
Full textCut Yasmin Zafira, Rieke Setiawati, Regina Frida Zahrani, et al. "The Influence of Anime on Gen Z's Behavior and Social Interactions." Journal of Social Interactions and Humanities 3, no. 2 (2024): 131–44. http://dx.doi.org/10.55927/jsih.v3i2.9600.
Full textNingning, Kou, Wang Wenfeng, and Huang Xingjun. "Analysis of the Influence of Cartoon Mobile Game Features on Consumers' Usage Intention the Mediating Effect of Perceived Entertainment." International Journal of Advances in Management and Economics 8, no. 5 (2019): 64–70. http://dx.doi.org/10.31270/ijame/v08/i05/2019/9.
Full textMussin, A. "MOTIVATIONAL FACTOR OF ANIME AND MANGA IN THE CONTEXT OF INDIVIDUAL IDENTIFICATION." Al-Farabi 78, no. 2 (2022): 134–48. http://dx.doi.org/10.48010/2022.2/1999-5911.10.
Full textPaee, Rokiah, Roswati Abdul Rashid, Normah Ahmad, and Roslina Mamat. "EXPLORING MALAYSIAN PUBLIC UNIVERSITIES JAPANESE LANGUAGE STUDENTS' VIEWS ON THE EFFECTS OF LGBT ELEMENTS IN ANIME AND MANGA." Journal of Nusantara Studies (JONUS) 8, no. 2 (2023): 203–23. http://dx.doi.org/10.24200/jonus.vol8iss2pp203-223.
Full textAlsubaie, Sara S., and Abbad M. Alabbad. "The Effect of Japanese Animation Series on Informal Third Language Acquisition among Arabic Native Speakers." English Language Teaching 13, no. 8 (2020): 91. http://dx.doi.org/10.5539/elt.v13n8p91.
Full textRini, Elizabeth Ika Hesti Aprilia Nindia, and Aldhimas Kurnia Widianto. "The Formation of Dajare and Its Effects on Speech Partners in Anime Monogatari Series." IZUMI 10, no. 1 (2021): 57–66. http://dx.doi.org/10.14710/izumi.10.1.57-66.
Full textAzis, Tengku Abdillah. "Geographical Analysis of the Kirin Technique in Naruto Shippuden: A Meteorological Study of Storm Formation by Sasuke Uchiha." Cinematology: Journal Anthology of Film and Television Studies 5, no. 1 (2025): 41–49. https://doi.org/10.17509/ftv-upi.v5i1.82427.
Full textАхунзянова, Farida, та Egor Akhunzianov. "К вопросу о лингво-культурологической экспертизе при исследовании аниме". Legal Linguistics, № 28(39) (1 липня 2023): 89–95. http://dx.doi.org/10.14258/leglin(2023)2815.
Full textZarfitra, Reyhan Asyraf. "Menonton Anime Attack on Titan Terhadap Perubahan Perilaku Anak SMA Kelas 2 SMA Swasta Eria Medan." Judika: Jurnal Diseminasi Kajian Ilmu Komunikasi 1, no. 1 (2022): 27–32. http://dx.doi.org/10.30743/jdkik.v1i1.6268.
Full textFang, Zhaoyuan. "Ananlysing the Effectiveness of Anime-like Virtual Influencer." Advances in Economics, Management and Political Sciences 33, no. 1 (2023): 232–39. http://dx.doi.org/10.54254/2754-1169/33/20231660.
Full textDarmawan, Dominikus Reynard. "DATING SIMULATOR IN INDONESIA." SISFORMA 2, no. 1 (2015): 1. http://dx.doi.org/10.24167/sisforma.v2i1.402.
Full textWang, Yuqi, Zihan Cai, and Qinghong Zhang. "The Effect of Dataset Imbalance on the Performance of Image-to-Cartoon Generative Adversarial Networks." Applied and Computational Engineering 132, no. 1 (2025): 193–99. https://doi.org/10.54254/2755-2721/2024.20706.
Full textMarachev, M., V. Rudchenko, A. Grigorieva, L. Usova, and A. Mokritskaya. "Anime watching in childhood may affect suicidal risk factors in adult life." European Psychiatry 67, S1 (2024): S782. http://dx.doi.org/10.1192/j.eurpsy.2024.1628.
Full textYusof, Nur Afian, Khairul Anwar Mastor, Hamdzun Haron, Aminudin Basir, and Jamsari Alias. "Anime and Social Disorders among Secondary School Adolescents." Journal of Social Science and Humanities 4, no. 2 (2021): 6–13. http://dx.doi.org/10.26666/rmp.jssh.2021.2.2.
Full textCazacu, Adrian Nicolae, and Nina Dragoescu. "Modeling the identity of the anime culture fan." Annals Constanta Maritime University 27, no. 2018 (2018): 141–48. http://dx.doi.org/10.38130/cmu.2067.100/42/25.
Full textRufova, E. S., and A. A. Matannanova. "Presentation specificity of gluttonic communication in Japanese culinary anime." Vestnik of North-Eastern Federal University 21, no. 4 (2025): 191–200. https://doi.org/10.25587/2222-5404-2024-21-4-191-200.
Full textPristianti, Khoirunissa. "PENGARUH MENONTON ANIMASI JEPANG DI INTERNET TERHADAP GAYA HIDUP WIBU DI YOGYAKARTA." Commsphere: Jurnal Mahasiswa Ilmu Komunikasi 2, no. I (2024): 93–121. http://dx.doi.org/10.37631/commsphere.v2ii.1353.
Full textAthaariqaa, Devia Rizka. "Humor dalam Anime Gekkan Shoujo Nozaki-Kun." Japanese Research on Linguistics, Literature, and Culture 2, no. 1 (2019): 36–45. http://dx.doi.org/10.33633/jr.v2i1.3132.
Full textGottesman, Zachary Samuel. "The Rotoscopic Uncanny: Aku no Hana and the Aesthetic of Japanese Postmodernity." Animation 13, no. 3 (2018): 192–206. http://dx.doi.org/10.1177/1746847718799416.
Full textWidya Kusuma, Ni Made Yunita, and Ngurah Indra Pradhana. "Daya Perlokusi pada Implikatur Percakapan dalam Anime Tsuki Ga Kirei." Jurnal SAKURA : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 4, no. 1 (2022): 12. http://dx.doi.org/10.24843/js.2022.v04.i01.p02.
Full textRenwarin, Joseph M. J., and Ferry Kamalsyah. "Pengaruh Content Marketing Terhadap Minat Beli Dan Emotional Marketing Sebagai Variabel Intervening." STREAMING 3, no. 1 (2024): 109–19. http://dx.doi.org/10.53008/streaming.v3i1.3554.
Full textYang, Mingbo. "Research on Anime-Style Image Generation Based on Stable Diffusion." ITM Web of Conferences 73 (2025): 02038. https://doi.org/10.1051/itmconf/20257302038.
Full textGonzález, Luis Pérez. "FANSUBBING ANIME: INSIGHTS INTO THE ‘BUTTERFLY EFFECT’ OF GLOBALISATION ON AUDIOVISUAL TRANSLATION." Perspectives 14, no. 4 (2007): 260–77. http://dx.doi.org/10.1080/09076760708669043.
Full textChelvin Prakoso. "The Effect of Co Branding Strategy." Journal of Information Systems Engineering and Management 10, no. 28s (2025): 542–49. https://doi.org/10.52783/jisem.v10i28s.4355.
Full textNugraha, Dhafin Arya, and Fenny Febrianty. "INTERWEAVING CONFLICTS AND CHANGES OF AINZ CHARACTERIZATION IN ANIME OVERLORD." Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 7 (June 27, 2024): 315–25. http://dx.doi.org/10.34010/icobest.v7i.541.
Full textBoyd, David John. "Affective Anachronisms, Fateful Becomings." Screen Bodies 6, no. 1 (2021): 78–102. http://dx.doi.org/10.3167/screen.2021.060107.
Full textYamamura, Eiji. "The effect of young children on their parents’ anime-viewing habits: evidence from Japanese microdata." Journal of Cultural Economics 38, no. 4 (2013): 331–49. http://dx.doi.org/10.1007/s10824-013-9213-y.
Full textNovitri, Welisa, and Meira Anggia Putri. "TINDAK TUTUR PERLOKUSI DALAM ANIME MOVIE YURU CAMP KARYA SUTRADARA YOSHIAKI KYOUGOKU." Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang 6, no. 2 (2023): 294–319. http://dx.doi.org/10.24036/omg.v6i2.744.
Full textLiang, Shaobo, Dan Wu, and Xiaoyang He. "How Digital Humans Help Libraries Promote Reading." Proceedings of the Association for Information Science and Technology 60, no. 1 (2023): 1046–48. http://dx.doi.org/10.1002/pra2.940.
Full textAdelia, Silvy Cinthia, Shun Hirano, Yeni Yulia Andriani, Ephrilia Noor Fitriana, and Dwi NCS Kusumaningtyas. "MY NAME IS TYSON: IDENTIFYING PROPER NAME TRANSLATION AND ITS EFFECT(S) IN BEYBLADE." LiNGUA: Jurnal Ilmu Bahasa dan Sastra 18, no. 1 (2023): 37–50. http://dx.doi.org/10.18860/ling.v18i1.19756.
Full textWinter, Franz. "A “Greek God” in a Japanese New Religion: On Hermes in Kōfuku-no-Kagaku." Numen 60, no. 4 (2013): 420–46. http://dx.doi.org/10.1163/15685276-12341275.
Full textHuang, Chaohua, Tong Song, and Haijun Wang. "Alone or Mixed? The Effect of Digital Human Narrative Scenarios on Chinese Consumer Eco-Product Purchase Intention." Journal of Theoretical and Applied Electronic Commerce Research 19, no. 3 (2024): 1734–55. http://dx.doi.org/10.3390/jtaer19030085.
Full textYamamura, Eiji, and Inyong Shin. "Effect of consuming imported cultural goods on trading partners’ tolerance toward immigrants: the case of Japanese anime in Korea." Review of World Economics 152, no. 4 (2016): 681–703. http://dx.doi.org/10.1007/s10290-016-0258-9.
Full textGultom, Monica Desyderya, Hafiza Adlina, and Onan Marakali Siregar. "THE INFLUENCE OF ELECTRONIC WORD OF MOUTH AND BRAND IMAGE ON THE PURCHASE DECISION OF VIDEO ON DEMAND NETFLIX SUBSCRIPTION." JOURNAL OF HUMANITIES, SOCIAL SCIENCES AND BUSINESS (JHSSB) 2, no. 1 (2022): 122–27. http://dx.doi.org/10.55047/jhssb.v2i1.389.
Full textGultom, Monica Desyderya, Hafiza Adlina, and Onan Marakali Siregar. "The Influence of Electronic Word of Mouth and Brand Image on The Purchase Decision of Video on Demand Netflix Subscription." Journal Business Administration: Entrepreneurship and Creative Industry 2, no. 1 (2023): 16–22. http://dx.doi.org/10.32734/jba.v2i1.9292.
Full textShiau, Horng-Cherng. "The Impact of Product Innovation on Behavior Intention: The Measurement of the Mediating Effect of the Brand Image of Japanese Anime Dolls." Anthropologist 17, no. 3 (2014): 777–88. http://dx.doi.org/10.1080/09720073.2014.11891492.
Full textTian, Jiaxin. "The Research on the Influence of Bilibili Videos upon the Receptions Towards Universities among Chinese High School Students." Lecture Notes in Education Psychology and Public Media 27, no. 1 (2023): 174–79. http://dx.doi.org/10.54254/2753-7048/27/20231171.
Full textHuang, Jinghan. "Application of Pseudo-random Algorithm in Card Drawing Games." Theoretical and Natural Science 106, no. 1 (2025): 40–44. https://doi.org/10.54254/2753-8818/2025.22936.
Full textTanaka, Hiroki, and Satoshi Nakamura. "The Acceptability of Virtual Characters as Social Skills Trainers: Usability Study." JMIR Human Factors 9, no. 1 (2022): e35358. http://dx.doi.org/10.2196/35358.
Full textPurwaning Tyas, Agnes Siwi, and Georgius Benardi Darumukti. "#makansiangdubes: Gaining Foreigns’ Affections through Localized Contents." JLA (Jurnal Lingua Applicata) 3, no. 2 (2020): 87. http://dx.doi.org/10.22146/jla.57678.
Full textAlessandro, Sean, Lydia Ari Widyarini, and Yuliasti Ika Handayani. "TRUST AS MEDIATION OF SOURCE CREDIBILITY, SOURCE ATTRACTIVENESS AND ADVERTISING TO PURCHASE INTENTIONS OF PRODUCTS PROMOTED BY TRASH TASTE PODCAST." International Conference of Business and Social Sciences 3, no. 1 (2024): 487. http://dx.doi.org/10.24034/icobuss.v3i1.402.
Full textBaseem, Tabarak, Wefak Albazi, and Rana Fadhil Mousa. "Impact of treadmill on calcium homeostasis regulators (PTH, Calcitonin, and Vitamin D3) in D-galactose-induced osteoporosis in Rats." Journal of Kerbala for Agricultural Sciences 11, no. 2 (2024): 30–41. http://dx.doi.org/10.59658/jkas.v11i2.1844.
Full textPurnomo, Fendi Aji, Eko Harry Pratisto, Agus Purnomo, Ahzan Saiful Huda, and Ady Setyo Nugroho. "Digital Animasi 2 Dimensi Dengan Metode Cell Shadding Dan Rigging Bone Studi Kasus : Legenda Gunung Tugel." Indonesian Journal of Applied Informatics 2, no. 1 (2017): 33. http://dx.doi.org/10.20961/ijai.v2i1.15248.
Full textMilman, Ady, Asli Tasci, and Tingting(Christina) Zhang. "Perceived robotic server qualities and functions explaining customer loyalty in the theme park context." International Journal of Contemporary Hospitality Management 13, no. 12 (2020): 3895–923. http://dx.doi.org/10.1108/ijchm-06-2020-0597.
Full textPermadani, Sandi. "Perancangan Video Iklan PT. Stream Gaming Sebagai Upaya Meningkatkan Esport di Kota Medan." Formosa Journal of Multidisciplinary Research 1, no. 4 (2022): 883–904. http://dx.doi.org/10.55927/fjmr.v1i4.954.
Full textRaudha, Silvia, Azwarfajri Azwarfajri, and Musdawati Musdawati. "Pengaruh Anime dan Budaya Jepang dalam Gaya Hidup Mahasiswa di Banda Ace." Jurnal Sosiologi Agama Indonesia (JSAI) 5, no. 1 (2024): 179–91. http://dx.doi.org/10.22373/jsai.v5i1.4354.
Full textGonzales, Diana Rose, Maria Celerina Oreta, Melchor Espiritu, and Rosemarie Alfarero. "Using Anime in Teaching Selected Concepts in Araling Panlipunan Grade 7 in a Secondary School in Calauag, Quezon." Psychology and Education: A Multidisciplinary Journal 40, no. 8 (2025): 1025–35. https://doi.org/10.70838/pemj.400802.
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