To see the other types of publications on this topic, follow the link: Anime effect.

Journal articles on the topic 'Anime effect'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Anime effect.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
Abstract:
The present study attempted to determine the effects of watching anime and understanding if watching anime could affect the mental and social aspects of kids or other group of ages, and also to decide that the teenagers and children should watch anime or not. The research design used in this study is the descriptive research method and observational where in data and facts from direct observations and online questionnaires were used to answer the research question.  The finding of this study suggested that anime viewers has higher level of general knowledge comparing with the non- anime viewers and as well as higher IQ level significantly in a specific group, besides anime can be used to spread a background about any culture and plays a role in increase the economy. 
APA, Harvard, Vancouver, ISO, and other styles
2

Mori, 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 text
Abstract:
Traveling to locations featured in anime has become a significant tourism behavior as the number and popularity of Japanese anime works have increased. The widespread phenomenon of anime-induced tourism has called for destination marketing that welcomes anime fans. This study focuses on the dyadic relationship between destination marketers and anime production teams, who hold definitive discretion over copyrights in anime-induced tourism. Using the concept of joint dependence derived from the theoretical assumptions of resource dependency theory, this research investigates how organizations with imbalanced power relations choose to collaborate. By comparing three qualitative cases that distinctly demonstrate temporal structural changes in anime tourism, this study reveals that joint dependence facilitates interorganizational cooperation through domain consensus between destination marketers and anime production teams. The current study makes a significant theoretical contribution to the fields of interorganizational relations, destination marketing studies, and anime-induced tourism research. Additionally, it provides highly practical insights into tourism development strategies for destination marketers and anime production companies.
APA, Harvard, Vancouver, ISO, and other styles
3

Wahidati, 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 text
Abstract:
(Title: The Effect of Anime and Manga Consumption on Japanese Language and Culture Learning) This research was conducted to look at how far anime and manga effect Japanese language learning among the students of the Japanese Program in the Vocational College of Universitas Gadjah Mada. The data were collected via a question form. The question form was distributed to 2nd year and 3rd year Japanese students in May 2017. The questions in the questionnaire include the Japanese language learning motivation, the level of interest in Japanese anime and manga, frequency of consuming anime/manga, as well as the effect on the Japanese language learning by consuming the products. From the data obtained, things can be concluded as follows: 1) most of the students stated that the first time they knew Japanese was through anime/manga; 2) watching anime can support students’ Japanese learning, especially for vocabulary enrichment, listening exercises, and understanding the context of the use of Japanese words or expressions; and 3) most of the students experienced a change of perceptions about Japanese language and culture after learning Japanese in the university. However, the language used in the anime contains stereotypical elements (known as role language or yakuwarigo) and therefore yakuwarigo and sociological context in Japanese should be introduced to the students.
APA, Harvard, Vancouver, ISO, and other styles
4

Cut 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 text
Abstract:
Popular Japanese animation, or anime, has impacted many facets of culture and society, especially among Indonesia's Gen Z young people. In order to comprehend how imitation and digital literacy enable Gen Z to absorb anime culture and its effects on social norms and behavioral patterns, the research employs psychological and sociological methods. The study draws attention to Gen Z's growing interest in Japanese culture, which may have an effect on Indonesian social norms. Fandoms are also fostered by anime, and they show their devotion through cosplay and online discussion boards. The purpose of the study is to comprehend the social factors that influence Gen Z's anime consumption habits and how those factors impact their social interactions.
APA, Harvard, Vancouver, ISO, and other styles
5

Ningning, 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 text
Abstract:
In 2018, the number of anime mobile game users continued to grow. Previous scholars mainly focused on the research of the animation mobile game industry, such as the role simulation of products, interaction methods, etc., lacking research on the factors affecting consumer behavior and the mechanism of action. Based on the Technology Acceptance Model (TAM), this paper constructs a theoretical model that affects the intentions of consumers' anime mobile games through product characteristics, experience characteristics and perceived entertainment. The data was obtained through online online questionnaire survey and regression analysis. The empirical results show that the product characteristics and experience characteristics of anime mobile games significantly affect consumers' intentions, and Perceived entertainment plays a mediating role. This paper summarizes and enriches the research of the emerging field of animation mobile games, and further provides commercial advice for the animation mobile game company in terms of audience positioning and market feedback. Keywords: Anime mobile game, Perceived entertainment, Usage intention, TAM.
APA, Harvard, Vancouver, ISO, and other styles
6

Mussin, 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 text
Abstract:
This article is devoted to the study of the problem of the influence of anime on the identity of the younger generation. Anime is an important problem not only for Japanese society, as it has been developed within the country for a long time, but also occupies a certain place in the cultural space of the world during the period of globalization, shaping the self-awareness of adolescents. The aim of the study is to determine the influence of anime and manga on the identity of Kazakhstani youth. Research objectives: To identify the motivational factors of the anime and manga storyline; characterize the values ​​of anime and manga; assess the degree of influence of anime and manga on Kazakh teenagers. The study focuses on the plot of anime and manga as a means of motivating the younger generation. The potential of Japanese animation in modern pop culture and multiculturalism is determined. As a result of a sociological survey, the effect of anime and manga as an extraordinary approach to educating young people was revealed. We found out that anime inspires and encourages viewers to pursue their dreams. We clarified which characters leave a special imprint in the mind of a teenager. In fact, anime is the digital media language of today's youth. Anime forms the otaku subculture, where teenagers discuss their favorite animated series, this is the language of communication in the context of globalization.
APA, Harvard, Vancouver, ISO, and other styles
7

Paee, 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 text
Abstract:
Background and Purpose: Anime and manga have drawn a global audience and become popular in a wide range of genres, including in Malaysia. These two popular cultures occasionally include LGBT elements in their storylines. This article examines Malaysian university students' views on LGBT elements in anime and manga. The specific objectives were to (1) identify anime and manga that incorporate LGBT elements, which are consumed by university students in Malaysia, and (2) investigate their views on the effects of consuming these materials.
 
 Methodology: Online Google survey forms were distributed to students studying the Japanese language at five public universities in Malaysia. In these universities, Japanese is offered as an elective or part of a core course and is taken by students from various faculties. 280 students responded to the survey. However, only data from 150 respondents was analysed. There were 56 (37%) male and 94 (63%) female respondents.
 
 Findings: 34 (22.7%) respondents mentioned anime and manga titles that have LGBT elements, with some titles fitting under the LGBT genre. According to 96 (64%) of respondents, consuming anime and manga with LGBT elements has negative consequences, including the normalisation of the LGBT concept, which may lead to individuals identifying themselves as part of the LGBT community, excessive sexual content, going against the norm, the extinction of humans, and becoming anime and manga addicts. In contrast, 37 (24.7%) respondents believe consuming such materials has a positive effect. This group argues that, despite the controversial LGBT elements, anime and manga promote positive ideals in their storylines while also raising awareness of LGBT communities.
 
 Contributions: This study reveals that the consumption of anime and manga featuring LGBT elements has an impact on the acceptance of the LGBT concept among Malaysian youth, despite its contradiction with the religious and cultural values of local communities.
 
 Keywords: Anime, manga, LGBT, Malaysia, Public university students.
 
 Cite as: Paee, R., Abdul Rashid, R., Mamat, R., & Ahmand, N. (2023). Exploring Malaysian public universities Japanese language students' views on the effects of LGBT elements in anime and manga. Journal of Nusantara Studies, 8(2), 201-221. http://dx.doi.org/10.24200/jonus.vol8iss2pp201-221
APA, Harvard, Vancouver, ISO, and other styles
8

Alsubaie, 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 text
Abstract:
Recent studies on language acquisition and motivation have targeted Japanese language learners in a formal educational context, with less attention paid to learners who study Japanese informally. The current study aims to investigate the impact of Japanese animations in the context of informal third language acquisition. It targets the native speakers of Arabic who are interested in learning Japanese as a third language (L3), and investigates the motivations of Arab teenagers and young adults to learn Japanese. Further, the paper also focuses on examining aspects of Japanese language proficiency among teenagers and young adults, including vocabulary enhancement and grammar competence. The methodology used in the current study is twofold: an online survey questionnaire adopted from Armour and Iida (2016), followed by an engaging experiment in which participants were divided into two groups (reality anime group vs. action anime group) in order to examine the effectiveness of anime selection in boosting proficiency level. The findings of the online survey indicate that Arabic native speakers are highly motivated to learn Japanese, while the experiment results confirm that the type of anime and consistency of exposure do support the acquisition process. Further, the study concluded that consumption of anime series contributes to the learning process and facilitates learners' proficiency in general and vocabulary learning in particular. However, it remains unknown whether or not Arabic native speakers' motivations lead to their enrollment into formal Japanese foreign language education. Avenues for future research and implications are also presented toward the end of the paper.
APA, Harvard, Vancouver, ISO, and other styles
9

Rini, 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 text
Abstract:
This study aims to describe the formation of dajare and examine the effects of dajare on speech partners. The data in this study were taken from the anime series entitled Monogatari Series. Data from the anime series were collected using the contextual analysis method. The results showed seven dajare formation processes: homophones, mora change, metathesis mora, combining phrases, dividing phrases, mixing foreign languages, and moving commas. It was found that the effect of dajare on speech partners was mainly positive.
APA, Harvard, Vancouver, ISO, and other styles
10

Azis, 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 text
Abstract:
Anime serves as a powerful medium that can depict natural phenomena in a visually engaging manner. This study explores the depiction of meteorological processes in the anime Naruto Shippuden, particularly through the technique Kirin used by Sasuke Uchiha. The analysis focuses on how the anime portrays storm cloud formation, condensation, cyclonic winds, and lightning, comparing these representations with real-world atmospheric and meteorological principles. Using a descriptive qualitative method, this research draws from visual scenes and scientific literature to evaluate the accuracy of the weather-related processes depicted. The findings reveal that while the anime takes creative liberties for dramatic effect, the underlying concepts reflect a basic understanding of weather modification and storm formation. This study aims to bridge scientific literacy and popular culture by showing how fiction can inspire interest in meteorological science.
APA, Harvard, Vancouver, ISO, and other styles
11

Ахунзянова, 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 text
Abstract:
The authors of the article start from the idea that anime is a special product of the mass media space, which can have a strong and often destructive effect on the psyche of adolescents, becoming a potential or real factor in suicidal behavior in adolescents. In such cases, anime is subject to legal qualification, for the purpose of which various expert studies are carried out – more often psychological, less often linguistic. However, according to the authors of the article, linguistic-cultural examination is called upon to become the optimal tool for an objective study of anime. Within the framework of such a comprehensive study, it is possible not only to establish what exactly is said about the subject of speech, about the attitude towards it, about the purposes of communicating information to the addressee and why something is actually said, but also to explore anime plots from the point of view of social significance, as well as ideological and ideological aspects.
 Purpose: reveal the possibilities of linguistic-cultural examination for an objective study of anime products.
 Methods: empirical methods of description, interpretation; theoretical methods of formal and dialectical logic.
 Results:
 1) an idea of linguistic-cultural examination and its methods is proposed for scientific discussion;
 2) the need for linguistic-cultural examination in identifying the destructive mechanisms of influence of anime products is emphasized and illustrated.
APA, Harvard, Vancouver, ISO, and other styles
12

Zarfitra, 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 text
Abstract:
Pengaruh tayangan media sosial bisa menjadi penghasut yang mengubah perilaku seseorang. Begitu pula dengan tayangan Anime di media sosial. Budaya dan perilaku yang ditampilkan lewat tayangan Anime terlihat menarik untuk diterapkan dalam kehidupan sehari-hari bagi para penggemarnya yang memiliki julukan otaku. Penelitian ini bertujuan untuk mengetahui tingkat pengaruh Anime dan perubahan perilaku korelasional tentang menonton anime Attack on Titan dan media sosial terhadap anak SMA Kelas 2 SMA Swasta Eria Medan. Serta ingin mengetahui bagaimana perubahan perilaku siswa kelas 2 SMA. Peneltian ini pendekatan kuantitatif deskriptif dengan metode survei dan menggunakan kuesioner sebagai instrument penelitian. Sampel diambil secara keseluruhan atau sampel jenuh, yang dilakukan dengan cara penyebaran kuesioner kepada 40 responden atau seluruh siswa kelas 2 SMA. Teori yang digunakan dalam penelitian ini adalah “Uses and Effect” yang dikemukakan oleh Sven Windahl. Teori ini beramsumsi bahwa karakteristik individu, harapan dan persepsi terhadap media, dan tingkat akses kepada media, akan membawa individu kepada keputusan untuk menggunakan atau tidak menggunakan isi media. Berdasarkan hasil penelitian, dapat disimpulkan bahwa terpaan anime di media sosial memiliki pengaruh tinggi terhadap perilaku seorang anak SMA kelas 2 SMA Swasta Eria Medan.
APA, Harvard, Vancouver, ISO, and other styles
13

Fang, 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 text
Abstract:
As social media platforms, such as TikTok and Instagram, continue to revolutionize the advertising industry, a new breed of influencer has emerged, incorporating three-dimensional technology to create anime-like personas. The objective of this study was to investigate the effect of anime-like virtual influencers on Kellogg's, a significant player in the cereal industry, by utilizing SWOT analysis.Additionally, the research examined the relationship between anime-like influencers, brand identity, endorser fitness, and customers' purchase intentions. The study ultimately found a positive relationship between anime-like influencers and their impact on advertising and branding. By using the SWOT method to analyze the impact of these digital animals, this paper demonstrated how animal virtual influencer can evoke a sense of sympathy and emotional connection with the audience, effectively capturing their attention in commercials and campaigns. The study also provided insights on how to leverage virtual influencers as a marketing strategy. The research highlighted the importance of creating a unique visual identity and emotional connection with the audience and provides guidance on selecting appropriate virtual influencer types for endorsements to maximize their effectiveness. The study also contributed to the existing literature on the efficacy of influencer endorsement and sponsorship disclosure by expanding the research to encompass the virtual influencer trend. The findings offered valuable insights into how virtual influencers, particularly anime-like virtual influencers, can be leveraged to create unique branding strategies and connect with consumers on a deeper emotional level.
APA, Harvard, Vancouver, ISO, and other styles
14

Darmawan, Dominikus Reynard. "DATING SIMULATOR IN INDONESIA." SISFORMA 2, no. 1 (2015): 1. http://dx.doi.org/10.24167/sisforma.v2i1.402.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

Wang, 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 text
Abstract:
This report investigates the impact of dataset imbalance on AI-powered image-to-anime style transfer, focusing on the AnimeGANv3 model. Despite the common perception of AI as free of human bias, we highlight that machine learning systems inherently reflect societal prejudices through their training data. The anime art style, popular worldwide but limited in its representation of diverse ethnicities and cultures, serves as a case study for this phenomenon. We analysed AnimeGANv3's training datasets and compared its performance on over- and underrepresented image classes using quantitative and qualitative metrics. Results demonstrate that users from minority groups likely experience inferior outcomes due to dataset imbalance. The study emphasises the need for transparent and responsible dataset curation for machine learning systems to ensure ethical AI development and improved model performance across all user groups.
APA, Harvard, Vancouver, ISO, and other styles
16

Marachev, 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 text
Abstract:
Introduction Suicide is one of the leading causes of death worldwide being the fourth major cause of death among young people 15-29 years old. The reduction of suicide mortality is prioritized by the World Health Organization (WHO, 2019). There is a number of internal and external factors associated with suicidality (Soto-Sanz V et al., 2019; Farbstein et al., 2022.). Special attention is paid to the influence of the social media on suicidality (Cheng A. T. A. et al., 2007; Niederkrotenthaler T. et al., 2020; Sedgwick R. et al., 2019). In the Russian Federation, anime, an animation genre and a media cultural phenomenon, is increasingly popular among young people. Characters who are lonely and lost their meaning of life are common in anime. Romanticization and idealization of such characters may lead to increased attractiveness of death and thus have a negative effect on the mental health of adolescents and young adults due to their incomplete identity development (Liu Y. et al., 2022; Backer, H. A., 2023).ObjectivesWe aimed to study the influence of the anime on the presence of suicidality and depression in adolescents and young adults in the Russian Federation.Methods We interviewed 304 people living in the Russian Federation and watching anime on the regular basis (244 women, mean age 20.9 ± 3.8 years, range 13-36 years). We collected sociodemographic data and age when a person had started watching anime. We performed Reasons for Living Inventory, RFL (M. Linehan et al., 1983), Beck Depression Inventory, BDI (Aaron Beck, 1961). We divided all participants into three groups according to their age: adolescents (13-19 years), young people (20-24 years), adults (25-36 years). In each group, we compared BDI: level of depressive symptoms, cognitive-affective subscale, subscale of somatic manifestations of depression; RFL scales: Survival coping beliefs, responsibility to family, child related concerns, fear of suicide, fear of social disapproval, moral objections between three subgroups based on the age of the anime watching start (<12 years old, 12-15 years old, ≥16 years old) using Kruskall-Wallis test and post hoc Mann-Whitney U-test for pair comparisons with Bonferroni correction for multiple comparisons. Level of significance p<0.05.ResultsIn the adolescents (n=130), we did not find any differences between the three subgroups. In the young people (n=127), participants who had started watching anime in childhood (<12 years old) had higher level of depression (p= 0,014) and higher level of cognitive-affective symptoms (p= 0,006). In the adults (n=47), participants who had started watching anime in childhood had decreased moral attitudes contrary to suicide (p= 0,004). Other scales not found to differ significantly.ConclusionsStart of the anime watching in childhood (<12 years old) was associated with increased suicidal risk factors and decreased anti-suicidal factors in the young adults.Disclosure of InterestNone Declared
APA, Harvard, Vancouver, ISO, and other styles
17

Yusof, 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 text
Abstract:
Social problems among adolescents have been giving a huge impact on the formation of people in a community who live in the world of modern technology. Social problems are oftenly associated with fast-paced mass media that that come with information technology and sophistication. Anime is the entertainment brought by the electronic mass media for the children, youth and adults who have dominated the world of animation today. The difference in the characters, morals and cultures are believe to be a major for moral declination among teenagers. The elements of violence, sex, fantasy and superstition can be damage teenagers mind. A lot of anime studies show adversely and positive effects to the teenagers. Statistics from the Department of Statistics show the number of juvenile offenders in 2016 recorded a decline of 10.3% from 5,096 cases in 2014 to 4,569 cases in 2015. However, the number is not enough to release anxiety among the public on this issue. A pilot study was conducted on 85 respondents teenagers aged 13 and 16 years old by using quantitative methods. Results showed that there was positive effect on the result of watching anime, while the remainder showed there was no significant relationship to the social problems on this
APA, Harvard, Vancouver, ISO, and other styles
18

Cazacu, 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 text
Abstract:
The mathematical or economic approach to the effect that culture exerts on its consumer is less common. The present paper refers to a new cultural genre in Romania, the oldest in the world, the genre of Japanese animation, called "anime", which developed externally and internally a true market of its derived products. Lovers of this kind of animation are called "anime fans," and our research respects a cognitive pattern related to their identity. Exogenous influences with an implication in the consumer's decision are of particular importance in this respect. The study of their dynamics in the context of research applies to any decisional behavior.
APA, Harvard, Vancouver, ISO, and other styles
19

Rufova, 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 text
Abstract:
This article is devoted to the problem of the gluttonic picture of the world and its implementation in the form of Japanese gluttonic discourse as a phenomenon with high communicative significance. The relevance of the study is due to the fact that detailing the ethnocultural specificity of the sign reflection of the gluttonic aspect of the ligvosemiotic picture of the world helps to improve intercultural understanding and strengthen ties between different communities. The study is also of interest due to the small number of studies in this area and the growing interest in the study of gluttonic discourse, which is one of the most important types of communication. The purpose of the study is to identify the presentation specificity of Japanese gluttonic communication using culinary anime as an example. As a result of the study, we come to the conclusion that the presentation function of anime is realized through gluttony signs as a means of influencing society and, therefore, forms dominant cultural preferences and gastronomic stereotypes of behavior. In anime, there is a clear consistency of non-verbal means with verbal components that allow us to interpret the image. The presentation of anime is realized through adjectives and adverbs that convey a clearly expressed positive assessment when describing the taste of a dish, its texture and other qualities, which may include descriptions of dishes, the general atmosphere, relationships with other participants in the discourse. Color, which builds an associative series, additional graphic elements and sound accompaniment, acquires special significance in the presentation of gluttony signs in anime. Moreover, the setting of the frame, the use of a close-up, as well as quickly changing pictures become an additional means of artistic impact on the viewer, enhancing the effect of gluttony communication.
APA, Harvard, Vancouver, ISO, and other styles
20

Pristianti, 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 text
Abstract:
Popular culture refers to those cultural elements that are best known, accepted, and consumed by the majority of society. It covers various aspects of daily life, such as music, films, television, fashion, food and other trends. Like this research, it focuses on three main operational indicators of anime consumption: preference, frequency, and attention. The sample consisted of 50 participants randomly selected from the wibu population during the Jejepangan cosplay event in Yogyakarta, with the aim of identifying and analyzing the influence of Japanese animation (anime) on the lifestyle behavior of wibu fans in Yogyakarta, especially in terms of consumption patterns, clothing choices, and merchandise purchases . This research uses a Likert scale questionnaire designed to measure the extent to which anime influences changes in consumption patterns, clothing choices and merchandise purchases. The results of the research, the results of statistical analysis in the F test, obtained an F value of 55.527 with a probability value (sig) = 0.000. It is known that Ftable with a total of 50 respondents is 4.04, so that the Fcount value > Ftable (55.527)> Ftable (4.04), and the sig value is smaller than the probability value of 0.05 or the value of 0.000<0.05. So it can be concluded that, variable x, namely the influence of watching Japanese animation on the internet (simultaneously), has a significant effect on variable y, namely the lifestyle of wibu in Yogyakarta. The conclusions of this study provide valuable insight into the influence of Japanese anime on the lifestyle of weibu individuals in Yogyakarta. These findings confirm the researchers' hypothesis that watching anime over the internet significantly influences weeaboo lifestyle choices, including clothing preferences, participation in events, and consumption patterns. Keywords: Japanesse Animation, Fans, Internet, Lifestyle
APA, Harvard, Vancouver, ISO, and other styles
21

Athaariqaa, 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 text
Abstract:
The purpose of this study was to describe humor based on the theory of incongruity in the 「月刊少女野崎くん」” Gekkan Shoujo Nozaki-kun “ anime and categorized based on Graeme Ritchie theory. The data of this study were Nozaki Umetarou’s and Seo Yuzuki’s utterances in the Gekkan Shoujo Nozaki-kun anime which assumed to contain incongruity in the character’s utterances thus creating humorous effect. The data were then gathered and analyzed based on the theory of incongruity by Immanuel Kant and categorized based on Graeme Ritchie theory. The research method used in this study was descriptive qualitative and under the study of pragmatics. In the Gekkan Shoujo Nozaki-kun anime, the researcher found 20 dialogues by Seo Yuzuki and Nozaki Umetarou which contained incongruity. The results of this study are, humour can be happened because the speaker's speech does not match with the expectations by the speech partner, then causing the speech partner to be surprised. The shock was realized as something funny by the speech partner. The types of incongruity that occur were inappropriateness, contrast, and conflict.
APA, Harvard, Vancouver, ISO, and other styles
22

Gottesman, 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 text
Abstract:
CGI has led to a theoretical revolution in media studies. What is cinema when reality can be created on a computer? What is animation when superflat 2D aesthetics are becoming haunted by 3D digital graphics? This article adds a third term to the debate: rotoscoping. The author analyzes the first exclusively rotoscoped Japanese anime, Aku no Hana (The Flowers of Evil), a contemporary reinterpretation of Charles Baudelaire’s Les Fleurs du Mal that reflects on postmodern malaise, rural decay and depopulation, and otaku escapism, in order to examine the aesthetic of the rotoscope in relation to cinema and anime. He argues that rotoscoping is an uncannying of the cinematism and animitism, or a polemical response to both the ideologies of Disney immersive realism and anime flat animation. The article investigates the narrative’s ‘writer of postmodern life’ Sawa Nakamura in relation to Baudelaire’s modernism and the conditions of postmodernity themselves: the structure of Japanese imperialism today and its effect on Gunma prefecture, the setting of the show. Finally, the author analyzes the hostile response to the show among otaku to explore how the hauntology of the rotoscopic machine channels the ghosts of neoliberalism, the super-exploited laborers of the third world.
APA, Harvard, Vancouver, ISO, and other styles
23

Widya 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 text
Abstract:
The goals of this research are to find and describe the kinds of conversational implicature and the power of perlocutionary effect on conversational implicature in Anime Tsuki Ga Kirei. The theories that are used come from Yule about classification of implicature and perlocutionary act from Austin. The method that used is descriptive qualitative method. The result shows that particularized conversational implicature were found to be more than generalized conversational implicature. Because, the additional knowledge possessed by each character was not equal. Meanwhile, scalar implicature and conventional implicature were not found. The perlocutionary effect on generalized implicature is in line with the implications of utterance. Then, perlocutionary effect in particularized conversational implicature are 11 data know the special knowledges and in line with the implications of utterance, 3 data know the special knowledges but not in line with the implications, and 1 data did not know the special knowledges and not in line with the implications.
APA, Harvard, Vancouver, ISO, and other styles
24

Renwarin, 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 text
Abstract:
Pocari Sweat advertises using anime media and gets 15 million views on YouTube, from the pre-survey it is known that respondents are interested in anime advertising rather than the advertising product. This study aims to find out how much Content Marketing has an effect on Purchase Intention, how much Content Marketing has an effect on Emotional Marketing, how much Emotional Marketing has an effect on Purchase Intention and how much Emotional Marketing intervenes in the influence of Content Marketing on Purchase Intention. This research method uses a quantitative approach method and the Probability Sampling method in sampling respondents. The results of this study are content marketing has a positive and significant relationship to Purchase Intention, content marketing has a positive and significant relationship to emotional marketing, emotional marketing has a positive and significant relationship to Purchase Intention, Emotional Marketing intervenes in the influence of Content Marketing on Buying Interest by The value of the indirect influence of Content Marketing through Emotional Marketing on Purchase Interest is 0.363 > from the direct influence with a value of 0.273
APA, Harvard, Vancouver, ISO, and other styles
25

Yang, 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 text
Abstract:
Animation style generation technology based on artificial intelligence is gaining increasing attention in the current society, and it has shown a wide range of application prospects in creative design, game development, and advertising. Based on the Animefull-follow pre-training dataset, the effect of using Stable Diffusion technology combined with LoRA model to generate a single anime character image was discussed. The experimental results show that the generated image is highly consistent with the original image in terms of style and detail, and successfully captures the unique characteristics of animation art. Although the Fréchet Inception Distance (FID) value of the generated image is 77. 29 when calculating the FID value, indicating that there are visual differences to a certain extent, these differences usually do not significantly affect the user's perception in the animation field, and the generated images still show excellent visual effects. Combined with the advantages of the LoRA model, the resources and time required for training are significantly reduced, enabling high- quality image generation even in resource-constrained environments.
APA, Harvard, Vancouver, ISO, and other styles
26

González, 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 text
APA, Harvard, Vancouver, ISO, and other styles
27

Chelvin 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 text
Abstract:
This study investigates the impact of co-branding strategies through the collaboration between the anime franchise Naruto and Crocs. By analyzing data from 400 respondents, the research explores how variables like Prior Attitude toward the Host Brand (PrATHB), Prior Attitude toward the Invited Brand (PrATIB), Brand Fit (BF), Attitude toward the Co-branded Product (ATTCob), and Post Attitude toward the Host Brand (PoATHB) influence Purchase Intention (PI). The findings highlight that positive prior attitudes and brand fit significantly drive purchase intentions, with PrATIB having the strongest influence. However, ATTCob shows a negative relationship with PI, reflecting complexities in consumer perception. This study contributes to the understanding of co-branding effectiveness and offers insights for optimizing collaborative marketing strategies.
APA, Harvard, Vancouver, ISO, and other styles
28

Nugraha, 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 text
Abstract:
The elements in a work of fiction are intertwined so as to produce a work that is acceptable to the audience or in other words has a good level of plausibility. This study aims to describe the intertwining of conflict and changes in characterization of Ainz characters as well as the plot in the Overlord anime. This research uses descriptive analysis method with objective approach. The data sources are anime titled Overlord. The results of the study show that changes in the characterization of the character Ainz as well as the plot adjust to conflicts in the story such as external conflicts that occur in the story, namely the existence of an effect that adjusts the characterization of Ainz's nature with his body, brainwashing Ainz's female subordinates which makes him a vigilant character, looting Ainz's guild which makes him a cruel character, and finally the misunderstanding of the Demiurge
APA, Harvard, Vancouver, ISO, and other styles
29

Boyd, David John. "Affective Anachronisms, Fateful Becomings." Screen Bodies 6, no. 1 (2021): 78–102. http://dx.doi.org/10.3167/screen.2021.060107.

Full text
Abstract:
This article examines the temporal and phenomenological philosophies of Gilles Deleuze, Félix Guattari, and Paolo Virno, specifically in relation to the transmedia franchises of the Japanese game studio, Type-Moon. Against linear, national, and majoritarian grand narratives of the historical, the otaku artists, writers, and developers responsible for the Fate series postulate whether it is possible to harness the intense and affective forces described by Jay Lampert as “the Joan of Arc effect” in the blink of an eye or in the palm of your hand. Through a philosophical and formal analysis of three spinoff series from the Fate franchise, this article investigates how Type-Moon’s deployment of the “anime machine” encourages its viewers and users to see and feel the abundance of flowing “nomadic memories” or counter-historical visions from the perspective of minor populations. Through this highly embodied and tactile experience of transhistorical (un)becomings, Type-Moon’s series offer a deterritorialized, post-national world-image of the otaku database which mediates between the overloading affects of becoming-woman and the digitally encoded logic of transversal through the frames, windows, interfaces, devices, platforms, and bodies that constitute Type-Moon’s vibrant anime ecology.
APA, Harvard, Vancouver, ISO, and other styles
30

Yamamura, 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 text
APA, Harvard, Vancouver, ISO, and other styles
31

Novitri, 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 text
Abstract:
Perlocutionary speech acts is a speech act that provides information uttered by a speaker where the utterance contains intentions and objectives that cause an effect or influence based on the utterance. However, there are still many people who find it difficult and confused about the meaning conveyed by the speaker and the meaning understood by the speaker is different from the intention conveyed by the speech partner. This study aims to describe perlocutionary speech acts based on types and sentence forms in the anime movie Yuru Camp by Director Yoshiaki Kyougoku. This type of research is a qualitative research with a qualitative descriptive method. Qualitative research was chosen because the data studied is in the form of utterances that neeed to be explained and described in words. Data collection technique using tapping, listening, and note-taking technique. This research uses the theory of perlocutionary speech acts types and sentence forms according to Yule, and context theory according to Hymes. From the research results, it wa foun that there were 63 data of perlocutionary speech acts which were divided into 5 types and 3 forms of perlocutionary speech acts, namely: 3 data of declaration speech acts, 22 data of directive speech acts, 20 data of expressive speech acts, 11 data of representative speech acts, and 7 data of commissive speech acts. while the forms of sentences are: 42 data of declarative sentence forms, 10 data of imperative sentence forms, and 11 data 0f interrogative sentence forms.
APA, Harvard, Vancouver, ISO, and other styles
32

Liang, 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 text
Abstract:
ABSTRACTThis study investigated how digital humans can help libraries promote reading. This study recruited 103 participants for a user experiment to explore their satisfaction with reading promotional videos using digital humans. At the same time, the effect of using digital humans in library reading promotion was analyzed from the perspective of whether users are willing to share and interact. Research has found that user satisfaction with them is not high due to digital human presence in their voice and intonation. But users are more interested in using anime digital human videos. This discovery can help libraries better carry out reading promotion and digital services.
APA, Harvard, Vancouver, ISO, and other styles
33

Adelia, 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 text
Abstract:
This study examines the procedures adapted for the proper translation of (character) names in the anime Beyblade and the effects of applying these translation procedures. Character names belong to the Culture Specific Items (CSIs) group known as proper names. As a CSI, names can contain historical and/or cultural references, which makes them difficult to translate. The study extracted the original names from the source text, Bakuten Shoot Beyblade, and compared them to their English version in the target text, Beyblade. The data collected were analyzed using the translation procedures proposed by Fernandes (2006) and Hervey Higgins (1992) to determine how the translation affects the movie. The analysis indicated that name translation in Beyblade mainly employed translation procedures of Recreation, Substitution, and Copy. They result in the loss of cultural reference and hidden meaning behind the names, affecting the story's intrinsic elements, particularly regarding the plot and characterization. The American audiences, therefore, are deprived of the opportunity to gain specific insights into the characters’ roles, relationships, and traits embedded in the character names of the original Bakuten Shoot Beyblade.
APA, Harvard, Vancouver, ISO, and other styles
34

Winter, 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 text
Abstract:
Abstract The article deals with the presence of the “Greek god” Hermes in the Japanese new religious movement Kōfuku-no-Kagaku, which was founded in 1986. The various references are interpreted in light of the history and development of the movement and with regard to its setting in present-day Japanese religious culture. In addition to the importance of several aspects of the reception of the Euro-American New Age tradition and the prophecies of Nostradamus, the fact that the figure of Hermes is presented as the hero of several manga and anime productions of Kōfuku-no-Kagaku is also taken into consideration. This leads to the theoretical question of the importance of the new media of representation of religious content and the effect this approach has on the development of the various groups.
APA, Harvard, Vancouver, ISO, and other styles
35

Huang, 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 text
Abstract:
Digital human narrative transportation has proven to be an effective green brand marketing strategy. However, there is still a lack of in-depth research on the relationship between the role of different digital human narrative scenarios in consumer perceptions and behaviors. This research examined the impact of digital human narrative scenarios on eco-product purchase intention through four studies. Study 1 found that anime-like (vs. human-like) digital human narratives led to more positive emotional arousal and higher eco-product purchase intention through the use of encephalography (EEG) experiments. Studies 2–4 examined the effect of digital human narrative scenarios on eco-product purchase intentions and explored the mediating role of narrative presence and the moderating role of narrative type. The results showed that mixed (vs. single) narratives lead to more positive consumer purchase intentions. In addition, sharing-oriented (vs. persuasion-oriented) narratives also led to a more positive perception of narrative presence. These findings provide insights for marketers using digital human narratives to promote eco-product consumption.
APA, Harvard, Vancouver, ISO, and other styles
36

Yamamura, 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 text
APA, Harvard, Vancouver, ISO, and other styles
37

Gultom, 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 text
Abstract:
The Covid-19 pandemic has caused changes in aspect of life. These changes have influenced the communication industry which created the concept of Video on Demand. Netflix is one of the streaming services that have a variety of shows such as movies, anime, documentaries, and many more. During the first time, Netflix came to Indonesia, they had many issues with government and public services. This research aims to analyze the effect of electronic word of mouth (E-WOM) and brand image on the purchase decision of Netflix subscriptions in Medan city. The research used an associative method with a quantitative approach. The sample and populations in this research are 100 people who have used Netflix in Medan City. Data were collected using a survey method and then analyzed by using simple linier regression. The results of the research conducted reveal that the E-WOM variable (X1) has no significant effect on purchasing decisions. Meanwhile, the brand image variable (X2) has significantly influenced purchasing decisions. However, E-WOM and brand image have an equal (simultaneous) effect on purchase decisions (Y). The result of the correlation coefficient (R) of 0.836, where this coefficient value shows the relationship between E-WOM and brand image on purchasing decisions.
APA, Harvard, Vancouver, ISO, and other styles
38

Gultom, 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 text
Abstract:
ABSTRACT: The Covid-19 pandemic has caused changes in everyone. These changes have influenced the communication industry which created the concept of Video On Demand. Netflix is one of the streaming services that have a variety of shows such asmovies, anime, documentaries, and many more. During the first time, Netflix came to Indonesia, they had many issues with government and public services. The purpose of this research is to analyze the effect of electronic word of mouth (E-WOM) and brand image on the purchase decision of Netflix subscriptions in Medan city. The research used an associative method with a quantitative approach. The sample andpopulations in this research are 100 people who have used Netflix in Medan City. Data were collected using a survey method and then analyse by using simple linier regression. The results of the research conducted indicate that the E-WOM variable (X1) has no significant effect on purchasing decisions. Meanwhile, the brand image variable (X2) has significantly influenced buying decisions. However, E-WOM and brand image have an equal (simultaneous) effect on purchase decisions (Y). The result of the correlation coefficient (R) of 0.836, where this coefficient value shows the relationship between E-WOM and brand image on purchasing decisions.
APA, Harvard, Vancouver, ISO, and other styles
39

Shiau, 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 text
APA, Harvard, Vancouver, ISO, and other styles
40

Tian, 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 text
Abstract:
Bilibili is an international company which was set up in 2008. This company started out as a dedicated anime website. This paper will investigate the impact of Bilibili on high school students acceptance of universities. According to the papers we have collected, there have been many existing studies and papers on Bilibili, however, there are still some exist research gaps. All those papers above dont mention the students. With the increasing number of Bilibili School graduates, it shows a gratifying phenomenon to the society. Students are now overcoming many difficulties, with a positive learning attitude, to achieve the goal of the new generation of continuous progress. However, it also reveals that the gears of schooling are still stumbling. The point of going to college when so many college courses are available online. There are no papers on the effect of Bilibili on senior high school students. So this paper is very necessary in China. This was research was carried out online. There are then questions in the research. Each question is given five different degrees of choice.
APA, Harvard, Vancouver, ISO, and other styles
41

Huang, 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 text
Abstract:
Anime-style gacha games with card drawing mechanism as the core have shown great competitiveness in today's market, and pseudo-random algorithm is the core component of this card drawing mechanism. This paper uses data analysis research methods to mainly explore the composition of pseudo-random algorithms and their application in card drawing games. It aims to study the application effect of pseudo-random algorithms in card drawing games and their possible application areas. By analyzing the card drawing data published by game companies, explore the players' acceptance and preference for this algorithm, and then propose optimization solutions or further applications. Explore its application in a wider range of fields through analysis. This paper found that pseudo-random algorithms have played a positive role in the development and operation of card drawing games. On the premise of ensuring the fun of the random card drawing mechanism, it avoids the occurrence of extreme samples in a diversified way, and indeed guarantees the gaming experience of the vast majority of players.
APA, Harvard, Vancouver, ISO, and other styles
42

Tanaka, 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 text
Abstract:
Background Social skills training by human trainers is a well-established method to provide appropriate social interaction skills and strengthen social self-efficacy. In our previous work, we attempted to automate social skills training by developing a virtual agent that taught social skills through interaction. Previous research has not investigated the visual design of virtual agents for social skills training. Thus, we investigated the effect of virtual agent visual design on automated social skills training. Objective The 3 main purposes of this research were to investigate the effect of virtual agent appearance on automated social skills training, the relationship between acceptability and other measures (eg, likeability, realism, and familiarity), and the relationship between likeability and individual user characteristics (eg, gender, age, and autistic traits). Methods We prepared images and videos of a virtual agent, and 1218 crowdsourced workers rated the virtual agents through a questionnaire. In designing personalized virtual agents, we investigated the acceptability, likeability, and other impressions of the virtual agents and their relationship to individual characteristics. Results We found that there were differences between the virtual agents in all measures (P<.001). A female anime-type virtual agent was rated as the most likeable. We also confirmed that participants’ gender, age, and autistic traits were related to their ratings. Conclusions We confirmed the effect of virtual agent design on automated social skills training. Our findings are important in designing the appearance of an agent for use in personalized automated social skills training.
APA, Harvard, Vancouver, ISO, and other styles
43

Purwaning 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 text
Abstract:
The effect of Japan nation branding in Indonesia is strong. Indonesian youths and teenagers are attracted to tokusatsu, manga, anime, figures, brands, and J-Pop which make them easily accept and are familiar with pop-culture and kawaii culture from Japan. The development of Japanese creative industries and internet media also reinforce Japanese cultural impacts in Indonesia, especially because Indonesian youths love to spend their pastime accessing social media. Taking this as a good opportunity, Masafumi Ishii, the Japanese Ambassador for Indonesia tries to present the images of Japanese to be closer and accepted by Indonesian youths through #makansiangdubes. Utilizing Instagram @jpnambsindonesia as the platform, Ishii frequently posts his pictures enjoying Indonesian dishes he is eating while making kawaii or cute poses for his followers, holding Japanese and Indonesian cultural arts and brands, and doing his official activities as ambassador. This attracts his followers whose majority are teenagers and youngsters to give likes and leave positive comments to express how they adore his kawaii traits. The methodology adopted signification concepts and semiotics analysis on contents. The analysis on comments explains how the images affect audience’s affective, cognitive, and behavioral responses. Among all comments, affections comprise the majority.
APA, Harvard, Vancouver, ISO, and other styles
44

Alessandro, 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 text
Abstract:
Influencer marketing has now become an important component of digital marketing strategies, serving as an effective means to connect with target audiences. social media influencers, yield more influence than traditional celebrities. This quantitative study aims to find out the influence of source credibility and source attractiveness in a influencer-followers relationship, including trust development, expertise, authenticity, homophily, physical attractiveness, and the mediating effect of trust on credibility, source attractiveness, and purchase intention. Independent variables in this study are expertise, authenticity, physical attractiveness, and homophily. The object of this study is Trash Taste Podcast, with anime product. The sample of this research are people on Trash Taste Reddit aged 18 or older from active members in the subreddit. Data obtained from a web-based questionnaire was processed by using the structural equation model (SEM) using the PLS-SEM which is available on the Smart PLS. The data was processed with both PLS algorithm and bootstrapping. This research result: influencers’ expertise, and homophily play a significant role in building follower trust and create purchase intention. There isn’t significance between both authenticity and physical attractiveness to trust.
APA, Harvard, Vancouver, ISO, and other styles
45

Baseem, 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 text
Abstract:
Osteoporosis is characterized by bone loss density and deterioration of bone tissues, with osteoclasts typically being the only cells capable of resorbing bone. In this experiment, we aimed to investigate the effects of physical exercise, specifically treadmill use, on osteoclast activity. We used 24 male rats, randomly divided into three groups: the control group(C), the osteoporotic rats given daily 200mg/kg BW for 8 weeks in the D-gal group, and the rats in the third group given daily 200mg/kg BW with a Treadmill 25m/h daily for 5 days weekly in 8 weeks (D-gal + treadmill) group. Serum blood was drawn for biochemical analysis of PTH, Vit D, calcitonin, and minerals (Na, Ca, K, P). The results showed a significant increase of serum PTH, Vit D, calcitonin & Ca in the osteoporotic rats compared with other groups, while serum Na and K showed a significant decline in the osteoporotic rats group as compared with other groups. The impact of the treadmill was observed in a significant decrease in the level of serum PTH, Vit D, calcitonin & Ca compared with the control group. This suggests that the treadmill may have a regulatory effect on these calcium homeostasis regulators. The study concludes that D-gal affects the bone of the experimental anime by causing an imbalance in the hormones that are related to the bone and causing an imbalance in the serum mineral, which plays a critical role in Osteoporosis.
APA, Harvard, Vancouver, ISO, and other styles
46

Purnomo, 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 text
Abstract:
<p><em>Mature Indonesian culture is now diminishing. Indonesian society, increasingly popular by the outside culture through the development of increasingly sophisticated technology. One is the story of a growing legend in their respective regions, so it becomes ironic as children today are uncertain of not caring about their own culture. One of the growing legend stories is "Gunung Tugel" which originated from Boyolali area, which tells about wisdom and culture.</em></p><p><em>Media education currently popular by the public one of them is the animated film. The animated film "Legend of Mount Tugel" is built using the 2 Dimension method, which has a duration of 20 minutes, with the specification of .mp4 extension, 1280x720 video resolution, and frame rate of 24 fps. In making the film, use Moho Anime Studio software to create animations, then Adobe Illustrator, CorelDraw, and Photoshop, for modeling, and Adobe After Effect for video editing process.</em></p><p><em>Based on a questionnaire assessment that has been conducted on 41 respondents, it can be seen that as much as 79% considered that the animated film "Legend of Gunung Tugel" is good value in the character design aspect of the character. As for other aspects, such as audio as much as 85% interesting. Aspects of visual effects, as much as 76% interesting, and environmental aspects of good value of 77%</em><em></em></p>
APA, Harvard, Vancouver, ISO, and other styles
47

Milman, 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 text
Abstract:
Purpose This paper aims to explore theme park visitors’ attitudes toward interacting with robots and investigated the qualities and functions of robotic servers and their influence on customers’ loyalty. A structural equation modeling approach was used to identify the complex relationships among variables in the entire network. Design/methodology/approach An online survey randomly assigned respondents to four different robotic server scenarios with robots that look like humans, animals, cartoon characters and anime features. The influence of robot types was investigated by manipulating robot type with four different pictures; however, the data were analyzed with a structural equation modeling model to identify the complex relationships rather than one-way analysis of variance to identify influences of robot types on different variables in separate analyzes. Findings The data collected from the 385 experienced theme park visitors revealed that perception of robots with human orientation and safety qualities had the strongest effect on the perceived robotic functionality, while emotions and co-creation qualities hardly had any effect on the perceived functionality, which included utilitarian rather than experiential functions such as excitement. Human orientation qualities, regardless of the specific robotic design, had a significant impact on perceived robotic functionality. The study also revealed a strong positive influence of perceived robotic functionality on customer loyalty. Originality/value The debate of whether or not to introduce and blend the growing robotic technology into the theme park experience is in its infancy. The study contributes to the theory of how robotics qualities and functions can augment customer loyalty.
APA, Harvard, Vancouver, ISO, and other styles
48

Permadani, 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 text
Abstract:
Stream Gaming merupakan platform berbasis web yang memudahkan pengguna untuk mendapatkan informasi turnamen, info menarik seputar game dan memudahkan pengguna untuk mengikuti turnamen game yang diselengarakan di Stream Gaming, Juga menjadi wadah untuk para gamers memulai karier di bidang game ( esport ) “ fokus kami yaitu meningkatkan pengalaman bermain game pengguna ke level yang lebih tinggi “.Observasi dilakukan di PT. Stream Gaming untuk mengetahui objek atau tempat yang akan di ambil saat melakukan shoot video agar dapat mempermudah saat produksi yang di susun dalam storyboard. Wawancara dilakukan dengan Muhksin Al-Hasfi yang merupakan Cyber Security Analisys PT. Stream Gaming dengan mengajukan pertanyaan terkait iklan PT. Stream Gaming. Pengkarya memberikan kuesioner kepada masyarakat di Kota Medan secara langsung yang bertujuan untuk mendapatkan tanggapan dari masyarakat di Kota Medan. Dalam perancangan video iklan PT. Strem Gaming sebagai upaya menigkatkan esport di kota Medan ini, menjawab pertanyaan – pertanyaan yang selama ini di butuhkan oleh masyarakat khususnya yang ingin berkarir di bidang game / esport. 1. Penggunaan sound effect dan backsound pada video iklan mampu menambah daya tarik pada setiap video yang dihasilkan dan membuat masyarakat memahami video iklan tersebut. 2. Penggunaan teknik-teknik video shoot seperti menggunakan teknik low engle saat ini sudah berkembang terlebih lagi sudah banyak digunakan untuk visual video game, anime, kartun dan animasi yang merupakan minat dan menjadi perhatian masyarakat zaman sekarang, bila diterapkan dinilai akan menambah detail video iklan dan informasi yang di sampaikan.
APA, Harvard, Vancouver, ISO, and other styles
49

Raudha, 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 text
Abstract:
The emergence of anime among university students has influenced the formation of a distinctive lifestyle, primarily through the imitation of concepts depicted in these anime. Consequently, this paper examines the impact of anime on the lives of university students in Banda Aceh, aiming to understand both the positive and negative effects of anime and Japanese culture on students' lifestyle changes. This qualitative research utilized observation, interviews, and documentation as data collection methods. The findings reveal various forms of lifestyle changes, including alterations in motivation, social interaction, the incorporation of the Japanese language into daily life, the adoption of anime fashion, imitative behaviors, and shifts in students' perspectives towards anime and Japanese culture. The positive impacts identified from anime include the development of Japanese language skills, anime serving as a source of inspiration, and anime facilitating social interaction among students. However, the study also highlights negative impacts, such as the excessive amount of time spent watching anime, experiences of hallucinations, and exposure to inappropriate content or content overly focused on sexuality.
 Abstrak
 Munculnya anime di kalangan mahasiswa memberikan pengaruh dalam membentuk gaya hidup tersendiri akibat mengimitasi konsep anime tersebut. Oleh karena itu tulisan ini mengkaji bagaimana dampak anime bagi kehidupan mahasiswa di Banda Aceh untuk mengetahui dampak positif dan negatif dari pengaruh anime dan budaya Jepang terhadap perubahan gaya hidup mahasiswa. Penelitian kualitatif ini menggunakan teknik pengumpulan data observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan terdapat beberapa bentuk perubahan gaya hidup yaitu perubahan motivasi, interaksi sosial, penggunaan bahasa Jepang dalam kehidupan sehari-hari, adopsi fashion anime, serta perilaku imitasi, hingga perubahan perspektif mahasiswa terhadap anime dan budaya Jepang. Adapun dampak positif yang ditimbulkan anime kepada mahasiswa adalah pengembangan keterampilan berbahasa Jepang, anime sebagai sumber inspiratif dan anime sebagai pembangun interaksi sosial bagi mahasiswa. Namun, anime juga memberikan dampak negatif yaitu menghabiskan banyak waktu untuk menonton, halusinasi, serta konten yang tidak sesuai atau lebih mengarah ke seksualitas.
APA, Harvard, Vancouver, ISO, and other styles
50

Gonzales, 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.

Full text
Abstract:
This study aimed to determine the effects of using anime in teaching selected concepts in Araling Panlipunan in grade 7 students in a secondary school in Calauag, Quezon. It determined the profile of the respondents in terms of age, sex, and section. It also revealed the effects of using anime in teaching selected concepts in Araling Panlipunan in grade 7 students in terms of cultural awareness, improved listening skills, and enhancing learning motivation. The researcher used descriptive method of research. This study employed simple random sampling design. Under this procedure, the researcher considered using one hundred (100) respondents from the grade 7 students in a Secondary School in Calauag, Quezon to get the 100% of the respondents. Majority of the respondents are female. Most of the respondents came from section Marangal which accounts for thirty-eight percent of the total respondents. This study found out that the average mean of 3. 81 interpreted as Agreed indicated most of the respondents are agreed on the effects of using anime in teaching selected concepts in araling panlipunan in grade 7 in terms of cultural awareness. Likewise, the average mean of 4.04 interpreted as Agree, indicated that most of the respondents agreed on the effects of using anime in teaching selected concepts in araling panlipunan grade 7 in terms of improved listening skills. The average mean of 4.14 interpreted as Agree, indicated that most of respondents agreed on the effects of using anime in teaching selected concepts in araling panlipunan grade 7 in terms of enhances learning motivation. Based from the results of Kruskal Wallis H-test the null hypothesis of age is rejected, which means that there is a significant difference on the perceived effects of using anime in teaching selected concepts in Araling Panlipunan grade 7 when respondents are grouped by age. However, the null hypothesis of sex and section are accepted which means that there is no significant difference on the perceived effects of using anime in teaching selected concepts in araling panlipunan grade 7 when respondents are grouped according to their sex and section. From the result of this study, the following were recommended; School Administrators may develop guidelines for teachers on incorporating anime responsibly into lesson plans, promoting cultural awareness, Parents may discuss the initiative with teachers and engage in open communication about the anime selections, focusing on how it can enhance their child's cultural awareness, Teachers may develop creative lesson plans that utilize anime clips, characters, or storylines to teach historical events, social concepts, or traditional practices, all with the goal of raising cultural awareness, Students may engage actively in classroom discussions about the cultural awareness aspects depicted in the anime, and Future Researcher may conduct research to assess the effectiveness of using anime in teaching Araling Panlipunan, with a focus on its impact on student cultural awareness.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography