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Journal articles on the topic 'Anime'

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1

Handayani, Viona Rizky, Diana Puspitasari, and Hartati Hartati. "Invensi dalam Genre Detektif." Jurnal SAKURA : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 3, no. 2 (August 30, 2021): 116. http://dx.doi.org/10.24843/js.2021.v03.i02.p04.

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The purpose of this research to describe the detective formulas in Japanese anime produced in the period 2014-2016, including Meitantei Konan I Jigen no, Ryuugajou Nanana No Maizoukin, Sniper Psycho-Pass : The Movie ( Gekijou-ban Psycho-Pass ), Ghost In The Shell, Meitantei Konan Junkoku no Naitomea, and Bungou Stray Dogs Season 1. The method used was descriptive qualitative with literary formula approach based on Cawelti. The data analysis technique uses were observing recording and classifying data. The results of this study show that there were 132 data with detective action pattern conventions consisting of six phases and four roles. That are 1) introduction of detectives, 2) crime and guidance, 3) investigation, 4) announcement of solution, 5) solution explanation, 6) end of story. In addition, these four roles are those who are exposed to the threat of 1) victims, 2) criminals, 3) detectives, and 4) crimes, but cannot resolve them. Then, it was found that the ending of the story was an archetypal invention in the anime Ryuugajou Nanana No Maizoukin, while the other five anime had archetypal conventions according to Cawelti's theory. In addition, in this study, it was found that there is a formula invention that occurs in every detective anime. The form of invention in detective anime is to add a supernatural formula to the storyline. Based on the results of data analysis, the conclusion is that the six animes contain the rules and inventions of the formula detective genre. Formula conventions and inventions occur as the audience becomes more interested in the genre. The more popular a particular genre, the more conventions and inventions as a development of formulas and archetypes.
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Budiarto, Gema. "Understanding the Cultural Reality of Shinobi through the Anime Series of Naruto & Naruto Shippūden." IZUMI 12, no. 2 (December 31, 2023): 225–36. http://dx.doi.org/10.14710/izumi.12.2.225-236.

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Naruto and Naruto Shippūden are the anime series adapted from Masashi Kishimoto’s manga. The Naruto series aired in Japan from 2002-2007, while Naruto Shippūden was from 2007-2017. These animes are interconnected, Naruto is part one and Naruto Shippūden is part two. These animes took some of the original traditions of the Shinobi though not the same. Indeed, Shinobi is real and not a myth. If studied historically, Shinobi were considered ancient warriors of Japan other than the Samurai-侍. Nevertheless, the theory about the birth of the Shinobi is complicated to trace, but Shinobi existed in feudal Japan, especially during the Sengoku Jidai-戦国時代. This research tries to examine the cultural reality and facts of the Shinobi in the Naruto and Naruto Shippūden series. The method used in this research is descriptive qualitative. The result of this study shows that Naruto and Naruto Shippūden adopted the reality of the Japanese Shinobi. Some of the original Shinobi elements were adopted in this anime such as the use of weapons, hand seals, the use of nature elements, and so on. Through these animes, viewers are invited to recognize the traditions of the Japanese Ninja world.
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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 (March 31, 2024): 179–91. http://dx.doi.org/10.22373/jsai.v5i1.4354.

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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.
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Yasim, Muh Nur Rahmat. "Otaku Dadakan: Studi Kasus Penggemar Anime One Piece di Kalangan Mahasiswa." Emik 5, no. 1 (June 26, 2022): 84–100. http://dx.doi.org/10.46918/emik.v5i1.1216.

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nime (Japanese animation) which currently become popular in the community has resulted in the emergence of various anime products, such as action figures, posters, comics, and even animated films. One of the most popular anime is One Piece, and its rabid fans are known as anime otaku. This anime otaku phenomenon not only occurs in Japan, but also throughout the world, including Indonesia. This article deals with newcomers who are interested in popular anime, and call themselves otaku, labeled as impromptu otaku by anime otaku. Using a qualitative approach, this research was conducted through social media Instagram and TikTok. The research informants were ten students, who came from public and private universities in the city of Makassar. They consist of six men and four women, whose age range between 19 and 25 years. Data was collected using in-depth interview and observation techniques. One Piece is one of the anime that has a high rating and is the most popular anime of all time. For impromptu otaku, this is considered as “the king of anime", so that fanaticism towards anime is only focused on the One Piece anime, even though there are many other anime that also have high ratings. While anime otaku are not just fans of one anime. In the process of choosing anime One Piece, a person goes through three stages, namely selection, interpretation, and reaction stages. One of the aspects that makes One Piece as an interesting anime for otaku is how One Piece is able to raise spirits through motivational words uttered by certain characters in the One Piece anime. The identity of impromptu otaku is shown through their involvement in various activities, showing that they are fans of One Piece anime, namely following One Piece developments on the internet and social media, collecting One Piece-themed merchandise, and joining the fan community. This indicates that impromptu otaku realizes their "class" when compared to anime otaku. Thus, by participating in related activities they hope to be aligned as anime otaku.
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Covey, William B. "INTERPRETING ANIME." Journal of Film and Video 72, no. 1-2 (April 1, 2020): 100–102. http://dx.doi.org/10.5406/jfilmvideo.72.1-2.0100.

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Fennell, Dana, Ana S. Q. Liberato, Bridget Hayden, and Yuko Fujino. "Consuming Anime." Television & New Media 14, no. 5 (March 2, 2012): 440–56. http://dx.doi.org/10.1177/1527476412436986.

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Condry, Ian. "Anime Creativity." Theory, Culture & Society 26, no. 2-3 (March 2009): 139–63. http://dx.doi.org/10.1177/0263276409103111.

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This article examines ethnographically the production of anime (Japanese animated films and TV shows) by focusing on how professional animators use characters and dramatic premises to organize their collaborative creativity. In contrast to much of the analysis of anime that focuses on the stories of particular media texts, I argue that a character-based analysis provides a critical perspective on how anime relates to broader transmedia phenomena, from licensed merchandise to fan activities. The ideas of characters, premises, and world-settings also specify in greater detail the logic of anime production, which too often is glossed as emerging from a generalized Japanese culture, as in the ongoing debates about `cool Japan'. I conclude that an ethnographic approach to anime production through a focus on characters can offer new ways of thinking about what moves across media, what distinguishes anime from other media forms, and what gives anime its value.
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Nicolas Trace Cabot. "CFP: Kumoricon Anime and Manga Studies: Intertextual Anime." Science Fiction Studies 45, no. 2 (2018): 410. http://dx.doi.org/10.5621/sciefictstud.45.2.0409.

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Suan, Stevie. "Anime’s Performativity: Diversity through Conventionality in a Global Media-Form." Animation 12, no. 1 (March 2017): 62–79. http://dx.doi.org/10.1177/1746847717691013.

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Anime is a globally prominent media-form with a multitude of styles, yet it maintains a relative uniformity to sustain a recognizable identity as a particular category of media. The performance of the recognizably ‘anime-esque’ is what distinguishes anime as a type of animation, allowing it to be sold and consumed as ‘anime’. Anime, and its recognizable identity, are performatively constituted by a series of anime-esque acts performed in animation, citing a system/database of conventionalized models in each iteration. What we recognize as ‘anime proper’ are not just ‘animations from Japan’, but animations that perform large quantities of anime-esque acts. However, anime must continuously work through the problematic of maintaining its identity without redundancy, each performance working through the tensions of diversity and uniformity: in straying too far from a conventional model, it loses anime-esque recognizability and cannot be sold/consumed as anime. As such, anime’s identity negotiates the dynamic divisions between uniformity, repetition and the global on the one hand, and diversity, variation and the local, on the other. Working through this problematic entails a different type of creativity as combinations of citations from conventional models in each performance negotiate that particular anime’s identity as an anime production and its distinction from other anime. Anime’s problematic is not only invoked through the engagement of conventionalized models of character design and narrative, but also in the technical processes/materiality of animation, which cite character models and conventionalized acting expressions when animated. Yet it is not just the material limits of the medium of animation. There is another limit in the performance of anime in the act of citation that facilitates the doing (and selling) of anime: in the repeated acts of the anime-esque, in the serialization of anime as a media-form, the contours of anime’s formal system become a factor of convergence.
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Marques Soares, Nara. "Da anima e dos animes." Revista Memorare 9, no. 1 (December 21, 2022): 30–41. http://dx.doi.org/10.59306/memorare.v9e1202230-41.

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Durante séculos, a cultura ocidental vem sendo pautada pelo erro antropocêntrico de colocar o humano no topo da cadeia evolutiva e afastá-lo dos outros viventes. Teóricos como Derrida, Deleuze, Nagel e tantos outros vêm nos fazendo compreender a complexidade e a importância histórico-cultural do estudo de animais e vegetais por diferentes ângulos. Esse campo de estudo envolve, além de debates filosóficos, a zooliteratura, a fitoliteratura e diversas formas de produção artística. Este ensaio é uma tentativa de leitura pós-humana do anime Mushishi, através do cruzamento conceitual entre alma e ânima, considerando uma visão-de-mundo que permeia animes japoneses, capazes de nos colocar em confronto com aquele erro antropocêntrico, visível em criações ocidentais.
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Hilal Abdullah, Stefanus Aditya Ferary, and Amalia Anjani Arifiyanti. "IMPLEMENTASI ALGORITMA APRIORI UNTUK MENENTUKAN ITEMSET ANIME YANG JARANG DITONTON PADA MYANIMELIST.NET." Prosiding Seminar Nasional Teknologi dan Sistem Informasi 2, no. 1 (September 15, 2022): 231–37. http://dx.doi.org/10.33005/sitasi.v2i1.302.

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MyAnimeList, atau biasa disebut MAL merupakan sebuah situs yang disediakan sebagai katalog berbasis online yang berisi tentang anime dan manga. Situs ini juga memberikan layanan sistem yang menampilkan daftar untuk mengatur dan menilai sebuah anime maupun manga, serta sebagai tempat berkumpulnya komunitas para penggemar anime dan manga dari berbagai negara. Para penggemar anime terbantu dengan adanya rekomendasi seri anime yang ada di MyAnimeList. Ada beberapa jenis rekomendasi yang disediakan oleh situs MyAnimeList yaitu, Rekomendasi anime populer, rekomendasi anime yang akan tayang mendatang, dan rekomendasi anime yang sedang tayang. Teknik data mining dapat mengolah data menjadi sebuah itemset, yang mana itemset ini dapat dijadikan sebagai acuan dalam membuat rekomendasi. Tujuan paper ini adalah menentukan itemset dari anime dengan rating tinggi namun jarang dilihat. Dengan menggunakan algoritma apriori didapatkan 8 itemset dari judul anime yang memiliki rating tinggi namun jarang dilihat oleh para pengguna situs MyAnimeList.
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Roziqiin, Nazhif Muafa, and M. Faisal. "SISTEM REKOMENDASI PEMILIHAN ANIME MENGGUNAKAN USER-BASED COLLABORATIVE FILTERING." JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) 9, no. 1 (February 23, 2024): 299–306. http://dx.doi.org/10.29100/jipi.v9i1.4222.

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Dalam era digital saat ini, banyak orang memiliki akses ke internet dan menikmati menonton anime sebagai hiburan. Namun, dengan banyaknya pilihan anime yang tersedia, seringkali sulit bagi seseorang untuk memilih anime yang ingin ditonton. Oleh karena itu, diperlukan sistem rekomendasi yang dapat membantu pengguna dalam memilih anime sesuai dengan preferensinya. Penelitian ini menggunakan metode User-based collaborative filtering (UCF) dalam pembuatan sistem rekomendasi anime. Metode UCF menggunakan kesamaan preferensi antara pengguna untuk merekomendasikan anime kepada pengguna lain. Dalam penelitian ini, data anime dan data rating pengguna diperoleh dari platform Kaggle.com. Tahapan penelitian meliputi pengumpulan data, pembersihan data, pemodelan machine learning, pemberian rekomendasi, dan penampilan hasil rekomendasi. Evaluasi kinerja dilakukan dengan menggunakan metode Mean Absolute Error (MAE). Hasil penelitian ini adalah sebuah sistem rekomendasi anime yang dapat memberikan rekomendasi 5 anime teratas berdasarkan preferensi pengguna. Evaluasi kinerja menunjukkan bahwa sistem rekomendasi ini memiliki MAE sebesar 2.9449, yang menunjukkan kualitas yang baik. Dengan demikian, sistem rekomendasi ini dapat membantu pengguna dalam memilih anime yang sesuai dengan preferensi mereka.
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Catão, Bruno Alves, Claudia Rosa Acevedo, and Eduardo Correa De Godoy. "TRIBO DE CONSUMO DE ANIMES: O ANIME COMO UM TOTEM." Revista Gestão e Desenvolvimento 14, no. 2 (April 28, 2017): 126. http://dx.doi.org/10.25112/rgd.v14i2.1126.

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Meilani, Yulinda Rahma. "FANATISME PENGGEMAR TERHADAP ATTACK OF TITAN." Commsphere: Jurnal Mahasiswa Ilmu Komunikasi 2, no. I (March 29, 2024): 122–31. http://dx.doi.org/10.37631/commsphere.v2ii.1357.

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The Attack on Titan anime has become an extraordinary phenomenon among anime lovers in Indonesia. This series attracts attention and has many fans, especially in anime-loving communities, with its tense storyline and stunning visuals. In this article, the author analyzes fan fanaticism towards Anime Attack on Titan through a qualitative phenomenological study in the Indonesian Anime Lovers community. Researchers plunged directly into the Indonesian Anime Lovers community to answer and feel what a fan's experience is, to see what forms of fanaticism exist within the community. In this article, various forms of fanaticism from Attack on Titan anime fans are found, such as changes in behavior, terror, intimidation, harassment by fans in the Indonesian Anime Lovers Community. Keywords: Fanaticism, Attack of Titan, Fans, Phenomenological.
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Aziz, Munafsin, and Susy Ong. "The Implementation of Japanese Animation (Anime) In Advertising." Jurnal Indonesia Sosial Sains 4, no. 04 (April 25, 2023): 370–83. http://dx.doi.org/10.59141/jiss.v4i05.810.

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Anime has become a popular culture phenomenon in Japan and around the world. The use of anime in advertisements has become one of the most effective marketing strategies in Japan. This article discusses the use of anime in advertisements in Japan, as well as the advantages of using anime in advertisements. This article explains the popularity of anime in Japan and how it has become a part of the country's consumer culture. Then, this article also discusses how anime is used in advertising to attract consumer attention and increase product sales. Furthermore, this article discusses the advantages of using anime in advertisements, including being effective in reaching a young market, increasing brand appeal, and giving a more attractive and unique impression to the advertised product. In this article, it is also explained that the use of anime in advertising can also increase consumer engagement and build an emotional connection between brands and consumers. Apart from that, this article also contains examples of advertisements using anime, both in the private and government sectors. Anime can also help brands create positive and imaginative images that can enhance brand impressions. Overall, the use of anime in advertising in Japan has many advantages and is an effective marketing strategy.
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Aziz, Munafsin, and Susy Ong. "The Implementation of Japanese Animation (Anime) In Advertising." Jurnal Indonesia Sosial Sains 4, no. 04 (April 25, 2023): 370–83. http://dx.doi.org/10.59141/jiss.v4i04.810.

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Anime has become a popular culture phenomenon in Japan and around the world. The use of anime in advertisements has become one of the most effective marketing strategies in Japan. This article discusses the use of anime in advertisements in Japan, as well as the advantages of using anime in advertisements. This article explains the popularity of anime in Japan and how it has become a part of the country's consumer culture. Then, this article also discusses how anime is used in advertising to attract consumer attention and increase product sales. Furthermore, this article discusses the advantages of using anime in advertisements, including being effective in reaching a young market, increasing brand appeal, and giving a more attractive and unique impression to the advertised product. In this article, it is also explained that the use of anime in advertising can also increase consumer engagement and build an emotional connection between brands and consumers. Apart from that, this article also contains examples of advertisements using anime, both in the private and government sectors. Anime can also help brands create positive and imaginative images that can enhance brand impressions. Overall, the use of anime in advertising in Japan has many advantages and is an effective marketing strategy.
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Li, Xuanfei. "Anime-like Character Face Generation: A Survey." Highlights in Science, Engineering and Technology 68 (October 9, 2023): 223–32. http://dx.doi.org/10.54097/hset.v68i.12069.

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Recently, anime-style modeling has become increasingly popular. Automatic anime character generation can reduce costs and save manpower. There have been numerous related studies that need to be summarized and analyzed. This paper presents an overview of anime character face generation. Firstly, it summarizes the types and methods of 2D face generation for anime characters. Secondly, we introduce methods for anime character face modeling, including deep learning-based approaches and other approaches. Finally, we summarize the challenges of anime character face generation and evaluate their performance.
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Permadi, Vito Wahyu, and Cuk Yuana. "Analisis Pengaruh Anime Terhadap Minat Anggota Komunitas Anime Indonesia Pada Makanan Jepang." mezurashii 4, no. 1 (August 9, 2022): 49–60. http://dx.doi.org/10.30996/mezurashii.v4i1.6930.

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Animasi dari Jepang yang digambar dengan tangan maupun dengan menggunakan teknologi komputer disebut juga dengan anime. Anime dapat menjadi salah satu alat untuk memperkenalkan budaya Jepang ke Negara lain, di antaranya adalah makanan Jepang. Banyaknya peminat anime di Indonesia mendorong penulis untuk meneliti keterkaitan antara pengaruh anime dengan minat terhadap makanan Jepang. Hal ini menjadi ketertarikan penulis dikarenakan di dalam anime yang ditonton oleh masyarakat Indonesia, terkadang diselipkan jenis jenis makanan yang belum banyak dikenal oleh masyarakat Indonesia. Tujuan dari penelitian ini adalah untuk mengetahui keterkaitan antara kegemaran terhadap anime dengan ketertarikan pada makanan Jepang dan juga untuk mengetahui ketertarikan anggota komunitas pria dan wanita terhadap makanan Jepang. Pada proses pengerjaan penelitian ini, peneliti mengambil data dari peminat anime yang tergabung pada beberapa komunitas pecinta anime. Data diambil dengan memberikan kuisoner melalui Google Form yang disebarkan pada tanggal 7 Oktober 2018 – 2 November 2018. Dari kuisoner yang disebarkan didapatkan sebanyak 70 responden yang menjawab. Dengan menggunakan metode deskriptif kuantitatif dan analisis menggunakan Skala Likert dan korelasi Spearman Rank. Didapatkan kesimpulan bahwa hipotesisnya menolak (Ho) dan menerima (Ha) atau dengan kata lain terdapat keterkaitan antara peminat anime di kelompok komunitas anime dengan ketertarikan terhadap makanan Jepang, selain itu juga didapatkan hasil bahwa 59%, 13 dari 22 responden wanita memiliki ketertarikan terhadap makanan Jepang, dan 68%, 33 dari 48 responden pria memiliki ketertarikan terhadap makanan Jepang. Kata Kunci: anime, komunitas anime, makanan jepang
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Li, De, Wenying Xu, and Xun Jin. "Anime Audio Retrieval Based on Audio Separation and Feature Recognition." International Journal of Intelligent Systems 2024 (May 21, 2024): 1–11. http://dx.doi.org/10.1155/2024/6668582.

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This paper proposes an anime audio retrieval method based on audio separation and feature recognition techniques, aiming to help users conveniently locate their desired audio segments and enhance the overall user experience. Additionally, by establishing an audio fingerprint database and a corresponding copyright information management system, it becomes possible to track and manage the audio content within anime, effectively preventing piracy and unauthorized use, thereby improving the management and protection of audio resources. Traditional methods for anime audio feature recognition suffer from issues like low efficiency and subjective factors. In contrast, the proposed approach overcomes these limitations by automatically separating and extracting audio fingerprints from different audio sources within anime and creating an anime audio fingerprint database for fast retrieval. The paper utilizes an improved audio separation model based on the efficient channel attention mechanism to separate the anime audio. Subsequently, feature recognition is performed on the separated anime audio, employing a contrastive learning-based audio fingerprint retrieval method for anime audio fingerprinting. Experimental results demonstrate that the proposed algorithm effectively alleviates the issue of poor audio separation performance in anime audio, while also improving retrieval efficiency and accuracy, meeting the demands for anime audio content retrieval.
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Wijaya, Jessy, and Yudi Kornelis. "Legalitas Komersialisasi Fanart Anime." Widya Yuridika 5, no. 2 (September 1, 2022): 277. http://dx.doi.org/10.31328/wy.v5i2.3549.

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The popularity of anime makes fans take an active role in their community, one of them is by commercializing anime fanart. The commercialization of anime fanart is rather an ambiguous problem, considering that there is no specific regulation about this matter, either in the Law No. 28 of 2014 on Copyright or Japan Copyright Act. The commercialization of anime fanart occurs because fan artists do not understand this matter. Anime fanart is a work produced by fan artist’s creativity with their own style as an element of originality and differentiating them from the original creator and other fan artist’s work, but on the other hand, anime fanart used pre-existing anime characters as their fanart inspiration. Fanart as a work that has elements of originality but not completely original make commercializing anime fanart an act that does not violate the rules. The purpose of this study is to compare the commercialization of anime fanart regulation between Indonesia and Japan. This study uses a normative juridical research method with a comparative law approach and a statute approach. The result of this study indicates that the commercialization of anime fanart has been implicitly regulated in Indonesia Copyright Act, as well as in Japan Copyright Act. In addition, Law No. 28 of 2014 on Copyright and Japan Copyright Act, both categorized the commercialization of anime fanart as an act of copyright infringement.
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Patioran, Apriliany P., Burhan Niode, and Franky R. D. Rengkung. "Peran Diplomasi Anime Dalam Menyebarkan Budaya Jepang Di Indonesia." POLITICO: Jurnal Ilmu Politik 12, no. 2 (May 11, 2023): 181–200. http://dx.doi.org/10.35797/jp.v12i2.47664.

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Penyebaran budaya Jepang di Indonesia yang kian hari makin meluas merupakan salah satu dampak dari anime Jepang yang masuk ke Indonesia membawa nilai-nilai budaya yang dianut Jepang. Penyebaran budaya Jepang tersebut dapat dilihat dari maraknya event, festival maupun komunitas-komunitas Jejepangan di Indonesia. Hal itu tidak terlepas dari peran pemerintah Jepang sendiri yang sangat mendukung produksi dan peningkatan anime. Berdasarkan hal tersebut, penelitian ini bertujuan untuk mengetahui peran dari diplomasi yang dijalankan pemerintah dalam menyebarkan budaya Jepang melalui anime khususnya di Indonesia. Penelitian ini menggukanan jenis penelitian deskriptif. Data yang digunakan menggunakan data pustaka berbasis dokumen dan internet yang kemudian ditelaah dan ditarik kesimpulan. Analisis data menggunakan teknik analisis data kualitatif. Hasil kajian menunjukkan bahwa anime menjadi salah satu soft power Jepang yang disalurkan melalui diplomasi kebudayaan yang dilakukan di Indonesia, anime yang diproduksi tidak hanya diperuntukkan kepada kalangan anak-anak tetapi juga dikalangan orang dewasa, pemerintah Jepang menggunakan anime sebagai alat untuk melakukan diplomasi dengan memanfaatkan kepopuleran anime menjadi duta pariwisata. Kata Kunci: Anime; Diplomasi; Budaya; Jepang; Indonesia. ABSTRACT The spread of Japanese culture in Indonesia, which is increasingly widespread, is one of the impacts of Japanese anime entering Indonesia bringing the cultural values adopted by Japan. The spread of Japanese culture can be seen from the rampant events, festivals and the Japan communities in Indonesia. This is inseparable from the role of the Japanese government itself which strongly supports the production and improvement of anime. Based on this, this study aims to determine the role of government-run diplomacy in spreading Japanese culture through anime, especially in Indonesia. This research uses a descriptive type of research. The data used uses document-based and internet-based library data which is then reviewed and conclusions drawn. Data analysis uses qualitative data analysis techniques. The results of the study show that anime is one of Japan's soft powers channeled through cultural diplomacy carried out in Indonesia, anime produced are not only intended for children but also among adults, the Japanese government uses anime as a tool to conduct diplomacy by utilizing the popularity of anime to become tourism ambassadors. Keywords: Anime; Culture; Diplomacy; Indonesian; Japanese
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Kamrowska, Agnieszka. "Rzeczywistość w anime, anime w rzeczywistości. Nowe praktyki fanowskie." Studia Filmoznawcze 45 (July 16, 2024): 243–56. http://dx.doi.org/10.19195/0860-116x.45.12.

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Ahmad, Hayz Hanafia, Yohanes Padmo Adi Nugroho, and Anda Prasetyo Ery. "LATAR LOKASI FILM ANIME “KIMINONAWA” SEBAGAI DAYA TARIK WISATA DI PREFEKTUR GIFU JEPANG." Phinisi Integration Review 6, no. 1 (February 28, 2023): 001. http://dx.doi.org/10.26858/pir.v6i1.43275.

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This study is entitled Setting of the Location of the Anime Film "Kiminonawa" as a Tourist Attraction in Gifu Prefecture, Japan. The purpose of this study is to find out the real-life setting of the location in the anime film "Kiminonawa" and to find out the reasons for tourists visiting the location of the anime film "Kiminonawa" both in Tokyo, Nagano, and Hida. The data analysis method used by the researcher is a qualitative data analysis method. The data collected is usually obtained through the existence of a book, video, internet, articles, and previous research on the anime film "Kiminonawa". The results of the research found several places in real life that became the setting for the location in the anime film "Kiminonawa". Approximately 15 locations were found which became the backdrop for the story of the anime film, namely: In Nagano. Hida, and Tokyo. All of these locations are frequently visited by tourists who are fans of the anime "Kiminonawa" this is because the main character in the anime is described as a persistent and hardworking person, the storyline is not monotonous, the love story is unique and only through dreams, stories that inspire people young people to make important moments with their partners as if they were characters in a movie, the story background is a real place so that tourists can take pictures following the style of the characters in the anime film "Kiminonawa".Penelitian ini berjudul Latar Lokasi film Anime “Kiminonawa” Sebagai Daya Taruk Wisata Di Prefektur Gifu Jepang. Tujuan penelitian ini adalah untuk mengetahui latar lokasi dalam kehidupan nyata pada film anime “Kiminonawa” dan untuk mengetahui alasan wisatawan mengunjungi latar lokasi film anime “Kiminonawa” baik yang berada di Tokyo, Nagano, dan Hida.Metode analisis data yang dilakukan oleh peneliti adalah metode analisis data kualitatif. Data yang dikumpulkan biasanya di dapat melalui adanya sebuah buku, video, internet, artikel, serta penelitian terdahulu tentang film anime “Kiminonawa”.Hasil penelitian ditemukan beberapa tempat dalam kehidupan nyata yang menjadi latar lokasi dalam film anime “Kiminonawa”. Ditemukan kurang lebih 15 lokasi yang menjadi latar belakang cerita film anime tersebut yaitu: Di Nagano. Hida, dan Tokyo. Seluruh lokasi tersebut sering dikunjungi oleh wisatawan penggemar anime “Kiminonawa” hal ini karena tokoh utama di dalam anime digambarkan sebagai orang yang gigih dan pekerja keras, alur cerita yang tidak monoton, kisah cinta yang unik dan hanya melalui mimpi-mimpi, cerita yang menginspirasi kawula muda untuk membuat momen-momen penting dengan pasangan seolah mereka adalah tokoh dalam film, latar belakang cerita merupakan tempat yang real sehingga para wisatawan dapat berfoto mengikuti gaya dari pemeran tokoh dalam film anime “Kiminonawa”.
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Arsyad, Syech Geopandu Abdurizal, Yohanes Bahari, and Nining Ismiyani. "Imitation Behavior of Fans of Popular Japanese Anime Among Students of Sociology Education Study Program at FKIP Untan." International Journal Ethnic, Racial and Cultural Heritage 1, no. 2 (January 23, 2024): 56. http://dx.doi.org/10.26418/ijerch.v1i2.75433.

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Penelitian ini mengkaji fenomena perilaku imitasi anime di kalangan mahasiswa program Pendidikan Sosiologi Universitas Tanjungpura Pontianak. Tujuan dari penelitian ini adalah untuk memahami motivasi dan makna yang mendasari perilaku imitasi tersebut. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Data dikumpulkan melalui observasi, wawancara, dan analisis dokumen yang relevan. Informan penelitiannya adalah para mahasiswa pecinta anime dan melakukan perilaku imitasi. Analisis temuan penelitian menunjukkan bahwa motivasi dalam perilaku imitasi anime dipengaruhi oleh faktor-faktor seperti pengaruh teman atau komunitas penggemar anime, kesenangan dan kepuasan yang diperoleh dari aktivitas tersebut, dan karakteristik anime yang inspiratif. Pengaruh teman atau komunitas penggemar anime berperan penting dalam membentuk perilaku imitasi dan memberikan dukungan sosial. Kenikmatan dan kepuasan menonton dan meniru anime juga menjadi motivator yang kuat. Ciri-ciri anime, menggambarkan karakter dengan kualitas, semangat, dan kehebatan tertentu, menarik minat dan menginspirasi peniruan. Kesimpulannya, memahami faktor motivasi dan makna di balik perilaku imitasi anime di kalangan mahasiswa Pendidikan Sosiologi sangat penting untuk memahami dinamika budaya populer. Teori tindakan sosial Max Weber memberikan wawasan yang relevan dalam menjelaskan perilaku imitasi dan peran interaksi sosial, pilihan nilai, dan penerimaan masyarakat dalam mempengaruhi perilaku tersebut. Disarankan untuk melanjutkan penelitian ini dengan melibatkan sampel yang lebih luas dan mempertimbangkan faktor-faktor lain yang mempengaruhi perilaku imitasi anime.
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Oliva-Abarca, Jesús Eduardo. "El fenómeno abridged: el anime parodiado por sus fans." Jangwa Pana 17, no. 1 (December 29, 2017): 87. http://dx.doi.org/10.21676/16574923.2297.

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El presente artículo tiene como propósito el estudio de las series abridged, un tipo de parodias, realizadas por aficionados occidentales, que emplean de forma resumida el metraje original de animes populares. Este fenómeno mediático, que se ha popularizado en Youtube, evidencia, primeramente, las posibilidades de adaptación y transformación que los nuevos medios y tecnologías brindan a los entusiastas del anime, y segundo, la tendencia de los aficionados a utilizar la parodia como una estrategia para aprehender el universo mediático y, de la misma forma, como un comentario crítico de la realidad. En el contexto de la cultura digital, y a través de la revisión de la parodia, de la intertextualidad y de la intermedialidad, se analizan las series abriged basadas en los animes de Dragon Ball Z, Yu Gi Oh! y JoJo’s Bizarre Adventure. De este sucinto examen, se pueden extraer las siguientes conclusiones: primeramente, esta clase de parodias guardan una relación estrecha con otras expresiones realizadas también por fans, tales como las fanfictions, o fanfics, el fansub, el fandub, el fanart, los fanfilms y los fangames; segundo, las series abridged, y todas las demás recreaciones de admiradores del anime, son artefactos intertextuales e intermediales, en tanto remiten a mundos textuales previamente constituidos y a medios convergentes; por último, dado que los universos ficcionales y mediáticos pueden concebirse como artefactos de comprensión y comunicación de y con la realidad, las reelaboraciones paródicas realizadas por los fans, y denominadas como series abridged, constituyen no sólo la reinterpretación de dichos mundos, sino también una forma en que los aficionados se apropian de la realidad, o realidades, que el anime y demás productos culturales referencian.
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Mussin, A. "MOTIVATIONAL FACTOR OF ANIME AND MANGA IN THE CONTEXT OF INDIVIDUAL IDENTIFICATION." Al-Farabi 78, no. 2 (June 15, 2022): 134–48. http://dx.doi.org/10.48010/2022.2/1999-5911.10.

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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.
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Costa, Daniel Lula, and Rodolpho Alexandre Santos Melo Bastos. "Os entrelaçamentos temporais e mitológicos das presenças das deusas antigas na personagem Kaguya no anime Naruto Shippuden." Palíndromo 14, no. 32 (January 3, 2022): 328–48. http://dx.doi.org/10.5965/2175234614322022328.

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As animações japonesas, conhecidas como animes, são produzidas para públicos diversos e muito populares fora do Japão, como é o caso do Brasil. Algumas dessas animações se utilizam de narrativas e imagens mitológicas possíveis de serem identificadas pelo estudo da alegoria histórica (BENJAMIN, 1984) presente na narrativa, em suas imagens e, principalmente, emanada pela presença de temporalidades múltiplas, que emanam o anacronismo das imagens (DIDI-HUBERMAN, 2011). Esse é o caso da personagem Kaguya do anime Naruto Shippuden. Essa personagem transmite entrelaçamentos culturais e mitológicos que estão ligados a figura da deusa presente nas mitologias antigas. O objetivo é analisar as presenças transtemporais da imagem da deusa transmitidas pela personagem Kaguya no anime Naruto Shippuden. Para isso, serão utilizados os conceitos de alegoria histórica (BENJAMIN, 1984), presenças do passado (GUMBRECHT, 2010) e anacronismo da imagem (DIDI-HUBERMAN, 2011).
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Domarco, David, and Ni Made Satvika Iswari. "Rancang Bangun Aplikasi Chatbot Sebagai Media Pencarian Informasi Anime Menggunakan Regular Expression Pattern Matching." Jurnal ULTIMATICS 9, no. 1 (August 7, 2017): 19–24. http://dx.doi.org/10.31937/ti.v9i1.559.

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Technology development has affected many areas of life, especially the entertainment field. One of the fastest growing entertainment industry is anime. Anime has evolved as a trend and a hobby, especially for the population in the regions of Asia. The number of anime fans grow every year and trying to dig up as much information about their favorite anime. Therefore, a chatbot application was developed in this study as anime information retrieval media using regular expression pattern matching method. This application is intended to facilitate the anime fans in searching for information about the anime they like. By using this application, user can gain a convenience and interactive anime data retrieval that can’t be found when searching for information via search engines. Chatbot application has successfully met the standards of information retrieval engine with a very good results, the value of 72% precision and 100% recall showing the harmonic mean of 83.7%. As the application of hedonic, chatbot already influencing Behavioral Intention to Use by 83% and Immersion by 82%. Index Terms—anime, chatbot, information retrieval, Natural Language Processing (NLP), Regular Expression Pattern Matching
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Puji Wisanggeni, Wishnu. "Soft Power Jepang Di Dalam Anime Samurai Champloo Sebagai Bentuk Diplomasi Kebudayaan." LUGAS Jurnal Komunikasi 3, no. 2 (December 31, 2019): 64–72. http://dx.doi.org/10.31334/lugas.v3i2.706.

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Anime discourse as cultural diplomacy in the era of globalization is now increasingly massively. This research takes this potential as the focus that Samurai Champloo anime wants to use as a soft power form used for agricultural diplomacy by Japan in the era of globalization. Where this research will answer the forms of diplomacy carried out by anime. This study uses the theory of soft power which has sources in, the type of cultural politics contained in anime, and cultural diplomacy. This study uses qualitative discussion, this study discusses the diplomacy carried out in the anime film Samurai Champloo. The results showed that Japan made anime as a place to accommodate cultural forms originating from outside Japan as a way to show the nature of openness as a characteristic of anime to an international audience. Of the eight units of analysis through different episodes in the anime Samurai Champloo, six episodes use the type of cultural politics of the Internationalization of depoliticization. With the internationalization of depoliticization, it shows that extraterritorial development is the main goal so that anime can be integrated into other countries and be accepted by an international audience.
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Chandi, Jasdeep Kaur, and Kulveen Trehan. "“Still Watching Cartoons?” Infantilization of Young Anime Fans in India: A Critical Discourse Analysis." IAFOR Journal of Cultural Studies 8, no. 1 (July 5, 2023): 5–28. http://dx.doi.org/10.22492/ijcs.8.1.01.

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Animated content is primarily included in the children’s shows category in India. As a result, young adult and adult Indian anime fans are affected by this categorization. To explore their sociocultural experiences in Indian society, fan responses to three questions – posted on Quora, an online question and answer (Q&A) platform – were critically analyzed using Fairclough’s three-dimensional model of Critical Discourse Analysis. The three Quora questions selected for the study were What is it like being an anime fan in India? What is it like to be a manga and anime lover in India? And, why most of the people in India think that anime is for kids? The analysis revealed infantilization of Indian anime fans, mostly young adults or adults. Findings disclosed marginalization of and discrimination against Indian anime fans by the conservative older generation who look at any East Asian popular media from a racially biased lens. Invisibilization, mystification and stereotyping marked the discourse on Indian female anime fans who may not participate extensively in the male-dominated anime fan community on the online fora but consume anime by subversion and negotiated readings.
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Azis, Moch Abdul, Nur Hadianto, Jaja Miharja, and Saifulloh Rifai. "IMPLEMENTASI ALGORITMA APRIORI UNTUK ANALISA PEMILIHAN TIPE GENRE FILM ANIME (STUDI KASUS : MYANIMELIST.NET)." Jurnal Pilar Nusa Mandiri 14, no. 2 (September 15, 2018): 209. http://dx.doi.org/10.33480/pilar.v14i2.932.

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Seperti halnya film animasi jepang atau bisa juga di sebut dengan film anime yang kini mulai banyak digemari oleh semua kalangan tanpa pandang umur, status dan profesi. Pada film anime jepang ini memiliki memiliki beberapa genre dari action, comedy, drama, romance, adventure dll, bisa diakses seperti pada media online seperti website yang menyajikan macam-macam genre anime salah satunya adalah myanimelist.net pada web ini memiliki 14.000 film anime berbagi genre. Salah satu cara untuk meningkatkan daya tarik film anime adalah dengan pemanfaatan data pelihan genre yang sering di tonton oleh para penikmat film anime. Dengan data tersebut kita busa menganalisa tipe genre apa yang paling banyak di tonton, serta kecenderungan pemilihan tipe genre alternatif yang disukai oleh para penikmat film anime. Sehingga dengan data-data tersebut pihak creator bisa menentukan strategi untuk realese tipe genre yang akan dibuat berikutnya. algoritma apriori bagus untuk digunakan untuk pembentukan itemset, pencarian pola dan lain sebagainya. Maka dari itu pada penelitian kali ini Algoritma apriori digunakan untuk menentukan pola pemililihan tipe genre pada Film Anime Jepang.
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Zuo, Ang. "Transgenderism and Japanese Anime: A Case Study of Kmpfer." Communications in Humanities Research 5, no. 1 (September 14, 2023): 483–87. http://dx.doi.org/10.54254/2753-7064/5/20230390.

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Japanese anime has gradually become popular in the worldwide animation market since the 1980s and 1990s. But it is only in recent years that it has begun to receive academic attention as part of popular culture studies. This paper focuses on gender transitioning in Japanese anime and its relationship with transgenderism. After a brief introduction to the history of gender transitioning in Japanese anime, it critically reviews related literature on Japanese anime and transgenderism. Through an analysis of specific work Kmpfer, which centers on gender transitioning, this paper explores transgenderism in Japanese anime. This paper argues that the subgenre of gender transitioning anime is not progressive, but instead reinforces male dominance and concepts of gender binary. Researchers of Japanese anime seldom pay attention to gender transitioning as a subgenre, and scholars of gender studies rarely consider how Japanese anime, with its huge influence on transgender communities in Japan, affects the way Japanese people perceive gender transitioning. This paper connects the two fields to examine issues that have often been neglected.
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Pope Robbins, Laura. "Bringing anime to academic libraries: a recommended core collection." Collection Building 33, no. 2 (April 1, 2014): 46–52. http://dx.doi.org/10.1108/cb-12-2013-0047.

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Purpose – This paper aims to provide reasons for developing an anime collection within academic libraries as well as providing guidance in starting such a collection. Design/methodology/approach – This paper is based upon research of literature and anime-related websites, as well as familiarity gained through viewing anime. Findings – Anime is a medium that can be used to explore all genres, as well as universal themes, and provide a glimpse of Japanese life. The study of film has been accepted for decades and the study of animation has grown from that but has been restricted to primarily American animation. Anime is animation specific to Japan which can inspire students and faculty to explore another culture. Libraries should provide classic anime that can support cross-cultural and interdisciplinary studies. By creating an anime collection, a library will provide their community with engaging materials that can be used for enjoyment as well as study. A list of core titles is included. Originality/value – This paper reflects recent trends toward increased interest in Japanese popular culture, specifically anime, and offers academic libraries a rationale for including such materials within their collection to connect with their students and faculty. There are no articles on the topic of collecting anime in academic libraries.
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Wang, Yiheng. "Anime Obsession and Importance of Environment in Its Formation." Lecture Notes in Education Psychology and Public Media 45, no. 1 (April 19, 2024): 106–13. http://dx.doi.org/10.54254/2753-7048/45/20230293.

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As a novel, developing form of art, anime has a large fan base, 33% of Japanese watch anime in a regular basis, and 27% Americans of age 18-29 find anime very favorable. Due to capability of releasing dopamine, people could certainly be addicted to anime. However, there is currently a mixed approach towards the effects watching anime. The paper would propose that the difference displayed between being a addictive viewer, which would further cause a combination of mental illnesses, and being a person who benefits from anime watching can be explained by a difference in transportation, which is determined by the social context they reside in. However, the passage would also explore how environmental impact of anime addiction differ from that of substance addiction. The paper finds that past experience learnt form environment that does not involve in drug intake only influences tendency and amount of drug intake, while not being able to determine the biochemical value of drugs, however, those experience would be able to effectively impact the amount of reward from watching anime. Finally, the passage explains how a reciprocal determinism model, annotated with social contingencies suited to modern Japan society, would potentially explain how a spiral of indulging into an addiction of anime would eventually be formed.
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Andari, Novi, and Adeline Grace M. Litaay. "Anime Trend as An Advert Genre in Indonesian Youtube." Journal of Development Research 6, no. 2 (November 30, 2022): 164–70. http://dx.doi.org/10.28926/jdr.v6i2.245.

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Anime is a loanword from English 'animation' which is absorbed into Japanese. The rise of anime fans among teenagers in recent years has led companies to increase sales by using product marketing in the form of anime-style advertising media on television. This scientific articles aim to find out about anime trends in Indonesia and what their impact is on the advertising media for a product in Indonesia. This study was conducted by applying the qualitative method of which the discussion was presented descriptively. The data of this study were obtained by using observation and note taking technique. The results of this study indicate that there is an increase in the number of viewers on anime-style advertisements compared to non-anime-style ads.
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Zuo, Wenbo. "Research on the Impact of Anime on the Mental Health of Adolescents." Applied Science and Innovative Research 8, no. 2 (April 26, 2024): p27. http://dx.doi.org/10.22158/asir.v8n2p27.

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This paper aims to explore the impact of anime on the mental health of adolescents, analyzing both its positive and negative influences, as well as corresponding management and guidance strategies. Through an overview of the prevalence of anime in the lives of adolescents, the importance of adolescent mental health, and the potential impact mechanisms of anime on their mental health, the paper delves into how anime influences adolescent emotional expression, self-identity, creativity development, and social relationships. At the same time, it also analyzes the negative impacts that anime may bring, such as violence, pornography, social isolation, with factors including the characteristics of anime content, individual characteristics of adolescents, and family environment. Building upon this, the paper puts forward the responsibilities and strategies for parents, educators, government, and adolescents themselves in management and guidance. Finally, by comprehensively evaluating the impact of anime on adolescent mental health, future research directions and policy recommendations are discussed, providing theoretical support and practical guidance for promoting healthy adolescent development.
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Wardani, Hayyin Fatika, and Ai Sumirah Setiawati. "Korelasi Minat dan Kebiasaan Menonton Anime dengan Kemampuan Menyimak Bahasa Jepang UNNES Angkatan." Jurnal Pendidikan Bahasa Jepang Undiksha 10, no. 1 (February 24, 2024): 10–19. http://dx.doi.org/10.23887/jpbj.v10i1.66163.

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Anime is one of the media that can be used to learn Japanese. This study aims to determine correlation between interests and habits of watching anime with ability to listen Japanese in PBJ UNNES students class of 2021. The research method used is descriptive quantitative with a sample of 30 people. Data collection techniques using questionnaires and tests.The results showed that (1) students’ interest in watching anime was in the high category while their habit of watching anime was in the low category.(2) there is a positive and significant correlation between interest in watching anime and the ability to listen Japanese. (3) there is a positive and not significant correlation between habit of watching anime and ability to listen Japanese. (4) there is a positive and significant correlation between interest and anime viewing habits, together with ability to listen Japanese as indicated by the correlation coefficient value at the 5% significance level, which is equal to (0.466) which indicates a moderate correlation level.
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Salsabila, Nahda, and Ibda Khaliq Bijitama Akbar. "The Implementation of Cool Japan Strategy during Covid-19 Pandemic." JILS (Journal of International and Local Studies) 7, no. 2 (July 31, 2023): 74–79. http://dx.doi.org/10.56326/jils.v7i2.3270.

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Abstract: The 2020 global pandemic did a significant blow to creative industries worldwide, including animation production industries. Japan as one of the most prominent players in animation industries, with its popular animation style called anime, also suffered from the pandemic. This study aims to analyze the influence of the Cool Japan Strategy to Japan anime industry before and after the Covid 19 pandemic. This research uses the qualitative method of review and read with literature study. The results show that the Cool Japan Strategy has a significant influence on the development of the anime industry, especially in terms of marketing and promotion. However, the COVID-19 pandemic also had a significant impact on the anime industry, with a decrease in revenue and changes in consumer behavior. Nonetheless, Cool Japan Strategy helps the anime industry to adapt to these changes, especially through the use of digital technology. In conclusion, Cool Japan Strategy has an important role in promoting the anime industry, and the ability to adapt to difficult environmental changes such as the pandemic can help the anime industry to continue to thrive in the future. Keywords: Cool Japan Strategy, anime industry, COVID-19, pandemic, popular culture
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Wei, Dichuan. "How Classic and Well-known Anime IPs Drive the Development of Peripheral Industries: A Case Study of Bandai Namco's Marketing of Mobile Suit Gundam." Highlights in Business, Economics and Management 30 (April 10, 2024): 284–88. http://dx.doi.org/10.54097/f76y4865.

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With the development of the socio-economic conditions, people's demand for spiritual needs is also increasing the cultural industry plays an increasingly important role in modern society. Anime and games, as integral components of the cultural industry, have a wide audience (especially among young people) and market demand. Simultaneously, consumer spending related to anime intellectual properties (IPs) has entered a high-growth phase. Anime IPs, as a vital part of the anime industry, possess unique appeal and influence. Anime game IPs, as distinctive cultural symbols, represent not only characters or stories but also brands with a large fan base and significant commercial potential. The purpose of this article is to explore how classic and well-known anime IPs drive the development of peripheral industries. Taking Bandai Namco's marketing of Mobile Suit Gundam as an example, by analyzing its successful marketing strategies and the development of peripheral industries, the aim is to reveal how anime IPs maximize their value through innovative peripheral products, marketing promotions, and collaborations with other industries. This study also aims to provide insights and inspiration for the operation of other anime IPs.
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Exner, Nina. "Anime-zing in North Carolina: Library Views of Anime Fans." North Carolina Libraries 70, no. 1 (March 22, 2012): 7. http://dx.doi.org/10.3776/ncl.v70i1.324.

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The popularity of anime and manga makes anime fans a group of interest to libraries. There are several events in North Carolina where anime fans gather together, and libraries are already involved with these events. This article discusses conventions and summarizes demographics and attitudes of anime fans at the 2008 Animazement convention in the Triangle. Out of 115 respondents, more than half are library card holders and use a library at least once a month. Some sense of library support for anime and manga fans is present, but respondents definitely show a desire for more support.
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Yuliani, Risa, R. M. Mulyadi, and M. Adji. "Japanese Soft Power in Indonesia on Anime Entitled Ufo Baby: Study of Popular Culture." IZUMI 10, no. 2 (November 1, 2021): 328–37. http://dx.doi.org/10.14710/izumi.10.2.328-337.

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Anime as Japanese popular culture has been successfully consumed by mass in many countries. It indicates that Japan's strategy to make anime one of its soft power has been successfully accepted by the world community. In Indonesia, since anime entered the television, the enthusiasm given by the community has been good and positive. Anime is liked by various circles, especially children, even today. Ufo Baby is one of the shows on RCTI, even though it's not as global as Doraemon, for example, but apart from an interesting storyline, this anime also incorporates many elements of Japanese culture. The aim of this study is to explain the soft power of Japan in Indonesia on anime entitled “Ufo Baby”. The research method uses a qualitative approach with interpretive analysis. The researched part is scenes from anime that contain cultural elements. The approach used is John Storey's cultural theory and Nye Joseph's theory of soft power. Data collection was conducted to examine the influence of Japanese culture on Indonesian society by using interview techniques. The results of this study reveal that in the Ufo Baby anime there are elements of soft power culture used by Japan. From the results of research, the culture shown in anime has an influence on Indonesian society marked by the community's participation in celebrating traditional Japanese festivals and the discovery of many typical Japanese goods sold in local shops.
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Abdul Jabar, Mashita, Shareenie Shera Abdul Hamid, Zaity Akhtar Mukhtar, Nik Rozilaini Wan Mohamed, Shahira Abdul Jabar, and Mohd Shafiq Abdul Jabar. "Investigating Factors Affecting Fans’ Intention to Attend Anime Events: Conceptual." Information Management and Business Review 16, no. 1(I) (March 15, 2024): 43–50. http://dx.doi.org/10.22610/imbr.v16i1(i).3648.

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This study proposes a conceptual framework to investigate the factors influencing anime fans' intention to attend anime events. As the popularity of Japanese animation (anime) proliferates globally, anime events have emerged as a distinct tourism market segment. However, academic research on anime event attendance factors is limited. This study aims to address this gap by developing a framework integrating three key factors frequently highlighted in the general event and fan culture literature: event image, travel motivations, and media information. Event image denotes attendees' holistic perceptions encompassing cognitive and affective dimensions. Travel motivations refer to internal and external drivers stimulating the intention to attend, such as escapism, socialization, and novelty-seeking. Media information represents sources informing attendees' perceptions and decisions through platforms like social media and websites. The framework posits that these three factors directly influence fans' intention to attend anime events. A quantitative methodology will be utilized to collect survey data from anime communities and analyse the model via PLS SEM techniques. The framework contributes a theoretical understanding of anime event attendance, validates linkages between factors, and provides practical implications for event organizers and marketers to enhance the appeal and competitiveness of anime events. Further research could extend the model’s generalizability, explore causal mechanisms between factors, examine additional variables, and conduct longitudinal studies on evolving attendee behaviour and preferences.
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43

Hiramoto, Mie. "Anime and intertextualities." Pragmatics and Society 1, no. 2 (November 17, 2010): 234–56. http://dx.doi.org/10.1075/ps.1.2.03hir.

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Cowboy Bebop, a popular anime series set in the year 2071 onboard the spaceship Bebop, chronicles the bohemian adventures of a group of bounty hunters. This paper presents how the imaginary characters and their voices are conventionalized to fit hegemonic norms. The social semiotic of desire depicted in Cowboy Bebop caters to a general heterosexual market in which hero and babe characters represent the anime archetypes of heterosexual normativity. Scripted speech used in the anime functions as a role language which indexes common ideological attributes associated with a character’s demeanor. This study focuses on how ideas, including heterosexual normativity and culture-specific practices, are reproduced in media texts in order to negotiate the intertextual distances that link the characters and audience.
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Berndt, Jaqueline, and Anna Ratkiewicz. "Anime studies: Wprowadzenie." Panoptikum, no. 28 (December 29, 2022): 118–33. http://dx.doi.org/10.26881/pan.2022.28.07.

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SHARMA, AR SURUCHI, AR ANUGAYA SHARAN, AR YASHIKA GUPTA, and SHRIYANSH JAIN. "ARCHITECTURE IN ANIME." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, no. 10 (October 1, 2023): 1–11. http://dx.doi.org/10.55041/ijsrem25864.

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Manga is an umbrella term for a wide variety of comic books and graphic novels originally produced and published in Japan. Unlike American comic books, which are usually printed in full colour, Japanese manga are almost always published in black and white. Full-colour prints are often only used for special releases. Manga (mon-guh) is the Japanese word for comics published in Japan. The word itself is comprised of two characters: man, 漫 meaning “whimsical” and ga 画 meaning “pictures.” Manga as a form of entertainment has a rich and interesting history and it is my hope that this guide shows a glimpse into the delight that is manga. Manga is read right to left beginning with the rightmost panel. The spine of the manga should be towards your right hand when you start reading, if not flip it over! Manga should not be confused with anime, which are Japanese animated shows and movies. However, many anime (animated shows from Japan) is adapted from a manga source.
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Saud Abdullah S Alsahlly, Sultan Khalid M Algmrawi, Ahmad Saeed A Alshehri, Nasser Talal N Alotiby, Mohammad Arshad, and Sanjay Deshwali. "Anime affection on human IQ and behavior in Saudi Arabia." GSC Biological and Pharmaceutical Sciences 14, no. 2 (February 28, 2021): 143–54. http://dx.doi.org/10.30574/gscbps.2021.14.2.0031.

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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.
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47

Mihara, Ryotaro. "A Coming of Age in the Anthropological Study of Anime?" Journal of Business Anthropology 9, no. 1 (April 30, 2020): 88–110. http://dx.doi.org/10.22439/jba.v9i1.5963.

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This article highlights how Anglophone anthropological studies of Japanese animation (anime) have overlooked its businesspeople (such as producers, investors, merchandisers, and entrepreneurs) by formulaically advocating anime creators and fans as crusaders subverting the global dominance of Euro–American global entertainment capitalism. Contextualising such orientation as an example of what Gayatri Spivak calls “strategic essentialism”, the article further explores how to break out of this essentialist impasse of analysis in the anthropological approach to anime. The article suggests that a potential exit might exist through envisioning the business anthropology of anime, i.e. by casting an ethnographic focus on anime’s businesspeople as the legitimate interlocutors for anthropological inquiries into anime. The author further explores the preliminary theoretical implications of this analytical turn through his own business ethnography of an international start-up venture of anime merchandising.
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Rizqina, Kirana, and Devinnisa Jehan. "Studying Typography Used in Ability "Rashomon: Tenma Tengai" in The Bungou Stray Dogs Anime Adaptation." Lekesan: Interdisciplinary Journal of Asia Pacific Arts 6, no. 2 (October 18, 2023): 162–69. http://dx.doi.org/10.31091/lekesan.v6i2.2441.

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Typography is the art and technique of arranging letters in a way that makes the written language easier to read and more appealing, display, or distribute. Typography is not limited to Latin or Romaji and is seen in the anime industry, especially anime, where it is used in kanji. Bungou Stray Dogs is an anime that adapts old literature to a younger audience and is a perfect study subject for kanji typography. Despite its manga and anime adaptations, it still sticks to its "old literature" antics. Hence, the focus of the typographic study in this article is solely on the anime version of the Bungou Stray Dogs manga, and specifically on the scene in the anime where the words "rashomon: tenma Tengai" are presented utilizing specific typographic approaches.
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Chan, Yeehan, Nganling Wong, and Leeluan Ng. "JAPANESE LANGUAGE STUDENTS’ PERCEPTION OF USING ANIME AS A TEACHING TOOL." Indonesian Journal of Applied Linguistics 7, no. 1 (May 31, 2017): 93. http://dx.doi.org/10.17509/ijal.v7i1.6862.

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Studies showed that interest in anime motivates students to learn the Japanese language and culture (Manion, 2005; Fukunaga, 2006; William, 2006). However, little has been written about the practical use of anime in a Japanese language classroom. By employing the method of classroom research, this study will try to narrow the gap between theory and practice of using anime as a teaching tool in the Japanese language classroom. This qualitative study will focus on discussing what the participants think about the use of anime as a teaching tool. A course named “Learning Japanese language and Culture through Anime” was planned and conducted in a public university in Malaysia. During the administration of the course, the data were collected via the participants’ learning diaries at 7 intervals and a group interview at the end of the semester. The findings presented from the data analysis on the participants' perception of the use of anime as a teaching tool include motivation, language and cultural awareness, critical thinking, sense of prejudice, and stereotypes. The findings reveal that giving a place for anime in the Japanese language classroom is like opening a new door for educators to connect with the students and deepen understanding about the students’ learning experiences of using anime as a language and culture learning tool. This is important to provide insightful ideas to the Japanese language educators regarding the option of using anime as a teaching tool.
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Chen, Jiyue. "The Investigation on Anime-Themed Recommendation Systems." Highlights in Science, Engineering and Technology 81 (January 26, 2024): 121–31. http://dx.doi.org/10.54097/36drh331.

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In today's digital era, the way we enjoy entertainment has experienced a significant revolution, and this transformation also encompasses the world of anime. With a seemingly endless array of anime series accessible through online streaming services, users frequently grapple with a formidable dilemma: the paradox of abundance. This paper introduces a sophisticated anime recommendation system, carefully crafted to tackle this quandary and enhance the overall anime-watching journey. Drawing upon the capabilities of machine learning and data analysis, the system's primary goal is to provide personalized anime recommendations based on user preferences and behavior. This paper not only outlines the development of an intelligent anime recommendation system but also takes a critical look at the existing body of research in the fields of recommendation systems and anime-related studies. Emphasizing the significance of personalized recommendations, it highlights the crucial role they play in enhancing user engagement and satisfaction within the world of anime streaming. The system itself is a culmination of various techniques and methodologies, employing a hybrid approach that combines collaborative filtering, content-based filtering, and advanced machine learning techniques. Linear models, random forests, and boosting algorithms are skillfully harnessed for prediction purposes, showcasing the system's versatility and adaptability. Preliminary results presented in this paper offer a tantalizing glimpse into the system's potential to deliver tailored recommendations, ultimately enriching the user experience and fostering greater engagement with the captivating universe of anime.
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