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Journal articles on the topic 'Anime'

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1

Morzaria, Vanshi. "Anime." International Journal of Science and Research (IJSR) 11, no. 6 (2022): 1930–46. http://dx.doi.org/10.21275/sr22616211314.

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Maharani, Anastasia Widya Putri, and Sri Oemiati. "Proses Individuasi Diri Tokoh Otosaka Yuu Dalam Anime “Charlotte”: Psikoanalisis Carl Gustav Jung." KIRYOKU 9, no. 2 (2025): 342–57. https://doi.org/10.14710/kiryoku.v9i2.342-357.

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This study aims to analyze the individuation process of the main character in the anime Charlotte, Otosaka Yuu, using Carl Gustav Jung’s analytical psychology theory, specifically focusing on the integration of the four main archetypes: persona, shadow, anima, and self. Using a descriptive qualitative method, data were collected through careful observation of the anime, including transcripts of dialogue and relevant screenshots. The analysis reveals that Yuu experiences a complete process of individuation. Yuu gradually discards his persona and begins to live more authentically. Yuu’s shadow i
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Maquiné, Érica da Costa de Oliveira. "O uso do anime como recurso de ensino-aprendizagem nas aulas de história." Núcleo do Conhecimento 01, no. 05 (2024): 150–67. https://doi.org/10.32749/nucleodoconhecimento.com.br/educacao/o-uso-do-anime.

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A construção da prática pedagógica no ensino de História na sala de aula, tem um recurso pedagógico de fácil acesso e significativo, principalmente quando se utiliza o anime como recurso de ensino e aprendizagem. O anime que muitas vezes o aluno assiste sem refletir no episódio com nenhuma interligação à sua realidade, pode até trazer conforto, diversão, e também como, interpretação, compreensão e reflexão dos acontecimentos, a mesma é uma estratégia para
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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 (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,
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Yasim, Muh Nur Rahmat. "Otaku Dadakan: Studi Kasus Penggemar Anime One Piece di Kalangan Mahasiswa." Emik 5, no. 1 (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 thr
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Handayani, Viona Rizky, Diana Puspitasari, and Hartati Hartati. "Invensi dalam Genre Detektif." Jurnal SAKURA : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 3, no. 2 (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 convent
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Budiarto, Gema. "Understanding the Cultural Reality of Shinobi through the Anime Series of Naruto & Naruto Shippūden." IZUMI 12, no. 2 (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 fe
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Suan, Stevie. "Anime’s Performativity: Diversity through Conventionality in a Global Media-Form." Animation 12, no. 1 (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’, bu
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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 (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
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Marques Soares, Nara. "Da anima e dos animes." Revista Memorare 9, no. 1 (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 â
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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.

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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 wi
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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 (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 pe
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13

Covey, William B. "INTERPRETING ANIME." Journal of Film and Video 72, no. 1-2 (2020): 100–102. http://dx.doi.org/10.5406/jfilmvideo.72.1-2.0100.

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14

Fennell, Dana, Ana S. Q. Liberato, Bridget Hayden, and Yuko Fujino. "Consuming Anime." Television & New Media 14, no. 5 (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 (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
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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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Meilani, Yulinda Rahma. "FANATISME PENGGEMAR TERHADAP ATTACK OF TITAN." Commsphere: Jurnal Mahasiswa Ilmu Komunikasi 2, no. I (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,
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18

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 (2017): 126. http://dx.doi.org/10.25112/rgd.v14i2.1126.

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Irsalina Nabilah and Santi Indra Astuti. "Membedah Anime sebagai Media Edukasi Kesehatan." Bandung Conference Series: Public Relations 4, no. 2 (2024): 548–54. http://dx.doi.org/10.29313/bcspr.v4i2.13218.

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Abstrak. Anime adalah media hiburan berbentuk animasi dari Jepang yang populer dikalangan anak muda. Selain hiburan, anime merupakan media edukasi berdasarkan pesan yang disampaikan dari alur ceritanya. Anime Hataraku Saibou! Black merupakan anime bertema edukasi kesehatan mengenai penyakit dalam yang divisualisaikan menjadi karakter animasi. Penelitian ini termasuk ke dalam penelitian kualitatif yang bertujuan untuk mengetahui makna edukasi kesehatan terkait penyakit dalam pada anime Hataraku Saibou! Black dilihat dari denotasi, konotasi, dan mitos berdarkan analisis visual dari Mise en Scene
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Aziz, Munafsin, and Susy Ong. "The Implementation of Japanese Animation (Anime) In Advertising." Jurnal Indonesia Sosial Sains 4, no. 04 (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
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Aziz, Munafsin, and Susy Ong. "The Implementation of Japanese Animation (Anime) In Advertising." Jurnal Indonesia Sosial Sains 4, no. 04 (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
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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 perf
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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 (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 pene
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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
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Wijaya, Jessy, and Yudi Kornelis. "Legalitas Komersialisasi Fanart Anime." Widya Yuridika 5, no. 2 (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
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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 (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 d
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Gong, Yiqing, Jiahui Weng, Jiayu Xia, and Hanyun Xu. "Research on the Influence of Japanese Anime on Chinese College Students' Consumption Habits in Haikyu." Communications in Humanities Research 41, no. 1 (2024): None. http://dx.doi.org/10.54254/2753-7064/41/2024ne0025.

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With the popularity of Japanese anime in China, the behavior of Chinese college students consuming Japanese anime derivatives has received widespread attention. In the existing research, there is a lack of discussion on the consumption of anime animation cultural products by Chinese college students. Therefore, this study takes Haikyu as an example to analyze the impact of Japanese action anime (with friendship, effort, and desire to win) on the consumption habits of Chinese college students. Analysis shows that the emotional resonance between such Japanese action anime and Chinese college stu
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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 (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 "Kiminon
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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 (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
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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.

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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; character
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Kurnia, Galuh Mega, Nuri Hermawan, Muthmainnah Muthmainnah, and Mochammad Bagus Qomaruddin. "Exploration of Anime “A Silent Voice” as a Media for Mental Health Education: Thematic Analysis of Audience Reactions on YouTube." Jurnal Promkes 13, SI1 (2025): 63–72. https://doi.org/10.20473/jpk.v13.isi1.2025.63-72.

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Background: A Silent Voice tells the story of Shoya Ishida, a teenager involved in bullying Shoko Nishimiya, a hearing-impaired girl. The anime touches on deep themes such as bullying, guilt, self-acceptance, and healing, making it a valuable medium for mental health discussion and education. Objectives: To explore the anime A Silent Voice as a medium for mental health education. Methods: This study used social media reactions with a thematic analysis approach. The research began with a YouTube search for videos discussing the anime, resulting in four videos with the highest views and comments
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Pasaribu, Nova Tresia, Masrizal Masrizal, and Syaiful Zuhri Harahap. "Rancang Bangun Sistem Informasi Anime Premium dan Non Premium Berbasis Web Dengan Menggunakan Metode Waterfall." INFORMATIKA 12, no. 1 (2024): 105–17. https://doi.org/10.36987/informatika.v12i1.5494.

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Anime is a form of Japanese animation that can be created in the traditional way using hand drawing or using computer technology. Anime was introduced in Indonesia in the 1970s, but its popularity only increased in the 1990s after the airing of Doraemon on television stations. With the advancement of Information Technology, the spread of Anime is expanding. The availability of the internet allows viewers to enjoy Anime in streaming, so Anime can be accessed by anyone, anytime, and anywhere according to the wishes of the audience. Currently, Anime has experienced significant progress when compa
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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 (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 t
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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 (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 Samu
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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 (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
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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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Lee, Wan‐Chen, Juliana Hirt, and Hyerim Cho. "From Fandom to Fadeaway: Unpacking Factors Contributing to Anime Dropout." Proceedings of the Association for Information Science and Technology 61, no. 1 (2024): 989–91. http://dx.doi.org/10.1002/pra2.1163.

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ABSTRACTThis study explores a case of anime dropout/disengagement to understand media information users. Particularly, this study identifies elements in anime (e.g., Tropes) that prevent audience from continue watching what they had started (i.e., dropout/disengagement). A content analysis of 226 posts from MyAnimeList.net, an online anime database and fan community, suggests that the major elements that motivate audience dropout are Plot/Narrative, Tropes, Artwork/Visual Style, Characters, and Mood. The expectation gap and sunk cost also contribute to disengagement. This study presents a way
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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 (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 qu
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Oliva-Abarca, Jesús Eduardo. "El fenómeno abridged: el anime parodiado por sus fans." Jangwa Pana 17, no. 1 (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 reali
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Nurmana, Ayyub, and Florencia Irene Yuliani. "anime Pengaruh Anime (kartun Jepang) Terhadap Perilaku Kekarasan Pada Remaja." Pixel :Jurnal Ilmiah Komputer Grafis 17, no. 2 (2024): 67–76. https://doi.org/10.51903/pixel.v17i2.2107.

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Anime, salah satu bentuk animasi Jepang, umumnya dikenal karena visualnya yang dinamis yang menampilkan karakter dalam beragam latar dan narasi. Gaya unik ini sering kali menekankan karya seni yang dinamis dan penceritaan yang kreatif, yang membedakannya dari bentuk animasi lainnya. Selain itu, anime telah menjadi simbol budaya Jepang, menarik khalayak luas baik di dalam negeri maupun internasional karena beragam genre dan tema. Anime ini ditonton oleh berbagai kalangan mulai dari anak-anak hingga orang dewasa berdasarkan genre yang berbeda-beda. Penelitian pengaruh anime/kartun Jepang terhada
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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 (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 par
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Zuo, Ang. "Transgenderism and Japanese Anime: A Case Study of Kmpfer." Communications in Humanities Research 5, no. 1 (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 transgend
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Nabil Shauqi, Moch, Rusdiah Rusdiah, and Hadawiah Hadawiah. "Budaya Anime Jepang Dalam Perubahan Perilaku Remaja Pada Siswa SMA Negeri 6 Kota Palopo." RESPON JURNAL ILMIAH MAHASISWA ILMU KOMUNIKASI 4, no. 2 (2024): 52–61. https://doi.org/10.33096/respon.v4i2.232.

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Dengan adanya budaya populer Jepang melalui anime membuat remaja pecinta anime pada siswa di SMA Negeri 6 Palopo dapat mengenal budaya populer ini, seperti dari bahasa, gaya hidup, serta fashionnya. Anime dapat berpengaruh dalam perubahan perilaku seperti dengan fashion serta menjadi perilaku konsumtif dengan mengoleksi berbagai aksesoris anime, juga dapat membawa keuntungan bagi remaja pecinta anime, dengan membuka pikiran lebih luas dan membuat suatu dorongan motivasi terhadap diri seperti pesan moral dan berbagai pelajaran hidup yang diambil di dalamnya, serta diterapkan pada kehidupan nyat
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Pope Robbins, Laura. "Bringing anime to academic libraries: a recommended core collection." Collection Building 33, no. 2 (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 Amer
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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 (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 d
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Sitanggang, Altolyto. "Sistem Rekomendasi Anime Menggunakan Metode Singular Value Decomposition (SVD) dan Cosine Similarity." Jurnal Teknologi Informasi 2, no. 2 (2023): 90. http://dx.doi.org/10.35308/jti.v2i2.7787.

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Sistem rekomendasi anime telah menjadi topik yang menarik dalam bidang teknologi informasi. Dalam penelitian ini, kami mengusulkan sebuah sistem rekomendasi anime menggunakan metode Singular Value Decomposition (SVD) dan Cosine Similarity. Metode SVD digunakan untuk mengurangi dimensi data dan meningkatkan akurasi rekomendasi, sedangkan Cosine Similarity digunakan untuk mengukur kemiripan antara anime. Dataset yang digunakan dalam penelitian ini adalah MyAnimeList, yang berisi informasi tentang anime dan preferensi pengguna. Hasil dari penelitian ini menunjukkan bahwa sistem rekomendasi yang d
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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 (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 techni
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Nugraha, Rifky Dimas, and Pitri Haryanti. "Pengaruh Anime yang Ditayangkan dalam Situs Legal terhadap Sikap Anak Muda." Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya 4, no. 1 (2024): 117–24. http://dx.doi.org/10.34010/mhd.v4i1.8338.

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Dalam kurun waktu 2 tahun belakangan ini penayangan anime dalam situs legal di Indonesia telah resmi hadir. Sejak penayangannya dalam situs legal legal ini anime yang ditayangkan itu selalu muncul sebagai trending topik pembahasan di berbagai media sosial di Indonesia terutama pada kalangan remaja dan orang dewasa. Tujuan dari penelitian ini adalah ingin mengetahui bagaimana pengaruh yang muncul setelah menonton anime yang ditayangkan dalam situs legal. Metode penelitian yang dipakai dalam penelitian ini adalah metode penelitian deksriptif kualitatif . Tahapan yang akan dilakukan dimulai dari
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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 (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 t
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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 (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 b
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