IMPACT AND CAUSES OF ANIME ON UNIVERSITY
STUDENTS
Abstract:
Japanese animation is referred to as anime.TV has the most of an imp
act on anime.Boys or both watched the majority of the shows.Anime
had a dramatic transition in the twenty-
first century that now fully incorporates Malaysian culture.
In an effort to comprehend anime, their social structures, and the diffi
culties that lay at the heart of this welliked cultural product, this essay
investigates how anime influences the behaviour of university student
s.All of the elements of the plot's structure, history, character creation,
and characterization are present in the anime just as they were in the
story's television adaptation.This study's aim is to determine how univ
ersity students initially react to anime that is televised as well as how t
hey do so when they encounter characters, personalities, and other asp
ects of the anime.This research will analyze survey data from 247 Mal
aysian university students.The results showed that students generally
have favourable attitudes of anime and do not get excessively fixated
mostly on anime characters.The effect of anime on college students.
Keywords: -
• Anime
• Students
• Behaviour
• Study
Introduction:-
Anime was once viewed as a subculture which was either too childish
or excessively violent and filthy. (Sato, 2005). University students' w
orries about and ties to animerelated topics have mostly gone unrecog
nised. The audience for anime programs in the world is growing in im
portance among students. University students' opinions and behaviour
s about anime influence onother people's attitudes and behaviours. Thi
s was brought on, among other things, by some groups' desire to spea
k out against scientific and cultural paradigms as well as having a voi
ce in society. This was especially true of young people. The Beatles' 1
967 "Sergeant Pepper" album featured portraits of Jung and other well
known people, serving as metaphorical examples. The International
Conference on the Social Sciences and Humanities/PASAk 2016-2000,
or a banner showing Tetsuo, a character in the post-apocalyptic cartoon
"Akira," writing "That's Begun" on the wall of a damaged home during
the Siege of Sarajevo.(Napier.2005) However, Malaysia has never
conducted a thorough study of the information pertinent to university
students' views and understanding of different elements of anime. The
primary objective of this inquiry will be to close the greatest number of
apparent knowledge gaps.
Conceptual Framework: -
This article will examine the effect of anime among college students in
the country using the information supplied. In order to comprehend
how anime affects university students’ behaviour, this study will
analyse the plot foundation, growth of characters, and character
development elements that are included in anime. The literature
evaluation shows that there hasn’t been much research connecting
anime to college students. However, studies have connected mythical
and archetypal allusions in anime tales to media theories. The media
influence theory put forward by Bandura can be used to explain how
anime is used to advertise products or services. Additionally, anime
may combine Japanese fantasy representations with topics important to
our increasingly globalised society. By examining how the university
students respond to anime and how it influences their views and
behaviours, the research seeks to close a knowledge gap. The study’s
conclusion states that university students benefit from anime and do not
become overly hooked on the characters.
Literature Review
(Okabayashi, 2003,2007)There isn’t much study linking postulates of
college students to anime studies. There have been studies in the field
of media theories that link the archetypal and mythological references
in anime stories (Okabayashi, 2007; Drazen, 2003), but there is still no
methodology for an analytical psychological analysis of anime's
audience or even a subjective assessment of how anime affects young
people or university students through image and archetypal patterns.
Japanese animation and comics have had a significant impact on Asia
since the 1980s. The culture of significant Asian cities has been
influenced by Japanese animated television shows to date. It has
crossed international and cultural barriers for export and import. Toys
featuring Japanese animation character like Dragon Ball, One-piece,
Naruto, Bleach, Death Note etc. are famous among the teenagers.
(Bandura’s theory on the influence of the media, 2001)
Businessmen can effectively promote their goods or services by using
anime.
This situation demonstrated how drastically anime perceptions and yo
uth culture have changed. Since anime on television is a form of medi
a communication,
Bandura’s theory on the influence of the media can be applied to it .H
e argued the media promotes changes directly to the participants.
(Norman., (2004). )Reported that:
It is possible for the user to develop an emotional bond with an appeal
ing object. Three degrees of human response are possible: visceral (ap
pearance), behavioural (usefulness), and reflective (personal satisfacti
on).
Anime may weave together depictions of fantasy from Japanese clture,
form other cultures, and from issues pertinent to our increasingly
globalised society (D, Fennell 2012).
(Saito, (2007))Reported that:
it is likely more "globally significant" than the cultural information ta
ught at Japanese institutions. Animation (anime), according to Napier
(2005), emphasises to the viewer that it is distinct from reality; as suc
h, anime can be seen as a component of the "fantasy cape." Anime, or
Japanese animation, has become more well-
liked in Malaysia over the past 20 years. Although the general
populace still greatly enjoys other types of local broadcast programme
content like entertainment and telemovies, the number of anime
enthusiasts in Malaysia is rising.
The anime characters are so dear to the fans that they frequently beha
ve or dress like one of the characters. A technique by which audience
members experience the reception and interpretation of the text from t
he inside, as if the events were happening to them, is the process of id
entification between the audience and
the character, according to Cohen (2001).
Cohen explains identification in great depth and makes the case that it
is crucial to distinguish this mechanism from others, like imitation or
affinity The principle of identification becomes crucial early on since
it relies on emotions, and as the influence of anime may transform
people’s beliefs and behaviour overtime.
Here, it is asserted that in order for a character's identity to have an im
pact on aperson, there must first be an audience member's identificatio
n with the character through an image, whether real or imagined, in or
der for the audience member to "empathise with the character and ado
pt the character's identity" (Cohen.2001). In fact, it is only through th
e archetypal image that archetypes enter consciousness, and for those
who identify with it, the image that represents the archetype becomes
a symbol. In Japan, parents want their kids to be able to complete a
variety of tasks on their own and to behave well in public. So, this
occurrence may aid in a better understanding of university students’
knowledge, attitudes and behaviour in relation to anime, including both
male and female students. It’s crucial to comprehend their knowledge,
sentiments, and actions on a real and imagined anime issues.
Objectives: -
o This study explores the impact of anime on college students.
Anime, a form of Japanese Animation, is growing even more
popular among the students in higher education.
o The purpose of the study article is to examine how anime has inf
luenced university students' attitudes about streaming anime on
network or OTT platforms, as well as how they react to the char
acters from anime, their personalities, and other elements.
o The study reviews the literature on anime, looking at traditional
and mythological allusions in anime fiction, the influence of
anime on Asian culture at the start on 80’s, the application of
Bandura’s media influence theory to anime, as well as the
emotional attachment viewers can have to the anime characters.
Research Question
Is there any impact of anime on the University or school students?
Research Problem: -
The research problem addressed in this study is to investigate the
impact of anime on university students, specifically focusing on their
behaviour, attitudes, and academic performance.
The study aims to understand how anime influences the lives of
university students, their preferences, and how it may or may not
affect their academic and social lives.
Hypothesis: -
H0: - There is a huge impact of anime on university students
result/score.
H1: - There is not much impact of anime on university students
results/score.
Data Analysis
1. Gender
The majority of the population (66.7%) are males, while the remaining
33.3% are females. This indicates that anime consumption is more
prevalent among males in the surveyed population.
2. Age
The largest age group among the respondents is 18-20 years old
(42.7%), followed by 20-24 years old (29.35%). A significant portion
(26.7%) of the population is below 18 years old. This suggests that
anime is popular among young adults and teenagers.
3. What is your current status as a (university) student?
The majority of the respondents (58.7%) are full-time university
students, indicating that the study primarily targets current
students. Additionally, 26.7% are pursuing graduation, while a
smaller percentage (6.7%) recently graduated, and 4% are
pursuing master's degrees.
4. How do you access anime?
The most common way the population accesses anime is through
the zoro.to online site (60%), followed by Netflix (14.7%) and
crunchyroll/telegram (10.7%). Other platforms, such as saikou
and animeout.xyz, are less commonly used.
5. What genre(s) of anime do you prefer?
Among the surveyed population, shonen anime (32%) is the most
preferred genre, followed by action anime (25.3%) and thriller anime
(17.3%). There is also a diverse interest in other genres, such as slice
of life, psychological, comedy, rom-com, and other categories.
6. Have you ever felt that watching anime has impacted your
academic performance?
When asked if watching anime has impacted their academic
performance, 45.3% of respondents reported no impact, 37.3% were
unsure, and 17.3% believed that it has impacted their studies. This
suggests that the majority of students do not perceive a negative impact
on their academic performance due to anime consumption.
7. In what ways do you think watching anime has affected your academic
performance? (Only if your answer is yes in above question)
12 responses.
1. Less concentration in studies
2. It's helps me to understand all things.
3. My grades got better than they were before. There has never been
any negative impact on my studies.
4. It has impacted me both negatively and positively. Negatively it
affected me as I always get engaged in anime and avoided my
priorities of studies and other stuff. But in positive way is that it has
inspired me to have more creative mind that I could use in writing
skills, and it even made English speaking skills improved and
reading skills as well.
5. Na
6. Too much anime watching like I was too much obsessed with anime
and wasted days watching anime.
7. No
8. Boost my learning skills.
9. Nope
10.It didn't affect too much in my Academic Performance rather than
that, after Studying I used to watch anime to Make my mood Good.
11.Not in anyways
12.It helps me in improving my English + prospective of view towards
others.
The responses to how anime affects academic performance were not
provided in the given data. The question refers to specific ways in
which anime impacts academic performance for those who answered
"yes" to the previous question.
8. How did you get to know about anime?
The most common way respondents learned about anime was through
recommendations from friends (46.7%), followed by social media
(32%) and family (13.3%). Other sources, such as music videos,
animax channel, and personal discovery, played a minor role.
9. Have you ever used anime as a source of inspiration for a
creative project or assignment?
From the above graph we can see that if the population has ever used
anime as the source of inspiration for a creative project or assignment
where we can see that 50.7% of the population has used anime as an
source of inspiration to do something creative and assignment and the
rest of the population which is 49.3% never used anime as the source
of inspiration for creative project or assignment.
10. What do you prefer?
From the above graph we can see that what do the population prefer
reading manga (comics) or to directly watch anime where we can see
that 86.7% of the population prefer to watch anime directly without
reading manga (comics) where 13.3% of the population prefer to read
manga before watching anime.
11. How many episodes of anime do you watch in a day?
From the above graph we can see that how many episodes the
population watch on daily basis where each episode consist of 20min
average where we can see that 33.3% of population watches more than
5 episodes in a day which is more than 100min, 32% of the population
watches 3 episodes daily which is 1 hour, 22.7% of the population
watch 5 episode per day which is 100mins and the rest 12% of the
population watches 1 episode per day which is 20min of the day.
12. How much time do you give to watch anime on daily basis?
From the above graph we can how much time do you give to watch
anime on daily basis where we can see that 46.7% of the population
don’t want to say how much time they spend of watching anime, 38.7%
of the population says that they watch anime more than 1 hour and the
rest of the population which is 14.7% says that they watch anime less
than hour.
Interpretation: -
Overall, the data suggests that anime is a popular form of entertainment
among university students, especially males and young adults. While
some students believe that anime impacts their academic performance,
the majority do not perceive any negative effects. Anime serves as a
source of inspiration for creative projects, and many students prefer to
watch anime directly rather than reading manga. The findings highlight
the significance of anime in the lives of university students and its
potential impact on various aspects of their daily routines and creative
pursuits.
Findings:
From the above data we can see that the population do not have
problem watching anime as it does not effect on their academic
performance.
But as we can see that students are giving more than 2hours just to
watch anime which is bad for their future, in those 2 hours the
students can learn more things about the society and they can go
outside and play some games with their friends which will help them
grow physically strong.
Recommendations: -
1. Students should do more outside activities or play with their
friends outside.
2. Parents should stop their children to watch too many anime or
series in a single day so that they can focus more on the studies.
3. From the data we can see that the students are more interested in
anime which are giving new ideas for the presentation and the
students are also showing interest in the animations of the anime
which is a good thing as we can see nowadays there are no good
story and animation in our India.
Limitations: -
1. No bias population: - In this research their was no biasness while
selecting for the population. The population which was selected
for the research was completely random.
2. The type of data in this research which was taken was primary
where the questionnaire was sent to the population who watches
anime.
3. Small and specific sample: The study's sample size is relatively
small, consisting of only 247 Malaysian university students. This
may not represent the diverse population of university students
globally or even within Malaysia, leading to limited
generalizability of the findings.
4. Lack of control group: The research does not include a control
group of university students who do not watch anime. A control
group would allow for better comparison and understanding of
the specific impact of anime on the behaviours and attitudes of
students.
5. Self-reported data: The data collected through the questionnaire
relies on self-reporting by participants. This method may be
subject to biases, such as social desirability bias or recall bias,
potentially affecting the accuracy of the responses.
6. Absence of longitudinal data: The study appears to be cross-
sectional, meaning it captures data at a single point in time.
Longitudinal data, collected over an extended period, would offer
insights into any changes in attitudes or behaviours over time due
to anime consumption.
7. Limited context: The research focuses solely on Malaysian
university students, which may not account for cultural variations
or differences in other regions. The impact of anime on university
students might vary significantly across different cultural
backgrounds.
Conclusion: -
The conclusion for the research is that the hypothesis we did in the
research was whether the anime huge impact of anime on university
students result/score.
The findings of the survey data indicated that a significant portion of
university students watch anime and have integrated it into their daily
lives. While some students reported that anime had impacted their
academic performance, the majority did not perceive any negative
effects on their studies. Additionally, many students found inspiration
in anime and used it as a source of creativity for their projects and
assignments.
Overall, anime's influence on university students appears to be a
relevant and intriguing area of study, reflecting the evolving cultural
and media landscape in contemporary society. As anime continues to
grow in popularity, further research can shed light on its broader impact
and implications for young adults' development and well-being.
According to the study we did and from the data we can see that the
anime does not have too much effect on the university students
score/result.
So, we can say that the Null hypothesis (H0) is rejected, and the
Alternate hypothesis (H1) is accepted.
References: -
Bandura’s theory on the influence of the media. (2001). Bandura’s
theory on the influence of the media.
Nor Azlili Hassan. (2016). A Study On Anime and Its Impacts Among
University Students. A Study On Anime and Its Impacts Among
University Students, 14.
Norman. ((2004). ). Human decisionmaking is influenced by cognition
and affect. Human decisionmaking is influenced by cognition and
affect., 20.
Okabayashi, D. (2003,2007). in the field of media theories that link the
archetypal and mythological references in anime stories . in the
field of media theories that link the archetypal and mythological
references in anime stories, 20.
Saito. ((2007)). While anime is considered to be Japan's "biggest
cultural export". While anime is considered to be Japan's "biggest
cultural export" , 52.