Results 51 to 60 of about 5,698 (234)

Violent Content in Manga/Anime and Adolescent Aggression: A Systematic Review

open access: yesNew Directions for Child and Adolescent Development, Volume 2025, Issue 1, 2025.
The growing popularity of manga/anime has drawn increasing attention to their potential influence on adolescent behaviour, particularly through its portrayal of aggression. Despite the well‐known symbolic modelling or social learning of aggression, no systematic review has examined the violent content in manga/anime and its association with adolescents′
Mirona Păun   +2 more
wiley   +1 more source

Endonormative stabilization in Philippine English lexis

open access: yesWorld Englishes, Volume 43, Issue 4, Page 555-570, December 2024.
Abstract In the past 10 years, we have seen an enormous increase in the interest in Philippine English (PhilE) vocabulary. This is especially documented by the new entries of distinctive PhilE words in the Oxford English dictionary. Thanks to the rise of electronic mega‐corpora, such as GloWbE and the NOW Corpus, it has become possible to discover even
Thomas Biermeier
wiley   +1 more source

Utjecaj japanske likovne i kulturne tradicije na umjetnički izričaj Takashija Murakamija

open access: yesTabula, 2019
Suvremeni umjetnik Takashi Murakami devedesetih godina prošloga stoljeća se dokazao kao jedan od najprovokativnijih i najutjecajnijih japanskih umjetnika svojega vremena. Kult njegove osobnosti je već odavno prerastao granice domovine.
Stefani Silli
doaj   +1 more source

Análise do consumo dos turistas otaku a partir da teoria da hipermodernidade

open access: yesRevista de Turismo Contemporâneo, 2023
O turismo otaku, uma vertente pouco explorada do mercado turístico nacional, engloba jovens consumidores ávidos das mídias do pop japonês, como animações (animês), histórias em quadrinhos (mangás) e cosplays.
D. Brazo
semanticscholar   +1 more source

Navigating Physical and Digital Environments: Latin American Video Game Studies in Practice

open access: yesBulletin of Latin American Research, Volume 43, Issue 3, Page 263-276, June 2024.
This article reflects on developments in research into Latin American video games two decades after the first studies in the field. In particular, it fills a gap in research by reflecting on the pedagogical uses of video games, focusing both on their value in the undergraduate classroom and on the design of educational games for use by school children,
Paul R. Merchant   +2 more
wiley   +1 more source

NARRATIVAS AUDIOVISUAIS GEEK/NERD/OTAKU

open access: yesRevista LiteralMENTE, 2021
As narrativas audiovisuais geek/nerd/otaku – que são histórias derivadas de quadrinhos (HQ), animação, anime, produção cinematográfica em cartoon ou live action – estão amplamente difundidas pelo globo na indústria do entretenimento. Com a cyber cultura e as plataformas de streaming (principalmente nesse período de Pandemia da Covid-19), essas ...
Samuel Possidonio de Souza   +1 more
openaire   +1 more source

Hubungan Antara Impulsive Buying dengan Self-Esteem pada Otaku

open access: yesJurnal Penelitian Pendidikan, Psikologi dan Kesehatan
Otaku dikenal sebagai individu yang giat mendalami hobinya terkait anime, manga, dan game serta mengoleksi barang-barang fandom untuk mencapai citra idealnya sehingga kelompok ini dikhawatirkan rentan melakukan impulsive buying.
Anjarwani Sekar Cantika
doaj   +1 more source

Fandom unbound: Otaku culture in a connected world, edited by Mizuko Ito, Daisuke Okabe, and Izumi Tsuji [book review]

open access: yesTransformative Works and Cultures, 2015
Review of Mizuko Ito, Daisuke Okabe and Izumi Tsuji, eds. Fandom unbound: Otaku culture in a connected world. New Haven, CT: Yale University Press, 2012, Kindle edition, $35; paperback, $38 (352p) ISBN 978-0300158649.
Nele Noppe
doaj   +1 more source

Kajian Sosiolinguistik Kata Moe yang Digunakan dalam Komunitas Otaku Jepang [PDF]

open access: yes, 2016
This research aimed at finding out variation of word form, meaning, and function of moe word which is used by Otaku Japanese Community. This research used some theories from J.D Parera (2004), Sudjianto and Ahmad Dahidi (2007), and from Abdul Chaer and ...
Aibonotika, A. (Arza)   +2 more
core  

Visual Literacy and New Technologies [PDF]

open access: yes, 2003
This body of research addresses the connection between arts, identity and new technology, and investigates the impact of images on adolescent identities, the relationship between online modes of communication and cyber-bullying, the increasing ...
Bamford, Anne
core  

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