Results 51 to 60 of about 5,698 (234)
Violent Content in Manga/Anime and Adolescent Aggression: A Systematic Review
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
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
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
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
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
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
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
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]
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
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Visual Literacy and New Technologies [PDF]
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

