Professional Documents
Culture Documents
A Research Proposal
Presented to the Faculty
Of the Graduate School Education
THE RIZAL MEMORIAL COLLEGES, INC..
In a Partial Fulfillment
Of the Requirements for the Degree
MASTER OF ARTS IN EDUCATIONAL MANAGEMENT
Introduction
Japan is also known as the land of the rising sun. There are many things that
Japan is famous for and one thing they are known for is Japanese Animation. Anime
is described as a type of animation that was created and produced by the Japanese
people. More often, they are not drawn by hand and there are also themes and art
styles that will be the same with all other animations (Arcenas & Goh, Anime
manifested 2017). It has become one of the best resources nowadays that tells
stories in an animated form that contrast against the traditional cartoons (How has
Japanese anime influenced the world?). Most of the generation z and millennials
today have taken a liking to watching and reading Japanese animation especially the
With that being said, the researchers aim to know and determine the
This survey design will be beneficial to the following sectors: the local
government, the society, and future researchers. The results of this study will
integrate prosperity to the local government in crafting programs that can improve
the connection of the Japanese and Filipino people when it comes to their culture.
The results of this survey will also serve as an eye-opener to society on how
Japanese animation helps individuals perceive day-to-day life. The people of the
community can realize and understand better the point of view of individuals who
consume the particular content. Lastly, this survey design will become a guide or
basis for future researchers when they study more about the concept of Japanese
Animation.
Operational Definition
Japanese Animation: A style of animation that has colorful graphics that depict the
Millennial: They are individuals who are born in 1981 to 1996 (Dimock, 2021).
Generation Z: They are individuals who are born from 1997 to 2015 (Dresden et al.,
2021).
This study will be conducted to be able to further investigate and emphasize the
a) Generation Z
b) Millennials
Hypothesis
The hypothesis will be raised in the study and will be tested on its level of
significance.
Methods
Subject
The subjects of the survey design will include the individuals from Generation
Z (ages 18-24 years old) and Millennials (ages 25-41 years old) all over the
Sampling Technique
The sampling techniques to be used in the survey design are the non-probability
purposive sampling and quota sampling. The purposive sampling is where the
participants are intentionally selected based on the given qualifications: (1) The
participants must be 18-41 years old, (2) The participants watch anime, and do any
of the following: collect anime figurines, read manga, and participate in cosplay. The
quota sampling takes purposive sampling one step further where the researchers will
decide how many people to include from each subgroup and then will collect data
from that number for each subgroup (10.2 sampling in qualitative research –
Scientific inquiry in social work, 2018). In that case, the Generation Z and Millennial
respondents will be divided equally to achieve more accuracy in the research design.
The data of who will be the respondents will be gathered through a survey poster
Materials
In this section, it includes all the materials, tools, and equipment needed for the
Procedure
gather
3. After the validation of the expert in conducting the research design, the
researchers will
inform the potential participants on what the study is all about, the objectives of the
study, and the survey confidentiality via Facebook post the researchers will carry out
4. The researchers will provide them the survey type of questionnaire through the
use of
Google forms.
5. After the data collection, the researchers will analyze and summarize the results of
the
survey.
Statistical Treatment
The statistical tools that will be used in this study sre the following:
given set of
data (Frequency table - SAGE research methods, 2010).
the
This section of the study offers the related literature and studies that the
researchers
have taken into consideration after doing a thorough and in-depth search to
comprehend the study. The following literature reviews and studies are aimed at
(Drazen, 2014). It is often not drawn by hand and also there are the same themes
and art style in animation (Arcenas & Goh, Animemanifested 2017). It is all about
how the materials are produced rather than the genre itself (Yegulalp, 2018). In
addition, anime is the most famous Japanese word that was used in English (Martin,
2012). Also, anime can be plotted as romance, tragedy, comedy, and satire
or anime that was released on laserdisc (Newitz, 1994). Anime is at once a uniquely
Japanese art form and a valuable classroom tool. Students are often already
invested in or excited about the genre, having encountered it in their everyday lives
(Pokémon and Yu-Gi-Oh are some popular examples). Even for those students who
have not previously encountered anime, the perceived accessibility of animated films
and the exciting technology used for creating animations can serve to invest
In most parts of the world, Japan is viewed as a futuristic nation with the rarest
technologies. On the other hand, Japan is happy to showcase its blend of technology
and media culture, defined mainly by its popular anime and games. Beyond borders,
anime is considered a style created by the Japanese, though it really came about as
a shorter form of the word animation. Anime is the core of Japan’s global media
Today, Japan contributes a significant portion of the global film market. The
anime culture has grown so massive that you will most certainly come across its
symbols, shapes, and images in random places and objects, including school buses
and railway stations. The culture is no longer associated with kids’ entertainment but
Anime was all started in 1917 in the age of silent films, wherein Japan began
producing animation through cutout animation techniques trial and error and it was
based on the animated shorts from France and the United States. But they faced
many battles from the start until January 1, 1963, Fuji Television broadcasted a 30
minutes animated television series that was called Tetsuwan Atomu or Astro boy that
became a surprise hit, and this success began the starting line of the anime industry.
After that the anime industry went into recession that was caused by larger economic
issues such as the Nixon shock in 1971 and the oil crisis in 1973. In 1974, there was
an animated TV series produced titled Uchu senkan Yamato and a feature film in
1977 that became a social phenomenon that were famous to millions of adults
(Yasuo, 2013).
international phenomenon since the end of the 1970s when it reached TV markets all
over the world. Since then, the persistence of Japanese visual narratives can be
seen in the multitude of forms their products take as well as the diversity of the
agents and locations of those products’ consumption: the Southeast Asian markets,
the social base of European and American television audiences from the 1980s and
1990s, online streaming contents, American and European art-film circuits, a myriad
It has been globally accepted because it is in the global market. In fact, Japan is the
largest exportation of animation in the market (Benino & Tayag, 2014). In the
Philippines, Japanese Animation has a bad reputation and was criticized for being
too violent to the children. President Ferdinand Marcos banned Japanese Animation
since he received various complaints. After the end of the Marcos regime in 1986, it
was reintroduced in the Philippine Television but not clearly identified if it came in
Japan.
Yet the viewers managed to find some ways that these shows came from
Japan. In 1998, a Philippine Television Channel GMA 7 brought back the banned
Japanese Animation since this is part of the campaign entitled We are Anime that
have an objective to feature Japanese animation and because of this it became the
start of Japanese culture becoming famous (McLelland, 2018). On its part of the
audience, artistry and unique storytelling because of this, there are many influences.
For instance, there are some anime series that were Filipino dubbed, also many
Filipinos went to Japan to experience the culture (Pellitteri & Wong, 2021). US
cartoons, Japanese anime also shape and influence Filipino viewing habits (Moran &
Keane, 2009). Also, there are some anime fans who join Japanese lessons because
of the anime itself (Calunsod, 2017). It was supported that anime itself motivates the
student to learn Japanese (Chan et al., 2017). Not only that, it has the effect of
relieving psychological pressure on young adults. Modern society causes many
young adults to face increasing pressure and through Japanese animation, they
relieve and release the pressure. It also cultivates young people who are not afraid
of setbacks and through viewing Japanese animation, the young adults have an
understanding and deeper knowledge of Japanese culture (Lu & Zhang, 2019). Also,
it has been found out that Japanese Animation didn’t turn the viewers into someone
else and it is also revealed that Anime Fans how they feel bad to hurt other people
and they base this value on the anime (Redaelly, 2019). Also, there is an anime
convention that was held a place where the fans can meet each other, gather to buy
some merchandise or try cosplay-which came from the word costume play and there
is some cartoons in the other country develop the same style with anime, for
Furthermore, there are just some of the many ways in which anime products have
been consumed over the last decades. This diversity entails differentiations between
scholars’
reflections on these industries that are no less complex. As it has been pointed out,
in the case of manga and the treatment of Japanese content industries may well
(Berndt, 2008; Hernández-Pérez, 2019) Many stated that animation is just for kids
and not for adults but when it comes to Japanese animation, the themes and stories
are not just for children but also for teenagers and adults. As they continue to watch
Japanese animation, there are three, it never fails to make people laugh, the themes
of the animation are usually based on tradition and real-life that the people can’t help
but relate to and it is filled with knowledge (Guo, n.d.). Some stated that their
perception is that they are fans of it and the colors, style, and art are most appealing
to them, yet there are others who are not a fan of it and discuss that Japanese
Animation is just for kids (Patterson, 2015). In Thailand, it was said that Japanese
anime has a good storyline that captures the viewers and it contains some moral
Animation did bring relatable characters that people in all generations can relate to;
many of them perceived that the characters in Japanese Anime films are more than
Arcenas, S., & Goh, M. (2017, November 23). Anime manifested. The GUIDON.
Retrieved October 25, 2021, from
https://theguidon.com/1112/main/2017/11/anime-manifested/.
Benino, J. A., & Tayag, S. J. (2014, December 23). (PDF) the shifts in the
Filipino youth’s perceptions of ... Retrieved Nov. 1, 2021 from
https://www.researchgate.net/publication/290437268_The_Shifts_in_the_Fili
pino_Youth' s_Perceptions_of_Japan_through_Cosplay.
Berndt, J. (2008). Japanese Visual Culture: Explorations in the World of Manga and
Anime Considering Manga Discourse. Location, Ambiguity, Historicity.
London: Routledge, pp. 295-310.
Chan, Y., Wong, N., & Ng, L. (2017). Japanese language students’ perception of
using anime as a teaching tool. Indonesian Journal of Applied Linguistics,
7(1), 93. https://doi.org/10.17509/ijal.v7i1.6862
Cross tabulation: How it works and why you should use it. (2019). Atlan |
Humans of Data. Retrieved November 06, 2021 from,
https://humansofdata.atlan.com/2016/01/cross-tabulation-how-why/
Daliot-Bul, M., & Otmazgin, N.. (2017). The Anime Boom in the United States:
Lessons for Global Creative Industries. Harvard: Harvard University Asia Center.
Drazen, P. (2014). Anime explosion!: The what? why? and wow! of Japanese
animation. Stone Bridge Press.
Hernández-Pérez, M. (2019). Looking into the “Anime global popular” and the
“Manga media”: Reflections on the scholarship of a transnational and transmedia
industry. Arts, 8(2)
How has Japanese anime influenced the world? Japan Info. (n.d.). Retrieved
October 25, 2021 from https://jpninfo.com/31964.
Lu, S., & Zhang, R. (2019). The influence of Japanese anime on the values of
adolescence. Proceedings of the 2019 4th International Conference on
Humanities Science and Society Development (ICHSSD 2019).
https://doi.org/10.2991/ichssd-19.2019.54
McLelland, M. (2018). The end of cool japan: Ethical, legal, and cultural challenges
to Japanese popular culture. Routledge, Taylor & Francis Group.
Moran, A., & Keane, M. (2009). Television across asia: Television Industries,
programme formats and Globalization. Routledge.
Newitz, A. (1994). Anime Otaku: Japanese Animation Fans Outside Japan. Bad
Subjects, (13).
Niblock, C. (2016, June 17). Anime and its growing popularity with millennials.
San Angelo LIVE! Retrieved November 5, 2021, from
https://sanangelolive.com/news/live-thought/2016-06-17/anime-and-its-growi
ng-popularit y-millennials.
Patterson, J. (2015). People's perception of anime. ScholarWorks@Arcadia.
Retrieved November 5, 2021, from
https://scholarworks.arcadia.edu/undergrad_works/24.
Pellitteri, M. (2010). The Dragon and the Dazzle: Models, Strategies, and Identities
of Japanese Imagination. A European Perspective. Latina: Tunué.
Ruble, J., & Lysne, K. (2010). The animated classroom: Using japanese anime to
engage and motivate students. English Journal, 100(1), 37-46. Retrieved
November 05, 2021 from,
https://www.proquest.com/scholarly-journals/animated-classroom-using-japa
nese-anime engage/docview/749382159/se-2?accountid=35028