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LEVEL OF ADDICTION ON ANIME AND ITS EFFECTS ON GRADE 12 GAS

STUDENTS’ BEHAVIOR

A Research Paper
Presented to the Faculty of
Senior High School
Asian College of Technology – International Educational Foundation
Cebu City

In Partial Fulfillment of
PRACTICAL RESEARCH 1
(APLD 03)

by:
Sherany Guacena
Glory Alleah Oamilda
Nicole Mae Hoylar
Reynalyn Sericon
Angelo James Tibay
Alkia Serrera
Dioniel Mabano
Shelwyn Jacaban
Bryl Dimple Aguilar
Christian Bacalso
Mariel Mang-Ilisan
John Cotchoco Buenconsejo
John Keno Espinosa
Jovanie Bloron
CHAPTER 1

THE PROBLEM AND IT’S SCOPE

Rationale of the Study

“Anime, which provides entertainment to people of all ages worldwide, has

become increasingly popular because of thewidespread expansion of

mass media. As a result, it drives people's obsessions, which have grown

to be a global problem.” According to Arshad (2021).

Anime is simply just the shortened form of the word ‘animation’. It is only

used to refer to cartoons, movies, and graphic novels that are explicitly

created in or inspired by Japanese animation. Consider this syllogism: all

anime shows are cartoons, but not all cartoons are anime. Anime has

been around for almost a century. The first confirmed example, Namakura

Gatana, was released in 1917 and lasted only four minutes. It has highs

and lows while overcoming challenges in a national and international level

to become what it is today and has steadily grown into a global form of

entertainment, winning millions of fans and being translated into other

languages.
Local channels in some countries broadcasted anime including

Philippines, due to its numerous unique qualities that set it apart from

other animation styles used around the world. It has all kinds of genres to

suit all ages and preferences including action, adventure, comedy, drama,

fantasy, mystery, romance, science-fiction, sports and many more. The art

style connected with anime is distinct and easily identifiable. Large eyes,

untamed hair, lengthy arms and limbs, and other features are certainly

known to you. This exaggerated design allows the characters to convey

their emotions more freely, which is plentiful in anime. Hence, it became

influential not just in Japan but also in other parts of the world, leading to

the birth of the otaku world community. When these people are referred to

as an “otaku”, they usually received criticisms for their behaviors.

Anime is entertaining, which makes it the most basic yet

conceivably most important component in students’ addiction to it. It’s all

about dramatic, thought-provoking narratives that go along quickly and

interestingly. Most anime will incorporate profound moral principles derived

from real-world circumstances. Aside from the entertainment perspective,

students learn to reach to others and make friends who share with same

passion through joining cosplay or anime conventions. Also, by drawing

their favorite anime characters, viewers of anime can improve their

drawing abilities and expand their creativity.


In today’s generation, the availability of unlimited internet access

makes it possible to view anime at any time and from anywhere, exposing

students to a variety of storylines, storytelling, and unfiltered content. It is

thought that the situation has unfavorable components that could affect

students’ morals, behavior and spend most of their time watching anime.

Which motivates them to engage in harmful activities that leads to the

increasing number of disturbing behavioral patterns.

Anime and Manga are the necessities of Otakus. It is their

perception that anime is their one-of-a-kind stress reliever and source of

entertainment (Ng, 2015). Although one must realize that there are

limitations and risks that they have to consider. Therefore, having a further

understanding of the effects on their behavior.

The purpose of this study is to determine their addiction to anime and how

it affects their behavior.


Theoretical Background

The shows that individuals watched frequently had an influence on them in

some way. It is not surprising that characters we watched online

(streamed, downloaded) or on television can actually have an impact on a

person’s behavior in real life. Without even realizing it, they imitate

people/image online or on television based on what they have observed

and comprehend. It is called Social Learning Theory.

According to the Social Learning Theory, adults and adolescents can learn

new behaviors and facts in one of two ways: through direct experience or

by watching and copying others in their social environment. It was part of

the learning process to observe modeled behavior, particularly good

manners or admirable activities. (Bandura, 1977).

While this theory also covered mimicry of physical people in their lives, the

best examples of this mimicry comes from the television or online that they

watch, including anime.

A principle of the theory, observational learning. They organize and

practice the modeled acts then enacting it publically. Actions and

information that were symbolic were easier to remember than just behavior

that is being observed but they would apply a behavior if it produced a

functional outcome that they value.


Conceptual Framework

This study revolves around two variables, where “anime addiction” as

independent variable and “it’s effects on students’ behavior” as the

dependent variable. Anime addiction became a global issue because

anime is one of the most popular forms of entertainment in the world

(Arshad, 2021). The effects of anime addiction will always be present, but

our focus are effects on their behavior.

Level of Addiction on Anime and its Effects on Grade 12 GAS Student's

Behavior

Anime Addiction Effects on Effect of Anime


Students Addiction to
Behavior Student's
Behavior.

Figure 1. Anime Addiction and Student’s Behavior


Statement of the Problem

This study aims to determine the level of addiction to anime and its effects

on Grade 12 GAS students’ behavior.

Specifically, it seeks to answer the following questions:

1. What are the factors that cause students addiction on anime in terms

of:

1.1 Genre

1.2 Visual effects; and

1.3 Characters

2.) How frequent does the respondents watch anime?

3.) What is the student’s agreement on the effects of watching anime on

their behavior?

4.) Based on the findings of the study, what recommendations could be

proposed?
Significance of the Study

This research study is made with the aim to provide crucial information

and knowledge regarding the chosen topic from the respondents, recent

studies and related sites needed for the expected importance to the

individuals as follow:

Anime Enthusiast. For them to further understand the possible effects of

their behavior and help them cope up with it. And for them to

Students. The direct recipients of the output of this research are the

anime enthusiast. It helps the students (especially, an anime fan) to

understand the effects, either positive or negative , of anime addiction and

how it may change a person’s behavior.

Parents. This can help parents assist their children whether anime has a

positive or negative effects on them. It can also clarify their doubts on

letting their children continue with their obsession and limit them their

addiction.

Future Researchers. Being a novice for this kind of topic is a challenge

for the upcoming Senior High School GAS students like the researchers.

This will be an instrument that will guide and navigate them in discovering
credible, reliable, and tantamount factors that are known as indispensable

data for further understanding on the topic. Indeed, this research is going

to be the chief source of enlightenment that they will surely need in their

future studies.

Scope and Delimitations

The primary goal of this study is mainly focused on The Level of Addiction

to Anime and its effects to the Grade 12 General Academic Strand

Students Behavior. This study is delimited only for GAS students and will

be conducted in Asian College of Technology. The information needed will

be gathered using survey by handling research-made questionnaires.

Each respondent is given a questionnaire to complete. To avoid subjective

views, the pupils chosen were drawn from four separate GAS sections

who is fond in watching anime. All information and conclusions drawn from

this study were obtained only to this particular group of students.

Definition of Terms

Anime – a Japanese style animation that can be in the form of comic book

and video animation.

Addiction – an inability to stop in engaging habitual activities.

Behavior – a response to what the person learns through observation.

Effect- a change that results when something was done or happen.


Manga – A term originated in Japan that referred to any printed cartoon

and comic, usually black and white in color.

Otaku – people with obsessive interests, particularly on anime and manga.

Chapter II

REVIEW OF RELATED LITERATURE

There were studies that explained about anime's effects on the behavior of

the students.

As stated by Ahsan (2014), his research showed that watching anime

could help develop child psychology on moral and social aspects. He

found out that anime could increase social interaction among children and

created interest in arts and languages. It could also instill moral values

such as righteousness and responsibility among children. Anime can

somehow help others enhance their way of communication and their

minds to be more imaginative and creative (Palmes, 2014).

For instance, it can change a person's style of thinking, making them more

adaptable and able to view issues from many angles, which provides them

with fresh knowledge to learn. Students that watched anime grew friendlier

and communicative. The most interesting and noticeable was that anime
and manga encouraged people to engage in a most different kind of hobby

and entertainment that served as their stress reliever (Nikolay, 2017).

From the local researchers, they concluded that watching anime could

relieve stress. It has been agreed that just by watching anime, it could

really relieve their stress, not regarding how frequently they watch it. For

this reason, most anime was designed to give entertainment which

contains humorous content and stories. (Fuentes, 2018). Moreover,

watching anime could affect learning additional information not depending

on how frequent they have watched an anime. As long as they like the

story of the anime, they can get significant information on it. In which it can

instill moral lessons or good values and other information. It is good that

someone has self-control and consider top priorities in life. Thus, anime

gives visual entertainment, which can bring pleasure and information

because its goal is to entertain and help people to learn something from

the show.

Making anime requires a lot of creativity, and many of the stories it tells

can motivate viewers to pick up a pen, paintbrush, instrument, or other

creative tool. The idea of creativity, as well as the pleasure and delight it

may bring, has substantially expanded as the viewers' inspiration (Rose,

2022).
However, depending on the quantity of exposure on watching anime, it

could cause addiction.

The longer you gave time on watching anime, the danger can be in

overindulgence of it. “Hikikomori”- amazing and terrifying, that there are

about 700000 hikki at the average age of 31 in Japan; they are neither

working nor going outdoors. (Nikolay, 2017). The Japanese Ministry of

Health, Labour, and Welfare defines hikikomori as a condition in which the

affected individuals spending most of the time at home, no interest in

going to school or working. A social withdrawal symptom. Later than 2008,

a national research taskforce further condensed this definition into the

following description: “the state of avoiding social engagement (e.g.,

education, employment, and friendships) with generally persistent

withdrawal into one’s residence for at least six months as a result of

various factors.”(Saito, 2008) and now currently observed for people who

are addicted to anime.

Devoting so much time to anime experience an uncontrollable urge to

binge-watch, that it adversely affects other aspects of life such as school,

work and relationships. The habitual watching of anime caused their


children to become violent and lazy particularly on their study (Palmes,

2014)

Addictions often center around negative coping methods, ways of handling

pain, regret, loneliness, and other negative emotions. Anime addiction also

leads to escapism. According to Sharma (2016), watching anime offers

two sides of escapism. Both sides have different perspectives, but it both

has similar effects. The light side is that watching anime serves as an

escape from the problems of the world, while the dim side is regarding the

world of anime as the real one.

Based on the study of Sallenuddin & Omar (2011), Students' aggressive

attitudes are more visible as a result of anime's influence. For this reason,

the violent content of television is to blame for children becoming

aggressive later in life. Most of them would imitate and learn from what

they saw on such television programs. Addictive behaviors in your teen

years carry into adulthood, mainly because they become influential in your

life.
Chapter III

RESEARCH METHODOLOGY

Research Design

For this study, the researchers will be utilizing a descriptive survey

research design, which aims to describe and explain current conditions by

using specific respondents and a set of questionnaires. In addition, it

depicts the traits, viewpoints, and conduct of the students regarding their

anime addiction and its effects on their behavior.

Research Respondents

The study's respondents are the Grade 12 GAS students at the Asian

College of Technology. The sampling technique researchers will use is

Exponential Non-Discriminative Snowball Sampling . When the first subject

is selected, he or she then provides referrals, and the referred subjects

provide additional referrals until there are 28 desired subjects for the

sample. The respondents are generally chosen based on their likelihood of

sharing the same interest in anime or experiences with their change of

behavior.
Inclusion Exclusion

Subjects will be included in the Subjects will be excluded from

study if they have watched 5 the study if they haven't watched

animes and more and are in anime or are new to anime. For it

thought of continuing or currently interferes with the results of the

watching anime and at least on study that focuses on "addiction

50 episodes and has plans of on anime and the possible effects

ongoing. For our study wants to on their behavior".

know how are they able to

continue their interest in anime

Figure I1: Inclusion-Exclusion Criteria

Research Environment

Figure I1I: Asian College of Technology Map


This research study will be conducted at Asian College of

Technology on Senior High School Students. This school is situated at the

Corner Leon Kilat and P. Del Rosario Street Cebu City. The researchers

have chosen this locality since the Grade 12 GAS Students are our main

respondents of our study.

Research Instruments

The principal instrument of gathering the data will be a survey

questionnaire which is modified based on previous researches related to

our study which will be answered using a checklist and matrix questions .

The survey contains close-ended questions with addition of open-ended to

determine the students’ views and experiences on their behavior with

regards to anime addiction that was rated according to the extent of

practice using a checklist and matrix scale.

Statistical Treatment

The percentage and weighted mean were used as the statistical formulas

in the study. The formulas are presented as follows:

1. Percentage P = f/n x 100


where:
P = percentage
F = frequency
N = total number of classes
100 constant number

2.) Weighted Mean


WM = Σ fw/N
where:
WM = weighted mean
Σ = the sum of
w = weight
f = frequency
N=total number of cases

Data Gathering

The objective of this study is to collect accurate, unbiased data and

information to assist the research being done. The researchers will choose

a group of ACT Senior High School GAS students as their initial step. For

the researchers to determine whether the chosen Senior High School GAS

students are credible to serve as respondents, they will explain their

inclusion-exclusion criteria to them. They will also inquire as to when the

respondents will be available or whether it will be acceptable for that

specific student to serve as a respondent. A maximum of 10 respondents

will be interviewed by the researchers, that can give added information

that could be relevant to their study. With their answers from the interview,

the researchers are going to include it in their survey questionnaires for

the other respondents to agree or disagree with it and to avoid the issue of

bias. The survey form will later be distributed to collect data from the

respondents. Afterwards, the focus will be on the data analysis of the

survey questionnaire so that the researcher may assess their addiction on


anime and its effects on their behavior. Lastly, the findings, conclusion and

recommendations based on the data we gathered will be formulated.

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