Professional Documents
Culture Documents
Roberto I. Villarreal
Trisha Briones
ENGL 1302-222
April 6 2023
The Impact That Anime Has on The World and Its Cultures
Introduction
Since the beginning of digital entertainment, anime has exponentially grown as one of the
leading forms of entertainment. It has taken the form of shows, movies, books, clothing, and
materialistic items. Despite the attention that it gets, it would not have been possible in its
preliminary stages. In the 1960s when anime was first created, it was nothing more than simple
drawings of characters with large eyes, a large mouth, and a large head with small bodies just
walking and jumping with little to no colors. Now in modern times, we see anime characters
doing all sorts of crazy maneuvers and several different effects taking place with an array of
colors and lighting. Anime can be perceived in many different ways. To some it may be an
escape from reality, meanwhile to others it may seem revolting and uninteresting. The point is
that there are wonders that can come from anime, such as jobs, habits, life lessons, etc. It has
been enveloped into a culture amongst audiences of all ages around the world and not just in
Japan. As stated by Jaqueline Berndt, “There is also a challenge involved, that is, to question
oppositions—not only between research on anime and Japan, or text and context, but also
considerations of fandom and society, serial narratives and self-contained works, media
specificity and media convergence, and genre fiction and art-house cinema” (Berndt 2). This
research covers how the art and animation style of anime has improved over the years, how it has
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impacted people positively or negatively, and how it has a wide range of genres that can apply to
different audiences.
Animation
For starters, animation has been a way to capture small moments and make them big. Xu,
Shizhuo, et al., reinforce this idea by stating that “Anime combines graphic art, characterization,
cinematography, and other forms of creative and individualistic techniques.” (Xu, Shizhuo, et al.
2). As the years have gone by, more and more changes have been made to improve the quality of
the animation that takes place when making an anime. More ways and stories are created to give
the people of the world a chance to divulge into something this creative. Artists, computer
engineers, animators, cinematographers, and several other careers have gone into the works of
animation. This, along with technology constantly improving on the daily have been able to
provide a way for anime to present itself as more than just a topic of conversation amongst fans
Just like many other things around the world such as advertisements, news, websites, etc.
all have a system to follow, so does anime. After doing research on the structure that many
online resources share, Lyu, Jiali, et al., argue that “With the rapid development and
algorithms have increasingly become an essential digital technology applied in people’s daily
work production and practical life” [6]. These algorithms drastically affect how animations are
created and performed as well as recommending anime to viewers depending on the type of sub-
genre they like to watch. New colors and formats can be created using these algorithms thanks to
the ever so expanding technology. Additionally, algorithms can be used to keep an order.
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Without it, animators would have a challenging time being able to create the right effects that
Another role that affects animation is the type of technology being used, and how it
affects or has affected animation. In their article, Ichikohji and Takeyasu argue “How does the
introduction of information technology (IT) influence production systems?” As the years have
progressed, animation and technology have improved. From the old, retro, and $60,000 episode
budget to the newer, brighter, and $80,000 episode budget. With the introduction of technology,
there are many aspects and processes that go into producing an anime image/animation. There is
the actual coloring of the image, creating dimensions of the image, compositing and editing
images, etc. However, in order to be able to do all this, animators must first perform hand
drawings of the images they want, also known as manga panels. Once the handwritten drawings
are processed and sent to animation companies, they handle all the big stuff that eventually
Effect on people
Although anime may just be a form of entertainment that can be expressed through digital
and materialistic things, it can also affect people both positively and negatively. In their article,
Wipfli, Lynn, et al. argue that “The increasing popularity of anime shows featuring e-cigarette
use may encourage uptake among adolescents and young adults, as has been the case with
exposure to combustible tobacco use imagery in other entertainment media.” This is a negative
effect that can be displayed onto society. By using an art that is meant to positively entertain
people, companies are using them to convince young viewers to do something negative. This will
undoubtedly convince parents that anime is only meant for adults and should not be shared so
Speaking of kids, it has been researched that kids are twice as likely to watch anime more
than adults. Eiji Yamamura conducted a study that proved that “After controlling for individual
characteristics, it was found that people are more likely to watch anime when they have children
aged less than 12 years who have not yet entered junior high school” (Yamamura 331). Parents
with such young kids have a better chance to be positively impacted by anime. When kids are at
this age, parents have a higher probability of catching their kid watching an anime, thus
prompting the action of watching it with them. This will spark a flame for anime and as time
goes on, more and more parents will get hooked onto it, this giving them a new topic of
conversation to bring to the table and it will give them something that they can enjoy and plan
events around.
As it may well be known, anime can take on many forms. From digital animations to
physical objects, it can affect people and cause them to exhibit unvoluntary behavior. For
example, one of these motions is donating to a virtual youtuber, otherwise known as a Vtuber,
who uses AI to create a digital anime character to grasp the attention of viewers. In their article,
Takagi and Terada argue that “Regardless of appearance, emotional expression is useful in the
design of a virtual agent’s face, but it might not be necessary to consider the dynamic properties
of the eyes” (Takagi 1). If a vtuber uses an avatar that can both express emotions and use facial
expressions, they will attract people who are willing to donate large sums of money just to be
able to experience what that avatar has to offer. The design of the avatar, along with its designed
functions, can attract attention and can cause people to make voluntary decisions, such as
donating, that only benefit the person controlling the avatar, and not the person that donated.
This effect can have devastating consequences such as developing a lack of social skills in
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people, financial situations, and even lack of motivation to do anything such as eating, going
Culture
There is no doubt that as the years have progressed, anime has developed its own culture.
That culture can be explored in a variety of ways that people of different ages can all enjoy. As
stated by Narulita and Gastiana, “The interest in Japanese anime merchandise such as comics,
manga, cosplay and many more turns out to be of many benefits, namely being able to get to
know Japanese culture” (Narulita 4). People can now understand each other and come together
from around the world through the means of anime. Fan clubs, online groups, conventions, etc.
are all ways for anime fans to come together and get to know each other better. New hobbies can
be formed such as colleting manga or buying one of every figure from a show. Additionally, the
anime culture can inspire and persuade others to visit Japan for themselves. This will allow them
While the anime culture is mainly used to introduce entertainment, it can also be used to
teach in academic schools. As stated by Jaqueline Berndt, “Outside of Japan, departments that
teach Japanese studies have been a frontrunner in that regard, and a significant amount of
scholarship has been produced, especially in English and with respect to anime” (Berndt 1).
Anime can be used to help students academically in several different ways such as teaching a
new language, learning skills and lessons, and building study habits. Students can also learn
about the different lifestyles and societies present in anime. While most people may not believe
so, anime can help students achieve academic success, all while also being able to relive stress
Conclusion
In conclusion, anime has several different stereotypes and aspects to it such as how the
art and animation style of anime has improved over the years, how it has impacted people
positively or negatively, and how it has a wide range of genres that can apply to different
audiences. Thanks to the help of constantly improving technology, art and animation have not
only improved in quality, but have also created new careers. As for anime in general, it can both
help people and cause trouble for them. Somethings in a tv show or movie such as life lessons
can be applied to the real world, however not everything it provides can. Lastly, no two genres of
anime are the same. There are several different sub-genres like fantasy, action, romance,
comedy, etc. that can be enjoyed by all people. Not everyone will have the same taste in a
category than others, so it does not hurt to have a little diversity. Serving only as a form of
entertainment, anime has become a culture of its own and has adapted to the ever-changing
world. Without it, people might never get a new perspective on life or have the chance to involve
Works Cited
Berndt, Jaqueline. “Anime in Academia: Representative Object, Media Form, and Japanese
https://doi.org/10.3390/arts7040056.
Berndt, Jaqueline. “Anime in Academia: Representative Object, Media Form, and Japanese
https://doi.org/10.3390/arts7040056.
Hisashi, Takagi, and Terada Kazunori. "The Effect of Anime character’s Facial Expressions and
Lyu, Jiali, Young Lee Hae, and Huwen Liu. "Color Matching Generation Algorithm for
Narulita, Y., and I. Gustiana. "Influence of Online Store on Public Enthusiasm on Japanese
Wipfli, Heather Lynn, et al. "Vaping and Anime: A Growing Area of Concern." Tobacco
Yamamura, Eiji. “The Effect of Young Children on Their Parents’ Anime-Viewing Habits:
Evidence from Japanese Microdata.” Journal of Cultural Economics, vol. 38, no. 4, 2014,