International Journal of Research and Innovation in Social Science

Submission Deadline- 28th March 2025
March Issue of 2025 : Publication Fee: 30$ USD Submit Now
Submission Deadline-05th April 2025
Special Issue on Economics, Management, Sociology, Communication, Psychology: Publication Fee: 30$ USD Submit Now
Submission Deadline-20th April 2025
Special Issue on Education, Public Health: Publication Fee: 30$ USD Submit Now

From Anime, Comics, and Games to Reality: Understanding Generation Z’s Buying Behaviours Towards Brand Collaborations in Malaysia

  • Tan Su Sin
  • Cindy Poh Huay Yuet
  • 3933-3939
  • Feb 20, 2025
  • Psychology

From Anime, Comics, and Games to Reality: Understanding Generation Z’s Buying Behaviours Towards Brand Collaborations in Malaysia

Tan Su Sin, Cindy Poh Huay Yuet

Strategic Communication, Tunku Abdul Rahman University of Management & Technology

DOI: https://dx.doi.org/10.47772/IJRISS.2025.9010306

Received: 12 January 2025; Accepted: 16 January 2025; Published: 20 February 2025

ABSTRACT

This study explores the buying behaviour of Anime, Comics, and Games (ACG)-related brand collaborations among Generation Z in Malaysia, a digitally dominant group influenced by pop culture and trends. It investigates the level of awareness of Generation Z about ACG works and their brand collaborations, examines how advertising strategies influence their motivation, and analyses the psychological factors impacting their purchasing decisions. The study uses the Uses and Gratifications Theory (UGT) and Elaboration Likelihood Model (ELM) to evaluate the motivations and insights behind their consumer behaviour. A quantitative research method involving an online survey targeting Malaysian Generation Z (aged 18-27) was employed. Findings highlight emotional connection, practicality, and uniqueness as key motivators for purchasing ACG-related products. Advertising strategies leveraging familiar ACG elements enhance brand engagement and purchase motivation. This research offers valuable insights for marketers aiming to connect with this demographic through ACG-related campaigns.

Keywords: Anime Comic Games (ACG), Brand Collaboration, Generation Z, Buyer Psychology, Advertising Strategy

INTRODUCTION

The evolution of global media and pop culture has significantly reshaped consumer behaviour. Among these shifts, the Generation Z demographic, often termed as “digital natives,” has emerged as a pivotal consumer group with unique preferences. In Malaysia, the rise of Anime, Comics, and Games (ACG) subculture underscores this trend. This subculture—once niche—has transitioned into a mainstream phenomenon. Consequently, brands are increasingly engaging in ACG-related collaborations to captivate Generation Z.

Research Problem

Despite the growing prevalence of ACG-related collaborations, brands face challenges in resonating with Generation Z. This demographic prioritizes innovation, authenticity, and personalization in their purchasing decisions. Moreover, limited research exists on the interplay between ACG subculture and consumer behaviour in Malaysia.

Objectives

  1. To explore the awareness of ACG works and brand collaborations among Malaysian Generation Z.
  2. To investigate the influence of advertising strategies on Generation Z’s motivation towards ACG-related collaborations.
  3. To analyze the psychological factors shaping their purchasing decisions.

LITERATURE REVIEW

A. Japanese Pop Culture and Global Influence

Japanese pop culture, particularly ACG, has had a profound influence on global audiences through its unique artistic styles, engaging storytelling, and technological advancements. The impact is particularly notable in countries such as the United States and China, where Japanese media has been integrated into local industries. In the U.S., Japanese anime and manga have reshaped the animation industry, introducing complex narratives and artistic techniques that were previously uncommon. Shows like “Avatar: The Last Airbender” reflect this fusion, borrowing heavily from Japanese aesthetics.

In China, the rise of “Donghua” (Chinese animation) mirrors the influence of Japanese anime, adopting similar art styles and storytelling techniques. The popularity of titles such as “The Legend of Hei” and “Mo Dao Zu Shi” highlights how Chinese creators have adapted and innovated upon Japanese-inspired formats. Globally, the adoption of Japanese video game design principles—such as engaging mechanics and rich narratives—has also transformed the gaming industry, with franchises like “Pokémon” and “Final Fantasy” achieving iconic status.

B. ACG Subculture in Malaysia

The ACG subculture in Malaysia has grown from a niche interest to a significant cultural phenomenon. Since the early 2000s, Japanese anime, comics, and games have gained immense popularity among Malaysian youth. Events such as Comic Fiesta, Animangaki, and other conventions have created vibrant platforms for fans to express their creativity and connect with like-minded individuals. The subculture is further enriched by Malaysian influencers and content creators who promote ACG culture through platforms like YouTube, Instagram, and TikTok. Figures such as Hakken, a well-known cosplayer, and gaming streamers like Laowu have played pivotal roles in shaping and popularizing this subculture locally.

In addition to fan-driven activities, the integration of ACG elements into marketing and branding strategies by Malaysian businesses has further legitimized its mainstream appeal. For instance, local brands have collaborated with popular anime franchises to launch limited-edition merchandise, thereby fostering a deeper connection with Generation Z consumers.

C. Theoretical Framework

Uses and Gratifications Theory (UGT): This theory provides a framework for understanding how Generation Z consumes ACG content. UGT posits that individuals actively seek media that satisfies their psychological and social needs. In the context of ACG, these needs may include entertainment, identity formation, and social interaction. By engaging with ACG content, Generation Z finds a sense of belonging and self-expression.

Elaboration Likelihood Model (ELM): ELM offers insights into how advertising strategies influence consumer attitudes and behaviours. The model suggests that individuals process persuasive messages through two routes: the central route, which involves thoughtful consideration, and the peripheral route, which relies on superficial cues. ACG-related advertising often capitalizes on the peripheral route by leveraging visually appealing designs, familiar characters, and emotionally resonant themes to capture Generation Z’s attention.

METHODOLOGY

A quantitative approach was employed to gather data. Structured questionnaires were distributed via digital platforms to Generation Z respondents in Malaysia. The focus was to capture insights on ACG awareness, advertising engagement, and psychological motivations.

The research targeted Malaysian Generation Z, recognized for their engagement with digital and social platforms. Convenience sampling was adopted, leveraging online channels for wide reach and accessibility. The survey, structured with clear and concise questions, was shared through social media groups, forums, and targeted advertisements to ensure participation. This method facilitated the collection of diverse perspectives within the specified demographic. Responses were carefully analyzed to discern patterns, enabling a comprehensive understanding of awareness, advertising strategies, and buyer psychology linked to ACG-related brand collaborations.

FINDINGS AND DISCUSSIONS

A. Awareness of ACG Works

Survey results indicate high awareness levels of ACG works, with respondents citing familiarity with popular franchises such as “Demon Slayer” and “Genshin Impact.” Respondents emphasized the importance of quality storytelling and cultural elements in ACG. Many also acknowledged the role of social media in increasing exposure to ACG works, which often influences their consumption preferences.

B. Advertising Strategies

Respondents highlighted the importance of visually appealing and emotionally resonant advertising in influencing their engagement with ACG-related collaborations. Campaigns that used vibrant designs, interactive features, and culturally relevant content were particularly effective in capturing attention. Moreover, advertisements that incorporated familiar ACG characters or themes generated a stronger sense of relatability and emotional connection. Respondents also valued advertisements with exclusive offers or collectibles, as these added perceived value to the products being promoted.

C. Buyer Psychology

Key motivators included emotional connection, perceived authenticity, and practicality. Emotional engagement often outweighed practical considerations like pricing. Respondents expressed a strong preference for products that align with their personal identity and hobbies, which makes ACG-related collaborations particularly appealing. Additionally, the influence of peer recommendations and online reviews was noted as a significant factor in shaping purchasing decisions. Limited-edition products were also seen as desirable due to their exclusivity, which added to their appeal among collectors and fans.

D. Emerging Trends

An interesting observation from the survey was the growing interest in augmented reality (AR) and virtual reality (VR) integrations in advertising. Respondents showed enthusiasm for immersive experiences that allowed them to interact with ACG characters or participate in virtual events. These technologies were perceived as innovative ways to enhance brand engagement and foster a deeper connection with the target audience.

CONCLUSIONS AND RECOMMENDATIONS

This study highlights the significance of emotional and cultural resonance in targeting Generation Z consumers through ACG-related collaborations. Brands should prioritize innovative advertising strategies that align with Generation Z’s values and preferences. Recommendations include leveraging immersive experiences, such as augmented reality (AR) and virtual reality (VR), to deepen consumer engagement. Future research could expand on the long-term impact of such collaborations on brand loyalty and explore similar trends across other consumer demographics.

REFERENCES

  1. Adeel, S. (2023, August 8). Why anime is more popular than ever. MovieWeb. https://movieweb.com/why-anime-is-so-popular/ .
  2. Ahmeti, I., & Spahiu, B. (2020, September). (PDF) the role of external factors of costumer in the process of making purchase decision. https://www.researchgate.net/publication/350545756_The_role_of_external_factors_of_costumer_in_the_process_of_making_purchase_decision .
  3. Alam, A. (2023, April). (PDF) J-pop: Changing or declining? https://www.researchgate.net/publication/369799632_J-Pop_Changing_or_Declining .
  4. Ali, R. (2024, November 22). Genz and nostalgia: What’s fueling their love for the past? Amaliah. https://www.amaliah.com/post/69713/genz-nostalgia-love-past-vintage-vibes .
  5. Aulock, I. von. (2024, April 14). Gen Z consumer preferences and market trends: 2024 update. Penfriend.ai. https://penfriend.ai/blog/gen-z-consumer-preferences#:~:text=They%20are%20tech%2Dsavvy%2C%20socially,themselves%20%E2%80%9Cdigital%20device%20addicts.%E2%80%9D .
  6. Aziz, M., & Ong, S. (2023). The implementation of Japanese animation (anime) in advertising. Jurnal Indonesia Sosial Sains, 4(04), 370–383. https://doi.org/10.59141/jiss.v4i05.810 .
  7. Baker, M. J. (2015). Collaboration in collaborative learning. Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systems, 16(3), 451–473. https://doi.org/10.1075/is.16.3.05bak .
  8. Baseel, C. (2023, November 2). McDonald’s Japan releases newest heartwarming anime ad in everyday happiness series【video】. SoraNews24. https://soranews24.com/2023/11/02/mcdonalds-japan-releases-newest-heartwarming-anime-ad-in-everyday-happiness-series%E3%80%90video%E3%80%91/ .
  9. Basir, H. (2024, August 8). Hada Labo perkenal serum, Duta Baharu Hakken Ryou. Sinar Harian. https://www.sinarharian.com.my/article/679223/berita/nasional/hada-labo-perkenal-serum-duta-baharu-hakken-ryou .
  10. Bharadwaj, R. R. (2024, October 26). From selfies to stories: How gen Z is redefining social media content. LinkedIn. https://www.linkedin.com/pulse/from-selfies-stories-how-gen-z-redefining-social-media-bharadwaj-nn4rc/
  11. Bozigian, C. (2023, December 18). The Art of Brand Collaboration: How to Thrive Through a strategic partnership  . Digital Silk. https://www.digitalsilk.com/digital-trends/brand-collaboration/#:~:text=A%20brand%20collaboration%20is%20a,the%20strengths%20of%20each%20brand.
  12. Bozkurt, C. C. (2020, August 11). The importance of visual content in your advertising campaigns. Adspert. https://www.adspert.net/importance-of-visual-content/ .
  13. Cheng, I. (2024, June 6). “it’s what the hero Himmel would’ve done”: Taiwanese otaku who stopped knife attack on train. The Straits Times. https://www.straitstimes.com/asia/it-s-what-the-hero-himmel-would-ve-done-taiwanese-otaku-who-stopped-knife-attack-on-train-says-anime-inspires-him .
  14. Chillingworth, A. (2022, November 15). What is CGI and how is it used in content?: Epidemic sound. This is the Epidemic Sound blog | Epidemic Sound. https://www.epidemicsound.com/blog/what-is-cgi/ .
  15. Choi, Y. K., Yoon, S., Kim, K., & Kim, Y. (2019). Text versus pictures in advertising: Effects of psychological distance and product type. International Journal of Advertising, 38(4), 528–543. https://doi.org/10.1080/02650487.2019.1607649 .
  16. Chute, R. (2023, October 16). What constitutes memorable ads? [+examples]. Wizard of Ads Partners. https://wizardofads.org/what-constitutes-memorable-ads-examples/ .
  17. Colleran, M. (2023, March 3). There have been a lot of Anime & Cup Noodle Collaborations. Bell of Lost Souls. https://www.belloflostsouls.net/2023/03/there-have-been-a-lot-of-anime-cup-noodle-collaborations.html .
  18. Cui, J. (2024). What is the impact of brand co-branding on consumers’ purchase intention? Transactions on Economics, Business and Management Research, 6, 85–93. https://doi.org/10.62051/krq9c643 .
  19. Dasguupta, A. (2023, November 29). The impact of gen Z on consumer behaviour – A paradigm shift in the marketplace. Reputation Today. https://reputationtoday.in/the-impact-of-gen-z-on-consumer-behaviour-a-paradigm-shift-in-the-marketplace/ .
  20. Dayak Daily. (2023, February 14). Sarawak-born Cosplayer Hakken appointed Tokyo tourism ambassador. DayakDaily. https://dayakdaily.com/sarawak-born-cosplayer-hakken-appointed-tokyo-tourism-ambassador/ .
  21. DMFA Marketing Team. (2024, June 5). What you should know about the Japanese gaming industry. Digital Marketing for Asia. https://www.digitalmarketingforasia.com/what-you-should-know-about-the-japanese-game-industry/ .
  22. Dunning, D., Fetchenhauer, D., & Schlösser, T. (2017). The varying roles played by emotion in economic decision making. Current Opinion in Behavioral Sciences, 15, 33–38. https://doi.org/10.1016/j.cobeha.2017.05.006 .
  23. Ferrari, G. (2022, April 25). Friends from “Tokyo revengers” manga fully inform Japan’s new adults. JAPAN Forward. https://japan-forward.com/friends-from-tokyo-revengers-manga-fully-inform-japans-new-adults/ .
  24. Frater, P. (2024, June 11). Why are Japanese anime films enjoying outsized success in China? the answer is a combination of culture, politics and the past. Variety. https://variety.com/2024/film/news/japan-anime-films-china-success-1236030522/ .
  25. Gibson, D. (2024, April 30). Brands embracing anime are riding the wave of otaku culture. Creative Salon. https://creative.salon/articles/features/anime-ascends-brands-ride-the-wave .
  26. Gorrell, C. (2023, August 16). 15 American animated TV shows that were inspired by Japanese anime. MovieWeb. https://movieweb.com/american-animated-shows-inspired-by-anime/ .
  27. Grandview Equity Group. (2024, August 8). Economic power of pop culture. Grandview Equity Group Tokyo Japan. https://grandviewequitygroup.com/economic-power-of-pop-culture/ .
  28. Greer, T. (2019, April 15). China’s anime and cosplay obsession. China Channel. https://chinachannel.larbpublishingworkshop.org/2019/04/12/2d/ .
  29. Guerra-Tamez, C. R., Kraul Flores, K., Serna-Mendiburu, G. M., Chavelas Robles, D., & Ibarra Cortés, J. (2024). Decoding gen Z: Ai’s influence on Brand Trust and purchasing behavior. Frontiers in Artificial Intelligence, 7. https://doi.org/10.3389/frai.2024.1323512 .
  30. Heilpern, W. (2016, March 21). McDonald’s is trying to recruit more Japanese staff with this bizarre anime AD. Business Insider. https://www.businessinsider.com/mcdonalds-japanese-anime-recruitment-video-2016-3 .
  31. Hernández, Á. D. (2018). The anime industry, networks of participation, and environments for the management of content in Japan. Arts, 7(3), 42. https://doi.org/10.3390/arts7030042 .
  32. Hidayat, T. (2023, September 22). Getting to know Japanese pop culture. Medium. https://medium.com/@hollaghost123/getting-to-know-japanese-pop-culture-16a2e2b76334 .
  33. Hultgren, A. (2023, October 6). Power and impact of Brand Collaborations. Chameleon Collective. https://chameleoncollective.com/blog/power-impact-brand-collaborations/ .
  34. Hwang, K., & Zhang, Q. (2018). Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge. Computers in Human Behavior, 87, 155–173. https://doi.org/10.1016/j.chb.2018.05.029 .
  35. Ibáñez-Sánchez, S., Flavián, M., Casaló, L. V., & Belanche, D. (2021). Influencers and brands successful collaborations: A mutual reinforcement to promote products and services on social media. Journal of Marketing Communications, 28(5), 469–486. https://doi.org/10.1080/13527266.2021.1929410 .
  36. Jennings, L. (2023, August 31). “it’s equal parts exciting and terrifying”: How authors are being influenced by their fans. The Guardian. https://www.theguardian.com/books/2023/aug/31/its-equal-parts-exciting-and-terrifying-how-authors-are-being-influenced-by-their-fans .
  37. Kantar Millward Brown. (2020, July 1). Are influencers having the right impact on your brand?. Kantar. Shape your brand future. https://www.kantar.com/inspiration/advertising-media/are-influencers-having-the-right-impact-on-your-brand/ .
  38. Keever, M. M., O’Rourke, V.,  & Diffley, S. (2021, August). (PDF) generation Z an exploration of their unique values driving brand affinity. https://www.researchgate.net/publication/357187322_Generation_Z_an_exploration_of_their_unique_values_driving_brand_affinity .
  39. Kimura Kami. (2020). Japanese pop culture: Origin, Japanese fashion and Influence. KimuraKami. https://kimurakami.com/blogs/japan-blog/japanese-pop-culture .
  40. Kopf, R. L. (2023, April 28). The history of cosplay: From fan culture to mainstream popularity. Medium. https://medium.com/cosplayers/the-history-of-cosplay-from-fan-culture-to-mainstream-popularity-95188770168a .
  41. Koyama, Y. (2023). History of the Japanese video game industry. Springer.
  42. Lane, P. (2023, June 12). The role of anime in shaping the values and attitudes of Malaysian youth. Academia.edu. https://www.academia.edu/103235060/The_Role_of_Anime_in_Shaping_the_Values_and_Attitudes_of_Malaysian_Youth .
  43. Lianhe Zaobao. (2023, May 19). China’s Youths Love Japanese anime, no matter what anyone says. ThinkChina. https://www.thinkchina.sg/society/chinas-youths-love-japanese-anime-no-matter-what-anyone-says .
  44. Loveridge, L. (2021, July 29). Jojo’s bizarre adventure: Diamond is unbreakable’s Terumi Nishii designed Anime Miley Cyrus for Gucci Ad. Anime News Network. https://www.animenewsnetwork.com/interest/2021-07-28/jojo-bizarre-adventure-diamond-is-unbreakable-terumi-nishii-designed-anime-miley-cyrus-for-gucci-ad/.175645 .
  45. Luft, J. A., Jeong, S., Idsardi, R., & Gardner, G. (2022). Literature reviews, theoretical frameworks, and Conceptual Frameworks: An introduction for new biology education researchers. CBE—Life Sciences Education, 21(3). https://doi.org/10.1187/cbe.21-05-0134 .
  46. McLaughlin, J. (2023, October 17). Uniqlo’s winning marketing strategy. Brand Credential. https://www.brandcredential.com/post/uniqlos-winning-marketing-strategy#:~:text=Uniqlo’s%20brand%20identity%20revolves%20around,emphasizes%20simplicity%2C%20versatility%20and%20affordability.
  47. Mishra, N. (2022, November 23). Why marketers should care about anime: Advertising. Campaign Asia. https://www.campaignasia.com/article/why-marketers-should-care-about-anime/482299 .
  48. Morley, N. (2022, May 19). Why is innovation so important for brand growth?. How your innovation strategy impacts brand growth. https://www.kantar.com/inspiration/brands/why-is-innovation-so-important-for-brand-growth .
  49. MUSE. (2024, June 27). Hype unveils exclusive demon slayer apparel collection, elevating streetwear culture in Malaysia – EMUSE. EMUSE – 亞洲最好動畫發行. https://www.e-muse.com.tw/en/latest-news/hype-unveils-exclusive-demon-slayer-apparel-collection-elevating-streetwear-culture-in-malaysia/ .
  50. Naavik, M. E. (2023, September 7). Understanding the rise of ACG aesthetics in gaming. https://naavik.co/deep-dives/understanding-anime-aesthetics/ .
  51. Nippon.com. (2024, March 31). Japan comic sales reach record high of ¥693 billion in 2023. nippon.com. https://www.nippon.com/en/japan-data/h01940/ .
  52. Nissin Foods. (2019, May 1). Hungry days X one piece 1-4 : Nissin Foods, Eiichiro Oda : Free download, Borrow, and streaming. Internet Archive. https://archive.org/details/Hungry-Days-x-One-Piece_1-4 .
  53. Parameswaran, D. (2021, November 9). An introduction to the anime, Comics & Games (ACG) community in Malaysia. Healthy Snacks Malaysia. https://www.signaturemarket.co/my/food/772/An-Introduction-to-the-Anime-Comics-Games-ACG-Community-in-Malaysia.html#:~:text=The%20Malaysian%20ACG%20Community%20consists,as%20Comic%20Fiesta%20and%20AniManGaki .
  54. Rahman, O., Wing-Sun, L., & Cheung, B. H. (2012). “cosplay”: Imaginative self and performing identity. Fashion Theory, 16(3), 317–341. https://doi.org/10.2752/175174112×13340749707204 .
  55. Rocklein, K. (2024, August 13). Council post: The power of ugc (user-generated content). Forbes. https://www.forbes.com/councils/forbesbusinesscouncil/2024/07/29/the-power-of-ugc-user-generated-content/ .
  56. Sanders, A.-L. (2020, March 19). What’s the difference between Japanese and American animation? Lifewire. https://www.lifewire.com/japanese-vs-american-animation-141033 .
  57. Saranya P., & Joji Alex N. (2024). Consumer confusion on cognitive dissonance: A conceptual framework. NMIMS Management Review, 32(1), 14–20. https://doi.org/10.1177/09711023241260519 .
  58. Sehgal, P. (2024, February 26). The power of collaborations in Brand Building and Marketing. LinkedIn. https://www.linkedin.com/pulse/power-collaborations-brand-building-marketing-pallavi-sehgal-f5brc .
  59. Singh, J. (2023, May 21). What is a vtuber, and how do you become one?. Cointelegraph. https://cointelegraph.com/news/what-is-a-v-tuber .
  60. Sjahruddin, H., & Adif, R. M. (2024). Gen Z consumer trends: Understanding the next wave of buying behavior. Management Studies and Entrepreneurship Journal (MSEJ), 5(1), 480–485. https://doi.org/10.37385/msej.v5i1.4085 .
  61. Tan, M. (2022, February 25). Kit Kat Japan releases Anime Ad from a Silent Voice director. Anime Trending | Your Voice in Anime! https://anitrendz.net/news/2022/02/25/kitkat-japan-releases-anime-ad-from-a-silent-voice-director/ .
  62. Tuan, P. V., Chan, L. A., Ngoc Huy, D. T., Quang Anh, N., Trang, N. Q., Giang, P. C., & Uyen, N. P. (2023). Effects of advertising value and attitude on the purchase intention through short-form video advertising on social media: Empirical research on gen Z in Vietnam. Middle East Journal of Applied Science & Technology, 06(01), 42–59. https://doi.org/10.46431/mejast.2023.6105 .
  63. Vilan, R. (2021, February 4). How to enter a Japanese AAA game studio as a foreigner. Medium. https://rvilan.medium.com/how-to-enter-a-japanese-aaa-game-studio-as-a-foreigner-94b435a64a64 .
  64. Wang, C. (2022, April 17). Why Japan made its “cute culture” Such a hit. The Argo. https://blsargo.org/2959/forum/why-japan-made-its-cute-culture-such-a-hit/ .
  65. Wheeler, K. (2023, May 10). Brand identity: How to develop a unique & memorable brand in 2024. HubSpot Blog. https://blog.hubspot.com/agency/develop-brand-identity .
  66. Wilkinson, A. (2022, September 2). Viewing the history of Japanese and U.S. relations through animation. Chênière: The Nicholls Undergraduate Humanities Review. https://www.nicholls.edu/cheniere/2022/09/02/viewing-the-history-of-japanese-and-u-s-relations-through-animation/ .
  67. Yamaguchi, Y. (2023, July 1). The evolution of the Japanese anime industry. nippon.com. https://www.nippon.com/en/features/h00043/#.
  68. Yamato, E. (2015). ‘growing as a person’: Experiences at Anime, comics, and games fan events in Malaysia. Journal of Youth Studies, 19(6), 743–759. https://doi.org/10.1080/13676261.2015.1098769 .
  69. York, M. (2023, July 31). Why do fans watch these anime “classics?” CBR. https://www.cbr.com/what-makes-classic-anime-good-today/ .
  70. Yusof, N. A., Mastor, K. A., Mamat, M., Keng, L. K., Haron, H., Tahir, H. M., Jaafar, R., & Baharum, K. (2023). The influence of anime as Japanese popular culture among art and design students. Nurture, 17(4), 493–503. https://doi.org/10.55951/nurture.v17i4.374 .
  71. Zeria. (2017, February 20). Why don’t people watch old anime? Floating into Bliss. https://floatingintobliss.wordpress.com/2017/02/20/why-dont-people-watch-old-anime/.
  72. Zhao, L., & Jin, S. (2018). The definition of affordable luxury based on consumer perception. Proceedings of the 2017 2nd International Seminar on Education Innovation and Economic Management (SEIEM 2017). https://doi.org/10.2991/seiem-17.2018.70 .

Article Statistics

Track views and downloads to measure the impact and reach of your article.

0

PDF Downloads

26 views

Metrics

PlumX

Altmetrics

Paper Submission Deadline

Track Your Paper

Enter the following details to get the information about your paper

GET OUR MONTHLY NEWSLETTER