This paper is a case study on selected Filipino otakus, focusing on their self perceptions and their perceptions on how others see them concerning their identity. The main objective of this thesis was to delve into the mind of the otakus in order to get a better understanding of their perceptions and what drives them to maintain their identity despite negative feedback and how. Recent studies such as the Looking Glass Self by Cooley were briefly examined along with studies concerning the influence of anime and manga from Japan to the Philippines and how this has served as the trigger for the emergence of the otaku subculture. Further research relating to Japanese otakus was also tackled in order to gain a basic knowledge of the concept and ...
This project seeks to explore the connection between the consumption of Studio Ghibli films and the ...
Television programs such as animation and drama series from Japan have become common transnational p...
This study examines the merchandising and consumption practices that have developed around charact...
An analysis of the changing stereotypical image of the Otaku, primarily as the subculture is viewed ...
This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum f...
The main purpose of this thesis is the analysis of fictional characters, their role in Japanese visu...
With the international rise in popularity of anime and manga in the 1990s, Japan shattered its image...
Polish Otaku Culture Towards Japanese Sources Japanese otaku is a geek or nerd, who is strongly dep...
Based on the Otaku subculture that has flourished here in Singapore, this research aims to understan...
From the theoretical perspective regarding communication as culture, this article focuses on the com...
This exploratory study follows existing theory and analysis of mass media product and its audience a...
¿Qué tipo de identidades pueden construirse a partir del fanatismo por productos mediáticos transnac...
Since the beginning of the 90's, Japanese popular culture has become increasingly popular on an...
Anime is a Japanese cartoon film that is very popular among adults, teenagers, and children. As a re...
Consumer culture, a consumption pattern of popular culture in society can create subcultures in that...
This project seeks to explore the connection between the consumption of Studio Ghibli films and the ...
Television programs such as animation and drama series from Japan have become common transnational p...
This study examines the merchandising and consumption practices that have developed around charact...
An analysis of the changing stereotypical image of the Otaku, primarily as the subculture is viewed ...
This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum f...
The main purpose of this thesis is the analysis of fictional characters, their role in Japanese visu...
With the international rise in popularity of anime and manga in the 1990s, Japan shattered its image...
Polish Otaku Culture Towards Japanese Sources Japanese otaku is a geek or nerd, who is strongly dep...
Based on the Otaku subculture that has flourished here in Singapore, this research aims to understan...
From the theoretical perspective regarding communication as culture, this article focuses on the com...
This exploratory study follows existing theory and analysis of mass media product and its audience a...
¿Qué tipo de identidades pueden construirse a partir del fanatismo por productos mediáticos transnac...
Since the beginning of the 90's, Japanese popular culture has become increasingly popular on an...
Anime is a Japanese cartoon film that is very popular among adults, teenagers, and children. As a re...
Consumer culture, a consumption pattern of popular culture in society can create subcultures in that...
This project seeks to explore the connection between the consumption of Studio Ghibli films and the ...
Television programs such as animation and drama series from Japan have become common transnational p...
This study examines the merchandising and consumption practices that have developed around charact...