Television programs such as animation and drama series from Japan have become common transnational products in Malaysia. Since studies on Malaysians who consume Japanese popular culture are lacking even a decade after its substantial rise in popularity, this qualitative study was designed to explore the media consumption of Japanese popular culture in Malaysia. In this article I examined how Malaysians are interpreting their favorite media texts from Japan specifically revisiting the concepts of “cultural proximity” and “reflexivity” suggested in the other studies of Japanese popular culture and the audience. I conducted in-depth interviews with 12 participants who have been consuming various Japanese popular cultural products over the year...
In the last few decades, Japanese popular culture productions have been consolidated as one of the m...
This study examined self-construal (self-independence/self-interdependence) of Malaysian youths, and...
Japanese subcultural products such as animations (anime), comics (manga) and role playing games have...
Television programs such as animation and drama series from Japan have become common transnational p...
Television programs such as animation and drama series from Japan have be come common transnational ...
Television programs such as animation and drama series from Japan have become common transnational p...
This qualitative study was designed to explore the media consumption of Japanese popular culture in ...
The purpose of this study was to understand the experiences of media consumption of Japanese popular...
This article introduces the special issue dedicated to global industries around anime, its theoretic...
Using highly advanced media technology, Asian cultural exchanges became very active since the latter...
The focus of this master's thesis is on the role of specific media in the diffusion of Japanese cult...
Japanese popular culture has developed in many unexpected and fascinating ways. From contemporary po...
This thesis explores the re-articulation of Japan's cultural connections with Asia in the1990s throu...
East Asian television dramas have crossed the threshold of Indonesian mediascapes since the 1990s. T...
The article focuses on cultural influence and exchange between Japan and America—a process that can ...
In the last few decades, Japanese popular culture productions have been consolidated as one of the m...
This study examined self-construal (self-independence/self-interdependence) of Malaysian youths, and...
Japanese subcultural products such as animations (anime), comics (manga) and role playing games have...
Television programs such as animation and drama series from Japan have become common transnational p...
Television programs such as animation and drama series from Japan have be come common transnational ...
Television programs such as animation and drama series from Japan have become common transnational p...
This qualitative study was designed to explore the media consumption of Japanese popular culture in ...
The purpose of this study was to understand the experiences of media consumption of Japanese popular...
This article introduces the special issue dedicated to global industries around anime, its theoretic...
Using highly advanced media technology, Asian cultural exchanges became very active since the latter...
The focus of this master's thesis is on the role of specific media in the diffusion of Japanese cult...
Japanese popular culture has developed in many unexpected and fascinating ways. From contemporary po...
This thesis explores the re-articulation of Japan's cultural connections with Asia in the1990s throu...
East Asian television dramas have crossed the threshold of Indonesian mediascapes since the 1990s. T...
The article focuses on cultural influence and exchange between Japan and America—a process that can ...
In the last few decades, Japanese popular culture productions have been consolidated as one of the m...
This study examined self-construal (self-independence/self-interdependence) of Malaysian youths, and...
Japanese subcultural products such as animations (anime), comics (manga) and role playing games have...