Sunday, September 25, 2011

Chapter IV: Methodology Revision

CHAPTER IV

METHODOLOGY

Research Design

The common descriptive method of research will be utilized and normative survey technique will be used for gathering information and data because the study is more of describing the data, the characteristics of the respondent population and the phenomenon being studied. The research is also not experimental in nature so the descriptive method of research is appropriate. The researchers will choose this type of approach for its easiness and practicability to provide adequate information the researchers will need. The survey will be enough to describe, analyze and interpret the respondents’ exposure to anime and manga and how these affect their study habits.


Respondents and Locale of the Study


The research will be conducted at the University of the Philippines Cebu College during the first semester of Academic Year 2011-2012 at Lahug, Cebu City. This research will be conducted in order to determine if watching Japanese anime and reading manga can affect the studying habits of college students. Specifically, 35 Second Year college students of the University of the Philippines, who have a hobby of watching and reading anime and manga, will be randomly selected to answer the provided questionnaires. Five from every course offered, namely, Computer Science, Management, Political Science, Mass Communications, Mathematics, Psychology, Fine Arts and Biology. The respondents will participate purely on voluntary basis. This age group was appropriate because as of Academic Year 2010 – 2011, a school organization concentrated mainly on Japanese culture (e.g anime and manga included) had many Second Year members who were incredibly active, especially during the second semester when an anime/manga event was held in the campus during February.


Sampling Procedure


Convenience sampling will be administered in the selection of the respondents. Convenience sampling is a sampling technique where the respodents are selected because of their accessibility and proximity to the researcher. The researchers will prefer a sample population that is unproblematic to supervise and will be able to answer the questionnaires honestly.


The respondents to be selected, to the best of the investigators’ knowledge will represent the second year students of University of the Philippines Cebu College who are anime enthusiasts. Respondents may be encountered both in their respective classrooms and in random social interaction.


Data Collection


The gathering of data for this study will utilize a self-managed descriptive questionnaire because it saves the researchers’ time and effort, guarantees ease of testing its reliability and validity, and ability to maintain respondent’s confidentiality. The most easily accessible students are those attending undergraduate studies at the same University.


The respondents will be given the research questionnaire and the data collecting will last for about 3 – 4 days. After gathering the data, the researchers will group the responses according to the sub-problems of the study.


Instrumentation


In order to answer specific sub-problems in our study, survey questionnaires will be distributed to the respondents. The survey questionnaires will consist of a broad range of questions aimed at finding out the effects of watching anime and reading manga to the respondents’ studying habits. Each questionnaire will have 3 parts. The first part of the questionnaire will regard the personal background of the respondent. The second part will find out the amount of time the respondents allow themselves to be exposed to anime and manga. The third part will determine the effects of watching anime and reading manga on the respondents’ studying habits.


Statistical Treatment of Data


The statistical treatment of the data was mainly to get the percentage and the weighted mean.



Percentage = (frequency / Total number of respondents) x 100



Weighted mean = ∑ƒx / N



where :



ƒ = frequency

x = weight

N = number of respondents

= sum









Thursday, September 8, 2011

Chapter II: Revision

Effects of Watching and Reading Japanese Anime and Manga on the Study Habits of Second Year College Students of University of the Philippines Cebu (Academic Year 2011-2012)

Avila, Palmy S.

Villahermosa, Liana Meg S.

COMM 2 MTH 2:30 – 4:00 pm

CHAPTER II

Review of Related Literature

Many people are interested in various forms of entertainment like dramas, movies, series, talk shows, news, etc. Alongside these are anime and manga, which are at present what many students obviously watch. Most of these anime start out as printed Japanese black and white comics commonly called as “manga”.


First, the researchers explain how animation came to be with consultation from Collier's Encyclopeia. Next is how people see Japanese animation and manga and how it was publicized all across the globe. And thirdly, how these Japanese media affect its viewers, fans, and enthusiasts.


Japanese Anime and Manga

Animation, as defined in Collier’s Encyclopedia, is a photographic technique that creates an illusion that inanimate objects are given movement The encyclopedia also adds that each photo or drawing is shown to have a slightly different position in each frame and that the drawings are photographed frame-by-frame and is projected at a speed of 24 frames per second for sound animation. If silent, then a total of 16 frames per second.


Collier(1991) also adds that the range of “illusionistic possibilities” is more complex and difficult to grasp. He also says that animation includes effects, actions and movements that cannot be achieved in live-action films such as actions that seemingly contradict the laws of nature like “wizardry”, people walking and fighting on air, and even reassembling oneself after getting chopped into pieces. Even more so for animating lifeless objects like how cutlery and silverware dance across a dining table, or how plastic soldiers engage in battle by themselves, and how pens write on their own. The encyclopedia adds, “this kind of freedom of expression can only be achieved in animation”. According to a pioneer animator Max Fleischer, “If it can be done in real life, it's not good animation.”(p. 255)

Therefore, when taking account Fleischer's statement, Japan has produced very good animation projects that is gradually taking the world by storm. What with combating ninjas with killer techniques like summoning water dragons from rivers, pirates with stretchable limbs, anthropomorphic personifications of countries across the globe and demon butlers – these certainly can't be done or be seen in the real world.

Leonard (2003) says that as time progressed, interest in "Japanese animation" has increased unexpectedly all over the world. Income generated from animation increased highly for the past years. In fact, even the Japanese Prime Minister praised animation in his speech (Leonard 2003). The Prime Minister viewed anime as “the savior or Japanese culture.” But there is one question that is prevalent between all of this, "How did anime, once regarded as a product produced and consumed exclusively for Japanese children, become such a powerhouse in the global media market?” (Leonard 2003)

Anime became famous not because it forces itself into others but because people get attracted to it like a moth to a flame (Leonard 2003). Leonard adds that it was at 1960's-1970's, where people "studied or served at the military", and went home they all boast about anime in Japan. He also states that despite the fact that they didn't understand what they are talking about, they were still mesmerized by it, as what one fan said "We didn't know what the hell they were saying, but it looked really cool.” And as technology rises, distributing anime became much easier.

Manion (2011) says that dispersion and distribution of Japanese anime is very fast. So fast that even some cartoons are trying to imitate anime ways (Manion 2011). She also reports that anime fans are encouraged to learn Japanese culture and language. Williams(2006) also found out from her study of the impact of popular culture fandom on perceptions of Japanese language and culture learning in the case of a student that “a significant number of anime fans are students and in a survey, 43% are taking a course in Japanese language. She says that 75% of the students of that course in her school are encouraged to enroll because of Japanese animation. However, she said that it is still not appropriate to conclude because the number of students is just about 43. Still, there is a possibility that links the study of Japanese language to Japanese animation for the "uniqueness" of anime is possibly one of the reasons why there are many people in the "fandom" (Williams 2006). Some fans say that the storyline is eye-catching and hard to predict compared to what is common(Williams 2006). Napier (as cited in William, 2001), states that anime is also a way to escape reality. In viewing anime one can set his/her mind that he/she is one of the characters and can fantasize about the story.

Even though anime can be used as a tool for learning Japanese culture, people still have this notion that it is not a good thing; that anime can not be used as such. But the young ones now who love anime might actually consider anime as a teaching tool to introduce the culture of Japan.

On the other hand, the Associate Press (2006) also state that Japanese anime and manga have been reaching across continents and not just drawing the attention of its conventional male viewers, but has also captured the hearts of the female population as well. That is all thanks to the astounding plot, amazing art, animation and heart-breaking scripts and plot twists (Associate Press 2006).

A young college student who got interviewed by one of the correspondents of Associate Press (2006) said that “a lot of anime is very beautiful” and that she appreciates the story lines and has compared American animation as “usually for kids” and the script lasts within the length of one episode only. In anime, however, the student said that it is “serial” and can be enjoyed by older audiences.







Speaking of older audiences that enjoy anime, Wignall (2004) has come across Rayna Denison, a lecturer department of media and film studies at the University of Sussex, and has seen her research on anime. Denison (as cited in Wignall, 2004) said that,

... anime is moving across national borders - into America, for example - much more than it ever has before. Fans already take it very seriously, but now academia is beginning to as well. Most of the research that has previously been done focuses on the creative side, though. I thought it was about time someone looked at Japanese film in terms of the industry that surrounds it. It's a business as well as an art."

With regards to this statement from Denison, the researchers have observed that anime and manga are indeed wonderful ways to advertise products and brands across the globe as a way of business. Many brands such as Tiffany and Co., Chupa Chups, “Fanta”, Sony on characters’ personal headsets, Converse and Pizza Hut have used anime as a way to advertise their company and products. A number of newly formed bands in Japan, when they want to be known immediately, turn to anime to make their songs as the opening or ending themes. With this they can attract many anime enthusiasts to check out their album and making more sales, especially now that everyone is into the internet.

With this, Denison (as cited in Wignall, 2004) adds that,

There are 31 million websites that reference anime, and the internet has a very large part to play in bringing disparate groups of fans together. I was able to do lots of research from my desk, because I could use the internet to gauge how an international audience was reacting to the same film, at similar times but in different places. However, it's not utopian - the internet is still very much subject to people's ability to communicate in the same language."

This says that the internet is another way of disseminating and spreading anime and making their audience, young or old, male or female, student or not, poor or rich communicate and enjoy their favorite films together.

But, apparently, the western countries have not yet matched Japan’s obsession with anime. Denison (as cited in Wignall, 2004), after her visit to Japan, states that "In Tokyo, there are DVD stores with eight floors dedicated to animation. The most successful comic book sells six million copies a week. Japanese visual culture is much more varied - it runs from children's films to romantic comedy to pornography. But the producers of The Matrix trilogy used anime to fill out the back story to the films with the Animatrix series of cartoons; it shows how mainstream it's becoming here."



Contributing Factors to Anime Distribution

The world keeps getting smaller everyday (Anoba, 1998). All one needs to enjoy films and “action-packed music videos”, cartoons and other shows from other countries is just one flip of a switch away (Anoba 1997). And since anime is produced and broadcast first in Japan, cable TV is a sure plus for people who love to watch anime.

Television is not a luxury anymore and is present in almost all households in the world (Villamor 1999). It can gather relatives together, trigger sibling squabbles, “make students forget their homework and bring the neighbors in” (Villamor 1999). Paner (1998) also said, “cable TV gives a different kind of entertainment”, it is different from commonly used television because when you open your TV and visit your favorite local TV channels, you immediately see the program of your choice.

At present, many Filipino households are already subscribing to cable TV (Anoba 1997). As shown by statistics, cable TV has grown 1000% in less than ten years last 1999, as cable TV programs are now accessible in over 10 million households across Asia (Anoba 1997). As these numbers steadily increase, many citizens have raised their respective concerns on the possible effects of cable viewing (Anoba 1997).

With regards to this, Anoba (1997) has mentioned Resil B. Mojared that in one of his columns in SunStar weekend, reiterated some effects of cable television:

The advent of cable TV has increased viewing time among Filipinos… has alerted our viewing habits and consciousness of time and space… its effects are rather disorienting. Disparities in timezones are such that we watch programs intended for morning viewers in the late night. Plugged into CCN or NBC, we are informed about recent events in Bosnia- Herzegovina rather than in Mindanao, or we listen to what the weather is like in Litte Rock, Arkansas, instead of the forecast for Metro Cebu.”

The head of Redman Resources, Richard Redman, mass media provides “most of the real for the perceived world” and adds that the way young people define and approach his or her world is to a large extent a function of the information communicated into them. Media certainly contributes greatly to that input (Jubela, G. 1995).

Anoba (1997), sociologist, Susan Magno, also noted that children have become addicted to TV and she said that the “boob tube” has now become the “strongest competitor of schools in the socialization of children”.


An associate professor in psychology at Stanford University, Eleanor Maccoby, has conducted several studies on “the effects of television on young people”. Based on the finding of her research, she found out that young people watch television solely for entertainment. She also states that “television has some effects on young viewers by providing them with models which they can imitate when the situation seems to warrant it, and by transmitting certain attitudes and feelings about people and events.”(Jubela, G. 1995).

From this, people can understand that watching television shows can affect one's perception of reality and molding together what one sees in TV and their real life. There is a possibility that young people are likely to imitate what their favorite characters do in certain situations.

There are also various anime that offer a specific type of genre where people can learn different morals and ways of life. This is the “slice of life” genre that is common in “shoujo” types of manga that have plot lines that target female viewers. These morals can be applied to the viewers' everyday lives where they can relate to the character's experiences and feelings.

One of Villamor’s (1999) findings in her research was that her respondents were “not satisfied with the locally produced programs”. A noteworthy number of her respondents said that local program shows were ” lacking in impact” to the teens, the performers were “overacting”, the special effects were appalling, stereotypes were rampant and exaggerated, the shows’ plots are corny and absolutely boring and lastly, the storyline “beats around the bush”.

Because of this, young people have turned to Korean and Thai dramas, Japanese anime and manga, and American movies to sate their movie cravings.



Effects of Watching Anime

Despite anime's increasing popularity and positive reviews, there have been not so pleasing news sprouting about it all around the world. In Seattle Pi, an online newspaper site from the US, last March 2008, a 10-year-old boy from Everett, Washington, a suburb of Seattle, died after his friends buried him in a sandbox from his head to his shoulders trying to imitate Gaara from the popular anime, Naruto (Mcnerthney, C., & Rowe, C.). KOMO, another news site also add that, although this event could've been the perfect excuse for people to ban Naruto, the boy's parents merely saw this as a tragic accident.


From the Oklahoma City Friday news site, in Oklahoma, two students from Andrew Johnson Elementary School were 'disciplined' after the principal called for the local police, as it was authorized by school policy, after seeing them write "Kill (student 1 's name) by gun shotgunshell in her hand” and “(student 2's name) shot by a sniper.” unto a notebook entitled, “Death Note”. The principal told the police she would handle the students and that the parents of everyone involved had been contacted.


Anime News Network also linked a Belgian Newspaper site and it reported that In Belgium, there was a "manga inspired murder". A man was found slaughtered with his "lower abdomen" and with "sliced thighs" in a park four years ago. Police said that they had a "serious lead" on the victim's identity but they still need further investigation to confirm it. After three years (for the case lasted for about three years, at least), four suspects are discovered. (ANN) "None of them had a criminal record" but all love "manga". The murder case was named "manga killing" because they found 2 pieces of paper which said "Watashi wa Kira Dess" meaning "I am Kira", in reference to a manga/anime character in the series "Death Note" who kills criminals in the name of justice.(ANN)


Based on the researchers accumulated data from various theses, online articles, periodicals and newspapers, Japanese anime and manga have spread worldwide and the obsession and addiction to it is inevitable. These addictions could possibly lead to neglected social life, studies, family bonding time, and atrocities like committing murder, etc.



Online Articles

1. Douglas, M. (2010). The history of anime 1963. Retrieved from http://www.isugoi.com/the-history-of-anime-1963/

2. O'Connell, M. (1999). A brief history of anime. Retrieved from http://www.corneredangel.com/amwess/papers/history.html

3. Saturnine, R. III. (2004). The adverse effects of cartoons on the minds of our children. Retrieved from http://www.awn.com/articles/adverse-effects- cartoons-minds-our-children/page/1%2C1

4. Anime News Network (2010). Four arrested for 2007 Belgian ' Manga Murder' Case. Retrieved from http://www.animenewsnetwork.com /news/2010-09-20/4arrested-for-2007-belgian-manga-murder-case

5. Wignall, A. (2004). The rise of anime. Retrieved from http://www.guardian. co.uk/education/2004/oct/26/workinprogress.research

6. (2010). Police close to identifying victim of manga-inspired murder. Retrieved from http://www.expatica.com/be/news/belgian-news/ police-close-to-identifying-victim-of-manga-inspired-murder_ 105921.html

Books

  1. Animation (1991). In Collier's Encyclopedia (vol. 2, p. 255). Maxwell MacMillan International Publishing Group

2. Liebert, R., & Sprafkin, J. (1988). The early window: effects of television on children and youth. New York: Pergamor Press



Theses

Electronic

1. Eng, L. (2006). Otaku engagements: sub-cultural appropriation of science and technology. Retrieved from http://proquest.umi.com/pqdlinkdid =1221726101&Fmt=14&VType=PQD&VInst=PROD&RQT=309&V Name=PQD&TS=1301944354&clientId=79356&cfc=1

2. Leonard, S. (2003). Progress Against the Law: Fan Distribution, Copyright, and the Explosive Growth of Japanese Animation. Retrieved from
http://groups.csail.mit.edu/mac/classes/6.805/student-papers/fall03- papers/Progress_Against_the_Law.html#_Toc58832261

3. Manion, A.(2011). Discovering Japan: Anime and Learning Japanese Culture. Retrieved from http://usc.academia.edu/AnnieManion /Papers/448787/Discovering_Japan_Anime_and_Learning_Japanese _Culture

  1. Williams, K. (2006). The Impact of Popular Culture Fandom on Perceptions of Japanese Language and Culture Learning: The Case of Student

Anime Fans. Retrieved from http://www.lib.utexas.edu/etd/d/2006/willi amsk52898/williamsk52898.pdf


Unpublished

  1. Anoba, T. (1998). Exposure to cable television and the viewing habits and the preferences of grades 4 and 6 pupils of cebu state college and collegio de santo nino.

  1. Paner, E. (1998). Exposure to cable television and the attitudes of selected viewers reading in mangogreen village, Banilad towards news channels.

  1. Villamor, S. (1999). Viewership preferences of selected fourth year high school students of the University of San Jose - Recoletos during prime time on television: implication to program development of television stations.

  2. Jubela, G. (1995). Exposure to TV cartoon characters and the concepts of grade 6 students of saint alphonsus catholic school, Cebu international school and saint benedict's learning center on heroes.

Newspapers

Electronic

  1. Mcnerthney, C., & Rowe, C. (2008, March 10). Boy, 10, buried in sandbox

game, dies. Seattle Pi. Retrieved from http://www.seattlepi.com/default/article/Boy-10-buried-in-sandbox- game- dies-266815.php

  1. Thief rips front door off station. Oklahoma City Friday. Retrieved from http://okcfriday.com/thief-rips-front-door-off-station-p4632.htm

  2. KOMO Staff (2010, March 10). Everett boy buried in sandbox dies. Komo News. Retrieved from http://www.komonews.com/news/16479676. html

  3. Surette, T. (2010, March 12). Boy dies after friends imitate Naruto.TV.com. Retrieved from http://www.tv.com/boy-dies-after-friends-imitate- naruto /story/11008.html