Query: Otaku

title: Relation Between Daydreaming and Well Being: Moderating Effects of Otaku Contents and Mindfulness
abstract: The relationship between daydreaming and well being were examined with mindfulness and consumption of Otaku contents (animations and games) as potential moderators. Recent theory suggests that both the context and contents of daydreaming matter in determining the beneficial effects of daydreaming. Mindfulness is a candidate for the former, whereas Otaku contents represent one for the latter. Metacognitive awareness and intentionality of daydreaming, and accepting relationship with the same, may facilitate such beneficial effects. As Otaku consumers obsessively engage in the imaginative contents, they will be adept at enjoying daydreaming of favorite contents. In Study 1, a survey of a large adult sample n 800) hierarchical regression analysis was employed to predict well being from the three way interaction of daydreaming x mindfulness x Otaku consumption. Significant three way interactions emerged, predicting both life satisfaction and psychological well being. Those high on either the non judging facet of mindfulness or Otaku consumption showed a positive relationship between daydreaming and life satisfaction. Those low on both non judging mindfulness and Otaku consumption showed a negative relationship between daydreaming and psychological well being. In Study 2 n 104) priming of Otaku contents was employed in lieu of individual differences in Otaku consumption. Without Otaku priming, higher mindfulness revealed a positive relationship between daydreaming and life satisfaction. In addition, Otaku priming with short stimulus viewing time showed a positive relationship between daydreaming and subjective well being (life satisfaction/positive mood) The results suggested that both contents and context of daydreaming affect well being.

title: The potential of anime for destination marketing: fantasies, otaku, and the kidult segment
abstract: While a substantial body of literature exists on film tourism, there is a lack of research attention bridging the potential of Japanese anime on real world destination marketing. The implications of anime tourism can extend far beyond geographic boundary as the worldwide anime market is diversifying, providing novel opportunities for destination marketing organizations in other countries. To address this research gap, this paper first defines anime versus animated films to clarify the definition of anime for the tourism literature, and then draws out theoretical differences between the two types of entertainment within a cinematic perspective to highlight their conceptual boundaries across place, protagonist, and production. This paper suggests that the ways in which these three aspects are manifested in anime versus films are very different: anime settings are more fantasy orientated than most films; viewers develop their self identity (i.e. as an 'otaku' during childhood and adolescence; and anime productions can be extended with new series to create more enduring engagement to develop the kidult segment. This paper contributes to the literature by connecting the aforementioned cinematic aspects as a basis for elaboration of how differences among the three dimensions could be directly related to potential destination marketing activities.

title: Otaku and the Struggle for Imagination in Modern Japan. By Patrick W. Galbraith. Durham, N.C. Duke University Press, 2019. 325 pp. ISBN: 9781478006299 (cloth)
abstract: neither gives full weight of consideration to North Korea's impact through Juche and otherwise on the cultures of Yusin and minjung, save for some discussions noted in this review and Pyongyang's appearances in the "Transnationalism" section of Revisiting Minjung. This should not be construed as a serious flaw in these two invaluable books, but rather as a call for even more scholarship on the cultural history of postwar South Korea.

title: Pedestrian Media Mix: The Birth of Otaku Sanctuaries in Tokyo

title: What is Otaku impression? Interrelation between Otaku categories and impression toward Otaku

title: The occidental otaku: Portuguese audience motivations for viewing anime
abstract: Japanese animation, widely known as anime, has a global reach. It is simultaneously broadcasted by traditional media and easily distributed and discussed among fans in the digital and online realms. However, non Japanese audiences' motivations for watching this kind of content remain almost unstudied in some countries, with Portugal being one of them. This article presents and discusses the outcomes of an online survey completed by 568 respondents, most of them young and regular watchers of anime. A scale by Rubin and Perse (1987) originally used in regard to the audiences of soap operas, was adapted in the scope of this article. Five main motivations were found for anime viewing, with entertainment being the strongest. Age and gender are relevant predictors for the sample's motivations and also influence audience preferences regarding genres. The survey's outcomes are complemented by nine in depth interviews conducted during an anime convention, further exploring the motivations derived from the survey.

title: Otaku Culture in the 21st Century Japan Focusing on the Change of Comike Special

title: The Multiplanar Otaku: Animetic Movement in Kon Satoshi's Work

title: The effects of technology innovation and network presence on Otaku identity
abstract: In Taiwan young people is profoundly influenced by Japanese ACG (animation, comics, and games) culture, which gather the subculture group with unique values named Otaku. People had a negative stereotype of Otaku in the past, however, Otaku people are in fact those who delve into technology products and good at using them. The aim of this study is to explore the impact of technology innovation on Otaku identity from internal (Otaku) and external (non Otaku) perspectives. This study adopts three stages of the research process. First, based on the diffusion of innovations theory, a tentative Otaku identity model (OIM) including four constructs of technology innovation, subculture social system, subculture social identity, and social presence (network presence and physical presence) was proposed. Second, qualitative interviews with ten Otaku participants were conducted to understand Otaku's core thinking pattern, to confirm the tentative OIM, and to justify the establishment of follow up surveys. Third, quantitative surveys of 122 Otaku and 207 non Otaku were conducted to verify the OIM model by using SPSS PROCESS. The results show that our proposed OIM is fit for this research and conclude that technology innovation and network presence can significantly change general people's Otaku identity.

title: From Japanese otaku to Taiwanese zhainan: Understanding transcultural masculinity through a cultural term in Taiwan
abstract: A borrowed neologism can serve as a cultural term to understand personhood, communication, and relationship in a given speech community. For example, loaned from the Japanese term otaku, the Mandarin term zhainan not only carries the original Japanese meanings, but also generates localized meanings about masculinity among Taiwan Mandarin speakers. Over 4000 entries containing the term zhainan in an online news database were analyzed, and seven types of masculine identities emerged, with three contradictory representations: criminal vs. victim, solitary vs. group, and real life vs. parasocial relationships. Findings highlight the transcultural connections between Taiwan and other East Asian cultures.