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Oktavianus Nong Vicky; Gabriel Angelo Gedi; Ferdinan Selestino Trifon; Molsiprimka Trio D. M. Asiki; Aurelius Mosa

jurnal Riset Rumpun Agama dan Filsafat 2026 Pusat Riset dan Inovasi Nasional

This study aims to analyze intersubjectivity, love, and hope in the anime The Fragrant Flower Blooms With Dignity through the perspective of the existentialist philosophy of Gabriel Marcel. The research employs a qualitative method using a literature review and content analysis approach. Data were collected from relevant philosophical texts on Marcel’s thought and from the analysis of scenes, dialogues, and character development in the anime. The findings reveal that the relationship between Kouruko Waguri and Rintaro Tsumugi reflects the concept of intersubjectivity as an authentic encounter between “I” and “Thou,” where both individuals recognize each other as subjects. The concepts of being and presence are manifested through genuine presence and relational openness, while having functions as a supporting element that does not lead to possessiveness. Furthermore, fidelity, love, and hope emerge as central dimensions in the fulfillment of the characters’ existence, as these aspects enable their relationship to develop in a meaningful and profound way. This study demonstrates that popular cultural works such as anime can serve as relevant media for philosophical reflection in understanding human existence as inherently relational.

Nugraha Nugraha; Hedi Amelia Bella Cintya; Ariri Riska Orelia Nor Adha; Izzati Aulya Akhiroh Prastyo

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

This study aims to analyze the visual appeal of anime characters through a case study of cosplayers in Surabaya. The focus of this research is to identify the factors that motivate cosplayers to idolize anime characters and to describe the visual elements that contribute to the formation of such appeal. This study employs a qualitative approach using observation, interviews, documentation, and questionnaire distribution to 30 active cosplayers aged 18–20 who are members of cosplay communities in Surabaya. The collected data were analyzed using Charles Sanders Peirce’s semiotic approach, which emphasizes the relationship between sign, object, and interpretant in the process of visual meaning-making. The results indicate that the appeal of anime characters is not solely influenced by visual aspects but also by emotional attachment formed through character representation. Specifically, facial features (66.7%) and body gestures (33.3%) are the dominant factors influencing cosplayers’ preferences, compared to other visual elements such as color, costume, and hair details. The semiotic analysis reveals that visual elements in cosplay function as a system of signs that represent character identity while simultaneously constructing aesthetic, emotional, and narrative meanings for the audience.

Aliya Rahmadani; Tanti Restiasih Skober

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This research is entitled The Influence of Japanese Pop Culture on Children’s Toys Trends in Indonesia, 1980-2010. The study employs the historical method, which consists of four stages: heuristics, source criticism, interpretation, and historiography.John Fiske’s (2011) theory of popular culture and  Joseph Nye’s concept of soft power is used to analyze how Japanese popular culture, particularly through entertainment media and toy products, was disseminated persuasively and received by Indonesian children. Since the early 1990s, mass media such as television and children’s magazines have played an important role in introducing Japanese anime and characters, which subsequently encouraged the emergence of toy trends based on Japanese popular culture. The object of this research focuses on children’s toys influenced by Japanese popular culture that circulated in Indonesia between 1980 and 2010, including Tamiya, Beyblade, Tamagotchi, Crush Gear, B-Daman, and yo-yo. These toys not only developed as commercial products, but also contributed to the formation of children’s play patterns, communities, and social identities. However, during the period from 2008 to 2010, these toy trends began to decline due to the advancement of digital technology, changes in children’s consumption patterns, broadcast censorship policies implemented by Indonesian Broadcasting Commission (KPI), and increasing competition from popular culture of other countries such as Korea, the United States, and China. This condition reflects a shift in children’s play culture from physical toys to more modern forms of digital entertainment.

Chinta Ramadani; Khairun Nisa Hermawati; Melani Nurfathia Ardian; Sri Mulyeni

This study aims to examine the impact of anime and manga on increasing the learning motivation of students in the Japanese Literature Study Program at Universitas Nasional PASIM. As elements of modern Japanese popular culture, anime and manga function not only as a form of entertainment media but also as sources that can foster students’ interest in the Japanese language and culture. The rapid advancement of technology and the increasing ease of access to anime and manga through various digital platforms have making them an integral part of students’ daily lives, making their impact on education an important topic of study. This study employed a quantitative research method using a survey approach. This study gathered data through questionnaires completed by 33 students enrolled in the Japanese Literature program. Due to the relatively small population size, a total sampling technique was applied, involving all members of the population in the study. The data obtained were analyzed through validity, reliability, and normality tests, as well as the coefficient of determination, to assess the appropriateness of the research instruments and to examine the influence of anime and manga on students’ learning motivation. The analysis demonstrates that the indicators for anime and manga as well as learning motivation have fulfilled validity and reliability requirements, suggesting that the instruments are appropriate for application. A coefficient of determination of 55.1% indicates that anime and manga have a substantial contribution to students’ learning motivation, while the remaining proportion is affected by other variables not addressed in this research. These results suggest that anime and manga function not only as forms of entertainment but also as supportive learning media capable of enhancing the learning motivation of Japanese Literature students.

I Kadek Arif Gunawan; Ni Luh Gede Meilantari

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

This research analyzes the phenomenon of identity concealment bu the main character in the anime 91 Days, Angelo Lagusa, who disguises himself as Avilio Bruno to revenge his family’s murder. The focus of this research is to identify and classify the ego defense mechanisms by Sigmund Freud employed by Angelo thoughout this process of concealment. Utilizing a descriptive qualitative method and a literary psychology approach, this research aims to provide a detailed description of how ego defense mechanism is manifested in the character’s actions and behavior. Data was collected through direct observation of all episodes in the series. The analysis reveals that four primary ego defense mechanisms are predominant. These four primary ego defense mechanisms are repression, sublimation, displacement and rationalization. Repression emerges as the most prominent mechanism, characterized by Angelo’s constant effort to suppress emotional drives (id), particularly in pain, rage and trauma into the subconscious to prevent them from interfering with his primary mission. Meanwhile, sublimation is evident when he channels his emotional energy into strategic and structured planning for his revenge. Displacement is observed in moments where his anger is redirected toward less threatening targets. Furthermore, rationalization is used by Angelo to justify his harsh and cruel actions with the logic of vengeance and justice. This research concludes that Angelo as Avilio in disguise is not merely a narrative strategy but an external representation of a complex internal psychological dynamic, where the ego functions as a mediator between the demands of the emotional id and the constraints of reality. Through this analysis, this research is expected to contribute to development of literary psychology studies, particularly in understanding the psychological construction of fictional characters through a Freudian theoretical lens.

Gario, Hugo; Fathurrohman, Hafid; Putra, Hanif Rasendra; Gario Putra, Hugo; Fathurrohman, Hafid +1 more

JUISI : Jurnal Ilmiah Sistem Informasi 2026 LPPM Universitas Sains dan Teknologi Komputer

Fenomena chatbot dalam budaya populer mengalami perkembangan pesat seiring majunya teknologi Artificial Intelligence (AI) dan Natural Language Processing (NLP). Melalui pendekatan Systematic Literature Review (SLR) terhadap sejumlah publikasi ilmiah periode 2017–2025, penelitian ini menganalisis tren, peran, dan dampak sosial-budaya dari penggunaan chatbot dalam berbagai domain seperti pendidikan, musik, anime, fandom, dan interaksi manusia–komputer. Hasil kajian menunjukkan adanya peningkatan signifikan jumlah publikasi, terutama sejak 2020, yang menandai semakin kuatnya integrasi AI dalam praktik budaya populer. Analisis tematik berbasis Grounded Theory mengungkap bahwa chatbot tidak hanya berfungsi sebagai alat bantu percakapan, tetapi juga sebagai agen sosial, representasi budaya, dan medium pembentukan identitas digital. Di sisi lain, fenomena ini memunculkan isu etika seperti otentisitas budaya dan privasi data pengguna. Penelitian ini menegaskan perlunya pendekatan multidisipliner dalam pengembangan chatbot budaya populer agar dapat menghadirkan inovasi yang cerdas, etis, serta berkesadaran budaya.

Al Farhan, M Haidar Amir; Mahenra, Ridwan

Dinamik 2026 Universitas Stikubank

The growing interest in learning the Japanese language in Indonesia, driven by popular culture such as anime, creates a need to understand the effectiveness of different learning media. The non-uniform effectiveness of media for each individual poses a major challenge. Therefore, this study aims to analyze the effectiveness of both anime and textbooks by segmenting learner profiles and identifying key determinants of success using an artificial intelligence approach. This research employed a quantitative method through a questionnaire survey of 120 respondents. The data were analyzed in two stages: the K-Means Clustering algorithm was used to group respondents into learner profiles, and the Decision Tree algorithm was used to identify the most significant factors that differentiate these profiles. The analysis successfully identified three distinct learner profiles: "Intensive & Adaptive Learner," "Flexible Learner," and "Passive Learner." The decision tree revealed that the perception of textbook effectiveness and the frequency of anime use are the strongest predictors in determining a learner's profile, more so than theoretical learning style preferences. It is concluded that media effectiveness is highly dependent on the learner's behavioral and perceptual profile, which underscores the importance of a personalized approach in language education technology.

Fais, Fais Akbar; Imam Maksum

PANGARSA : Jurnal Pengembangan Penelitian dan Pengabdian Masyarakat 2025 Lembaga Penelitian dan Pengabdian Masyarakat STIT Sunan Giri Trenggalek

This study aims to analyze the communication strategies of Radio Suara Muslim Surabaya in producing the Majelis Tafsir Anime (MTA) program as a form of media and cultural convergence in the digital era. Using a qualitative descriptive approach, the research explores broadcasting practices, production strategies, and audience interactions through interviews, observations, and documentation of digital media. The findings indicate that Radio Suara Muslim effectively integrates conventional and digital media by utilizing multiplatform channels such as YouTube, TikTok, and Instagram, thereby expanding the reach of Islamic da'wah and strengthening emotional engagement with young audiences. Anime serves as a reflective medium to convey Islamic moral messages contextually through reinterpretation of characters and storylines. The media convergence process, encompassing technology, content, audience participation, culture, collective intelligence, and affect, creates an adaptive and participatory da'wah communication model. In conclusion, the MTA program demonstrates that Islamic da'wah media can transform into a creative cultural dialogue space without compromising spiritual values while fostering audience loyalty through interactive and emotionally engaging approaches

Bhoko, Maria Aloysia; Dince, Maria Nona; Lamawitak , Paulus Libu

Jurnal Projemen UNIPA 2025 Universitas Nusa Nipa Maumere

This research animed to analyze the cash sales accounting information system at PT Garam Pintar Asia.The research method employed was descripitive qualitative since the data collected consisted of statements obtained by the resear cher. The data collection techniques used in this study were interviews, observations, and documentation.The sources of data consistend of both primary and secondary data. The result of this study indicated that the cash sales accounting information system implemented by PT Garam Pintar Asia was still not effective. This was evident in the absence of a clear separation of duties for functions related to cash sales, with the cashier concurrently handling cash and accounting functions. The documentation employed within the cash sales accounting information system did not conform to established accounting standards, as the company had yet to implement formal cash sales invoices and cash register receipts, relying instead on simple handwritten notes as evidence of payment. Furthermore, the company had not designed a cash sales flowchart and did not yet have a financial application to manage cash sales transactions.Instead, Microsoft Excel was used merely to record cash sales transactions, proofs of transactions, and sales reports.

Muhammad Vibra Bagaskoro; Rivaldi Fatwa Dwi Putra; Albertus Agung Dewa

Jurnal Hukum dan Sosial Politik 2025 International Forum of Researchers and Lecturers

Anime has become a significant global phenomenon, including in Indonesia, where this culture has influenced various aspects of society. This article explores the impact of anime visual style in YouTube advertisements in Indonesia. The influence of anime on Indonesian society is also evident in the consumption trends of products related to Japanese culture. The involvement of Indonesian society with anime has also encouraged the emergence of various businesses and products that capitalize on the popularity of this culture. This study focuses on exploring the impact of anime visual style on consumer responses in the context of advertising through YouTube social media in Indonesia. The researcher will analyze how the use of anime elements in advertisements can influence consumer perceptions, whether through nostalgia, enjoyment, or aesthetic aspects, as well as how marketing strategies can be adjusted to maximize this effect. The research method uses content analysis of social media comments as research data. Three advertising samples were selected to represent the study. The results of the analysis show that the use of anime elements in advertisements for Pop Mie, McDonald's, and Pocari Sweat successfully attracted attention and created positive responses from consumers. The high quality of the animation and the use of anime visual styles created a strong emotional appeal, even influencing consumer behavior such as product preferences and interest in brands. In conclusion, the use of anime visual styles in Pop Mie, McDonald's, and Pocari Sweat advertisements demonstrates the success of a marketing strategy that utilizes the popularity of anime to attract attention and create emotional engagement. and influencing consumer behavior in Indonesia, as well as opening opportunities for more local anime production and strengthening positive brand image. This advertisement is not only an effective marketing tool, but also opens up opportunities for more local anime production and supports a positive brand image.

Arfin Tri Petra; Dwi Mutia Sari

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to analyze the visual meaning in the anime film poster Suzume using the visual semiotics approach by Kress and van Leeuwen, supported by Adi Kusrianto’s visual communication theory and Rustan’s visual elements. The research employs a qualitative descriptive method, focusing on typography, illustration, color, and layout. The findings show that the Suzume poster conveys a profound message through the combination of visual elements and semiotic structure. The transitional serif typography creates a classic and serious impression. The illustrations depict the main characters and symbols such as the door and chair, representing themes of journey, disaster, and personal growth. Dominant colors like blue, orange, white, and green evoke specific emotions and strengthen the visual message. The analysis based on visual metafunctions reveals that, representationally, the poster portrays the protagonist's mission to close disaster-causing doors. Interpersonally, it builds an emotional connection through the characters’ expressions and gestures. Compositionally, it demonstrates effective visual balance. In conclusion, the Suzume poster successfully conveys the film’s thematic message through strong and communicative visual design.  

Salwa Rismilillah Akmalia; Otong Setiawan Djauhari

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study investigates the linguistic expression mendokusai as used by the character Nagi Seishirou in the anime Blue Lock: Episode Nagi, examining how this phrase reflects his personal attitude and patterns of social behavior. Mendokusai, commonly found in Japanese youth language, conveys meanings such as “bothersome,” “annoying,” or “too much trouble,” and is often associated with a passive or indifferent tone. Adopting a pragmatics and sociolinguistics framework, this research analyzes the function of the expression within the character’s dialogue and its role in shaping Nagi’s identity as a so-called “lazy genius.” Employing a descriptive qualitative method, the study closely examines selected scenes in which Nagi uses mendokusai across different social and emotional contexts. The findings suggest that Nagi’s repeated use of the phrase is not merely habitual but a deliberate linguistic strategy that highlights his aversion to social expectations, preference for simplicity, and effortless self-assurance. This research demonstrates how the recurrence of a single expression can serve as a significant marker of character identity and behavior, especially in contemporary portrayals of Japanese youth.

Amirullah Fachrul Razi; Kholifatul Fauziah

AL-MUSTAQBAL: Jurnal Agama Islam 2025 STIKes Ibnu Sina Ajibarang

Modern mass media, particularly film, holds significant potential for transmitting messages, including moral and religious values. This research investigates the representation of mauidhah hasanah (good counsel) in the popular anime Demon Slayer: Mugen Ressha-hen, widely acclaimed for its narrative and emotional depth. Employing a qualitative approach with Charles Sanders Peirce's semiotic content analysis, this study meticulously examines key scenes to unveil how these values are expressed through dialogue, setting, and other cinematic elements. The findings reveal that mauidhah hasanah is primarily represented in three forms: admonition, prohibition, and motivation, conveyed through diverse communicative patterns. Theoretically, these findings enrich the study of Islamic phenomena in animated films and solidify the position of popular media as an effective vehicle for conveying values. Practically, this study contributes to a broader understanding of anime's potential for moral education and serves as a valuable reference for future research on messages within animated films.

Fadly Irfansyah; Oktaviana Purnamasari

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

The Indonesian shoe industry has grown rapidly in recent decades, driven by a stable economy and increasing income. Johnson Shoes, a local brand from Bandung, Johnson Shoes collaborates with anime characters such as One Piece, My Hero Academia, Naruto and Demon Slayer, to expand the market and increase sales. In addition, Johnson shoes have interesting content in marketing their products. Related to this, the purpose of this study is to determine the content of Johnson shoes Instagram on followers, purchasing decisions on followers, and measure the influence of Instagram content on Johnson shoes purchasing decisions on followers. The theory used in this study is Instagram which includes the dimensions of Follow, Like, Comment, Feed, Caption, Instagram Stories, Profile, and for the Purchasing Decision theory includes the dimensions of Problem Recognition, Information Search, Alternative Evaluation, Purchasing Decision, Post-Purchase Prilsku. This research is a quantitative study. The research method used is a survey. The population in this study were followers of the @johnson_indonesia Instagram account with certain criteria and a population of 116 followers and a sample of 90 respondents were obtained. The data analysis technique used in this study was simple linear regression. The results of the study showed that the Instagram content of Johnson's shoe collaboration and anime characters had a strong relationship of 0.818 to purchasing decisions. The Instagram content of Johnson's shoe collaboration and anime characters had an influence on purchasing decisions of 0.670 or 67%, while the remaining 33% was influenced by other factors.

Ratna Indra Setyaningurm; Wanodya Kusumastuti; Widyaning Hapasari

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Manga, or Japanese comics, are becoming increasingly popular among Indonesian boys and can be easily found online. Fujoshi refers to female fans and fundashi refers to male fans of the “boys love” genre, which is characterized by romantic comedies involving male protagonists in media such as literature, anime, and video games. The intensity of reading a particular “boys love manga” genre and a favorable view of homosexuality are the focus of this study. A correlation coefficient of 0.227 was obtained, indicating a weak but positive relationship of 22.7%, between the two variables in this study using a quantitative correlational method. A total of 351 participants in this study were tested for their hypotheses using the Pearson Product Moment correlation. Individual attitudes can be shaped by many factors, including their own life experiences, the opinions of influential people in their lives, cultural norms, the media, the education system, religious organizations, and even their own emotions. All those who took part in this study found a positive interpretation of homosexuality that brought tolerance.

Wilda Rohim Hatta; Jupriani Jupriani

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Advertisements are an effective promotional medium to capture audience attention, especially through engaging visual approaches. One unique advertisement is Pocari Sweat Bintang SMA 2019, which employs 2D anime-style animation as a visual communication strategy. This study aims to analyze how the invitation element in the advertisement is visualized through storyline, scenes, and characters. Using Roland Barthes' semiotics analysis, this research explores the signs within the advertisement at both denotative and connotative levels. The findings reveal that Pocari Sweat effectively invites its audience through visuals that depict enthusiasm, freedom, and togetherness. By utilizing bright colors, movement symbolism, and character interactions, this advertisement successfully delivers a strong invitation message to participate in the Bintang SMA talent competition.

Rista Meyliana; Mien Zyahratil Umami

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Ready To Wear Fantasy Knight Princess The combination of Batik through Aesthetic Studies in Japanese Culture was taken because it was inspired by anime, manga and other stories in Japanese culture with a storyline of a tough princess. That is why the author interested in making a dress that suits the heroine. Even though, it has a simple design and beautiful batik motif but the clothes worn were suitable with the chivalrous spirit. Uniting Indonesian culture with Japanese culture by having aesthetic value on batik motifs. Making Ready To Wear Fantasy Princess Knight has the aim of knowing the suitable of batik motifs into fantasy clothing. This study used a qualitative method which described descriptively. Making Ready To Wear fantasy has the same steps of making clothing as other clothing manufactures. The process of making clothing includes, 1) determining the design, 2) preparing tools and materials, 3) applying measurements, 4) making basic patterns, 5) cutting materials, 6) painting fabrics, 7) merging materials, 8) ironing upholstery, 9 ) sewing clothes, and finishing to become the desired clothing. The process of making tasel ropes in ready to wear fantasy needs to be stretched one by one so that it gets neat results. Besides, when making cloth painting in the ironing process it must be at normal temperature and covered with fabric.

Nurmana, Ayyub; Florencia Irene Yuliani

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Anime, a form of Japanese animation, is commonly recognized for its vibrant visuals that showcase characters in diverse settings and narratives. This unique style often emphasizes dynamic artwork and creative storytelling, distinguishing it from other forms of animation. Additionally, anime has become a cultural symbol of Japan, appealing to a wide audience both domestically and internationally due to its broad range of genres and themes. This anime is watched by various groups from children to adults based on different genres. Research on the influence of Japanese anime / cartoon on behavior aims to see the effect of Japanese anime / cartoon on violent behavior. Increased cases of violence and oppression based on cases of violence. There are those who think that exposure to violence by teenagers with shows such as anime is the cause. However, violent anime does not present scenes of events but inserts positive values that someone needs to imitate.

Sara Christiany Nggauk; Orpa J. Nubatonis; Chatryen M. Dju Bire

Mahkamah : Jurnal Riset Ilmu Hukum 2024 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The use of anime as a business mark without the permission of the creator or copyright holder of the anime is an infringement of copyright. Copyright infringement of the use of anime as a business mark may be subject to criminal sanctions and/or civil sanctions. The type of research that the author uses is Normative legal research (Library Research) which is carried out by examining library materials (secondary data) or legal materials such as reviewing theories, laws and regulations (law in book) related to this writing through literature studies. The legal consequences of using anime as a business brand without permission can be subject to sanctions which are based on Law Number 28 of 2014 concerning copyright described in Article 9 paragraph (1), Article 112 paragraph (1), Article 113 paragraph (1), also in Law Number 20 of 2016 concerning trademarks and geographical indications which are regulated in Article 100 paragraph (1), (2) and (3).Before using anime as a trademark, business actors must ensure that they have obtained official permission from the copyright holder to avoid the risk of legal sanctions.

Iwan Setiadi; Santi Widianti; Athaullah Afra Afratofani

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Japan is a country in Asia that has a quite unique culture. There is an influence of Japanese culture on various countries, one of which is Indonesia, such as Anime (Japanese videos and animation), Manga or Japanese comics, and typical Japanese food such as sushi, ramen and takoyaki. This makes many Indonesian people interested in learning Japanese. This Android-based application for recognizing Japanese Hiragana and Katakana letters called "Nihon" can meet the needs of Indonesian people who want to learn the basic Japanese language, namely hiragana and katakana. This application provides explanations in the form of words, vocabulary and sounds for each hiragana and katakana letter, and numbers and punctuation marks in Japanese. This application was made using the Kodular web. The results of the Android-based application for recognizing Japanese hiragana and katakana letters can help Indonesian people to know Japanese hiragana and katakana letters, numbers in Japanese, and punctuation in Japanese.