MODELING THE IDENTITY OF THE ANIME CULTURE FAN

A. Cazacu
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Abstract

The mathematical or economic approach to the effect that culture exerts on its consumer is less common. The present paper refers to a new cultural genre in Romania, the oldest in the world, the genre of Japanese animation, called "anime", which developed externally and internally a true market of its derived products. Lovers of this kind of animation are called "anime fans," and our research respects a cognitive pattern related to their identity. Exogenous influences with an implication in the consumer's decision are of particular importance in this respect. The study of their dynamics in the context of research is applicable to any decisional behavior.
塑造动漫文化迷的身份
用数学或经济学的方法来分析文化对消费者的影响还不太常见。本论文指的是罗马尼亚的一种新的文化类型,世界上最古老的,日本动画的类型,被称为“动漫”,它在外部和内部发展了一个真正的市场,它的衍生产品。这类动画的爱好者被称为“动漫迷”,我们的研究尊重与他们身份相关的认知模式。在这方面,影响消费者决策的外生影响尤为重要。在研究的背景下研究它们的动态是适用于任何决策行为的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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