posted on 2023-07-03, 09:05authored byRyohei Kitazawa, Akinori Ono
<p>These data contain (1) type of manipulated <em>anime</em> consumers (fans/manias/<em>otaku</em>), (2) two variables for the manipulation check, namely (2a) <em>anime</em> relevance to the self, which is measured by six items, “That <em>anime</em> and I have a lot in common,” “That <em>anime</em> is central to my identity,” “That <em>anime</em> is part of who I am,” “I derived some of my identity from that <em>anime</em>,” “That <em>anime</em> helps me to achieve the identity I wished to have,” “That <em>anime</em> helps me to narrow the gap between what I am and what I try to be” (0-100 slide scaling) and (2b) sociability, measured by five items, “I like to be with people,” “I welcome the opportunity to mix socially with people,” “I prefer working with others rather than alone,” “I find people more stimulating than anything else,” “I’d be unhappy if I were prevented from making many social contacts” (seven-point Likert scaling), and (3) consumer choice likelihood ratings of three <em>anime</em> consumption styles, <em>i.e.</em>, choice likelihood rating of rental liquid consumption (P1), choice likelihood rating of experiential liquid consumption (P2), and choice likelihood rating of solid consumption (P3) (8-24). </p>