posted on 2023-07-03, 09:06authored 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, 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) 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” (1-7), (3) consumer individual psychological ownership of <em>anime</em> content, measured by four items, “This is MY<em> anime</em>,” “I sense that this <em>anime</em> is MINE,” “I feel a very high degree of personal ownership for this <em>anime</em>,” “When I watch this <em>anime</em> it feels as though I own it” (1-7), and (4) consumer collective psychological ownership of the <em>anime</em> content, which is measured by three items, “Other consumers and I collectively sense that this <em>anime</em> is OURS,” “Other consumers and I collectively feel a very high degree of shared ownership for this <em>anime</em>,” “Most consumers that watch this <em>anime</em> feel as though they own the <em>anime</em>” (1-7). </p>