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Self-relevance of anime, sociability, and preferences of liquid consumption to solid consumption

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posted on 2023-07-03, 09:04 authored by Ryohei Kitazawa, Akinori Ono

These data contain (1) type of manipulated anime consumers (fans/manias/otaku), (2) two variables for the manipulation check, namely (2a) anime relevance to the self, which is measured by six items, “That anime and I have a lot in common,” “That anime is central to my identity,” “That anime is part of who I am,” “I derived some of my identity from that anime,” “That anime helps me to achieve the identity I wished to have,” “That anime helps me to narrow the gap between what I am and what I try to be” (0-100 sliding scale) 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 scale), and (3) consumer preferences of a particular consumption style, i.e., preference of rental liquid consumption to experiential liquid consumption (P1), preference of rental liquid consumption to solid consumption (P2), and preference of solid consumption to experiential liquid consumption (P3) (0-16). 

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Corresponding author email address

ryohei-kitazawa@keio.jp

Title (in Japanese)

アニメの自己関連性、社交性、およびリキッド消費(vs. ソリッド消費)に対する選好

Description (in Japanese)

このデータに含まれるのは,(1) シナリオ法で操作されたアニメ消費者の種別(ファン・マニア/オタク),(2) その種別に対するマニピュレーションチェック用の2変数,すなわち,(2a) 自己関連性の6項目,ならびに,(2b) 社交性の5項目,および,(3) 各消費様式に対する選好度の3項目である。

Manuscript title (in Japanese)

コンテンツビジネスの消費者としてのファン・マニア・オタク ― リキッド/ソリッド消費と個人的/集団的所有感に基づく考察 ―

Authors (in Japanese)

北澤涼平, 小野晃典

Copyright

© 2023 The Author(s).

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    マーケティングジャーナル/Quarterly Journal of Marketing

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