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http://localhost:8080/xmlui/handle/123456789/13174Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Yea, Jasmine A.L. | - |
| dc.contributor.author | Ghazali, Ezlika M. | - |
| dc.contributor.author | Matsui, Takeshi | - |
| dc.date.accessioned | 2026-02-02T01:51:47Z | - |
| dc.date.available | 2026-02-02T01:51:47Z | - |
| dc.date.issued | 2025-09 | - |
| dc.identifier.uri | http://localhost:8080/xmlui/handle/123456789/13174 | - |
| dc.description.abstract | This study explores how engagement with anime, manga, and games (AMG) influences the psychological and emotional needs of Malaysian youth and impacts their overall motivation and well-being. Using SelfDetermination Theory (SDT) as a theoretical framework and hermeneutic phenomenology as a methodological approach, this research investigates how AMG consumption fulfills the fundamental psychological needs of autonomy, competence, and relatedness. Through in-depth, semi-structured interviews with twelve Malaysian youth, this study reveals that AMG engagement positively contributes to these core psychological needs. Participants reported enhanced self-identity exploration, skill development, emotional resilience, and social connection through their AMG engagement. The findings suggest that AMG can be a valuable resource for psychological development and well-being, challenging prevailing negative narratives about these media forms. The findings offer actionable insights for diverse stakeholders including mental health practitioners who can utilize these media as therapeutic tools, youth development organizations that can structure AMG-related activities to build transferable skills, and industry professionals who can develop marketing strategies, retail experiences and content that both meets psychological needs and supports positive development. | en_US |
| dc.language.iso | en_US | en_US |
| dc.publisher | International Journal of Business and Society | en_US |
| dc.subject | Anime | en_US |
| dc.subject | Manga | en_US |
| dc.subject | Games | en_US |
| dc.subject | Japanese Pop Culture | en_US |
| dc.subject | Self-Determination Theory | en_US |
| dc.subject | Malaysian Youth | en_US |
| dc.subject | Well-being | en_US |
| dc.title | FOSTERING YOUTH DEVELOPMENT AND MENTAL RESILIENCE: THE ROLE OF ANIME, MANGA AND GAMES IN MALAYSIAN SOCIETY | en_US |
| dc.type | Article | en_US |
| Appears in Collections: | Volume 26 No 3 (2025) | |
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