MODELING THE IDENTITY OF THE ANIME CULTURE FAN
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.

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