Chapter 2
Chapter 2
Chapter 2
Stephen Krashen has affected the area of SLA through his years of
studying and researching language acquisition. His theory is founded on five
hypotheses: the acquisition/learning hypothesis, the monitor hypothesis, the
natural order hypothesis, the input hypothesis, and the affective filter
hypothesis (Abukhattala, 2013). However, according to Gitsaki (1998) and
Menezes (2013), Krashen's paradigm is neither precisely defined nor
provable through study. Despite the criticism, Krashen's model has had a
significant influence on the field of SLA, warranting time spent studying the
model as a whole.
Implicit learning, informal learning, and natural learning are other terms for
acquisition. In non-technical terms, acquisition refers to "picking up" a
language. Language learning is the second method for developing
competence in a second language. We shall use the term "learning" to refer to
a conscious understanding of a second language, which includes knowing the
rules, being aware of them, and being able to discuss them. In layman's
words, learning is "knowing about" a language, which most people refer to as
"grammar" or "rules." Some synonyms include formal language knowledge
and explicit learning.
2.2.2.4.5.1
2.2.2.4.5.2
2.2.2.4.5.3
2.3 Anime
The anime genre didn’t catch the population’s attention until the
1960s (Lu, 2009). According to Nakamura (2006), anime occupy 60% of the
TV animation broadcast internationally. Also, anime accounts for a reported
sale worth the US $4 billion a year in the US (O’Hagan, 2006). Japanese
animation is frequently mistaken for being a children’s animation; however,
anime does have an adult market (O’Hagan, 2006). A major source of
influence on the production of anime is manga, in other words, Japanese
comics (Fusanosuke, 2003). The process in which anime was transported to
audiences other than the Japanese audience started with “fansubbing”
(Hodges, 2003). Fans of anime in the United States would produce subtitles
for unpopular anime, which are not commercially distributed and translated
by a company (Hodges, 2003). Fansubbing causes a challenge for the
commercial market in a way that pressures the commercial companies to
distribute the products that are gaining popularity. Fansubbers, then, became
an active force in the anime market and did not rely on companies to import
the foreign shows they are interested in (Hodges, 2003). However, reflecting
on that, fansubbers are in a way playing a role in reproducing the original
Japanese context of the anime with amateur translation. On the other hand,
González (2007) states that fansubbing can potentially cause a movement in
the media marketplace, contributing to the globalization of anime.
Consequently, fans in the United States have immersed themselves in the
Japanese popular culture, referring to themselves as ‘anime otaku’ (Newitz,
1994). While otaku in Japan is used as an insult, fans outside of Japan have
already appropriated the term to fit a new world (Newitz, 1994).
2.3.2 Anime and Culture
Even some anime fans may not be familiar with some of the genre
terms in the information systems, such as Sekai-Kei (world-type) and
iyashikei (healing). In addition, whether an anime belongs to genre A or B is
often unclear. As an example, in a previous study (Cho et al. 2017), we
defined the genre as “categories of anime characterized by similarities in
form, style, or subject matter, including typical genre labels that are
universally used by anime users,” but how real users interpreted genre varied.
What some users called genre was considered a theme or trope by other
users. Even when users used the same genre term, the elements they expected
were often different. In a similar vein, current information systems have
shown several limitations in providing anime genre information.
2.3.4.1 Action
Exciting action sequences take priority and significant conflicts
between characters are usually resolved with one's physical power. While the
overarching plot may involve one group against another, the narrative in
action stories is always focused on the strengths/weaknesses of individual
characters and the effort they put into their battles with the opposing group's
members.
In contrast with Military or Sports where the narrative is on collective
achievement or monster-of-the-week where the brief action scenes are a
predicted climax to the plot of the episode (Action Anime My Anime
List .net.n.d.).
2.3.4.2 Adventure
2.3.4.3 Comedy
2.3.4.5 Ecchi
Ecchi shows a bit of vulgar content, not to the sexual stage; Hentai, vulgar
and sexually explicit content. Ecchi, is a hentai genre that shows nudity but
does not show sexual scenes. Some of the anime genres, namely: Highschool
DxD, Queen Blade, and Love Hina; Futanari is a hentai genre that shows a
woman of two sexes. Either shemale or hermaphrodite; Sometimes the male's
genitals only show up at a certain moment but there is also the opposite. An
example of anime in this genre is Bible Black; Lolicon is a genre in which an
adult male likes a young girl (Advances in Social Science, Education and
Humanities Research).
2.3.4.7 Shoujo
In 1995, Sailor Moon was the first shoujo anime to be officially licensed for
distribution in the United States (Drazen, 2003). Unlike other anime series
available in the United States at the time, Sai/or Moon was marketed to
teenage and grade school girls. The stories in this series maintain a balance
between romance and action, with themes of love, valor, and compassion.
2.3.4.8 Shounen
2.3.4.9 Kodomo
Lu, S., & Zhang, R. (2019) The First, Japanese anime has the effect
of relieving psychological pressure on young people. As the pace of society
continues to accelerate, many young people in modern society are facing
increasing pressure and growth. In the case that it is difficult to solve the real
pressure, many people only have some way to relieve and release the
pressure, including the animation works. Because of its surreal situation, the
psychological pressure is relieved, and the audience's mind can be pinned.
Second, Japanese anime can cultivate the strong will of young people who
are not afraid of setbacks. There are a lot of heroes in Japan's sports anime
who have tenacious struggles and never give up their will. The stories told
are the success stories of the masters. This has cultivated their strong fear of
frustrating teenagers. Third, the Japanese animation enhancement of the
team’s awareness of young people has prompted them to attach importance to
cooperation and communication. In much Japanese anime, there is no lack of
teamwork between the protagonists. Through the understanding of these
works, young people have learned how to deal with social relations and
cooperate with others, which has a very positive impact on the cultivation of
youth team awareness. Fourth, Japanese anime has expanded the scope of
learning for young people's extracurricular knowledge and cultivated the
thinking ability of young people. Through the understanding and viewing of
Japanese anime, young people have a deeper understanding and
understanding of Japanese culture and related knowledge, and their
knowledge has been expanded.
2.5.2
2.6 Review Related Studies
2.5.1 Anime
Initially a blanket term for all animation created in Japan, but now
used in the West to also denote the unique approach to style and content
embraced in Japan; derived from 'animation' and phonetically pronounced
'ah-nee-meh’ (Education Kit, 2007). Early anime films were largely aimed at
the Japanese market, and as a result, many cultural references specific to
Japan were used. Although anime is primarily aimed at children, mature
themes and subject matter can occasionally be found in anime films
(Britannica, 2022).