DOI: 10.17605/OSF.IO/JXPTQ
Anime and Global Citizenship Identification
Dr. Stephen Reysen, Texas A & M University at Commerce
Dr. Iva Katzarska-Miller, Transylvania University
Dr. Courtney N. Plante, MacEwan University
Dr. Sharon E. Roberts, Renison University College, University of Waterloo
Dr. Kathleen C. Gerbasi, Niagara County Community College
Thomas R. Brooks, Texas A & M University at Commerce
Andrew M. Tague, Texas A & M University at Commerce
Abstract
In the present study, we examined the
associations between sources of influence
(anime content, anime creators, voice actors,
other fans) within the anime fandom on a
model of the antecedents and outcomes of
global citizenship identification. Anime fans
completed measures assessing sources of
influence within the anime fandom and
antecedents and outcomes of global
citizenship identification. The results
showed that perceiving the content of anime
as encouraging global citizenship and
believing that other fans prescribe a global
citizen identity are both related to
antecedents and outcomes of global
citizenship identification. Moreover, the
perception that voice actors prescribe a
global citizen identity predicted global
citizenship through fans’ perception that
valued others view global citizenship as a
desirable identity. Finally, the perception
that anime creators prescribe the identity did
not significantly predict the antecedents, or
show indirect effects on identification or
prosocial values. Together, the results point
to multiple sources of influence within a
fandom to encourage global citizenship
identification with indirect effects on fans’
endorsement of prosocial values.
Keywords: anime, voice actors, global
citizenship, identification, prosocial values
Introduction
Fans’ participation in fandoms has the
ability to change fans’ perception of
themselves and the world (Sandvoss, 2005),
such as changing one’s political views
(Williams, 2011). Most research focuses on
the aspects of the fan interest itself as the
primary driver of such changes (e.g., the
message of the show, how characters are
portrayed). Indeed, the media that people
consume
influences
their
attitudes,
cognitions, and behaviors. For example,
playing violent video games can result in
greater aggressive behavior, cognitions, and
decreased empathy (Anderson et al., 2010).
Conversely, playing nonviolent and
prosocial video games is related to greater
interpersonal empathy and prosocial
behaviors (Prot et al., 2014). However,
fandoms contain various sources of
influence that can impact fans beyond the
content of the fan object. One such source of
influence is the creator of the content. For
example, a majority of Markiplier
(YouTuber) fans reported being aware of
direct appeals for solicitation for charities
and almost half of fans noted that they had
donated during a livestream (Andersen-
Peters, 2016). Yet another possible source of
influence includes the other fans within the
fandom. For example, Twilight fans
encourage one another to donate to charity
to help combat childhood cancer (O’Brien,
2015). Thus, within fandoms, various
sources of influence can encourage fans to
value and act in a prosocial manner. We
extend this research in the present paper by
exploring sources of influence to encourage
global citizenship identification within the
anime fandom.
Global Citizenship Identification
Global citizenship is defined as global
awareness, caring, embracing cultural
diversity, promoting social justice and
sustainability, and a sense of responsibility
to act (Reysen, Larey, & Katzarska-Miller,
2012). Global citizens are typically viewed
as individuals who work for environmental
causes, join activist movements for human
rights, are world travelers comfortable
interacting with people from diverse cultures,
or are in some way trying to make the world
a better place (see Reysen & KatzarskaMiller, 2018; Schattle, 2008). Reysen and
Katzarska-Miller (2013) provided empirical
support for a model of global citizenship
identification antecedents and outcomes.
The model is built upon two psychological
perspectives—intentional worlds (Shweder,
1990) and social identity (Tajfel & Turner,
1979; Turner, Hogg, Oakes, Reicher, &
Wetherell, 1987). An intentional worlds
perspective posits that people live in
sociocultural spaces, constructed by prior
generations, which act to shape, but also be
shaped, by those individuals inhabiting those
spaces. Reysen and Katzarska-Miller’s
(2013) model proposes two antecedents to
global citizenship identification (degree of
psychological connection with the identity
label global citizen) including one’s
normative environment (valued others
prescribe global citizen identity) and global
awareness (knowledge of the world and
perceived interconnectedness with others). If
an individual lives in a sociocultural space
that affords a global citizen identity and
contains cultural patterns (e.g., social justice
beliefs, global education), people (e.g.,
teachers, family), and artifacts (e.g., media,
community spaces) that promote the identity,
then individuals are more likely to identify
as global citizens.
Building upon a social identity
perspective, when a global citizen identity is
salient, the greater degree of identification
with global citizens should predict greater
adherence to the normative content of the
identity category. Reysen and KatzarskaMiller (2013) found that the prototypical
content of global citizenship includes six
clusters of prosocial values: intergroup
empathy (concern for individuals outside
one’s
ingroup),
valuing
diversity
(appreciation for other cultures), social
justice (concern for human rights and
equitable
treatment),
environmental
sustainability (concern for the natural
environment), intergroup helping (desire to
help individuals outside one’s ingroup), and
felt responsibility to act (felt obligation to
act for the betterment of the world). Thus,
greater identification with global citizens
predicts greater endorsement of these six
clusters of values and behaviors.
Numerous studies have since supported
the model and explored factors that may
influence global citizenship including media
usage, political orientation, and religious
motivation (for a review see Reysen &
The Phoenix Papers, Vol. 4, No. 2, October 2020
49
Katzarska-Miller, 2018). Plante, Roberts,
Reysen, and Gerbasi (2014) conducted the
most direct tests of the relationship between
fan groups and global citizenship
identification.
They
examined
the
relationship between participation in fan
groups and antecedents and outcomes of
global citizenship identification. In Study 1,
furries—fans of art, cartoons, and stories
featuring
anthropomorphized
animal
characters—and a sample of U.S.
community members completed measures of
global citizenship identification. Furries
reported a greater perception than U.S.
community members that valued others in
their normative environment prescribe a
global citizen identity, global awareness,
global citizenship identification, and
environmental sustainability beliefs. A
comparison of the samples showed that
being in the furry fandom (vs. not) predicted
greater identification with global citizens
through
the
antecedents
(normative
environment, global awareness), and
indirectly predicted
endorsement of
prosocial values.
Having shown a fan group with proglobal attitudes which can, at least in this
one fan group, influence self-reported
identity and values, the researchers
examined fans’ perceptions of their fan
groups in a second study looking across
different fan groups. In particular, U.S.
undergraduate students reported their
favorite fan interest (e.g., sport team,
television show, music group), rated the
extent to which they perceive other fans of
that interest as prescribing a global citizen
identity, and completed measures of
antecedents and outcomes of global
citizenship identification. The results
showed that fans’ perception that other fans
prescribe the identity predicted normative
environment and global awareness. The
antecedents (normative environment, global
awareness) predicted global citizenship
identification, and identification predicted
prosocial values. Together, the two studies
support the notion that being part of a fan
group with pro-global norms (i.e., furries),
and the perception that other fans in that
group value a global citizen identity can
predict fans’ degree of global citizenship
identification and endorsement of prosocial
values. However, this research examined the
influence of fans’ environment as a source
of influence broadly. In the present research
we specify specific potential sources of
influence (e.g., content of media, creators of
media) within the anime fandom.
Sources of Influence for Anime Fans
Anime fans are people with an interest in
Japanese animation and manga. Anime fans
express their interest in various ways beyond
consuming media, including creating fan
made comics, cosplay costumes, fanfiction,
artwork, mashup videos, and attending
anime conventions. Anime fans tend to be
young, introverted, male, nerds/geeks, and
spend a good deal of time on the computer
or playing video games (Reysen, Plante,
Roberts, Gerbasi, & Shaw, 2016). Anime
fans show a variety of interests within the
fandom, which is evidenced by the variety
of activities and topics covered at anime
conventions: discussions of particular anime
or genres of anime, gaming, panels
discussing how to draw and write, and
guests from the industry including directors,
voice actors, musicians, and artists (Napier,
2007). Thus, beyond the content of the
anime itself, fans show an interest in hearing
The Phoenix Papers, Vol. 4, No. 2, October 2020
50
from the creators of anime, the voice actors,
and, most importantly, meeting with friends
and engaging with others with whom they
share the same interest.
We suggest that there are at least four
important or highly visible sources of
influence on fans within the anime fandom.
The first source of influence in the anime
fandom is the anime itself. Just as violent
compared to nonviolent video games have
different effects on players (e.g., Anderson,
2010), different shows or genres of anime
that embody global citizen values may
lessen or enhance identification. Although
anime in general is broad with respect to the
values portrayed, there are consistent themes
through much of the mainstream or popular
anime that tend to be prosocial in nature. For
example, the content of anime can contain
prosocial themes such as helping others,
empathy, social justice, cooperation, and
environmental sustainability (Napier, 2007).
As Napier (2006) notes, films by Hayao
Miyazaki often contain environmental
sustainability themes. A second source of
influence may be the creators of the anime
such as manga artists, directors, or animators.
Taking Miyazaki as an example again, his
values and opinions about the natural
environment may influence and inspire fans
to form more environmentally friendly
attitudes and beliefs.
A third source of influence includes the
voice actors; while they may not be
necessarily the creators or originators of the
content of the anime, they are often the
public faces of anime (e.g., press
announcements, public events). Although
early anime voice actors were of little
importance to producers, today voice actors
are treated as celebrities (Clements &
McCarthy, 2015). Indeed, a look at the
programming at major anime conventions in
the U.S. will show that great importance and
fanfare is afforded to both Japanese and U.S.
voice actors. Lastly, a fourth source of
influence within the anime fandom is other
fans. As shown by Plante and colleagues
(2014), the perception that other fans
prescribe a global citizen identity can
influence one’s own degree of global
citizenship identification. Thus, within the
fandom there are at least four sources of
influence where messages are disseminated
that may contain pro-global values.
Present Study
The purpose of the present study was to
explore four sources of influence within the
anime fandom as predictors of the model of
antecedents and outcomes of global
citizenship identification. Anime fans were
sampled online and at an anime convention
and asked to complete measures regarding
sources of encouragement to be a global
citizen (anime content, creators, voice actors,
other fans) and assess the antecedents and
outcomes of global citizenship identification.
Based on the results of Plante et al. (2014)
we predict that other fans will influence fans’
degree of global citizenship identification.
However, with no prior research to support
hypothesizing that the other sources of
influence will predict global citizenship
identification antecedents and outcomes, we
make no a priori predictions about the other
potential influences of the model.
The Phoenix Papers, Vol. 4, No. 2, October 2020
51
Method
Participants and Procedures
Self-identified anime fans (N = 2232,
72% male; Mage = 24.44, SD = 6.23) were
recruited at AnimeFest (n = 369, anime
convention in Dallas, TX) and solicited from
anime-related websites (n = 1,863). As part
of a larger study of the anime fandom,
participants completed measures regarding
anime and global citizenship, as well as
antecedents and outcomes of global
citizenship identification.
Materials
We adapted measures from prior
research (Blake, Pierce, Gibson, Reysen, &
Katzarska-Miller,
2015;
Reysen
&
Katzarska-Miller, 2013) to assess sources of
influence (anime content, anime creators,
voice actors, other anime fans) and
antecedents and outcomes of global
citizenship identification (see Appendix for
items and reliabilities). All measures used a
7-point Likert-type response scale, from 1 =
strongly disagree to 7 = strongly agree.
Results
As a preliminary analysis, we first
examined the correlations between the
assessed variables. As shown in Table 1, all
were significantly associated with one
another. To test the influence of sources of
norms within the anime fandom on global
citizenship identification antecedents and
outcomes, we used structural equation
modeling (bias-corrected bootstrapping with
5,000 iterations and 95% confidence
intervals). Because of the similarity among
the prosocial values, and similarity of
normative
environment
and
global
awareness to one another, we allowed the
disturbance terms to covary for these sets of
variables. We also allowed the error terms of
two items tapping global awareness to
covary (identical to Reysen & KatzarskaMiller, 2013). Values above .90 on normed
fit index (NFI) and the comparative fit index
(CFI) and values below .08 for the root
mean square error of approximation
(RMSEA) indicate acceptable fit for the
model. The predicted model adequately fit
the data, χ 2(339) = 3875.13, p < .001;
RMSEA = .068, CI [.066, .070], NFI = .918,
and CFI = .924.
As shown in Figure 1, anime content
predicted greater normative environment (β
= .18, p = .003, CI = .063 to .281) and global
awareness (β = .22, p = .001, CI = .112
to .335). Anime creators did not
significantly predict normative environment
(β = .14, p = .149, CI = -.049 to .360) or
global awareness (β = .05, p = .662, CI = .148 to .254). Voice actors predicted greater
normative environment (β = .16, p = .039,
CI = .011 to .291) but not global awareness
(β = .07, p = .350, CI = -.081 to .208). Other
fans
predicted
greater
normative
environment (β = .32, p < .001, CI = .243
to .401) and global awareness (β = .20, p
< .001, CI = .125 to .284). Normative
environment (β = .59, p < .001, CI = .537
to .627) and global awareness (β = .31, p
< .001, CI = .260 to .357) predicted global
citizenship identification. Global citizenship
identification predicted intergroup empathy
(β = .51, p < .001, CI = .471 to .549),
valuing diversity (β = .63, p < .001, CI
= .593 to .669), social justice (β = .58, p
< .001, CI = .547 to .621), environmental
sustainability (β = .47, p < .001, CI = .430
The Phoenix Papers, Vol. 4, No. 2, October 2020
52
to .512), intergroup helping (β = .56, p
< .001, CI = .520 to .602), and felt
responsibility to act (β = .74, p < .001, CI
= .708 to .774).
The indirect effect of anime content,
voice actors, and other fans predicted global
citizenship identification through the
antecedents (see Table 2 for standardized
betas of indirect effects and 95% biascorrected confidence intervals; all of the
indirect effects were significant at p < .05
two-tailed). Anime creators did not have an
indirect effect on global citizenship
identification or prosocial values. Anime
content, voice actors, and other fans also
significantly predicted greater prosocial
values through the antecedents and
identification with global citizens. Lastly,
the
antecedents
predicted
prosocial
outcomes through identification with global
citizens.
Discussion
The purpose of the present research was
to explore sources of influence within the
anime fandom as predictors of the model of
antecedents and outcomes of global
citizenship identification. We predicted and
found that other fans significantly directly
predicted the antecedents, and indirectly
predicted identification and prosocial values.
Anime fans’ perception that the content of
anime encourages global citizenship showed
similar results. Additionally, voice actors
predicted global citizenship through the
perception that one’s normative environment
prescribes a global citizen identity. Together,
the results suggest that there are multiple
sources of influence within the anime
fandom.
A variety of factors contribute to
individuals’ degree of global citizenship
identification, such as one’s perception of
culture, technology usage, and educational
environment (see Reysen & KatzarskaMiller, 2018). Replicating past research, the
present study showed support for the model
of antecedents and outcomes of global
citizenship identification. Viewing valued
others supporting global citizenship identity
and viewing oneself as knowledgeable about
the
interconnected
world
predicted
identification, which in turn predicted the
six clusters of prosocial values. The present
study also replicated past research with fans
in general (Plante et al., 2014) by showing
that perceiving other anime fans as
prescribing the identity predicts one’s own
degree of global citizenship identification.
The present research expanded upon prior
findings by adding additional potential
sources of influence within a fandom,
including the content of the media and voice
actors.
The media that one consumes can impact
one’s attitudes, thoughts, and behaviors
(Anderson et al., 2010). For example,
watching more anime is related to greater
endorsement of sexist beliefs; however, this
is mediated through the genre of anime that
one prefers (Reysen, Katzarska-Miller,
Plante, Roberts, & Gerbasi, 2017). The
results of the present research showed that
the perception that the anime one watches
encourages one to be a global citizen
predicted global citizenship identification
through normative environment and global
awareness. In other words, those fans who
perceive the anime content as prescribing
the identity believe that valued others also
encourage the identity and feel that they are
knowledgeable about the world. Normative
The Phoenix Papers, Vol. 4, No. 2, October 2020
53
environment and global awareness then
predicted identification, which in turn
predicted prosocial values. As noted by
Napier (2007), some anime contains themes
that are consistent with a global citizen
identity
such
as
helping
others,
environmental sustainability, and empathy.
However, there is a vast array of genres of
anime, and we do not wish to generalize to
all anime. Rather, in the present study
participants’ perception of the anime
consumed as prescribing global citizenship
was a significant predictor of antecedents
and outcomes of global citizenship
identification. Future researchers may
examine which particular genres of anime
are perceived as prescriptive of a global
citizen identity. Specifically, those shows or
genres that promote values related to global
citizenship,
such
as
environmental
sustainability and cooperation with diverse
others.
Little, if any, research has examined the
influence of anime creators and voice actors
on fans’ beliefs and values. We are aware,
anecdotally, that at least some creators such
as Hayao Miyazaki command respect and
whose opinions are widely shared within the
fandom (Napier, 2006). Furthermore, voice
actors, both Japanese and U.S., are treated
like celebrities as evidenced by anime
conventions’ promotion and fans’ reception
(Clements & McCarthy, 2015). The results
of the present study showed that voice actors
predicted global citizenship identification
and prosocial values through the anime fans’
perception that their normative environment
prescribed the identity. In other words, the
view that voice actors encouraged the
identity contributed to fans’ view that people
they value see global citizenship as desirable.
Anime creators did not predict the model
antecedents, identification, or show indirect
influence on prosocial values above and
beyond the other sources of influence in the
fandom. The results suggest that voice
actors have slightly greater predictive power
on fans’ global citizenship identification and
prosocial values than the anime creators.
Despite this, the results do suggest that there
are multiple sources predictors of global
citizenship identification within fandoms.
The present study is not without its
limitations. First, the study was conducted in
English. As such, anime fans who speak
other languages were unable to participate.
Indeed, as creators and voice actors often
communicate with fans in Japanese, fans
that do not know Japanese may not have
access to their messages. In other words,
they may have a more direct influence on
fans given the accessibility of their messages.
Second, the present research was limited to
anime fans. Although past research (Plante
et al., 2014) shows that fans, regardless of
their fan interest, perceive other fans in the
fandom as influential for one’s identification,
this does not mean that the other sources
observed in the present research will
generalize to these other fandoms. Third, we
assessed four possible sources of influence
on global citizenship identification. There
may
exist
other—potentially
more
powerful—sources in the fandom that were
not measured in this research (e.g., anime
reviewers/bloggers). Along the same lines,
we assessed the six clusters of prosocial
values as specified by Reysen and
Katzarska-Miller (2013, 2018). Despite the
wealth of qualitative research supporting
these prosocial values, there may exist other
values that are closely associated with global
citizenship identity that are not presently
part of the model of antecedents and
The Phoenix Papers, Vol. 4, No. 2, October 2020
54
outcomes (e.g., endorsement of peace and
diplomacy, intergroup trust).
In conclusion, the present study explored
four sources of influence on a model of
antecedents and outcomes of global
citizenship identification in the anime
fandom. The perception that the content of
the anime one watches and the perception
that other fans prescribe the identity
predicted the model through both
antecedents (normative environment and
global awareness). The perception that voice
actors prescribe the identity predicted global
citizenship identification through normative
environment. The perception that anime
creators prescribed the identity did not
significantly influence the model beyond the
other sources. As fans dedicate a large
amount of time, enthusiasm, and devotion to
fan interests, further research examining
how participation in fandoms influences the
way they think, feel, and behave—for better
and for worse—is both warranted and
needed.
References
Andersen-Peters, J. (2016). Charitable
YouTube discourse: Markiplier and
the elements of online
communication (Undergraduate
paper). University of Central Florida,
Orlando, FL. Retrieved from:
http://writingandrhetoric.cah.ucf.edu/
stylus/files/kws4/kws4_AndersenPeters.pdf
Anderson, C. A., Shibuya, A., Ihori, N.,
Swing, E. L., Bushman, B. J.,
Sakamoto, A., Rothstein, H. R., &
Saleem, M. (2010). Violent video
game effects on aggression, empathy,
and prosocial behavior in Eastern
and Western countries: A metaanalytic review. Psychological
Bulletin, 136, 151-173.
Blake, M. E., Pierce, L., Gibson, S., Reysen,
S., & Katzarska-Miller, I. (2015).
University environment and global
citizenship identification. Journal of
Educational and Developmental
Psychology, 5, 97-107.
Clements, J., & McCarthy, H. (2015). The
anime encyclopedia: A century of
Japanese animation (3d ed.).
Berkeley, CA: Stone Bridge Press.
Cohen, J., & Weimann, G. (2000).
Cultivation revisited: Some genres
have some effects on some viewers.
Communication Reports, 13, 99-114.
Hawkins, R. P., Pingree, S., Hitchon, J.,
Gorham, B. W., Kannaovakun, P.,
Gilligan, E., Radler, B., Kolbeins, G.
H., & Schmidt, T. (2001). Predicting
selection and activity in television
genre viewing. Media Psychology, 3,
237-263.
Napier, S. J. (2006). The world of anime
fandom in American. Mechademia, 1,
47-63.
Napier, S. J. (2007). From impressionism to
anime: Japan as fantasy and fan cult
in the mind of the west. New York,
NY: Palgrave Macmillan.
O’Brien, A. A. (2015). Negotiating the
interconnections of sociality, identity,
fan activism and connectivity within
the Twilight community (Doctoral
dissertation). Available from
ProQuest Dissertations and Theses
database. (No. 3722429)
Plante, C. N., Roberts, S. E., Reysen, S., &
Gerbasi, K. C. (2014). “One of us”:
Engagement with fandoms and
global citizenship identification.
The Phoenix Papers, Vol. 4, No. 2, October 2020
55
Psychology of Popular Media
Culture, 3, 49-64.
Prot, S., Gentile, D. A., Anderson, C. A.,
Suzuki, K., Swing, E., Lim, K.
M., . . . Lam, B. C. P. (2014). Longterm relations among prosocialmedia use, empathy, and prosocial
behavior. Developmental Psychology,
54, 331-347.
Reysen, S., & Katzarska-Miller, I. (2013). A
model of global citizenship:
Antecedents and outcomes.
International Journal of Psychology,
48, 858-870.
Reysen, S., & Katzarska-Miller, I. (2018).
The psychology of global citizenship:
A review of theory and research.
Lanham, MD: Lexington Books.
Reysen, S., Katzarska-Miller, I., Plante, C.
N., Roberts, S. E., & Gerbasi, K. C.
(2017). Examination of anime
content and associations between
anime consumption, genre
preferences, and ambivalent sexism.
The Phoenix Papers, 3(1), 285-303.
Reysen, S., Larey, L. W., & KatzarskaMiller, I. (2012). College course
curriculum and global citizenship.
International Journal of
Development Education and Global
Learning, 4, 27-39.
Reysen, S., Plante, C. N., Roberts, S. E.,
Gerbasi, K. C., & Shaw, J. (2016).
An examination of anime fan
stereotypes. The Phoenix Papers,
2(2), 90-117.
Sandvoss, C. (2005). Fans: The mirror of
consumption. Cambridge, UK: Polity
Press.
Schattle, H. (2008). The practices of global
citizenship. Lanham, MD: Rowman
& Littlefield.
Shweder, R. A. (1990). Cultural
psychology—what is it? In J. Stigler,
R. Shweder, & G. Herdt (Eds.),
Cultural psychology: Essays on
comparative human development (pp.
1-46). Cambridge, UK: Cambridge
University Press.
Tajfel, H., & Turner, J. C. (1979). An
integrative theory of intergroup
conflict. In W. Austin & S. Worchel
(Eds.), The social psychology of
intergroup relations (pp. 33-47).
Monterey, CA: Brooks/Cole.
Turner, J. C., Hogg, M. A., Oakes, P. J.,
Reicher, S. D., & Wetherell, M.
(1987). Rediscovering the social
group: A self-categorization theory.
Oxford: Blackwell.
Williams, R. (2011). “This is the night TV
died”: Television post-object fandom
and the demise of The West Wing.
Popular Communication, 9, 266-279.
This research was supported by the Social
Sciences and Humanities Research Council of
Canada. Address correspondence to Stephen
Reysen, Department of Psychology, Texas
A & M University at Commerce, Commerce,
TX, 75429. E-mail:
[email protected]
The Phoenix Papers, Vol. 4, No. 2, October 2020
56
Table 1
Correlations, Means, and Standard Deviation of Assessed Variables
Variable
1
2
3
4
5
6
1. Content
------2. Anime Creators
.79
-----3. Voice Actors
.67
.79
----4. Other Fans
.63
.67
.67
---5. Normative Environment
.57
.60
.57
.58
--6. Global Awareness
.40
.36
.33
.38
.46
-7. GC Identification
.56
.51
.47
.47
.67
.58
8. Intergroup Empathy
.29
.25
.20
.27
.31
.51
9. Valuing Diversity
.41
.38
.36
.39
.44
.52
10. Social Justice
.39
.37
.34
.31
.46
.40
11. Environmentalism
.33
.32
.29
.25
.40
.40
12. Intergroup Helping
.37
.35
.33
.33
.40
.43
13. Responsibility to Act
.46
.42
.40
.38
.53
.56
Mean
3.87 3.69 3.53 3.79 4.14 4.86
SD
1.82 1.54 1.51 1.60 1.54 1.36
Note. All correlations are significant at p < .01.
7
-------.43
.52
.48
.39
.46
.62
3.74
1.81
8
--------.53
.41
.35
.47
.44
5.02
1.51
9
---------.51
.44
.60
.62
4.89
1.57
10
----------.72
.60
.62
5.45
1.51
11
-----------.57
.57
5.63
1.42
The Phoenix Papers, Vol. 4, No. 2, October 2020
12
------------.67
4.91
1.60
13
-------------4.47
1.73
57
Table 2
Standardized Indirect Effects
Variable
GC Identification
Intergroup Empathy
Valuing Diversity
Social Justice
Environmentalism
Intergroup Helping
Responsibility to Act
Anime Content
β
CIL
CIU
.17
.087
.248
.09
.045
.129
.11
.055
.159
.10
.051
.147
.08
.042
.120
.09
.049
.141
.13
.065
.186
Anime Creators
β
CIL
CIU
.09
-.043
.252
.05
-.021
.130
.06
-.026
.161
.05
-.024
.148
.04
-.019
.120
.05
-.023
.143
.07
-.031
.187
β
.11
.06
.07
.07
.05
.06
.08
Voice Actors
CIL
CIU
.005
.208
.002
.105
.003
.132
.004
.123
.004
.099
.003
.117
.004
.155
Other Fans
Normative Environment
Global Awareness
β
CIL
CIU
β
CIL
CIU
β
CIL
CIU
GC Identification
.25
.192
.310
------Intergroup Empathy
.13
.096
.161
.30
.269
.327
.16
.129
.190
Valuing Diversity
.16
.121
.198
.37
.333
.405
.20
.162
.230
Social Justice
.15
.112
.184
.34
.307
.376
.18
.149
.213
Environmentalism
.12
.089
.148
.28
.243
.309
.15
.119
.174
Intergroup Helping
.14
.106
.178
.33
.294
.364
.17
.143
.205
Responsibility to Act
.19
.142
.232
.43
.394
.471
.23
.189
.268
Note. Standardized betas and 95% confidence intervals, bias-corrected bootstrapping with 5,000
iterations. With the exception of the anime creators, all indirect effects were significant at p < .05.
The Phoenix Papers, Vol. 4, No. 2, October 2020
58
Intergroup
Empathy
.51*
Valuing
Diversity
.18*
Anime Content
.63*
.22*
.14
Anime
Creators
Normative
Environment
.59*
.58*
Social Justice
.05
Global
Citizenship
.15*
.31*
Voice Actors
.07
.47*
Sustainable
Environment
Global
Awareness
.32*
.56*
.20*
Other Fans
.74*
Figure 1: Model of sources of anime influence on model of antecedents
and outcomes of global citizenship identification. * Standardized beta is
significant at p < .05.
The Phoenix Papers, Vol. 4, No. 2, October 2020
Intergroup
Helping
Responsibility
to Act
59
Appendix
Instructions: Please rate your agreement with the following items.
Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree
Source: Anime Content
The anime I watch encourages me to be a global citizen.
Source: Anime Creators (r = .74)
Anime creators encourage me to be a global citizen.
Anime creators think that being a global citizen is desirable.
Source: Voice Actors (r = .78)
Voice actors encourage me to be a global citizen.
Voice actors think that being a global citizen is desirable.
Source: Anime Fans (r = .77)
Other anime fans encourage me to be a global citizen.
Other anime fans think that being a global citizen is desirable.
Normative Environment (α = .90)
Most people who are important to me think that being a global citizen is desirable.
If I called myself a global citizen most people who are important to me would approve.
My friends think that being a global citizen is desirable.
My family thinks that being a global citizen is desirable.
Global Awareness (α = .78)
I am aware that my actions in my local environment may affect people in other countries.
I believe that I am connected to people in other countries, and my actions can affect them.
I try to stay informed of current issues that impact international relations.
I understand how various cultures of this world interact socially.
Global Citizenship Identification (r = .89)
I would describe myself as a global citizen.
I strongly identify with global citizens.
Intergroup Empathy (r = .70)
I am able to empathize with people from other countries.
It is easy for me to put myself in someone else’s shoes regardless of what country they are from.
Valuing Diversity (r = .60)
I would like to join groups that emphasize getting to know people from different countries.
I am interested in learning about the many cultures that have existed in this world.
Social Justice (r = .65)
Those countries that are well off should help people in countries who are less fortunate.
Basic services such as health care, clean water, food, and legal assistance should be available to
everyone, regardless of what country they live in.
The Phoenix Papers, Vol. 4, No. 2, October 2020
60
Environmentalism (r = .67)
People have a responsibility to conserve natural resources to foster a sustainable environment.
Natural resources should be used primarily to provide for basic needs rather than material wealth.
Intergroup Helping (r = .61)
If I had the opportunity, I would help others who are in need regardless of their nationality.
If I could, I would dedicate my life to helping others no matter what country they are from.
Felt Responsibility to Act (r = .64)
Being actively involved in global issues is my responsibility.
It is my responsibility to understand and respect cultural differences across the globe to the best
of my abilities.
The Phoenix Papers, Vol. 4, No. 2, October 2020
61