TY - JOUR T1 - Quantitative Research on the Anime Culture Products Presence in the Romanian Market JO - International Conference on Marketing and Business Development Journal VL - II IS - 1 SP - 115 EP - 121 PY - 2016 T2 - AU - CAZACU, ADRIAN NICOLAE SN - 2344-5130 DO - UR - http://www.mbd.ase.ro/RePEc/aes/icmbdj/2016/ICMBD_V2_2016_40.pdf KW - globalization KW - anime culture KW - anime products KW - consumer behavior AB - The process of globalization brings with it intercultural exchanges with effects both socially and economic. The culture upon which we will focus in this study is a media culture called "anime" that has emerged due to the global impact that Japanese animation had on the entertainment industry, starting with the last decades of the XX- th century. Anime funs buy products that are related with the anime culture. These products can be: figurines, ornaments, clothing, toys, etc. Also, those who find their cultural identity in the context of anime, buy comics called “Japanese manga”, translated, now, in several languages. Anime culture has taken off in Romania, wining a lot of fans and opening a new market for the products of this culture. This study aims to open the line of research on the consumer behavior regarding the following aspects such as: the target audience, economic interests, the types of the products sold and the areas where there is an interest to purchase such products. ER -