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This study was conducted to find out why people watch animations more than others such as Hollywood, Bollywood or Nollywood movies. In finding out the total number of people registered spring 2018, the registrar of the school was conducted to get a concise and factual number of students registered. In addition, based on the response from the registrar, the total number of 976 undergraduate and 75 graduate students was provided which gives a sum of 1051 students. In addition, based on the Taro Yamane Formula, the sample size, margin of error and confidence level was generated. Furthermore, the problem of the study was to find out why people or students watch animations so much and the effective it has on them. In addition, the objectives however was aimed at identifying the attractions that animation holds for viewers, then examine the attractions and finally, find out the factors responsible for viewers holding unto those attractions. Likewise, the theories used by the researcher are Uses and Gratification Theory by Blumler and Katz in 1974 and Social Cognitive Theory by Albert Bandura in the 1960s.
Background to the problem
Animation is defined as a movement of illusion, a definition that dates back to the 19th century. “During the mid and late 19th century and the beginning of the 20th century, the art forms of visual still and motion media began its impact on America and the world” (Ross & Morrison, 2011). In addition, the first actual break of animation was in 1914 by the legendary cartoonist, often referred to as “ The Father of American Cartoons, Winsor McCay. He believed that animated characters have a strong effect on viewers’ attention without the assistance or sales pitch. Using, that as a premise, McCay created the first animation “Gertie the Dinosaur”. However, stated that that the innovative part of the design was that McCay could interact with it. Furthermore, Gertie started out as an act of “Vaudeville” (chalk talk), whereby McCay spoke for both the character and himself. Therefore, giving the animation the illusion of life in a projector, before the use of “cell-animation”. He used the cell-animation to transfer Gertie into the first animation success story. Furthermore, in 1920’s animators began to rise such as with the creation “Queen Fall for the Same Cat” (Israel, 2018). In addition, the evolution and success of Winsor McCay animation (Gertie the Dinosaur) and Charles Lindbergh’s animation, inspired animators such as Walt Disney (Mickey mouse), Tex Avery, Chuck Jones, Friz Freling and Robert McKimson (Israel, 2018).
Furthermore, people have grown to enjoy, its entertainment whether fictional, non-fictional nor satirical. Its audience consists of all age groups. Children seem to be intrigued by animations that
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lead them imitating their favorite characters (Shuja, Ali, Anjum, & Rahim, 2016). This shows how kids deal with animation, especially, their favorite characters.
Statement of the problem
Most kids are seen to be big fans of their favorite animated character. Notably, Komal and Mazhar et al stated, ‘it is discernible that when kids get up early in the day, they are generally observed wearing their most loved Disney character nightgown, their bed sheet containing cartoon pictures, toothbrushes with loaded with exuberant cartoon character plans and much of the time their breakfast grains pressed in adorable cartoon boxes and after that heading towards their separate schools wearing their most loved cartoon character school packs’ (Shuja, Ali, Anjum, & Rahim, 2016). In addition, animation is not consumed mainly by kids alone but also some teenagers and adults. Furthermore, some American movies portray how teenagers and adults deal with animation, how obsessed they can get over their favorite characters, this lead to the creation of National Superhero Day in 1995 by the Marvel Comics employees (National Day Calendar, 2017). Due to the evolution of animation and its interest in the lives of people, it has become a part and life style that cannot be easily taken away from some individuals. However, after the introduction of National Superhero’s Day in 1995, it created an international awareness of animation and what it means to some people. Some people abroad celebrate their favorite superheroes’ (marvel character: mainly) and some dresses like them. In addition, some leave a life based on his/her animated hero or a pretentious life of their favorite hero. However, the addiction of teenagers and young adults is demonstrated by them signing out the songs in the animations as kids do, others use their favorite superhero as their wallpapers and screen savers, while others use phrases heard in animation for everyday conversation with people, thus making
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some people addicts. Equally, others stay focused and note the next airing of their favorite TV program to avoid missing it. Therefore, this study seek to find out “why” some teenagers and adults are so intrigued by animation that they wait in anticipation for a release of a new movie or episode for shows such as Family Guy, American Dad, Archer and many more. Furthermore, the study would find out the reason for such excitement from watching it. Also, this research would help in understanding why animation intrigues people. In addition, this would help in connecting the ties and help in understanding, the attractions that animation holds in the life of its audience.
The objectives of the study are to:
a. Identify the attractions that animations hold for viewers.
b. Examine the attractions.
c. Find out factors responsible for viewers holding unto those attractions.
The research questions to be used for the study are:
a. What contents attracts people to watch animated movies/ TV shows?
b. Does attraction in animation play a role on viewers’ lifestyle?
c. To what extent do AUN students and staffs view or watch animated movies/ TV shows?
Significance of the Study
This research is aimed at understanding the gap in human behavior; the attractions animation has on viewers. Also, this study examines the extent individuals identify with their favorite animated characters. Similarly, the study helps to understand the effects that animation creates to its
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viewer and to understand the audience obsession with animated movies and TV shows. Again, some spend so much time watching TV programs and movies, while others prefer the real life characters (human characters). However, the study will serve as a research material in understanding the gap in the attraction animation has on viewers. In addition, this work will further open new research frontier regarding the attractions in animation.
Delimitation (scope) of the Study
The study assesses the attractions in animation. Also, it focused on the attractions animation has on its viewers. However, analyze the obsession people have regarding animation. Therefore, people select and watch animation for diverse reasons. However, this research would help to understanding why people get carried away by animation. Furthermore, identify the similarities in animation and real life characters. In addition, the research used the AUN community as the population of the study, a selection by choice process. The population consists of undergraduate and graduate students, under the age 40.
Limitations of the study
Time limit: the time limit allocated for the research was somewhat short for the research. Therefore, some students were unwilling to fill out questionnaires due to reasons such as been late to class, assignments to do or academic meetings to attend.
Unwillingness to participate: some students refused to fill out questionnaires distributed, while others claimed to not have an idea and therefore, rejected the questionnaires.
Money: the researcher was short on income to print all the questionnaires required to gather results and as such, it slowed the researcher down.
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Definition of Terms (conceptual and operational)
a. Attraction: Any object, animated character or scenario and individual feels most close too in motioned animation.
b. Animation: It is a motioned illusional movement projected in a fictional, non-fictional or a satirical way with a storyline.
c. Identification: This is the process of absolute submission to animation to recognize or breach the gap between the fictional and non-fictional mind making it one for a moment.