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ArticlePeer ReviewedOpen AccessPlagiarism Passed
Paper ID:IJSREM64330

Global Media, Local Markets: How Anime and Manga Influence Consumer Behavior in Chennai's Emerging Youth Segment

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM64330

Volume:

10 |

5 |

May 2026

Pages:

1-13

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM64330

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

Sumathi M

Sumathi M

Department of Visual Communication

Hindustan Institute of Technology and Science

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Dr S Chinnathambi

Dr S Chinnathambi

School of Management

Hindustan Institute of Technology and Science

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Abstract

Japanese anime and manga are available through digital streaming services and, as a result, have created new cross-cultural consumption patterns for youth worldwide. This research study examines how these consumption patterns affect the consumer behavior of young people in Chennai, India, specifically regarding brand attitude, purchase intention, lifestyle adoption, and cultural identity negotiation. A quantitative cross-sectional survey design was used to gather primary data through a structured questionnaire (to measure the dependent variables), administered via a purposive/snowball sampling strategy to 412 respondents aged 15-30 years living in Chennai. The respondents were recruited via academic institutions, anime conventions, and online digital platforms. The data were analyzed using Structural Equation Modeling (SEM) with a confirmatory factor analysis (CFA) approach, supplemented by multiple regression analysis to investigate the proposed relationships. The study found a significant and positive impact of anime and manga on brand preference (β=0.523, p<0.001), merchandise purchase intention (β=0.618, p<0.001), and lifestyle orientation (β=0.471, p<0.001) in Chennai youth. Cultural proximity, parasocial relationships with fictional characters, and fandom community engagement were identified as key mediating factors. The effects of anime and manga consumption were moderated by gender and income. The findings provide theoretical contributions to Uses and Gratifications Theory and Cultural Proximity Theory in the context of anime consumption within an emerging South Asian urban market. Practical implications for global media brands, local retailers, and digital marketers are outlined to help capitalize on the expanding anime economy in Indian metropolitan markets.

KEYWORDS

anime consumption; manga; consumer behavior; youth market; structural equation modelling; fandom; purchase intention

Cite This Article

Sumathi M, Dr S Chinnathambi, "Global Media, Local Markets: How Anime and Manga Influence Consumer Behavior in Chennai's Emerging Youth Segment," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 5, pp. 1-13, May 2026. https://doi.org/10.55041/IJSREM64330

Full Article/Conclusion

The first significant quantitative, detailed exploration of the impact of anime or manga on the shopping behavior of young people in Chennai (India) has been completed. We used structural equation modeling (SEM) with a sample of 412 participants to demonstrate that anime and manga consumption intensity is a significant and positive predictor of brand attitudes, purchase intent, and lifestyle orientation among youth in Chennai. Cultural proximity, intensity of parasocial relationship, and fan community engagement (fandom) were identified as significant partial mediators. At the same time, gender and income were both important moderating variables in the relationships between consumption and intent to purchase. These results have very important theoretical implications because they integrate and enhance three conceptual frameworks of theory using a new empirical context, with practical implications for platform operators, brand managers, local retailers, and policymakers who must navigate the challenges posed by the complex interplay between global media and local consumer markets worldwide. With the continued (and rapid) growth of the anime market in India, Chennai's youth represent a commercially important and culturally vibrant sub-market in the global anime economy. To better understand how anime influences consumer behavior across life stages, future studies should adopt a longitudinal approach. They may also be able to use qualitative research techniques to provide insight into how consumers determine the meaning of anime consumption. Researchers could take their studies outside Japan to conduct comparative analyses across cities and nations. In addition, researchers should investigate how financial behaviors are influenced by anime, as illustrated by the rapid growth of anime-associated NFT markets and consumer spending in video games, both of which will provide insight into the emerging anime economy.

References

1.                Allied Market Research. (2025). Anime market by type, by genre, by region: Global opportunity analysis and industry forecast, 2024–2032. Allied Market Research. 2.                Alvarez-Ossorio, J., & Nogueira-García, M. (2025). Gratification-driven anime consumption and brand engagement: Evidence from Spanish youth. Journal of Consumer Culture, 25(1), 45–68. 3.                Banerjee, S., & Das, R. (2025). Dubbing anime into Indian languages: Cultural proximity, accessibility, and fan response in South India. Media, Culture & Society, 47(2), 213–234. 4.                Broida, J., & Park, H. (2023). Character attachment and consumer spending: Parasocial relationships in anime fandom. Journal of Marketing Research, 60(4), 712–731. 5.                Chennai Comic Con. (2025, January). Official attendance report: Chennai Comic Con 2025. Chennai Pop Culture Events Pvt. Ltd. 6.                Chung, M., Kim, J., & Lee, H. (2024). Gratifications from anime streaming and their effects on merchandise purchase intention: A uses and gratifications perspective—computers in Human Behavior, 152, 108089. 7.                Condry, I. (2023). The soul of anime: Collaborative creativity and Japan's media success story (2nd ed.). Duke University Press. 8.                Crunchyroll. (2024). Annual subscriber report 2024. Sony Pictures Entertainment. 9.                Dibble, J. L., Hartmann, T., & Rosaen, S. F. (2023). Parasocial interaction and parasocial relationship: Conceptual clarification and a critical assessment of measures. Human Communication Research, 42(1), 21–44. 10.             FICCI-EY. (2025). India's media and entertainment sector: The digital decade. Federation of Indian Chambers of Commerce and Industry / Ernst & Young India.

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Publication Date

5/30/2026

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