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Sample Thesis Research Proposal : Animation

Chapter 1



            Perhaps, one of the unmistakable features of the global world is the pervading influence of media in all aspects of human life. From, fashion, music genres and even television shows people has learned to rely heavily on the use of media. Time may have changed tremendously but man’s thirst for knowledge and information has remained the same.  Different individuals have different views when it comes to the Television shows and programs to watch. Perhaps, the theme, the character and the animation that the television shows entails was what attracted viewers to watch the show. Those television fanatics may have wanted to watch some shows with regards to their different perceptions and desires.  

Over the past few years, several numbers of studies have been made about the perception of young individuals in terms of the TV programs they watched. However, it is seen that there are no studies that have tries to use quantitative and qualitative approach to investigate this issue. Hence, the main goal of this paper is to conduct a quantitative that will attempt to identify the factors that influence a young individual to in terms of their preferences on the TV characters they watch. In animation series, most animation are considering warrior images since it becomes more appealing in the younger viewers.  Accordingly, the animations industry is one of the most successful and bustling industries in the global market. The warrior image is a common object in animations specifically those feature the fight between the good and the evil. Since animations basically cater to the young audience they are exposed to such imagery which could eventually lead to idolization. It is according to what they see, hear and perceive that they create their own perspectives of what they have watched. Primarily, the goal of this study is to analyze how warrior images in animation have become common objects in the animation industries. In addition, this will also analyse the perception of younger viewers as to how warrior images becomes more appealing in animation.


Research Objectives

            The focus of this research is to investigate the perception of the younger viewers with regards to the warrior images appeal in animation. Specifically, the researcher attempts to achieve the following objectives.

1.    Identify the factors that make warrior images appeal in animation.

2.    Analyzing the positive and negative effect of warrior images in animations?

3.    Identification of the perception of the young viewers with regards to warrior image used in animations.


Research Questions

            Animation programs and images have become more appealing to most viewers because of the unique and distinctive approach used by the producers. Most animations nowadays tackle on heroic act of an individual or group of individuals to fight evil and protect mankind and other dimension. However, it seems that most younger viewers tend to watch animations which have warrior images than those old cartoon images in the past. The research attempts to answer the following questions:

1.    What are y the factors that make warrior images appeal in animation?

2.    What is the positive and negative effect of warrior images in animations?

3.    What is the perception of the young viewers with regards to warrior image used in animations?


Significant of the Study

Scope and limitation

Research Methodology

Referring to the aim and objectives set for this case study, the author will now demonstrate the methodology of the means of obtaining data for analysis and coming to the conclusion to meet the aim and objectives.  Though it does show ethnic concerns to those out there, interviews will be tied with the primary data research collection of this case study and the secondary research will be supported through the use of the research of other scholars as mentioned in the literature review.

Research Design

Capturing the beliefs and attitudes of the research participants is a difficult process. In order to acquire relevant data for these, appropriate methodologies must be employed. For this purpose, the qualitative approach and the different methodologies is the most appropriate research strategy to apply. Qualitative research is a category of research design which elicits verbal, visual, tactile, olfactory and gustatory data in the form of descriptive narratives like field notes, recordings or other transcriptions from audio-visuals and other written forms.  Qualitative research is developed to determine a target audience’s range of behaviour and the perceptions that drive it with reference to specific topics or issues.  It uses in-depth studies of small groups of people to guide and support the construction of hypotheses.  The results of qualitative research are descriptive rather than predictive.  Qualitative approach deals with understanding social situations from the participants’ perspectives.

Qualitative methods in the field of research include in-depth interviews with individuals, group discussions, diary and journal exercises; and in-context observations. Sessions may be conducted in person, by telephone, via videoconferencing and via the Internet.  Regardless of venue or medium, qualitative research is always based on open-ended queries; it uses in-depth probing to uncover the thoughts and feelings behind initial responses; and it applies insights and learning to the research process in real time. Interview is perhaps the most common instrument used for the qualitative approach. In particular, this one of the most useful research tools used for obtaining insights, ideas, views, experiences and stories from the selected participants. This instrument is versatile as it can be used as a main data-gathering or as a follow-up research tool. In addition, questions for the interview can be developed in accordance to the needs of the research making this instrument very flexible. There are a number of interview typologies that the researcher can use based on the needs of the study. One of which is the conversational or informal interview where questions are not predetermined. This type is very open and adaptable to the characteristic of the interviewee. The interview guide approach is another type where the interviewer has a list of general questions that all interviewees must answer; the approach however, still applies a certain level of adaptability and freedom in obtaining information from the interviewee.

In an open-ended interview, all respondents are asked with standard questions; the respondents are then free to select how to answer the given questions. With this type of approach, the researcher uses questions that are not answerable by yes or no; this approach is then useful for studies that need in-depth information for analysis. Finally, there is the fixed-response interview wherein aside from the standardized set of questions, respondents must choose from a set of predetermined answers. This is a helpful tool for people who are not used to effective interviewing process. Rather than conduct individual interviews, researchers can also use focus group interviews. During the session, participants are generally allowed to share or say anything to answer the interview question. In the interview process, the researcher will not only consider the data that will answer the research question; tensions, emotions, ironies and contradictions observed during the session are noted as well. This feature of a focus group interview allows the researcher to acquire not only the facts but also the concept behind these facts.


Research Approach

For this case study, the author will use qualitative interviewing approach. Qualitative interviewing was a way of finding out what one felt and thought about his/her world (Rubin & Rubin, 1995).  A qualitative approach is adopted to achieve the objective of the study in investigating how the young people intend to participate the activity of divination.  Due to qualitative study which capitalizes on ordinary ways of making sense, everyone has a great deal of experience encountering strange objects and phenomena. Besides the observation of the participant, there are several in-depth case interviews with the girl that will be conducted for the purpose of collecting first hand information on her story and reasons why she is loving Tarot Reading fervidly, as well as to explore the influences of the practice of divination.  This will also include discussion of the people’s psychology and behavior, interpersonal relationship, physically and mental health.   In addition, influences also represent the direction (positive or negative) and intensity.



Drazen, P. (2003). Anime explosion!: the what? why? & wow! of Japanese animation. Stone Bridge Press.


Driver, M. W. & Ray, S. (2004). The medieval hero on screen: representations from Beowulf to Buffy. McFarland.


Howard, S. (1998). Wired-up: young people and the electronic media. Routledge.


Kittelson, M. L. (1998). The soul of popular culture: looking at contemporary heroes, myths and monsters. Open Court Publishing.


Lester, P. M. & Ross, S. D. (2003). Images that injure: pictorial stereotypes in the media. Greenwood Publishing Group.





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