An Exploratory Study of Halal Awareness Among Japanese People for Identifying Gamification Contents

Authors

  • Ruzinoor Che Mat School of Creative Industry Management and Performing Arts, Universiti Utara Malaysia, Malaysia
  • Miyata Kazunori Japan Advanced Institute of Science and Technology, Japan
  • Azman Ab. Rahman Faculty of Syariah and Law, Universiti Sains Islam Malaysia, Malaysia

DOI:

https://doi.org/10.37934/araset.30.3.4556

Keywords:

Halal, non-Halal, awareness, Gamification, Japanese

Abstract

By the end of this century, it is expected that Muslims could become the world's largest religion. This could be a reason why Muslim populations in Japan keep increasing year by year since 1900s. Due to this situation, the needs for Japanese people to understand more about Muslim needs such as Halal terms for making them live in harmony with Muslim community is crucial. That is why the objective of this paper is to study the level of Halal awareness among Japanese people for Gamification contents. A survey is used as to get response among Japanese people. The survey was performed on eighty-five Japanese people who selected randomly from online survey. The findings show that the level of understanding of Halal terms among Japanese still low and need to be enhanced. Most of the Japanese people heard about the words Halal but majority of them still do not heard about the words Haram (Non-Halal). Most of respondents associate Halal with only the food product but actually Halal also was associated with other products such as food ingredients, meat product and also product from animal. Majority of the respondents aware of the Halal terms which their related it to the food without pork or alcohol but still not familiar with the concept of Halal slaughtering method. Besides that, majority of the respondents agreed that the new Gamification need to be introduced for understanding about Halal terms. The results from this study revealed that to increase the level of awareness about Halal terms among Japanese people, the contents about Halal foods, Halal ingredients and Halal meats needs to be focused for developing this new Gamification.

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Author Biographies

Ruzinoor Che Mat, School of Creative Industry Management and Performing Arts, Universiti Utara Malaysia, Malaysia

ruzidatahp@gmail.com

Miyata Kazunori, Japan Advanced Institute of Science and Technology, Japan

miyata@jaist.ac.jp

Azman Ab. Rahman, Faculty of Syariah and Law, Universiti Sains Islam Malaysia, Malaysia

azman@usim.edu.my

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Published

2023-05-15

How to Cite

Ruzinoor Che Mat, Miyata Kazunori, & Azman Ab. Rahman. (2023). An Exploratory Study of Halal Awareness Among Japanese People for Identifying Gamification Contents. Journal of Advanced Research in Applied Sciences and Engineering Technology, 30(3), 45–56. https://doi.org/10.37934/araset.30.3.4556

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Section

Articles