|
This paper was presented at the Association for Education in Journalism and Mass Communication in San Antonio, Texas August 2005. If you have questions about this paper, please contact the author directly. If you have questions about the archives, email rakyat [ at ] eparker.org. For an explanation of the subject line, send email to [log in to unmask] with just the four words, "get help info aejmc," in the body (drop the "").
(Feb 2006) Thank you. Elliott Parker ====================================================================
The Role of Animation in the Third Person Effect: A Comparison of Live-Action and Animated Violence in Kill Bill Volume 1
By: Christine A. Kleck and Letrez A. Myer
Insitution: The Pennsylvania State University The College of Communications
Address: 803 Lindsly St. New Roads, LA 70760
Phone: (225) 931-1532
E-mail: [log in to unmask] The Role of Animation in the Third Person Effect: A Comparison of Animated and Live-Action Violence in Kill Bill Volume 1
Literature Review Third Person Effect The third person effect posits that individuals believe media content such as acts of violence are more likely to have a negative influence on others than themselves (Davison, 1983; Sharrer, 2002; Saliven and Dupagne, et al., 2000; Hoffner, et al, 1999; Eveland, Nathanson, et al., 1999; Perloff, 1999; Gunther, 1995; Cohen, et al., 1988 and Newirth and Fredrick, 2002). In general, third person effect studies have found support for the hypotheses they posited – that individuals indeed feel that media content effects others adversely more so that themselves (Davidson, 1983; Sharrer, 2002; Saliven and Dupagne, et al., 2000; Hoffner, et al, 1999; Eveland, Nathanson, et al., 1999; Perloff, 1999; Gunther, 1995; Cohen, et al., 1988 and Newirth and Fredrick, 2002). Prior research was mostly done through telephone surveys and had to do mostly with formulating public policy against violence and sexual content in the media.
In reviewing the literature about violence in the media (Gunther, 1995; King, 2000; Davidson 1983) and its impact on the third person effect, previous research has attempted to link this phenomenon with policies aimed at reducing depictions of violence in media content. Past literature has cited factors such as liking (King, 2000), identification with the characters or events (Cohen 2001; Feilitzen and Linne, 1975), uses and gratifications (Rubin, 1983) and arousal and enjoyment (Berry, Gray and Donnerstein, 1999) as reasons why people choose to watch violent media programming. Past studies have also focused on issues such as stereotyping (Neuwirth, K., 2002; Scharrer, E. 2002), attribution theory and mean world perceptions (Hoffner, C., Plotkin, R., Buchanan, M., Anderson, J. D., Kamigaki, S. K., Hubbs, L. A., et al., 2001) and censorship (Hoffner, C., Buchanan, M., Anderson, J. D., Hubbs, L. A., Kamigaki, S. K., Kowalcyzk, L., et al., 1999). Studies focusing on violence have dealt with issues related to television violence (Scharrer, 2002) and have largely ignored the impact of animation and film violence on the third person effect. Past literature's focus on the combination of television violence and the third person effect has been a guide for the following research. Studies linking third person perceptions (Gunther 1995, Davison, 1983, Hoffner, et al., 2001) resulted in support for the third person effect, but all of these studies have neglected to address violence in films, in particular in animated forms of violence. This study will look at the third person effect and its role in animated violence. Because of the large fan base and history behind its popularity among young age groups we hypothesize that: H1 – Participants will perceive a greater magnitude of third person effect for violence in animated scenes than live-action. Animation/Film Animation is defined by scholars as the "act of giving life," and was considered, for a time, almost interchangeably with "life," "soul," and "spirit" (Wells, 1998, p.1). However, the modern definition of animation is based upon motion and commonly associated with the work of filmmakers (Smith, 2002) and the art of motion-picture photography (Merriam-Webster, 2004). Animation has largely been enjoying growing popularity in the United States. New genres and styles of animation have hit the mainstream (Wells, 1998). Animation has evolved beyond the days of 2-Dimensional, single-frame animation, and on towards 3-Dimensional, computer-generated images (i.e. CGI). Japanese-inspired animation has become a popular and growing trend in the United States. In the early 1980's animated Japanese television shows became more widespread and accounted for approximately 56% of the total television exported to the United States. This new genre, known to its fans as "anime," has invited discourse both in support of and in opposition of its sexual and violent undertones (Newitz, 1995). The 1990's have brought about a large expansion and creation of growing fan bases, clubs, conventions and "fanzines" idolizing anime in both large cities and college campuses alike (Newitz 1995). The same can be said for movies made popular by young teenage viewers. By age 18, the average American adolescent will have been exposed to over 200,000 acts and/or portrayals of violence from television alone (American Association of Pediatrics Committee, 1995). Movies are an important part of the adolescent experience. A recent study conducted by the Motion Picture Production Association found that 35 percent of the movie going public was between the ages of 12 and 24 (Center for Parent and Youth Understanding, 2004). When teenagers were asked about those activities that were either "in" or "out," 91% rated going to the movies as "in" (Center for Parent and Youth Understanding, 2004). To add to the growing concern surrounding violence and you is that most teen movie viewing is done without supervision (Center for Parent and Youth Understanding, 2004). This same demographic is being targeted to engage in other forms of animated violence as seen in video gaming. We know that exposure to media violence contributes to the third person effect. We also know from the research that some media scholars think that animated violence isn't as harmful as live action violence. Having researched this, is it safe to say that animated violence will decrease the magnitude of the third person effect? Video games According to a study published by Anderson and Bushman, by the American Psychological Society, (www.kidsnet.org/medianews/research) discussing video games, about 10 percent of children aged 2 to 18 play video games more than one hour per day. This percent increased among boys aged 8 to 13 to more than 7.5 hours per week. And according to figures in 1998, 13.3 percent of males entering college played at least 6 hours a week in high school and this number increased to 14.8 percent in only one year. Video games began to boom in the 1990's and largely depicted killing and games in which the task was to badly injure or kill opponents (Anderson and Bushman, www.kidsnet.org/medianews/research), over the years graphics and sound improvements became more prominent and popular among young adults and available to all ages. These concerns have produced an exigency in further research on the effects of such violent depictions in the media by us. Identification Early research on the media, such as television assumed that the viewer was a passive receiver of the medium's influence. This view emerged into the conception of viewers as selective and as individuals processing each media message (Diener and Woody, 1981), thus viewers became active. Researchers cite identification as a factor in viewers' relationship or liking of a character. Identification is, "the desire of a viewer to merge with a character, to be in their shoes." I identification leads viewers to share the perspective of a character and to experience the story through their eyes. Hoffner and Cantor (1991) talk about viewers attraction to, liking and perceived similarity and desire to be like characters as reasons behind why viewers Identify with characters. The relationship viewers create with TV characters comes to be an important part of their involvement with the medium that they are viewing (Cohen 1999). In particular, in fictional programs such as animation, Cohen (1991) cites involvement and identification with characters as the reason behind why viewers come to care about stories that may otherwise be of no relevance to them. On the other end, Cohen (1999) posits that characters depicting real-life influences loyalty to TV programs. Based on these findings, we also hypothesized that: H2 – Participants will identify more with live action violence than animated violence. Why Kill Bill? Kill Bill Volume 1 earned $12.5 million in its second week of release and more than $43.3 million total (Holson, 2003) and was deemed by some as the most violent movie ever made. Critics agreed that the use of black-and-white and animation made the movie more bearable to the American public. But does this mean that viewers would agree with critics and that violence, animated or otherwise should be welcomed in the American movie industry? Critics largely ignored the violent scenes and the impact they could have on the public. Which lead us of this project to study this film. Additional justification for choosing this film had to do with the fact that the film allowed us to capture aspects of both live-action and animated violence in a film without having to resort to the use of several different films and thus several different acts of violence being depicted. It also allowed for some coherence in that, although the participants only viewed one scene or another, they were allowed to have some sort of story-line available, which made it harder to discover the fact that they were participating in a study on violence and third-person effect. The Research Question Studies show that during 1999-2001, the amount of violence in TV programs decreased by 17%. The four majority networks (ABC, CBS, NBC and FOX) in 2000-2001, depicted less violence. This represented a 17% decline from 1998-1999. These studies, however, do not look at film violence, which is steadily on the rise (www.kidsnet.org/medianews/research). Based on the literature of others, we in this study posed the research question: "For 'university' students, controlling for identification and gender, what is the relationship between presence of animation in violent films and magnitude of third person effect?" Methodology Summary of Experimental Design The design utilized for this study was a between subjects, postmanipulation only control group design. The control group received the independent variable in the form of "absence" meaning that the control group will not be manipulated. We were looking for comparative differences rather than absolute differences between our experimental and control groups. By using this type of design, the measurements were taken only once, so we were able to control for internal validity threats such as maturation, measurement sensitization and measurement learning and external validity threats such as having a reactive sensitization, subject mortality and subject fatigue. Participants
A total of 96 participants signed up to participate in the study, but a total of 63 undergraduates and one graduate student actually participated in the study. Some students were awarded extra credit or class participation points as designated by their instructor. The participants were recruited from six sections of an upper-level communications course. Two researchers visited the classes and passed around sign-up sheets. Students could choose a time and date to participate in the study[1]. The students were told that they would be participating in a study about violence in films. At the beginning of the experiment, each participant was told that signing-in at the beginning of the experiment, viewing the clip and filling out the questionnaire was his or her implied consent. Participants were also offered an informed consent form, which was approved by the university's institutional research review board. The form indicated that the study was being done to assess how college students react to violent films, and that they were not required to participate in the study and could withdraw from the study at anytime without penalty. The participants were also informed that the study would take approximately 30 minutes to complete and that there were no risks involved. After being briefed on the logistics of the study, the participants were told that they would be viewing a five-minute video clip and filling out a 45 item questionnaire in response to what they were being shown. Participants were also assigned a participant identification code by two of us[2] in order to keep their identities anonymous. Demographics (Table 1)
The age[3] breakdown of participants was as follows: 1.6 % (N = 1) of the participants were 18 years old, 3.1 % (N = 2) of the participants were 19 years old, 29.7 % (N = 19) of the participants were 20 years old, 35.93 % (N = 23) of the participants were 21 years old, 23.4 % (N = 15) of the participants were 22 years old, 4.67 % (N = 3) of the participants were 23 years old and 1.6 % (N = 1) of the participants were 24 years old. The ethnicity breakdown of participants was as follows: 81.25 % White/Caucasian (N = 52), 9.38 % (N = 6) Black/African American, 3.12 % (N = 2) Latino/Hispanic, 3.12 % (N = 2) Asian and 3.12 % (N = 2) Other[4]. The gender breakdown of participants was as follows: 65.6 % (N = 42) female and 34.4 % (N = 22) male. Independent Variables
The independent variables were animated and live action violence in a film. The participants viewed one of two five-minute[5] excerpts from the movie Kill Bill Volume 1, which is rated R under the Motion Picture Association of America. Both clips contained violent acts. Neither clip contained characters talking, but both clips had music throughout. One clip contained animated violence (See Figures 1 and 2) in which two of the characters were beaten and ultimately killed by a sword. The second clip contained live-action violence (See Figures 3 and 4). The scene featured a main character battling with a number of opponents. The main character ultimately defeated all of the opponents. Dependent Variable and Control Variable
The dependent variable in this study was magnitude of third person effect. The levels that were measured to get at the third person effect were reactions to how violent the participant perceived the film to be followed by how they thought other "university" students and the public at large would perceive the film to be. A questionnaire was used to measure the dependent variable. A total of 33 questions measured the dependent variable and an additional seven questions each were used to assess identification and participant demographics for a total of 40 questions. In order to remove the effects of participants identifying with the characters in the films clips, identification served as a control variable. Seven items (see Table 2) were used to measure how well the participants identified with the characters in the clip. The items, which were adapted from a study by Meghan Sanders[6] (2003), were manipulated to reflect the characters and situation presented in the film clips used in the experiment[7], but the scales were maintained. The response range for identification was an ordinal scale and ranged from Strongly Disagree to Strongly Agree. The measures for identification and gender, another control variable that was self-reported, and prior viewing of the movie were removed from the analysis. The remaining dependent variables (self, other PSU students and public) were each measured using 11 items from a combination of measures from Sanders (2003) and a study by Glenn Sparks[8] (1986), which developed a scale to assess people's responses to frightening films[9]. Again, the items were manipulated to reflect the characters and situations presented in the film clips used in the experiment, but the scales remained the same. The response range for the third person effect was a ratio scale and ranged from Not at all to Very Much. Procedure Participants were randomly assigned to one of the two conditions (animated or live action) in the study from the time they signed up to participate. In the animated clip (See Figures 1 and 2), the female character was a victim, but in the live action clip (See Figures 3 and 4), the female character emerged victorious. The animated clip was more a familial setting. A little girl was the main character in the animated clip. The scene showed a family being attacked by a group of enemies. The enemy characters killed the mother and father, but the child survived. The live action clip showed a female character in the main role. The female was attacked by a large group of enemies, but she fought them off successfully. Because there were a total of eight sessions, four sessions were given the animated treatment and four sessions were given the live-action treatment. Participants signed-in as they arrived – to ensure extra credit/participation points could be reported as necessary – and asked to have a seat in one of 14 chairs arranged in rows in the experiment room. The participants were instructed that they were not to pick-up and read the information on the clipboard until after the clip was show and that the experiment would start as soon as participants stopped arriving and were settled[10]. The participants were then explained the consent information and copies were given to students who requested them. The two researchers also explained that the participants would be shown a clip from a film and fill out a questionnaire based on what they saw. The two researchers then exited the room and turned off the lights and started the clip.[11] At the end of the clip[12], we turned on the lights and entered the room to instruct participants to fill-out the questionnaire that was under the seat[13] and to remain seated (unless otherwise impossible) until all participants completed the questionnaire.[14] Because each section of the questionnaire had the same questions, but for a different locus (self, other "university" Students and Public at Large), each section of the questionnaire contained instructions with the locus bolded so that participants could distinguish between each part of the questionnaire[15]. After all participants completed the questionnaire, they were told that the experiment was complete and that they could leave. The names of the participants who attended the study, along with a short explanation of the study's details were e-mailed to the instructors after all the experiments were completed to ensure students didn't pass the information on to others. The results were also presented to three of the six classes from which participants were recruited. Data Analyses After all the experiments were conducted, two of us coded all the data into a spreadsheet to run analysis. There were two missing data values in each set (live and animated), which were filled in by the average score for all participants on those particular questions[16]. There were a total of three analyses run on the data to examine the results: a t-test, an ANOVA test and a MANOVA test to get preliminary results. The final results of these tests are discussed in the following section of this report. Results and Analysis To analyze the third person effect, researchers performed a MANOVA test on the dependent measures of the results from questions concerning the way participants feel that the film clips effected one's self, other "university" Students and the public at large (See Table 7). This model allowed us to examine the effect of the third person effect, while taking into account the differences between live action and animation on that effect. Descriptive Statistics The mean results for the male demographic are higher on perceived effects on "self." The mean results for the females were higher on perceived effects on "other 'university' students" and the "public at large." Female participants, in general, showed a greater third person effect while male participants almost mirror the opposite effect. There is no gender difference observed within the participants measuring for the effect violence has on "other 'university' students." Because the third person effects data was highly correlated, we were able to combine all of data to sum the measures for the elements of the third person effect on self, other "university" students and the public at large. In order to account for outliers, responses for the question, "Based on this clip, how much do you think other "university" students view the world as a violent place?" (see Table 4) were dropped. In order to keep the measurement scales consistent, responses to the item "Violent films disturb me" (see Table 3) and "Violent films disturb other "university" students" (see Table 4) were reverse coded. Identification Measures. Multivariate analysis showed that overall the measurement items were highly correlated with each other (a = .7265). Third Person Measures. Multivariate analysis showed that the items used to measure reactions of "self" were highly correlated with each other (a = .7265). The analysis also showed that the items used to measure reactions of "other 'university' students" (a = .6164) and "others/public at large" (a = .6659) were also highly correlated. Inferential statistics The following are the results for each MANOVA test starting without any control variables leading up to accounting for all control variable. The results of the ANOVA test before considering any control variables is: F (1, 62) = 3.04, p > .05 for between subjects. The results considering gender between subject is: F (2, 61) = 3.72, p < .05. The results considering gender and identification between subjects is: F (3, 60) = 7.45, p < .001. The results considering gender, identification and prior viewing of the film between subjects is: F (4, 57) = 5.22, p > .001. The results for the ANOVA test for each variable are the reported next. For gender: F (1, 61) = 4.24, p < .05. The result for identification is: F (1,60) = 13.40, p < .001. When identification was added as a control, gender became more significant at F (1, 60) = 5.82, p < .05. The result for prior viewing is: F (1, 57) = 1.13, p > .01. When prior viewing was added as a control, gender decreases slightly in significance at F (1, 57) = 5.24, p < .05 and identification decreases in significance substantially at F (1, 57) = 11.22, p < .05. These results indicate that the control variables, identification and gender are very significant as are our conditions, animated and live action. Therefore, it was important that we controlled for these variables because they were adding noise to the study. There is a very significant main effect for gender as it relates to the results of the study. This main effect gets stronger when both gender and identification are controlled for in the analysis. This main effect disappears when prior viewing is controlled for in the analysis. This indicates that prior viewing had no effect on the results. The overall mean for "self" in third person effect is 18.56, "other 'university' students" in third person effect is 22.18 and "public" in third person effect is 24.26. This shows the gradual increase in the third person effect for the participants. As stated previously, the research question for this study is, "For 'university' students, controlling for identification and gender, what is the relationship between presence of animation in violent films and magnitude of third person effect?" In short, we found out that in both live action and animation, third person effect is present, but the effect is more prominent in the live action condition. We found the results of this study were concurrent with a directional hypothesis and became highly significant when the measures for the control variables were removed. The responses given by those viewing the live action clip showed a higher average means than did the responses given by those viewing the animated clip, thus failing to reject null hypothesis (H1). The responses given by participants for identification showed a higher average means in the animated condition than did those for the live action condition, thus supporting the null hypothesis (H2). We found that for male participants the reverse of the second hypothesis was true. In hypothesis one, we predicted that people would identify more with live action. Following the study, we found the exact opposite to be true, as participants identified more with animation. We also hypothesized that third person effect would be greater in animated violence than in live action violence in a film clip. On the contrary, we found that the third person effect is actually more prevalent in live action film than in animated film. Discussion The purpose of this study was to progress beyond primarily exploring the impact that television and live action violence have on the third person effect to a meaningful analysis of film and animated violence's impact on the third person effect. From our analysis, we found that little to no research has been done analyzing the impact of animation on the third person effect. While our results do not support the initial hypotheses, which posit that a) participants will identify more with the characters in live action film and b) animated violence in films will increase the third person effect, it was found that participants identified more with the characters in the animated clip and that live action violence increased the magnitude of the third person effect. If this is so, then further research should be performed to explore why identification with animated characters is a factor and what effects this may have on the way people perceive animated violence. Also, female participants showed results in the direction of increasing third person effect whereas males did not. Future research should take this into account and explore why this may be a factor as well. The results further indicated that animated violence increased the effect on one's self, thus resulting in a first person effect. This effect is significant to explore in further research on the demographic of 18 to 24-year-olds and why they identify more with the characters in films containing animated violence than in films containing live action violence. What types of cultural phenomena (i.e. violent video games) are taking place that may lead them to identify more with the animated characters and increase the effects on third person for females? Theoretical Implications This study seeks to go outside of the realm of current third person effect research in regards to violence, because most of the research concerning violence's impact on the effect is centered upon public policy (i.e. censorship). Furthermore, most studies concerning animation focus on the third person effect in regards to children, parents and families. We sought to go outside of this realm because the age group 18 to 24 is becoming the primary target of animated television programming and film. With the emergence of such television shows as Adult Swim, South Park, The Family Guy and Futurama and films such as Shrek, The Incredible and Shark Tale, targeted at this age group, the perception of animated violence as having an effect on self and others by this group may be changing, which may have implications on other aspects of society and individual behavior. In addition to the fact that little research has been done on violence in regards to perceptions, little to no research has been done in regards to animated violence. With this study, we attempted to shed light on the impact that violent animation may have on the perceptions of people and their view on what others may think about it. Again, most of the research conducted concerning violence and the third person effect has been centered around young children to age 12 and parents in regards to what is appropriate and what is not, however, this research focuses on the demographic of 18 to 24-year-olds. This group deserves attention because of the buying power they possess and the impact that they will have on future policies and governmental laws concerning these types of films. Also, how this age group views violence will have an impact on how future generations will be taught to view violence. Finally, this research embarks on a new type of experimental condition in that it examines the third person effect in a new way. Most prior research has been conducted via telephone surveys and using stimulus materials such as newspapers, televisions shows and scripted materials. This research went beyond this and conducted the experiment in a laboratory setting and utilized a seldom studied type of stimulus material, films. Also, the fact that the research was conducted face-to-face with the participants allowed the researcheers to delve into a new type of experimental procedure that has scarcely been used before. Practical Implications In light of a new industry that is creating animation in numerous forms to appeal to all ages, the findings reported in this study can be used in numerous ways. Such groups include: society, marketers, advertisers, gaming production companies, television and film executives and government officials could potentially benefit from the above findings. For example, based on the finding that animated violence increases the first person effect, parents and schools could potentially use this to explain and/or prevent deviant behaviors of children in school. One implication of repeated viewing of live action violence in general is desensitization, but the same can also be said of animated violence. Although participants did not report a greater impact on others, they did report that animated violence had a greater impact on themselves and the way that they perceive violence. This could say something about the way younger adults are responding to the violent programming that they see. For marketers, advertisers and film and gaming company executives, the results of this study could help create gaming and programming that do not use animation to promote violence. Although the animated content may appeal to this age group and increase sales and profits, the impact that violence in the programming may have on the individuals who buy it may be detrimental to their constituents. Finally, government and organizations that play watchdog in this segment of the entertainment industry could apply these findings as evidence of the impact that animation has on younger adults. Limitations There were a number of limitations to this study that may have either impacted the results or the way that future research concerning this topic should be conducted. First, the two clips shown for the experiment differed slightly in content, although both depicted females as the main characters and from the same film. The differences in these clips, though they are slight, could have affected the way participants identified with the characters in each clip. We found that participants identified more with the characters in the animated clip than with the characters in the live action clip. The fact that the animated clip was more of an intimate setting and depicted a family could be the reasoning behind why the participants identified more with the characters in that scene, thus increasing the identification measures. This could then become a confound in the study that could potentially affect its internal validity. Another limitation to this study is the structure of the questionnaire. A study by Richard Perloff (1999) manipulated various question order formats to determine whether question order had anything to do with an increased finding of the third person effect. The study concluded that the third person effect was present across the various manipulations of question and word formats, although some participants would be able to gather a sense of the study.
Noise There were a number of procedural factors that could have served as noise factors in this study atmosphere and time of day of the study. First, the atmosphere in which the study took place could have also made a difference. The study was conducted in a lab setting, which mirrored a theater setting as closely as possible, but could have impacted the responses of the participants. Suggestions to improve this are to conduct future research in an actual theater and have participants view the entire film and then answer the questionnaire. Future Research Based on the implications and limitations of this study, we suggest that future research mainly explore the effects of animation in violent films and the first person effect as well as the third person effect. First, future researchers should examine other film clips. These clips should be a combination of clips if they do not exactly mirror each other in each condition (live and animated). Researchers should also consider using older films or films that were not as popular in the box office to examine the effects of violence in animation and the third person effect. Also, future researchers should try to avoid garnering the participation of students who are receiving extra credit and/or class participation as compensation for doing the study to explore the differences between these types of participants and the ones used for this research. It is also strongly encouraged that participants remain of this age group, but that they are not currently enrolled in a university pursuing a degree, which may result in moving the study to a movie theater or other setting in which college students are not the primary participants. Although it was not in the scope of this research, it is suggested that future research take into consideration racial differences among the participants used in the study. Also, some background information about prior experience with violent programming and gaming should be collected and used as a control variable. Finally, when considering the possible effects of the time of day of the study, future researchers should vary the time of day in which the study takes place to ensure that results are not being affected by fatigue. Figure 1. Animated – Girl Under Bed.
[--- ??? Graphic Goes Here ---]
Figure 2. Animated – Death by Sword.
[--- ??? Graphic Goes Here ---]
Figure 3. Live-action – Sword Fight.
[--- ??? Graphic Goes Here ---]
Figure 4. Live-action – Ax to the Head.
[--- ??? Graphic Goes Here ---]
Table 1. Participants' Demographic Information. This portion of the questionnaire asks you to give some general information. Please check boxes, circle or write in responses where indicated.
1) The scenes you were presented with in this study were from Kill Bill Vol. 1 have you seen this movie? If no, then skip to question 3.
Yes _ No _
2) How many times have you seen this movie?
1 2 3 4 or more
3) Age: _____
4) Gender: Male _ Female _
5) Race/Ethnicity:
White/Caucasian _
Black/African American _
Hispanic/Latin American _
Asian/Asian American _
Other _ (please specify) _______________________
6) College and Major: _______________________________________
7) Classification: Freshman Sophomore Junior Senior Graduate
Table 2. Identification Measures.
This portion of the questionnaire asks you to report your attitudes about the clip you have just seen. Please indicate how much you agree or disagree with each statement by checking one box on the scale associated with each item.
Strongly Disagree Neither Agree Agree Strongly Disagree Nor Disagree Agree 1. I could easily put myself in the place of the characters. _ _ _ _ _ 2. I tried to understand the characters better by imagining how things looked from their perspective. _ _ _ _ _ 3. While viewing the clip, I imagined how I would feel if the events in the story were happening to me. _ _ _ _ _ 4. While viewing the clip, I felt as if I were part of the action. _ _ _ _ _ 5. While viewing the clip, I forgot about myself and was fully absorbed. _ _ _ _ _ 6. While viewing the clip, I could feel the emotions the characters portrayed. _ _ _ _ _ 7. I felt the characters to be extremely violent. _ _ _ _ _
Table 3. Third Person Effect Measures on Self.
The following questions concern your reaction(s) in general. Please use the check boxes to answer the following questions. Not at Somewhat Very All Much 1. Overall, how violent was this video clip? _ _ _ _ _ 2. Overall, how enjoyable was the video clip? _ _ _ _ _ 3. How much do you think you would like to watch this entire film? _ _ _ _ _ 4. How likely do you think you would choose this film at a video store? _ _ _ _ _ 5. Violent films disturb me. _ _ _ _ _ 6. Based on this clip, how much do you view the world as a violent place? _ _ _ _ _ 7. Violent films entertain me. _ _ _ _ _ 8. I love the feeling of my adrenaline flowing when I watch the most violent parts of movies. _ _ _ _ _ 9. How much do you agree with behaving violently? _ _ _ _ _ 10. How much do you think violence is acceptable? _ _ _ _ _ 11. How much do you think the violence in the clip you saw affected you? _ _ _ _ _
Table 4. Third Person Effect Measures on Other "university" Students.
The following questions concern how you think "other 'university' students" would react in general. Please use the check boxes to answer the following questions.
Not at Somewhat Very All Much 1. Overall, how violent do you think other "university" students would view this video clip? _ _ _ _ _ 2. Overall, how enjoyable do you think other "university" students would view this video clip? _ _ _ _ _ 3. How much do you think other "university" students would like to watch this entire film? _ _ _ _ _ 4. How likely do you think other "university" students would choose this film at a video store? _ _ _ _ _ 5. Violent films disturb other "university" students. _ _ _ _ _ 6. Based on this clip, how much do you think other "university" students view the world as a violent place? _ _ _ _ _ 7. Violent films entertain other "university" students. _ _ _ _ _ 8. Other "university" students love the feeling of their adrenaline flowing when they watch the most violent parts of movies. _ _ _ _ _ 9. How much do you think other "university" students agree with behaving violently? _ _ _ _ _ 10. How much do you think other "university" students view violence as acceptable? _ _ _ _ _ 11. How much do you think the violence in the clip you saw affected other "university" students? _ _ _ _ _
Table 5. Third Person Effect Measures on the Public at Large. The following questions concern how you think "others" (i.e., the public at large) would react in general. Please use the check boxes to answer the following questions.
Not at Somewhat Very All Much 1. Overall, how violent do you think others would view this video clip? _ _ _ _ _ 2. Overall, how enjoyable do you think others would view this video clip? _ _ _ _ _ 3. How much do you think others would like to watch this entire film? _ _ _ _ _ 4. How likely do you think others would choose this film at a video store? _ _ _ _ _ 5. Violent films disturb the public at large. _ _ _ _ _ 6. Based on this clip, how much do you think others view the world as a violent place? _ _ _ _ _ 7. Violent films entertain the public at large. _ _ _ _ _ 8. Others love the feeling of their adrenaline flowing when they watch the most violent parts of movies. _ _ _ _ _ 9. How much do you think others agree with behaving violently? _ _ _ _ _ 10. How much do you think others view violence as acceptable? _ _ _ _ _ 11. How much do you think the violence in the clip you saw affected others? _ _ _ _ _
Table 6. Graph and Means for Third Person Effects Measures.
[--- ??? Graphic Goes Here ---]
Bibliography Adler, R. B. & Elmhorst, J. M. (1999). Communicating at Work, Principles and Practices for Business and the Professions. Boston, Massachusetts: McGraw – Hill College. American Academy of Pediatrics. (1995, June). Some things you should know about media violence and media literacy. Retrieved October 20, 2004, from http://www.aap.org/advocacy/childhealthmonth/media.htm Anderson, Peter A., Guerrero, L. K., Buller, David B. & Jorgensen, P. F. (1998). An empirical comparison of three theories of nonverbal immediacy exchange. Human Communication Research, 24(4), 501-535. Berry, M., Gray, T., & Donnerstein, E. (1999). Cutting film violence: Effects on perceptions, enjoyment, and arousal. The Journal of Social Psychology, 139 (5), 567-582. Bosworth, K., Espelage, D. & DuBay, T. (1998). Intervention for young adolescents: Pilot study. Adolescence, (33)132, 785-795. Bryant, J., & Zillmann, D. (1984). Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states. Journal of Broadcasting, 28(1), 1-20. Burgoon, J.K. (1978). A communication model of personal space violation: Explication and an initial test. Human Communication Research, 4, 129-142. Cinematography. (2004). Merriam-Webster Online. Retrieved October 10, 2004, from http://www.webster.com/cgi- bin/dictionary?book=Dictionary&va= cinematography Cohen, J., Mutz, D., Price, V. & Gunther, A. (1988) (a). Perceived impact of defamation: An experiment on third-person effects. Public Opinion Quarterly, 52(2), 167-173. Cohen, J. (1999) (b). Favorite characters of teenage viewers of Israeli serials. Journal of Broadcasting & Electronic Media, 43(3), 327-345. Cohen, J. (2001) (c). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245-264. Davison, W. P. (1983). The third-person effect in communication. The Public Opinion Quarterly, 47(1), 1-15. Diener, E., & Woody, L. W. (1981). Television violence, conflict, realism, and action: A study in viewer liking. Communication Research, 8(3), 281-306. Eveland, W. P., Nathanson, A. I., Detenber, B. H. & McLeod, D. (1999). Rethinking the social distance corollary: Perceived likelihood of exposure and the third-person effect. Communication Research, 26(3), 275-302. Feilitzen, C., & Linne, O. (1975). The effects of television on children and adolescents: Identifying with television characters. Journal of Communication, 25(4), 51-55. Garrison, R., Anderson, T. & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher education. Unpublished manuscript. Gunther, A. (1995). Overrating the x-rating: The third-person perception and support for censorship of pornography. Journal of Communication, 45(1), 27-38. Hoffner, C., Buchanan, M., Anderson, J. D., Hubbs, L., Kamigaki, S., Kowalczyk, L. et al. (1999). Support for censorship of television violence. Communication Research, 26(6), 726-742. Hoffner, C., Plotkin, R., Buchanan, M., Anderson, J. D., Kamigaki, S., Hubbs, L. et al. (2001). The third-person effect in perceptions of the influence of television violence. Journal of Communication, 51(2), 283-299. Hoffner, C. (1996). Children's wishful identification and parasocial interaction with favorite television characters. Journal of Broadcasting & Electronic Media, 40, 389-402. Holson, L (2003). Careful killing keeps moviemakers ideal 'R' territory. San Francisco Chronicles. Retrieved on Jan. 10, 2005 from: http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/a/2003/10/26/MO218781.DTL&type=movies. Jacobson, D. (2002). On theorizing presence. The Journal of Virtual Environments, 6(1) Retrieved on October 15, 2004 from http://www.brandeis.edu/pubs/jove/HTML/V6/presence.HTML. Josephson, W (1995). Television violence: A review of the effects on children of different ages. Internet. Retrieved on Jan. 10, 2005 from: http://www.nisbett.com/child-ent/printer/television_violence.htm#adol. Kidsnet. A nation online: how Americans are expanding their use of the internet. Internet. Retrieved on Jan. 10, 2005 from: http://www.kidsnet.org/medianews/research/. King, C.M. (2000). Effects of humorous heroes and villains in violent action films. Journal of Communication 50(1),5-24. Lamerichs, J., Molder, T. & Hedwig F, (2003). Computer-mediated communication: From a cognitive to a discursive model. New Media & Society, 5(4), 451-473. Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-mediated Communication 3(2). Retrieved on Oct. 17, 2004 from http://www.ascusc.org/jcmc/vol3/issue2/lombard.html Mueller, W (2004). Movies, movies, movies. Internet. Retrieved on Jan. 10, 2005 from: http://www.cpyu.org/pageview.asp?pageid=21864 Myers, S.A., Zhong, M. & Shijie, G. (1998). Instructor immediacy in the Chinese college classroom. Communication Studies West Lafayette, 49(3), 240-255. Nathanson, A. I., Eveland, W. P., Park, H. S. & Paul, B. (2002). Perceived media influence an efficacy as predictors of caregivers' protective behaviors. Journal of Broadcating and Electronic Media 46(3), 385-410. Neuliep, J.W. (1997). A cross-cultural comparison of teacher immediacy in American and Japanese college classrooms. Communication Research, 24(4), 431-451. Neuwirth, K. (2002). Extending the framework of third, first and second-person effects. Mass Communication & Society, 5(2), 113-140. Newitz, A (1995). Magical girls and atomic bomb sperm: Japanese animation in America. Film Quarterly 49 (1). Paul, B., Salwen, M., & Dupagne, M. (2000). The third-person effect: A meta-analysis of the perceptual hypothesis. Mass Communication & Society, 3(1), 57-85. Perloff, R. M. (1999). The third person effect: A critical review and synthesis. Media Psychology, 1(4), 353-378. Rourke, L., Anderson, T., Garrison, D. & Archer, R. (2001). Assessing social presence in asynchronous text-based computer conferencing. Journal of Distance Education, 14(2). Retrieved on October 7, 2004, from http://cade.athabascau.ca/vol14.2/rourke_et_al.html. Rubin, A. M. (1983) (a). Television uses and gratifications: The interaction of viewing patterns and motivations. Journal of Broadcasting, (27)1, 37-51. Rubin, A. M. (1994) (b). Media Uses and Effects: A uses and gratifications perspective. In J. Bryant and Dolf Zillmann (eds.) Media Effects: Advances in Theory and Research, 417-436. Hillsdale, NJ: Lawrence Erlbaum Associates. Sanders, M. (2003). Making it personal: How personality affects identification and enjoyment of heroes and villains. (Masters Thesis, The Pennsylvania State University, 2003).
Scharrer, E. (2002). Third-person perception and television violence: The role of out- group stereotyping in perceptions of susceptibility to effects. Communication Research, 29(6), 681-704. Sparks, G. G. (1986). Developing a scale to assess cognitive responses to frightening films. Journal of Broadcasting and Electronic Media, (30)1, 65-73. Trenholm, S. & Jensen, A. (2000). Interpersonal Communication. Belmont, CA: Wadsworth Publishing Company. Oxford University Press. Violence. (2004). Merriam-Webster Online. Retrieved October 10, 2004, from http://www.webster.com/cgi-bin/dictionary?book=Dictionary&va=Violence Wells, P. (1998). Understanding animation. London, UK: Routledge. Zillmann, D., & Bryant, J. (1985). Affect, mood, and emotion as determinant of selective exposure. In D. Zillmann & J. Bryant (eds.) Selective Exposure to Communication, (pp. 157-189). Hillsdale, NJ: Lawrence Erlbaum Associates. [1] There were a total three dates and eight times to choose from. The first two dates had three time slots and the last date had two time slots. The experiments were held at 6, 7 and 8 p.m. on the first two night and 6 and 7 p.m. on the last night to allow for less scheduling conflict. [2] This identification code was in no way associated with the students' name or other demographic information provided on the forms. They were assigned after all of the questionnaires were handed in at the end of each session. [3] This was important to the study because the clips shown were rated R because of extreme violence. If younger participants, under 17, had been chosen, parental consent would have been an issue. [4] The "Other" category had a line for participants to write in the ethnicity. They were Indian and Portuguese. [5] The animated clip was 4 minutes 24 seconds long. [6] Identification was assessed with seven items from a scale used in a Master's thesis entitled, Making It Personal: How Personality Affects Identification and Enjoyment of Heroes and Villains by Meghan Sanders. It was completed in 2003. [7] Sample question from Sanders' study: While viewing and reading, I felt as if I was part of the action; Sample question from this study: While viewing the clip, I felt as if I were part of the action. [8] Third person was assessed with 11 items for each locus from a scale used in a Glenn Sparks study, Developing a Scale to Assess Cognitive Responses to Frightening Films. It was published in 1986 in Journal of Broadcasting and Electronic Media. [9] Sample question from Sparks' study: Scary films entertain me; Sample question from this study: Violent films entertain me. [10] Because the lab was located off-campus, each experiment was started 10 minutes after the said time to allow students time to arrive. Two participants arrived so late that they volunteered to view the clip alone. It was found that they're responses did not change the analysis results, so they were kept in the study. [11] The clips were shown on a big screen to replicate the setting of a movie theater. [12] One viewing of the live-action clip ran over a few seconds, which resulted in some inaudible dialogue being presented to one group. [13] Special care was taken to inform participants that there were questions on both sides of the pages. [14] This was done to control for external distractions. [15] This was done after pre-test participants noted confusion in determining which questions applied to each locus. [16] Questions C-9 and D-7 had missing values for participants 6 and 45 respectively.
|