AEJMC Archives

AEJMC Archives


View:

Next Message | Previous Message
Next in Topic | Previous in Topic
Next by Same Author | Previous by Same Author
Chronologically | Most Recent First
Proportional Font | Monospaced Font

Options:

Join or Leave AEJMC
Reply | Post New Message
Search Archives


Subject: AEJ 05 KleckC ENT Role of Animation in the Third Person Effect: A Comparison of Live-Action and Animated Violence in Kill Bill Volume 1
From: Elliott Parker <[log in to unmask]>
Reply-To:AEJMC Conference Papers <[log in to unmask]>
Date:Sun, 5 Feb 2006 04:10:16 -0500
Content-Type:text/plain
Parts/Attachments:
Parts/Attachments

text/plain (1001 lines)


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.

Back to: Top of Message | Previous Page | Main AEJMC Page

Permalink



LIST.MSU.EDU

CataList Email List Search Powered by the LISTSERV Email List Manager