Fumie Yokota, MS; Kimberly M. Thompson, ScD
Context Children's exposure to violence in the media is a
possible source of public health concern; however, violence in children's
animated films has not been quantified.
Objective To quantify and characterize violence in G-rated
animated feature films.
Design Violence content was reviewed for all 74 G-rated
animated feature films released in theaters between 1937 and 1999, recorded in
English, and available for review on videocassette in the United States before
September 1999.
Main Outcome Measures Duration of violent scenes, type of
characters participating in violent acts (good, neutral, or bad), number of
injuries/fatalities, and types of weapons used for each film.
Results All 74 films reviewed contained at least 1 act of
violence (mean duration, 9.5 minutes per film; range, 6 seconds–24 minutes).
Analysis of time trends showed a statistically significant increase in the
duration of violence in the films with time (P=.001). The study found a total
of 125 injuries (including 62 fatal injuries) in 46 (62%) of the films.
Characters portrayed as "bad" were much more likely to die of an
injury than other characters (odds ratio, 23.2; 95% confidence interval,
8.5-63.4). A majority of the violence (55%) was associated with good or neutral
characters dueling with bad characters (ie, using violence as a means of
reaching resolution of conflict), and characters used a wide range of weapons
in violent acts.
Conclusions Our content analysis suggests that a significant
amount of violence exists in animated G-rated feature films. Physicians and
parents should not overlook videocassettes as a source of exposure to violence
for children.
Studies on children's use of various media suggest that
videocassette viewing is an important source of entertainment for children. A
recent report by the Kaiser Family Foundation indicates that 96% of young
children (ages 2-7 years) live in homes with at least 1 videocassette recorder,
and 16% have a videocassette recorder in their own bedroom.1 The young children
in the study reported spending nearly 2 hours per day watching television and
an additional half hour per day watching commercially prerecorded videotapes.1
In a similar study by the Annenberg Public Policy Center, parents of young
children (ages 2-5 years) reported that their children watched an average of
2.2 hours per day of television and 1.5 hours per day of videotapes.2
In 1998, 5 of the top 10 best-selling videos in the United
States were animated features rated G (for general audiences) by the Motion
Picture Association of America (MPAA).3 Two recent studies of popular
live-action films rated G and PG (parental guidance suggested) and likely to be
seen by children found that firearms are "frequently shown"4 and that
injury prevention practices and consequences of injuries are poorly portrayed.5
To our knowledge, no analysis quantified or characterized violent content in
G-rated animated feature films. This study systematically compares the violent
content of these animated films.
METHODS
ABSTRACT | METHODS | RESULTS | COMMENT | REFERENCES
The study reviewed the content of all G-rated animated
feature films available on videocassette in the United States. The study
covered only movies first released in the theater, recorded in English, at
least 60 minutes in length, and available for purchase or rental before
September 1999. We do not include the numerous direct-to-video titles such as
Lion King: Simba's Pride that were not released in theaters, which represent
only 15% of the total video sales market.6 Seventy-eight films that fit our
criteria were identified through searching the "IMDb: Internet Movie
Database"7 and referencing Leonard Maltin's Movie & Video Guide for
accuracy.8 Four of these films were not available for sale or rental at the
time of the study. We believe that the 74 films reviewed constitute the
universe of G-rated animated feature film videos that are currently available
for sale or rental. We recorded the data for each incident of violence using a
standard data collection instrument and a videocassette recorder with an
on-screen time counter.
We define violence as intentional acts (eg, to cause harm,
to coerce, or for fun) where the aggressor makes some physical contact that has
potential to inflict injury or harm. We do not include accidental actions that
lead to unintentional physical contact or harm or natural calamities such as
earthquakes and storms if they are not attributed to the action of a character.
An incident of violence was defined as an uninterrupted display of a character
or a group of characters engaged in an act of violence, or the result of a
violent offscreen action (eg, a shoe thrown offscreen by a character is seen
hitting the target character on-screen). For each incident of violence, we
recorded the name of the character(s) engaged in a violent act, their character
quality (ie, good, bad, or neutral), the starting time of the incident (hours,
minutes, and seconds from the beginning of the video), ending time of the
incident (to allow calculation of the duration of the incident), and the type
of weapon(s) used in the violent act(s). We noted whether the incident was a
unilateral act where the victim did not physically retaliate against the
character(s) inflicting harm or the violent act(s) was reciprocated (ie, a
fight between characters). We also recorded whether the acts of violence
resulted in any injuries, whether any character celebrated the violent acts,
and whether any character verbally urged nonviolence. For each injury, we
recorded whether the injury was fatal and whether the treatment or the pain of
the injury was shown.
In addition, we made 2 subjective judgments to characterize
the violence. First, we described the tone of the incident as light (or funny),
dark (or sinister), neutral, or some combination of the 3. Second, since we
have a broad definition of violence that may include both malicious acts to
cause serious harm and physical comedy, we attempted to characterize the intent
of the violent act. In our analysis, we divided the total screen time into
violence with intent to injure—where at least 1 character acted with an intent
to cause injury (ie, to hurt, to eat, or to kill)—or without that intent. For
example, during an incident of violence, the hero may be defending himself
against an attacker who is trying to kill him. This type of incident would be
coded as having both "to defend" and "to kill" intentions,
and in our analysis, it would be categorized as violence with intent to injure.
The data were entered into a database constructed with
Microsoft Access, Version 97 (Microsoft Corp, Redmond, Wash). The descriptive
analyses were performed using Microsoft Access and Excel, Version 97 (Microsoft
Corp). Statistical analyses were performed using S-PLUS, Version 4.5 (MathSoft
Inc, Cambridge, Mass). For consistency, all films were reviewed and coded by
one of the authors (F. Y.). A randomly selected subset of films (n=10) was
verified by the second author, and all particular instances in films that were
difficult to code were discussed.
RESULTS
ABSTRACT | METHODS | RESULTS | COMMENT | REFERENCES
Table 1 summarizes the content of violence in G-rated
animated films. All 74 films contained at least 1 act of violence. The total
duration of exposure to violent acts ranged from only 6 seconds (My Neighbor
Totoro) to 24 minutes (Quest for Camelot) with a mean of 9.5 minutes.
Thirty-six films (49%) showed at least 1 character celebrating an act of violence
by cheering or laughing, and only 24 films (32%) showed at least 1 character
voicing a message on nonviolence. Although the violent content in the films is
highly variable, there appears to be a small positive trend over time (Figure
1). We tested whether characters' use of violence in films has changed over
time using the Spearman rank correlation and regression analysis. We found a
statistically significant positive rank correlation (ρ=0.35, P=.001), and the
correlation was also significant and positive when adjusted for variation in
film length (ρ=0.33, P=.003). Similarly, we found a statistically significant
positive trend using regression analyses for both absolute violent content
(β=5.38,P=.004) and violence as a proportion of film length (β=0.099, P=.009).
Table. Violent Content in G-Rated Animated Films*
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Table 1b
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Figure. Violent Content in G-Rated Animated Films Over Time
The slanted line represents a fitted regression line.
View Large | Save Figure
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At least 1 character engaged in a violent act with intent to
cause bodily injury 81% of the time. Looking at the total amount of violence
with intent to injure over time, we found an increase (ρ=0.38, P=.001), while
the total duration of violence without the intent to injure has not changed
over time (ρ=0.01, P=.46). These results also hold when we adjust for the
difference in the length of films (ρ=0.36, P=.001) and (ρ=−0.004,P=.51),
respectively.
There were 46 films (62%) where at least 1 character
sustained an injury. In 10 (22%) of these films, at least 1 injury was treated
through medical care such as bandaging or medicine, or through a magic spell.
In 11 (24%) of these films, at least 1 character was shown experiencing pain
from the injury. Of the 125 total injuries, 50 (40%) were suffered by
characters deemed "bad." Of the 62 fatal injuries, 44 (71%) were of
bad characters, and bad characters were much more likely to die of their
injuries than good characters (odds ratio, 23.2; 95% confidence interval,
8.5-63.4).
Fifty-five films (74%) had an identifiable primary
antagonist who menaced the "good" guys. Of these characters, 26 (47%)
were killed or presumably dead by the end of the film. Twenty (77%) were killed
by a good or neutral character, 1 (4%) was killed by a bad character, and the
other 5 (19%) died accidentally while engaged in a violent act to harm another
character.
In all but 2 movies (My Neighbor Totoro and Kiki's Delivery
Service), at least 1 character who was "good" participated in a
violent act. Twenty-three percent of the time only neutral or good characters
were seen engaged in acts of violence, and 22% of the time, bad characters
alone engaged in violent acts. Unilateral acts of violence by good characters
were predominantly depicted as light (72% of incidents), followed by neutral
(19%) and dark (9%). In contrast, unilateral violent acts by bad characters
were most often portrayed as dark (51%), followed by light (27%) and neutral
(21%).
A majority of the violence occurred when bad characters
fought against good or neutral characters (55%). We recorded a total of 165
such fighting sequences with a bad character initiating 122 (74%) of the
fights, and a good or neutral character initiating the other 43 (26%). When a
good or neutral character instigated a fight, in 33 (77%) of the 43 cases, the
character was provoked in some way (eg, to save a captured friend).
In most of the incidents of violence (59%), only the body
was used as a weapon. However, these incidents only account for 29% of the
total screen duration of violence. All films contain acts of violence through
direct body contact, and in all but 1 of the films, some object other than
those listed in Table 1 is used (eg, rope, broom, stone). In 39 films (53%), a
sword, knife, or other sharp metal object was used; in 26 films (35%), a gun or
cannon was used; and in 17 films (23%), magic was used as a weapon. Only 10
films (14%) contained the use of an explosive, and poison was used in 3 films
(4%).
COMMENT
ABSTRACT | METHODS | RESULTS | COMMENT | REFERENCES
Clinicians and researchers have warned that exposure to
media violence may stimulate children and adolescents to use aggressive
behavior to achieve goals or resolve conflicts.9- 11 By contrast, a recent
editorial cautions that it is "inaccurate to imply that the published work
strongly indicates a causal link between virtual and actual violence."12
On balance, it is difficult to dispute the potentially powerful role of the
media as a teacher of social norms to many young children.
This article characterizes children's exposure to violence
in animated films, but the results of our study have some limitations. First,
coding information from movies is subjective. Having a single person code the
data reduces variability, but it may have limited the accuracy. However, the
use of a timer and recording actual screen times for incidents provides
opportunity for validation. Second, we use a broad definition of violence that
extends from slapstick comedy to premeditated murder. These actions may
influence attitudes and behavior of children in very different ways. Third, it
is not clear how our results for animated films compare with other
entertainment for children such as G-rated nonanimated films (eg, actions of
live actors may influence children's behavior more, the content of violence in
live action G-rated films may be less) or commercial television.
Even with these limitations, our content analysis reveals a
striking behavioral message implied by many of the G-rated animated films that
the good guys triumph over the bad through the use of physical force. For
example, in The Land Before Time, the baby dinosaurs plot to kill the
Tyrannosaurus rex they call Sharp Tooth by setting a trap for him. There are,
however, some films that do attempt to convey that killing is not the solution,
but with mixed messages. For example, Aladdin finally defeats Jafar by tricking
him and confining him to a magic lamp, but only after trying with physical
force first. In The Lion King, Simba wins the physical fight with his uncle
Scar and refuses to kill him, but he does nothing to prevent the hyenas from
killing his uncle in the end. In only 1 film (Balto) does the main character
resolve conflict with the antagonist without the use of violence. In addition,
bad characters were much more likely to die of injuries than a good character,
sending a message that these bad characters may deserve death, but that good
characters are immune from serious harm when engaging in a fight. Furthermore,
the films send a message that violence by good or neutral characters are not as
serious by portraying them as light or funny.
Surveys show that less than half of parents report
"always watching" television with their children, even though experts
emphasize the importance of parents coviewing television programs and videos
with children since parents can act as a "values filter and media
educator."11 In a brochure for parents, the American Psychological
Association encourages parents to watch television with their children and
discuss violent incidents they see on screen to help them understand why a
character acted violently and explore alternative solutions without using
violence.13 Coviewing and monitoring may be particularly important with
animated films and television shows since parents cannot rely on the
entertainment industry's rating system for information on violent content. For
recent films, the MPAA lists the reasons for a movie's rating only if the film
is not rated G (eg, "Rated PG for sci-fi violence and brief mild
language").14 On television, violence by animated characters are treated
as fantasy violence ("FV") by the "TV Parental Guideline"
regardless of how realistic the violent acts are.15
For parents who would like to monitor their child's intake
of violence in movies, there are several Internet sites that review the content
of feature-length films for material that may not be suitable for children. For
example, the Web site "Kids-In-Mind"16 provides a concise summary of
a film's content and a rating, on a scale from 0 to 10, for 3 categories
including violence/gore. Another Web site, "Screen It,"17 provides a
thorough yet impartial review of a film's content and a rating on 15 different
aspects of the film such as violence, guns/weapons, and disrespectful/bad
attitude on a scale from "none" to "heavy." This site also
lists all occurrences of potentially objectionable material under each
category. Through resources like these Web sites, parents can review the
content of films before children watch them to determine suitability of the
material for their child as well as prepare to discuss the content of films
that a child may see without the parent.
Our content analysis suggests that animated films determined
to be acceptable for the general audience by a ratings board contain a
significant amount of violence. A G rating does not automatically signify a
level of violence acceptable for very young viewers. The MPAA should consider
changing the current age-based rating system to one based on content, which is
what an overwhelming number of parents prefer.15 In addition, parents need to
preview films themselves or use online resources to judge appropriateness of
individual films for their children. Physicians and parents should not overlook
videocassettes as a source of exposure to violence for children.
Medicine and the Media Section Editor: Annette Flanagin, RN,
MA, Managing Senior Editor.
REFERENCES
ABSTRACT | METHODS | RESULTS | COMMENT | REFERENCES
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Roberts DF, Foehr UG, Rideout VJ, Brodie M. Kids & Media
@ the New Millenium. Menlo Park, Calif: Kaiser Family Foundation; November
1999.
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Stanger JD. Television in the Home: The 1997 Survey of
Parents and Children. Philadelphia: University of Pennsylvania, Annenberg
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3
Prange S. VideoScan reports strong sales for 1998. Video Store.January 17, 1999;21(3):12.
4
Pelletier AR, Quinlan KP, Sacks JJ. et al.
Firearm use in G- and PG-rated movies.
JAMA.1999;282:428.
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Pelletier AR, Quinlan KP, Sacks JJ. et al.
Injury prevention practices as depicted in G-rated and PG-rated movies. Arch Pediatr Adolesc Med.2000;154:283-286.
6
Zahed R. Direct-to-video hits a plateau. Variety.January 18, 1999-January 24,
1999:N20.
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IMDb: Internet Movie
Database. Available at: http://us.imdb.com/list.Accessed June 8, 1999.
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Maltin L. 1999 Leonard Maltin's Movie & Video Guide. New
York, NY: Penguin Books Ltd; 1998.
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American Academy of Pediatrics, Committee on
Communications. Media violence. Pediatrics.1995;95:949-951.
10
Huston AC, Donnerstein E, Fairchild H. et al.
Big World, Small Screen: The Role of Television in American Society.
Lincoln: University of Nebraska Press; 1992:136.
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Strasburger VC, Donnerstein E. Children, adolescents, and
the media. Pediatrics.1999;103:129-139.
12
Guns, lies and
videotape [editorial].
Lancet.1999;354:525.
13
American Psychological Association. Violence on television: what do children
learn? what can parents do? Available at:
http://www.apa.org/pubinfo/violence.html. Accessed August 27, 1999.
14
Motion Picture Association of America. Movie ratings database. Available
at:http://www.mpaa.org/movieratings/search/index.htm. Accessed March 13, 2000.
15
Cantor J. Ratings for program content. Ann Am Acad Polit Soc Sci.1998;557:54-69.
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Source : jamanetwork.com
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