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To cite this article: Yang Feng & Jiwoo Park (2015) Bad Seed or Good Seed? A Content Analysis
of the Main Antagonists in Walt Disney- and Studio Ghibli-Animated Films, Journal of Children and
Media, 9:3, 368-385, DOI: 10.1080/17482798.2015.1058279
The purpose of this study is to examine the cultural difference in the portrayal of main antagonists
between Walt Disney-animated films and Studio Ghibli-animated films. We analyze whether main
antagonists engage with both prosocial and aggressive behaviors (including physical, indirect, and
verbal aggression). Moreover, we explore demographics of main antagonists and context of each
aggressive and prosocial act initiated by a main antagonist. Results from a content analysis
showed that main antagonists in Studio Ghibli-animated films tend to participate in both prosocial
and aggressive behaviors, while those in Walt Disney-animated films tend to commit only
aggressive behaviors to harm others. This study concludes that the difference in the portrayal of
main antagonists between Walt Disney-animated films and Studio Ghibli-animated films may
reflect the difference between analytic and holistic thinking style.
Introduction
Children’s media have been criticized for the portrayal of aggression (Glascock, 2013;
Martins & Wilson, 2012). According to previous film studies (Cox, Garrett, & Graham, 2005;
Ryan & Hoerrner, 2004), any leading character in a film is classified as a protagonist, who
is always the hero/heroine of the film, and any opponent/enemy of the protagonist is
defined as an antagonist. Based on previous studies (Coyne & Whitehead, 2008; Yokota &
Thompson, 2000), aggression portrayed in Walt Disney-animated films was typically
initiated by antagonists. Hence, this study explores the portrayal of the main antagonists
across cultures and compares Walt Disney- and Studio Ghibli-animated films specifically, as
animated films from the two studios originate from different cultures.
As Schaffer (1996) suggested, it is recognizable that Walt Disney-animated films
manifest not only a distinct US style and tone but also reinforce the values and cultural
practices of America. According to Bob Iger, a chief executive officer of the Walt Disney
Company, with the global success of “Frozen,” the highest-grossing animated film in history
($770 million in global revenue), Walt Disney-animated films has become the most
profitable in the world (Kang, 2014). On the other hand, Studio Ghibli is a Japanese
animation studio founded by Isao Takahata and Hayao Miyazaki in 1985. Hairston (2010)
described the founder Hayao Miyazaki as “a cultural icon in his native Japan” (p. 173).
As carriers of culture, Studio Ghibli-animated films echo the holistic East Asian perspective
of life that emphasizes the idea of interconnected beings living in an environment, which
can be a rare theme in Walt Disney-animated films (Chow, 2012; Stibbe, 2012). Moreover,
Odell and Le Blanc (2009) noted, “now, outside Hollywood, Studio Ghibli is the most
profitable animation company in the world” (p. 14).
According to previous Cognitive Psychology studies (Nisbett, 2003; Nisbett, Peng,
Choi, & Norenzayan, 2001), East Asian culture is influenced by the holistic thinking style and
East Asian people tend to attribute a perpetrator’s behaviors to situational factors, whereas
Western culture is affected by the analytic thinking style and Western people tend to
attribute a perpetrator’s behaviors to internal personal dispositions. Therefore, through an
exploration of how animated films from different cultures portray the main antagonists, this
study aims to offer a fresh perspective for understanding the construction of the
main antagonists in different systems of cultures. The research question for this study is:
How do Walt Disney- and Studio Ghibli-animated films differ in the portrayal of the main
antagonists?
Literature Review
Cultural Difference in Causal Attribution
Previous studies (Cole & Packer, 2011; Nisbett, 2003) noted that people across
cultures adopt different cognitive styles. While individualists perceive the objects as single
and independent entities, collectivists regard the objects as being related to the context
in which they appear (Markus & Kitayama, 1991; Triandis, 1999). According to Hofstede’s
Individualism/Collectivism cultural dimension (Hofstede, Hofstede, & Hofstede, 2005),
Japan presents a collectivism tendency (Individualism Index/IDV ¼ 46); in contrast, the USA
shows the highest individualism tendency (Individualism Index/IDV ¼ 91).
On the basis of ancient Eastern philosophies, Nisbett (2003) and his colleagues
(Masuda, Gonzalez, Kwan, & Nisbett, 2008; Masuda & Nisbett, 2001; Nisbett et al., 2001)
proposed the holistic/analytic thinking framework, which addresses the cultural differences
in cognitive thinking styles between East Asians and Westerners. Within this framework, the
holistic thinking style from Eastern philosophical thoughts is defined as an orientation to
the interrelationship between an object and its context, such as attributing the cause of
events to external situational factors and viewing the world as constantly changing
(Nisbett, 2003; Nisbett et al., 2001). Spencer-Rodgers, Peng, Wang, and Hou (2004) also
termed the holistic East Asian culture dialectical culture that consists of three core
principles: the principle of change, the principle of contradiction, and the principle of
holism. According to the principle of change, reality is dynamic and can be understood in
an indefinite number of ways (Cheng, 1987; Peng, Spencer-Rodgers, & Nian, 2006). The
principle of contradiction indicates that two ostensibly contradictory propositions may
both be true simultaneously and objects can be composed of two opposite elements
(Cheng, 1987; Peng et al., 2006). According to the principle of holism, nothing is isolated
and independent; rather, everything is relational and belongs to the whole (Cheng, 1987;
Peng et al., 2006).
In contrast, the analytic thinking style from ancient Greek philosophies is defined as
an orientation to the detachment of an object from its context, such as attributing the
cause of events to the target object’s internal dispositions and perceiving the world as
370 YANG FENG AND JIWOO PARK
being largely static (Nisbett, 2003; Nisbett et al., 2001). Historically, the Greeks categorized
objects and events and generated rules about them that were adequately precise for
systematic description and explanation (Nisbett, 2003). For ancient Greek philosophers
such as Plato and Aristotle, it was hard to reconcile two contradictory propositions (Woelfel,
1987). For instance, Aristotle argued that if A belongs to B and B is opposite to C, then A
does not belong to C (Nisbett, 2003).
Previous research revealed the difference in causal attribution between Eastern
culture and Western culture and provided empirical evidence for the holistic/analytic
thinking framework. Norenzayan, Choi, and Nisbett (1999) found that when making
predictions about how people in general would be expected to behave in a given situation,
Koreans regarded situational factors and the interaction between situations and
personalities as more important than Americans did.
Even though previous studies have identified cultural difference in causal attribution,
we still lack knowledge on the role of media in influencing people’s causal attribution style
at an early age. While the current study will not assess how children’s causal attribution
style is influenced by exposure to the portrayal of main antagonists in animated films from
their own culture, exploring how children’s animated films portray main antagonists is an
important first step in this direction. Therefore, this study aims to analyze how children’s
animated films portray the main antagonists across cultures.
(6) compliant (occurs when prosocial behavior is motivated in response to a direct request
for help).
Besides prosocial behavior, others studies (Coyne & Archer, 2004; Coyne & Whitehead,
2008) mainly focused on aggressive behaviors portrayed in children’s media, including
physical, indirect, and verbal aggression. Physical aggression involves acts that are intended
to harm others physically (Coyne & Archer, 2004; Strasburger et al., 2009). Based on Coyne
and Archer’s (2004) study, physical aggressive behaviors portrayed in children’s media
included twenty categories: (1) hitting or punching, (2) kicking, (3) destroying someone’s
property in front of them, (4) biting, (5) pulling hair, (6) threatening to do physical harm, (7)
threatening with a weapon, (8) push, (9) grab, (10) burn, (11) stab, (12) killing or attempting
to kill someone, (13) throw food/object at, (14) strangle, (15) chase, (16) slap, (17) rape,
(18) torture, (19) whip, and (20) stun.
Indirect aggression is also referred to as “social” aggression and is defined as acts that
“are intended to harm others emotionally rather than physically” (Strasburger et al., 2009,
p. 174). Based on Coyne and Whitehead’s (2008) study, indirect aggressive behaviors
portrayed in children’s media were divided into four areas: (1) social exclusion (e.g. malicious
gossip, excluding others from the group, dirty look, ignore, and breaking confidences),
(2) malicious humor (e.g. gestures behind the back, practical jokes, scare, deception, and
make fun of in public and/or behind), (3) guilt induction (e.g. involving undue pressure
and influencing others by making them feel guilty), and (4) indirect physical aggression
(e.g. plotting and kidnapping).
Verbal aggression involves acts that are intended to harm others verbally and was
divided into six categories: (1) yelling or arguing, (2) insulting (not name calling), (3) teasing,
(4) name calling, (5) use sarcasm to insult, and (6) imitate to face (Coyne & Archer, 2004).
Regarding the different types of behaviors portrayed in children’s animated films,
previous research has shed light on the relationship between character type and behavior
type. Yokota and Thompson (2000) studied violence in 74 G-related animated films in the
USA and noted that antagonists frequently committed aggression, whereas aggressive acts
initiated by protagonists were often justified. After content analyzing 47 Walt Disney-
animated films, Coyne and Whitehead (2008) found that antagonists displayed more
indirect aggressive behaviors than protagonists. On the other hand, in Padilla-Walker and
colleagues’ (2013) study, most sample prosocial behaviors that the authors cited were
portrayed by protagonists in the films (e.g. Pascal, Mufasa, Robin Hood, Prince Eric, and Mr
Incredible), who appear to be the “good guy” throughout the story. The link between
antagonists and aggression seems to resonate with the definition of antagonist: “a
character who is seen as the ‘bad guy’, villain, nemesis, or enemy of the protagonist” (Cox,
Garrett, & Graham, 2005, p. 272). According to the holistic/analytic thinking framework, we
may assume that if an antagonist’s behaviors are mostly attributed to internal negative
dispositions, the character will remain “bad” throughout the film and be associated with
unjustified aggressive behaviors. Therefore, as a symbol of Western popular culture, Walt
Disney-animated films may reflect the analytic thinking style and attribute an antagonist’s
behaviors to internal negative dispositions by portraying the character as always being
malicious, selfish, or aggressive towards others. In contrast, if an antagonist’s behaviors are
determined, at least partially, by external situational factors, the character may appear to be
“good” in certain situations within a film and participate in justified aggressive behaviors or
even prosocial behaviors. Therefore, as a symbol of East Asian popular culture, Studio
Ghibli-animated films may echo the holistic thinking style and attribute an antagonist’s
372 YANG FENG AND JIWOO PARK
behaviors to external situational factors by depicting the character as a “bad” guy initiating
unjustified aggressive acts under some situations and a “good” one displaying justified
aggressive acts and/or prosocial acts in other situations.
Since the principle of contradiction in dialectical East Asian culture holds that
objects can be composed of two contradictory elements (Cheng, 1987; Peng et al., 2006),
it is possible that antagonists in Studio Ghibli can possess both good and bad sides
simultaneously. For example, this absence of a clear good versus evil distinction in villains
was noted by Lemish and Bloch (2004) when they analyzed Pokémon, a Japanese television
show marketed in the USA. In addition, since the principle of change indicates that reality is
dynamic (Cheng, 1987; Peng, Spencer-Rogers, & Nian, 2006), we may also expect that a
main antagonist in Studio Ghibli can change between “bad guy” and “good guy,”
depending on the situation. However, since ancient Western philosophers noted that
individual things could not be composed of opposite categories (Nisbett, 2003; Woelfel,
1987), a main antagonist is likely to be portrayed as from-head-to-toe “bad guy” in Walt
Disney-animated films. Moreover, since people in analytic culture tend to perceive the
world as being largely static (Nisbett, 2003; Nisbett et al., 2001), a main antagonist is likely to
remain “bad” from the beginning to the end in Walt Disney-animated films. Therefore,
when portraying a main antagonist, Walt Disney-animated films may prefer to include
unjustified aggressive behaviors to distinguish the character from the “good” ones, as
opposed to the inclusion of prosocial behaviors and justified aggressive behaviors by
Studio Ghibli to blur the good versus evil distinction in the character. Thus, the following
hypotheses were established:
H1: When portraying main antagonists, Studio Ghibli-animated films will include more
prosocial behaviors than Walt Disney-animated films.
H2a: When portraying main antagonists, Studio Ghibli-animated films will include more
justified aggressive behaviors than Walt Disney-animated films.
H2b: When portraying main antagonists, Walt Disney-animated films will include more
unjustified aggressive behaviors than Studio Ghibli-animated films.
Previous studies (Bandura, 2002; Smith et al., 2006) noted that demographic
information of characters could affect children’s motivation to imitate characters’
behaviors. For instance, if characters are similar to the child in gender, appearance, and
socioeconomic status (SES), their behaviors will be more likely to be attended to (Bandura,
2002; Smith et al., 2006). Also, when a film portrays prosocial or aggressive behaviors,
factors related to the consequences and context of prosocial and aggressive behaviors will
influence a child’s motivation to reflect this action in subsequent behaviors (Coyne &
Whitehead, 2008; Padilla-Walker et al., 2013). In other words, a justified aggressive act is
more likely to be imitated than an unjustified one, and a prosocial act is more likely to be
imitated if it has relatively low cost and receives positive reinforcement (Coyne &
Whitehead, 2008; Padilla-Walker et al., 2013). Therefore, we raised the following questions:
RQ1: How are demographics of main antagonists portrayed in Walt Disney-animated
films and Studio Ghibli-animated films?
RQ2: How is the context of the prosocial acts portrayed in Walt Disney-animated films
and Studio Ghibli-animated films?
RQ3: How is the context of the aggressive acts portrayed in Walt Disney- and Studio
Ghibli-animated films?
BAD SEED OR GOOD SEED? 373
Methods
Programs
For Studio Ghibli, since several films that the two founders (Takahata and Miyazaki)
worked on prior to the establishment of the studio are often claimed as Ghibli’s (Odell & Le
Blanc, 2009), this study included two films (Lupin The Third: The Castle of Cagliostro and
Nausicaä of the Valley of the Wind) that were produced before the formation of the studio
but were released under the Ghibli banner (Odell & Le Blanc, 2009). Thus, all the 19 Studio
Ghibli-animated films that had been produced by the year 2012 and dubbed by English
were viewed for the current study (see Table 1). Among the 19 Studio Ghibli-animated films,
six films did not include an antagonist (My Neighbor Totoro, Kiki’s Delivery Service, Only
Yesterday, Whisper of the Heart, My Neighbors the Yamadas, and From up on Poppy Hills). All
the Studio Ghibli films are primarily animated, have at least 60 minutes in length, and have
been initially released in the theatre. Since the oldest Studio Ghibli-animated film was
released in 1979, to make films comparable, we selected all the Walt Disney-animated films
released between 1979 and 2012, which generated 29 films (see Table 2). To be included in
the study, the Disney film must be produced by Walt Disney studio (films produced by Pixar
and other studios were not included), must be primarily animated that has at least
60 minutes in length, and must have been initially released in the theatre. Noticeably, all the
Walt Disney-animated films had at least one antagonist.
Procedure
Before starting the main coding, we trained ourselves on coding procedures and
coded 5 Walt Disney-animated films that were not included in the study. During the main
TABLE 1
Studio Ghibli-animated films from 1979 to 2012
No. Title Release year
1 Lupin The Third: The Castle of Cagliostro 1979
2 Nausicaä of the Valley of the Wind 1984
3 Castle in the Sky 1986
4 Grace of the Fireflies 1988
5 My Neighbor Totoro 1988
6 Kiki’s Delivery Service 1989
7 Only Yesterday 1991
8 Porco Rosso 1992
9 Pom Poko 1994
10 Whisper of the Heart 1995
11 Princess Mononoke 1997
12 My Neighbors the Yamadas 1999
13 Spirited Away 2001
14 The Cat Returns 2002
15 Howl’s Moving Castle 2004
16 Tales from Earthsea 2006
17 Ponyo 2008
18 The Secret World of Arrietty 2010
19 From Up on Poppy Hill 2011
374 YANG FENG AND JIWOO PARK
TABLE 2
Walt Disney-animated films from 1979 to 2012
No. Title Release year
1 The Fox and the Hound 1981
2 The Black Cauldron 1985
3 The Great Mouse Detective 1986
4 Oliver & Company 1988
5 The Little Mermaid 1989
6 The Rescuers Down Under 1990
7 Beauty and the Beast 1991
8 Aladdin 1992
9 The Lion King 1994
10 Pocahontas 1995
11 The Hunchback of Notre Dame 1996
12 Hercules 1997
13 Mulan 1998
14 Tarzan 1999
15 Fantasia 2000 2000
16 Dinosaur 2000
17 The Emperor’s New Groove 2000
18 Atlantis: The Lost Empire 2001
19 Lilo & Stitch 2002
20 Treasure Planet 2002
21 Brother Bear 2003
22 Home on the Range 2004
23 Chicken Little 2005
24 Meet the Robinsons 2007
25 Bolt 2008
26 The Princess and the Frog 2009
27 Tangled 2010
28 Winnie the Pooh 2011
29 Wreck-It Ralph 2012
coding session after the training session, we first read the detailed plots and identified
the main antagonist in each film on the basis of the character’s role and importance
inside the film. Moreover, we confirmed the identity of each character after watching
each film. For each identified main antagonist, we analyzed gender, appearance, and SES.
In each film, we analyzed each scene that portrayed the main antagonist, including a
dialogue scene in which the character was involved, a singing scene of the character, a
scene that showed the character’s facial expression, or a scene in which the character was
participating in certain behavior(s). Inside each relevant scene, we determined the type of
each act presented by the character on the basis of the subcategories that were provided
by previous studies (Coyne & Archer, 2004; Coyne & Whitehead, 2008; Padilla-Walker
et al., 2013) and of coding results from the training session. If the act was an indirect,
physical, or verbal aggressive behavior, we further determined the justification of the
behavior. If the act was a prosocial behavior, we further analyzed the cost, reward, and
punishment regarding the behavior. Therefore, on the basis of coding schemes from
previous studies (Coyne & Archer, 2004; Coyne & Whitehead, 2008; Padilla-Walker et al.,
2013) and of the research purpose, we completed a coding sheet for each film. The
coding categories are described below.
BAD SEED OR GOOD SEED? 375
Appearance. Characters were either classified as human, animal or other (e.g. toy,
alien).
Socioeconomic status. SES of the character was coded based on the character’s
housing, dress, and any comments made about the financial situation. For example, high
SES characters appeared to be wealthy, wore nice clothes, and so on (e.g. Princess Kushana
in Nausicaä of the Valley of the Wind, Claude Frollo in The Hunchback of Notre Dame). Those
classified as low SES status usually lived on the street, wore tattered clothing, or were slaves
(e.g. John Silver in Treasure Planet). Those classified as middle class were portrayed as
neither rich nor poor. These individuals did not appear to be lacking anything major;
however, they also did not appear to be extremely wealthy (e.g. Sykes in Oliver and
Company, and Yubaba in Spirited Away). Animals were classified based on position. For
instance, the Cat King in The Cat Returns was coded as high SES status, Gonta from Pom
Poko was coded as low SES status, and Kron from Dinosaur was coded as middle class.
(not name calling), (3) teasing, (4) name calling, (5) use sarcasm to insult, and (6) imitate
to face.
Reliability
Both authors viewed 16 per cent of the Studio Ghibli-animated films (three movies)
and 17 per cent of the Walt Disney-animated films (five movies) independently to check
inter-coder reliability. Once the inter-coder reliability for the above variables reached
acceptable level, the second author viewed all films and completed a coding sheet for each
film. The whole coding procedure is similar to the one adopted by Coyne and Whitehead’s
(2008) study.
Inter-coder reliability was calculated using Cohen’s kappa, which is suitable for
categorical variables. Reliabilities for all coding variables were acceptable: gender of the
character (1.00), character appearance (1.00), SES (.78), detection of relevant scene (.82),
detection of indirect aggression (.87), type of indirect aggression (.89), justification of
indirect aggression (1.00), detection of physical aggression (.87), type of physical aggression
(.78), justification of physical aggression (1.00), detection of verbal aggression (.89), type of
verbal aggression (.80), justification of verbal aggression (1.00), detection of prosocial
behavior (.93), type of prosocial behavior (.83), cost of prosocial behavior (.77), and reward/
punishment of prosocial behavior (.77).
Results
RQ1: How are Demographics of the Main Antagonists Portrayed in Walt Disney-Animated
Films and Studio Ghibli-Animated Films?
TABLE 3
Characteristics of main antagonists
Walt Disney-animated films (per cent) Studio Ghibli-animated films (per cent)
Gender
Male 23 (82.14) 7 (53.85)
Female 5 (17.86) 6 (46.15)
Character appearance
Human 19 (65.52) 11 (84.62)
Animal 8 (27.59) 2 (15.28)
Other 2 (6.90) 0 (0.00)
SES
High class 9 (31.03) 7 (53.85)
Middle class 18 (62.07) 6 (46.15)
Low class 2 (6.90) 0 (0.00)
N 29 13
378 YANG FENG AND JIWOO PARK
films tend to include more female main antagonists than Walt Disney-animated films (see
Table 3).
Behavior type No. Justified Rate/film No. unjustified Rate/film No. Justified Rate/film No. unjustified Rate/film
Aggression 23 .79 888 30.62 37 2.85 261 20.08
Indirect aggression 1 .03 418 14.41 6 .46 128 9.85
Social exclusion 0 0 172 5.93 2 .15 54 4.15
Malicious humor 0 0 111 3.83 1 .08 29 2.23
Guilt induction 1 .03 45 1.55 0 0 19 1.46
Indirect physical 0 0 90 3.10 3 .23 26 2.00
Physical aggression 17 .59 314 10.83 23 1.77 80 6.15
Verbal aggression 4 .14 156 5.38 2 .15 53 4.08
Prosocial behavior 33 1.14 45 3.46
Public 1 .03 2 .15
Emotional 3 .10 4 .31
Dire 8 .28 4 .31
Anonymous 1 .03 10 .77
Altruistic 18 .62 31 2.38
Compliant 2 .07 4 .31
N 29 13
BAD SEED OR GOOD SEED?
379
380 YANG FENG AND JIWOO PARK
RQ3: How is the Context of the Aggressive Acts Portrayed in Walt Disney and Studio
Ghibli-Animated Films?
Generally, regarding portraying main antagonists, there were 23 justified and 888
unjustified aggressive acts in the 29 Walt Disney-animated films, and the aggressive acts
included indirect, physical, and verbal aggressive acts. In the 13 Studio Ghibli-animated
films, there were 37 justified and 261 unjustified aggressive acts that included indirect,
physical, and verbal aggressive acts. T-test results revealed no significant difference in the
rate per film for justified aggression between Studio Ghibli (2.85/film) and Walt Disney-
animated films (.79/film), t(df ¼ 40) ¼ 1.88, p ¼ .07. Also, t-test results indicated no
significant difference in the rate per film for unjustified aggression between Walt Disney-
animated films (30.62/film) and Studio Ghibli-animated films (20.08/film), t(df ¼ 40) ¼ 1.95,
p ¼ .06. Therefore, both H2a and H2b were not supported. In addition, we analyzed the
results for each type of aggression as follow (see Table 4).
Physical aggressive behaviors and justification. Results showed that there were 17
justified and 314 unjustified physical aggressive acts in the 29 Walt Disney-animated films.
In the 13 Studio Ghibli-animated films, there were 23 unjustified and 80 justified physical
aggressive acts. T-test results showed no significant difference in the rate per film for
justified physical aggression between Studio Ghibli (1.77/film) animated films and Walt
Disney-animated films (.59/film), t(df ¼ 40) ¼ 1.52, p ¼ .14. Nevertheless, the rate per film
for unjustified physical aggression was higher in Walt Disney-animated films (10.83/film)
than that in Studio Ghibli-animated films (6.15/film), t(df ¼ 40) ¼ 2.57, p , .05. For Walt
Disney-animated films, a chi-square analysis showed that killing or attempting to kill
(n ¼ 62) was the most common physical aggression, followed by hitting or punching
(n ¼ 49), and grab (n ¼ 36), x 2(18) ¼ 286.93, p , .001. Similarly, for Studio Ghibli-animated
films, a chi-square analysis revealed that shooting (n ¼ 22) and killing or attempting to kill
(n ¼ 21) were the most common physical aggression, followed by hitting or punching
(n ¼ 16), and grab (n ¼ 11), x 2(14) ¼ 107.15, p , .001.
Indirect aggressive behaviors and justification. Results showed that there were 1
justified and 418 unjustified indirect aggressive acts in the 29 Walt Disney-animated films.
In the 13 Studio Ghibli-animated films, there were 6 justified and 128 unjustified indirect
aggressive acts. T-test results revealed no significant difference in the rate per film for
justified indirect aggression between Studio Ghibli-animated films (.46/film) and Walt
Disney-animated films (.03/film), t(df ¼ 12.49) ¼ 1.74, p ¼ .11. In addition, t-test results
indicated no significant difference in the rate per film for unjustified indirect aggression
between Walt Disney-animated films (14.41/film) than Studio Ghibli-animated films (9.85/
film), t(df ¼ 40) ¼ 1.36, p ¼ .18. A closer look at the type of indirect aggression revealed that
social exclusion was portrayed most frequently in both Walt Disney-animated films (n ¼ 172,
x 2(3) ¼ 78.58, p , .001) and Studio Ghibli-animated films (n ¼ 56, x 2(3) ¼ 22.36, p , .001).
Verbal aggressive behaviors and justification. Results showed that there were 4
justified and 156 unjustified verbal aggressive acts in the 29 Walt Disney-animated films.
In Studio Ghibli, there were 2 justified and 53 unjustified verbal aggressive acts. The rate per
film for justified verbal aggression was similar in Studio Ghibli (.15/film) to that in Walt
Disney (.14/film), t(df ¼ 40) ¼ .11, p ¼ .92. In addition, t-test results indicated no significant
BAD SEED OR GOOD SEED? 381
difference in the rate per film for unjustified verbal aggression between Walt Disney-
animated films (5.38/film) and Studio Ghibli-animated films (4.08/film), t(df ¼ 40) ¼ 1.95,
p ¼ .61. For Walt Disney-animated films, results showed that yelling or arguing (n ¼ 88) was
the most common verbal aggression, followed by insulting (not name calling) (n ¼ 39),
and use sarcasm to insult (n ¼ 17), x 2(9) ¼ 440.63, p , .001. Similarly, for Studio Ghibli-
animated films, results revealed that both yelling/arguing (n ¼ 26) and insulting (not name
calling) (n ¼ 24) were the most common verbal aggression, x 2(3) ¼ 37.00, p , .001.
Discussion
Existing research on transnational animated films has focused either on Walt Disney-
animated films (Coyne & Whitehead; Padilla-Walker et al., 2013) or on Studio Ghibli-
animated films (Denison, 2008, 2011), but no studies have compared the two world-known
animation studios in terms of how they portray main antagonists. Based on an analysis of a
census of animated films from Walt Disney and Studio Ghibli between 1979 and 2012, this
study tries to fill the research gap and conceptualizes the difference in the portrayal of main
antagonists between the two studios as the cultural difference in causal attribution.
antagonist (Jafar) initiated the highest number of aggressive acts without involving any
prosocial acts, depicted Jafar as an unambiguous “bad” character who presented aggressive
behaviors all the way to the end. Although Jafar worn a metaphorical mask of normalcy
throughout the movie in order to earn the trust of those around him, his evil desires seeped
out and became clear to others. In terms of aggression, Jafar was somewhat short-tempered
and abusive towards his targets, as evidenced by his yelling at lago and kicking and grabbing
lago’s neck and strangling it. This study uses a possible framework from cognitive
psychology—holistic/analytic thinking framework—to explain the moral ambiguity of the
Studio Ghibli narratives and the unambiguous depiction of good and evil typical of Walt
Disney-animated films. It was showed that many main antagonists in Studio Ghibli-animated
films are not as bad as Jafar in Aladdin or as evil as Gaston in Beauty and the Beast, because
these characters in Studio Ghibli still have their “sweet” side, and their “dark” side might be, at
least, partially attributed to a situational factor. For example, the cause for the Witch of the
Waste’s aggressive behaviors might be traced to the temptation from possessing dark power
and therefore once she lost her dark power, she became a sweet old lady who was considerate
to others. In line with the holistic thinking style that perceives the world as constant changing
(Nisbett, 2003; Nisbett et al., 2001), main antagonists in Studio Ghibli could change their
behavior type during the films. In contrast, consonant with the analytic thinking style that
regards the world as being largely static (Nisbett, 2003; Nisbett et al., 2001), main antagonists
in Walt Disney-animated films maintained their evil personalities throughout the films.
at the main antagonist in each animated film. Future studies may consider focusing not
only on the main antagonist in each film but also on other antagonists in each film. Second,
the difference in the portrayal of main antagonists between Walt Disney- and Studio Ghibli-
animated films may also be attributed to the difference in target audience. While Walt
Disney-animated films mainly target children, Studio Ghibli-animated films target children,
preteens, and adolescents. It is possible that Studio Ghibli-animated films portray their
main antagonists in a more sophisticated way to target an older audience. Third, since the
purpose of the study is to examine the cultural difference in the portrayal of main
antagonists between Walt Disney-animated films and Studio Ghibli-animated films, it is
unknown whether viewing the behaviors of main antagonists has any effect on children’s
real behaviors. Also, it is unclear how teams of writers from the two studios differ in their
ways of developing narratives about the main antagonists. Since this study adopted
content analysis, future studies may (1) conduct in-depth interviews with children to
explore the influence of the portrayal of main antagonists on them, and (2) perform
discourse analysis to investigate the ways in which teams of writers develop the narratives
regarding the main antagonists. Finally, for many American children who tend to be
analytic thinkers, the world is clearly divided between “good” and “evil,” which may
preclude them from understanding the moral ambiguity of the Studio Ghibli narratives.
Therefore, future studies may need to adopt in-depth interviews and/or focus groups to
explore American children’s acceptance of transcultural media texts.
DISCLOSURE STATEMENT
No potential conflict of interest was reported by the authors.
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Dr Yang Feng (Ph.D., Southern Illinois University Carbondale) is an assistant professor in the
Department of Communication Studies, The University of Virginia’s College at Wise,
Wise, VA. Her primary research area focuses on advertising effects and cross-cultural
communication, which advances and applies prominent advertising and
communication theories in the interrelated contexts of culture, politics, and
communication technologies. Email: yf8f@uvawise.edu
Ms Jiwoo Park (Ph.D. Candidate, Southern Illinois University Carbondale) is an assistant
professor in the Department of Advertising and Marketing, Northwood University,
Midland, MI. Her primary research area centers on cross-cultural communication and
media technologies. Email: parkji@northwood.edu