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    Antiheroes are Not Morally Ambiguous:

    Redefining Morally Ambiguous Characters and Viewer Enjoyment

    Dao Minh Nguyen

    University at Buffalo 

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    Antiheroes are Not Morally Ambiguous:

    Redefining Morally Ambiguous Characters and Viewer Enjoyment

    Perceptions of media characters are important determinants of the enjoyment of media

    content, especially with regard to narrative media forms. Affective disposition theory (ADT)

    (Zillmann, 2000; Raney, 2003 & 2004) states that "enjoyment of media content is a function

    of a viewer's affective disposition toward characters and the story line outcomes associated

    with those characters" (Raney, 2004, p.349). This sentiment is echoed by many imminent

    scholars (Cohen, 1999; Vorderer & Knobloch, 2002), who point out that characters are

    mentioned as one of the main reasons we enjoy entertainment.

    Currently, there is an evolution of characters in narrative media forms whereby

    formerly morally clear protagonists are increasingly becoming morally ambiguous characters.

    This evolution is particularly evident in television shows. Indeed, more and more morally

    ambiguous characters, whom viewers cannot identify as either purely good or purely bad

    (Krakowiak & Tsay Vogel, 2013), are becoming the central character in popular television

    shows, such as 24, Dexter, Breaking Bad , and American Horror Story. This new type of

    fictional characters is captivating the attention of scholars and media researchers (Janicke &

    Raney, 2011; Krakowiak & Tsay, 2013; Raney & Janicke, 2013). In addition, the evolution

    from morally clear to morally ambiguous may also require adjustments to extant media

    theories that have yet to fully integrate morally ambiguous characters into their theoretical

     propositions, as compared to the morally clear characters, which usually dominate the

     protagonist category and which were the target of early research and theorizing in this area.

    There are some notable research studies (Krakowiak, 2008; Krakowiak & Tsay

    Vogel, 2013; Shafer & Raney, 2012) that attempt to define the essence of morally ambiguous

    characters and try to explain why we, as viewers, enjoy watching these characters. These

    studies are based on extant media entertainment theories, including ADT, moral

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    disengagement, and schema theory, and these studies identify multiple variables important to

    viewer perceptions of characters including characters' motivations and potentially positive

    outcomes coming from morally ambiguous character s’ actions (Krakowiak, 2008; Krakowiak

    & Tsay-Vogel, 2013; Shafer & Raney, 2012).

    According to Krakowiak (2008), "a character that is ambiguous is one that causes

    doubt or uncertainty or that can be understood in two or more possible ways" (p.4).

    Moreover, "character ambiguity can result from either the presentation of contradictory or

    conflicting information about a character or from the absence of meaningful information

    about a character" (Krakowiak, 2008, p.4). More recently, Krakowiak and Tsay-Vogel (2013)

     proposed a similar definition of moral character complexity and argue that fictional main

    characters or protagonists are categorized as "good guys,” who sometimes perform immoral

    or evil acts. According to this definition, Shafer and Raney (2012) argue that the antihero is

    one type of ambiguous character.

    These perspectives attempt to differentiate morally clear and morally ambiguous

    characters. They also suggest that previous theories which only focus on clearly defined (i.e.,

    not ambiguous) characters may or may not be applicable for explaining enjoyment of the

    media experience. However, nearly all of this previous work arrives at a similar conclusion

    that ambiguous characters are either “good guys” who behave badly or “bad guys” that

     behave well (Krakowiak & Tsay-Vogel, 2013). These definitions thus presume that these

    characters are good or bad at their heart, but that they provide mixed signals to the audience.

    For that reason, this paper's agenda attempts to provide a new definition of morally

    ambiguous characters. In doing so, the paper will point out shortcomings of previous work

    that focuses on categorizing morally ambiguous characters in terms of prototypical character

    roles (i.e., heroes with bad qualities or villains with good qualities). In addition, this paper

    discusses how enjoyment relates to ambiguous characters through an inseparable relation

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    with narrative complexity, especially in television shows and feature films. Through those

    two goals, this paper attempts to explain why viewers may enjoy morally ambiguous

    characters more than clearly defined characters, and why viewers may enjoy narrative

    complexity more than narrative simplicity.

    Affective Disposition Theory

    Before exploring previous studies that have yielded consistent results to ADT, it is

    necessary to answer the question “What is Affective Disposition Theory?” To do that, Raney

    in Expanding Disposition Theory (2004) concludes that viewers derive enjoyment from

    narratives by observing characters and narrative outcomes. Enjoyment is "a function of a

    viewer's affective disposition toward characters and the outcomes experienced by those

    characters in the unfolding narrative" (Raney, 2004, p. 350). More specifically, ADT suggests

    that witnessing positive consequences befalling liked characters (or negative consequences

     befalling disliked characters) will result in viewers liking and enjoying the narrative, while

    witnessing negative consequences befalling liked characters (or positive consequences

     befalling disliked characters) will result in viewers disliking and not enjoying the narrative

    (Raney, 2004; Zillmann, 2000; Zillmann & Cantor, 1977).

    The conceptual roots of ADT were based in examining responses to humor (Zillmann

    & Cantor, 1972). This research challenged previous conceptualizations of humor’s enjoyment 

    and “dealt with humor appreciation deriving from the projection of undesirable, negative

    outcomes for protagonists characterized by their role as the communication decoder’s

    antagonists” (Zillmann & Cantor, 1972, p.198). Zillmann and Cantor’s model predicted that

    “individuals with primarily subordinate experiences would exhibit greater appreciation for

    humorous communications that show a subordinate temporarily dominating a superior than

    for those in which the superior dominates the subordinate, and that individuals primarily

    occupying superior positions would manifest the opposite preference” (p.191). As expected,

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    the findings were consistent with the theoretical expectations derived from consideration of

    the direction of the transitory dominance expressed in the humorous communications. “It

    appears that the assumptions made about the resentments existing between the two

     populations involved were valid. The resentments seem to be sufficiently pronounced to

    affect the hedonic tone of cognitions elicited in the decoding of humorous communications of

    the type employed” (Zillmann & Cantor, 1972, p.197-198).

    Following that early research on humor, Zillmann and Cantor (1976) continued

    extending the propositions from humor to drama. They argued that in this case, drama was

    different from humor for two reasons. First, “dramatic presentations differ from humorous

    ones in that enjoyment of the former may involve both the debasement and benefaction of

    characters” (Raney, 2004, p.68), while enjoyment of the latter is entirely dependent on

    debasement. Secondly, “dramatic presentations involving the misfortune of others lacks joke

    work ” (Raney, 2004, p.68). Joke work presents cues to the viewer that it is morally

    acceptable to laugh at the misfortune of others, an act that normally is not considered to be

    morally acceptable. In this manner, joke work grants moral amnesty to the viewer that allows

    them to enjoy the debasement of others (Zillmann & Cantor, 1972). Drama, on the other

    hand, lacks joke work. Thus, our enjoyment of drama depicting loss or misfortune is not

    readily excusable.

    To test these proposition, Zillmann and Bryant (1975) examined how cognitive

    development interacted with retaliation in a dramatic narrative. They utilized a fairy tale

    about two princes (a good prince and a bad prince). In the story, the good prince is deceived

     by his brother, the bad prince, who seeks to overthrow his brother and rule their shared

    kingdom alone. At the end, the good prince defeats the usurpation and is given the chance to

    retaliate against his brother. The researchers varied the level of retaliation at the end with

    under retribution (the good prince forgives the bad prince), equitable retribution (the good

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     prince does to the bad prince what the bad prince was planning to do to the good prince), and

    over retribution (the good prince’s punishment of the bad prince exceeded the crimes

    committed). This story with its various endings was shown to children at different stages of

    development. The results showed that all children liked the good prince more than the bad

     prince (indicating moral judgment plays a role in disposition formation). In addition, all

    children preferred punishment to forgiveness, but moral development moderated the results.

    Children with higher levels of moral reasoning (Kohlberg, 1971; Kohlberg, 1973) enjoyed

    equitable retribution the most, while children with lower levels of moral reasoning enjoyed

    the harshest punishment the most, followed by equitable retribution, followed by under

    retribution. The findings of this study strongly supports the proposition that v iewer’s moral

    sanction of retribution in the appreciation of dramatic presentations; and “the appreciation of

    dramatic presentations which employ provocation and retaliation as a central theme is

    mediated though viewer’s moral convictions” (Zillmann & Bryant, 1975, p.581). In another

    word, viewers use their moral judgment to form the liking toward characters based on

    characters’ narrative presentation (including their actions, behaviors, outcomes, to name a

    few) and enjoy the resolution based in a manner that seems morally justifiable.

    In sum, research examining the extension of ADT from humor to drama suggests two

    things. First, viewers not only rejoice in seeing disliked characters punished, but they also

    rejoice in seeing like characters rewarded. Hence, the enjoyment only occurs when viewers

    get satisfied by both or vice versa; alternatively, their enjoyment will decrease if witnessing

    liked characters being punished and disliked characters being rewarded. Second, viewers also

     bring moral judgment into play when determining the appropriateness of rewards and

     punishments. More specifically, for viewers, punishments must be considered appropriate

    and equitable for enjoyment to occur. For that reason, over retribution does not result in

    enjoyment, but rather disliking of the narrative (Zillmann & Bryant, 1975). Although all

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     previous studies are generally consistent with the proposition that viewers enjoy witnessing

    liked characters rewarded and disliked characters punished, ADT was less well developed

    theoretically regarding how viewers came to like or dislike characters. As such, explicating

    how viewers form liking or disliking toward characters was a crucial need for fully

    developing ADT.

    Where does liking and disliking come from?

    Early research on ADT took a somewhat simplistic view of determining how liking

    was formed. In Zillmann and Cantor’s (1972) early work examining enjoyment from jokes,

    liking was assumed to be related to similarity to one’s on place in society. According to this

    research, people appreciate the jokes involving the disparagement of a person from a group

    that they do not belong to and they do not appreciate jokes involving the disparagement of

    their own group. Later research by Zillmann and Cantor (1976) pointed out that liking was

    assumed to be related to the moral judgment of viewers based on the good or bad behavior of

    characters. Although the basic logic of dispositions toward characters being related to moral

    evaluations was present in these early incantations of the theory, it was not until later in the

    development of this research that the theory began to delineate processes related to moral

     judgment in a specific manner. Zillmann (2000) formally integrated moral judgment

     processes related to ADT in his moral sanction theory of delight and repugnance. This theory

    argued that liking and disliking of characters is formed through the approval or disapproval of

    actions and their apparent purpose. Literally, the actions of characters define the judgments of

    the audience in terms of defining those characters as liked protagonists or disliked

    antagonists. Moreover, character development is considered to be a function of moral

    evaluation. As Zillmann pointed out, viewers are interpreted to be “untiring moral monitors”

    witnessing socially relevant events (fictional or nonfictional) “whose continually rendered

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    verdicts are bound to yield the approval and adoration of some, and the disapproval and

    detestation of others” (Zillmann, 2000, p.54).

    When liking or disliking is formed, emotional dispositions are set up and encourage

    anticipatory emotions that are in turn either positive or negative. Positive dispositions

    encourage hope for positive, rewarding outcomes and encourages fear for negative, punitive

    ones; while negative dispositions encourages the opposite. “Hoped for and morally

    sanctioned outcomes (rewarding events for protagonists and punitive events for antagonists)

    will foster euphoric, joyous reactions, whereas feared and morally unwarranted outcomes

    (rewarding events for antagonists and punitive events for protagonists) will prompt reactions

    of dysphoria, discontent, disappointment, and contempt” (Zillmann, 2000, p.54, 55). After

    Zillmann proposed that viewers of media were untiring moral monitors who constantly

    evaluated the acceptability of character actions, researchers began to challenge this claim.

    One such researcher was Raney.

    Raney adheres to Zillmann’s assumptions in numerous ways. In fact, Raney does not

    challenge the basic assumptions of ADT at all. He firmly holds similar to Zillmann that in

    drama presentation liking of characters and outcomes that befall them combine to determine

    viewers’ enjoyment: viewers find more satisf action when their liked characters are rewarded

    and their disliked characters are punished, and vice versa. Viewers’ enjoyment is suffered

    when disliked characters are rewarded and liked characters are punished (Raney 2003).

    However, Raney does challenge the notion that liking is entirely dependent upon moral

     judgments. Raney thus offers possible alternative or additional ways viewers form affiliations

    with characters. Raney suggests that rather than constantly judging the morals of the

    characters and liking resulting from those judgments, liking can instead come prior to

    observation of actions and influence moral judgments of the characters. This reversal is based

    on Raney’s application of schema theory.

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    According to Raney (2004), viewers may form the liking toward characters quickly

    without much moral monitoring at all. Schema theory argues that through repeated exposure

    to stimuli in our environments, humans form expectations based on simple cues (Shafer &

    Raney, 2012). As such, viewers form story schema due to consuming various type of

    narrative forms including books, films, shows, etc. Schemas then lead viewers to create

    expectations about how a narrative will unfold and which characters are the “protagonists”

    and which are the “antagonists” independent from any moral judgment of their behavior or

     perhaps prior to witnessing any actions conducted by these characters.

    Schema Theory

    According to Mandler (1984), a story schema is “a mental representation containing

    expectation about how a narrative is internally structured and how it will unfold. Story

    schemas rely upon an understanding of story grammar (or the common rule system that

    describes regularities within similar texts), which we start developing from early childhood;

    story schema direct attention, guide anticipations, and aid comprehension and recall ” (Shafer

    & Raney, 2012, p.1030). “According to schema theory, knowledge about a concept, event,

    sequence of events or actions, situation story type, or other stimuli is packaged together in

    memory in a template of sorts” (Raney, 2004, p.353). Raney (2004) also argues that

    “schemas are knowledge structures consisting of a network of interrelations between aspects

    of a stimulus that are thought to constitute our understanding of that stimulus. This

    knowledge structure subsequently serves as our “building block of cognition” about the

    stimulus (Rumelhart, 1980)” (p.353).

    Raney stated that “schemas help direct our perceptions about the guide our

    interpretations of a stimulus” (2004, p.353). With regard to narratives, through repeated

    exposure, we learn how stories are constructed, how typical actions relate to one another,

    how scenes and settings are constructed, and how themes are repeated. Over time, viewers

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    develop various schema structures that are activated when a subsequent media text is

    encountered. These structures then guide expectations and interpretations of narratives and

    characters.

    Raney has argued that viewers likely develop story schemas that provide them "the

    cognitive pegs upon which to hang their initial interpretations and expectations of characters"

    (Raney, 2004, p. 354). In a more recent study, Shafer & Raney (2012) argued that “repeated

    exposure to stories from the same genre teaches viewers how narratives, scenes, and settings

    are constructed, how fictional causes are related to fictional effects, how themes and

    archetypes are recycled, among other things” (p.1031). In other words, being exposed to

    similar stories and narratives allows viewers to quickly jump to the conclusion of characters'

    identity and form expectation without carefully judging characters' acts or motivations. That

    means viewers actually are able to identify intended character roles within narratives without

    considering the moral acceptability of a character ’s actions. Janicke and Raney (2014) shared

    the same argument when they described the liking of antiheroes based on story schemas.

    Conflicting Models

    Overall, Zillmann and Raney propose alternative models regarding how liking and

    disliking of characters is formed. Zillmann states that liking is the result of viewer’s moral

     judgments of the character, whereas according to Raney, liking can also occur based on

     previous experiences with various character archetypes (i.e., previous characters similar to

    characters being viewed) and this liking could be independent of moral judgment. For

    example, with Zillmann’s approach, Anakin Skywalker in Star Wars series starts as an

    innocent child, who is neutral at the beginning of the narrative. Following the unfolding of

    narration, viewer’s moral monitor ing is applied to judge Anakin’s behaviors to determine

    whether he is a protagonist or an antagonist. Obviously, when he follows the Jedi part, he is a

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    liked character, and when he turns to the “Darkside of the Force”, he becomes an antagonist,

    and disliked character.

    This process can be compared to Raney’s proposition regarding schema using another

    Star Wars character, Luke Skywalker. According to Raney, viewers can form dispositions

    toward Luke Skywalker very quickly based on viewers’ previous schema about the hero

    character type. For that reason, viewers can form liking toward Luke from the beginning

    without monitoring and judging his behavior, and possibly without observing any of his

    actions.

    These two frameworks make very different predictions regarding how liking will

    develop over time and over the viewer’s experience of the narrative. On one hand, Zillmann

     predicts that at the beginning of a narrative, viewer’s liking will be relatively neutral

    regarding all characters and that the behaviors of characters will shift liking from neutral to

     positive or negative based on how the viewer evaluates each individual character’s behaviors.

    Raney, on the other hand, predicts that liking may not begin at a neutral standpoint. Instead,

    decisions made by writers can activate schemas in the viewer, which leads to predetermined

    levels of liking (and some levels of moral approbation/disapprobation) before any behaviors

    are observed. For example, hero characters may be universally liked and the viewer may

    expect that they will do good things for good reasons. As such, the viewer expects these types

    of behaviors and would not need to judge each or any of the characters’ actions. For

    characters like Superman, Wonder Woman, Spider-man, The Flash, to name a few, viewers

    do not need to apply moral judgment since they active the hero schema. Moreover, an

    unknown character who is similar to Superman may be evaluated similarly, purely because of

    the expectations of the audience. As such, schema about character types may influence

     perceptions of characters from the beginning of the narrative or perhaps even prior to

    narrative exposure.

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    Character Archetypes

    Previous research on the evaluation of different types of characters (e.g., heroes,

    villains, anti-heroes, etc.) has focused on describing these characters in simple terms and

    using “schemas” of different character types (Zillmann, 1975). We are able to propose a short

    definition of morally clear characters (traditional protagonist/hero/good characters or

    traditional antagonist/villain/bad characters) based on this research. These clear characters are

    the types of character who purely do either good, moral things (protagonists/heroes) or bad,

    immoral things (for antagonists/villains). Moreover, they would not be expected to perform

    any act which could be used to judge them as the opposite side of the character's moral

    identity. Indeed, morally clear characters are purely good or bad from the beginning to the

    end of narrative presentation. In addition, traditional heroes do not have moral flaws (Shafer

    & Raney 2012).

    We can name more than one traditional protagonist characters, such as Superman,

    Spider-man, Wonder Woman, and so on. Superman upholds nearly every form of morality:

    he is caring, just, obedient to legitimate authorities, loyal, and pure (Tamborini, Grizzard,

    Eden, & Lewis 2011). These characters mostly present only purely good, traditional

     protagonistic actions (or purely bad antagonistic actions for villains) in narrative. As such,

    they are expected to behave in entirely moral way (or entirely immoral way for antagonists).

    Other traditionally clear characters could be Luke Skywalker as a positive moral character

    and as negative moral characters, Lex Luthor (Superman’s nemesis) and The Emperor (Luke

    Skywalker’s nemesis). 

    Recent theoretical advances have begun to attempt to define morally “ambiguous”

    characters (Krakowiak, 2008; Krakowiak & Tsay-Vogel, 2013; Shafer & Raney, 2012).

    However, these theoretical advances still draw heavily on using character archetypes to

    define morally ambiguous characters. These studies define the term "ambiguous characters"

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    as morally complicated (Krakowiak, 2008), but also in a variety of other ways. For example,

    studies by Krakowiak and Tsay-Vogel (2013) and Shafer and Raney (2012) suggested a more

    clearly explicated definition of ambiguous characters. According to those researchers,

    morally ambiguous characters are fictional main characters or protagonists that are

    considered as "good guys" who sometimes perform immoral or evil acts. Krakowiak (2008)

    also argued that morally ambiguous characters are good characters who do both good and bad

    things. According to her research, based on morally judgment of characters' action, they can

     be identified as either heroes/protagonists/good or villains/antagonists/bad.

    In previous literature reviews, morally ambiguous characters are also known as

    antiheroes (Janicke & Raney 2014). In their study, Janicke and Raney stated that antiheroes

    are type of characters that include characteristics of both a hero and a villain and display

    qualities of both heroes and villains (Lott, 1997). West (2001) argued that “they may have

    noble goals, but the way they pursue them is rather ignoble or morally questionable” (Janicke

    & Raney, 2014, p.5). Shares the same argument, Naremore (1998) pointed out that in a way,

    “they show characteristics of a classic hero with good intentions; however, the means by

    which they try to reach these well-intended goals are morally questionable” (Janicke &

    Raney 2014, p.5-6)). “Despite clearly doing improper things for (at times) corrupt reasons,

    antiheroes still function as “forces of good” in many narratives” (Shafer & Raney, 2012,

     p.1030). For example, the character Jack Bauer in 24 who is a CTU agent usually use torture

    on suspects to gather information to prevent terrorist attacks and save innocent people's lives;

    or Sergeant Henry "Hank" Voight in Chicago P.D. show, who is a shady yet loyal head of the

    Chicago Police Department’s Intelligence Unit that uses torture and corrupt ties with gang

    members to further his investigations. Furthermore, Batman, Cat-woman, Green Arrow, or

    any vigilante can be put into this category.

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    On the opposite side of antiheroes are antivillains. According to Urban Dictionary,

    antivillain are antagonists who are not purely evil nor entirely unsympathetic - a character

    who does not seem to deserving of being cast as the villain, but is perhaps cast arbitrarily as

    the villain because they are not the focus of the story and merely present a foil to the central

    figure, who may be an antihero protagonist. (For example, Magneto (Eric) in  X-Men; Gru in

     Despicable Me; Megamind in Megamind ; Loki in Thor and Avengers serve as noticeably

    interesting antivillains.

    The current definitions of morally ambiguous characters, thus are steeped in the

    character archetypes of antiheroes and antivillains (Krakowiak, 2008; Krakowiak & Tsay-

    Vogel, 2013; Shafer & Raney, 2012). In these studies, “ambiguous” in morally ambiguous is

    really defined based on known archetypes rather than the character being truly unknown (as

    ambiguous would imply). In fact, these ambiguous characters generally serve as protagonists

    with viewers seeing them as “forces of good” within the narrative. They are really not

    ambiguous because viewers can judge their motivation as good, in a similar manner as other

    character archetypes. For example, while Superman (pure hero) does good things and Batman

    (antihero) performs questionable/immoral acts, both of them still serve “ justice” and both are

    often considered to be heroes.

    Combining Schema Theory and Moral Monitoring

    Based on the fluctuation of characters’ narrative, the unfolding of narrative, the

    following section describes how these models might play out over time and describes a

    typology of characters in media, including the relationship between character types and these

    different models of disposition formation.

    According to Zillmann’s model, moral monitoring is applied from the beginning of

    the narrative. Viewers form liking or disliking toward to characters, after judging characters’

    actions as good or bad (see Figure 1). As we can see in the chart, good and bad characters are

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    expected to begin their narrative at the same “neutral” point. During their presentation of

    narrative, their actions are judged by viewers. At some point during their presentation, the

    consistency of their actions allow viewers to describe them as “good” and  liked or “bad” and

    disliked. In this model, it is even possible that these characters can switch from being liked to

     being disliked based on their actions.

    Figure 1. Visual depiction of the Zillmann’s moral monitoring model unfolding over a

    narrative.

    Meanwhile, Raney’s model (see Figure 2) suggests that  because of schema, viewers

    are able to apply their prior experience with different characters to identify current

    characters’ morality and form liking or disliking toward characters even before the moral

     judgment. Good and bad characters do not start at the same “neutral” point because of viewer

    schema. Viewers are assumed to use their narrative schema to judge characters’ morality

     prior to viewing actions and, then form liking and disliking toward characters they “think”

    are good or bad from the beginning of narrative. Because liking and disliking are formed

    close to the beginning of the narrative or even prior to viewing the narrative, those attitudes

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    are expected to be maintained until the end of a narrative presentation. As such, crossing the

    neutral line is not expected. In fact, Raney (2004) argues that actions may be reinterpreted

     based on the applied schema (i.e., the “immoral” actions of the liked character are over looked

    and judged less harshly)

    Figure 2. Visual depiction of the Raney’s schema model unfolding over a narrative. 

    Raney’s model seem to focus on characters who remain stable throughout a narrative

    and Zillmann’s model allows for changes over time. However, Zillmann’s model assumes

    that moral judgment is the basis of liking and Raney’s model assumes that liking can be

     based on schema, apart from moral judgment. As such, both Zillmann and Raney’s model

    have issues regarding disposition formation processes (see Table 1). Zillmann’s model has

    difficulty dealing with a situation where audience members approach the narrative with

    dispositions already formed towards characters. Meanwhile, Raney’s model has difficulty

    dealing with situations where a character would completely change his/her alliance or

    reverses his/her morality/schema in the middle of a narrative.

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     Notably, schemas may even apply to complex character types, such as antiheroes. For

    instance, a character who begins a narrative as an antihero should activate the antihero

    schema for audiences. This can happen even prior to watching the narrative if the audience

    understands a narrative to fit a certain schema (e.g., the American outlaw narrative).

    However, once that schema has been firmly activated in the audience and the audience is

    using that schema to judge the character’s actions, it becomes difficult to explain how that

    schema could become deactivated and another schema become activated. Schemas rely on

     broad understandings and the application of rules in advance. Once the rules of a particular

    schema are broken, the schema loses its utility as future experiences are no longer easy to

    categorize. As such, the audience would not be able to use schemas when characters’ actions

    do not fit a particular schema. In this instance, Zillmann’s model of constantly judging the

    character’s actions seems a better fit. As such, a combination model would seem to be the

     best fit for narratives featuring morally ambiguous characters. As an example, consider

     Breaking Bad  and its main character Walter White. Walter White is mentioned in previous

    studies and identified as an ambiguous character (and antihero). However, based on his own

    narrative through five seasons, viewers actually witness and experience the process of his

    changing: Walter White’s actions and behaviors swing from a traditional protagonist at the

     beginning of the drama, to an antihero in the middle when he adopts the Heisenberg persona,

    to an antagonist towards the end when he aligns himself with neo-Nazis, and then finally a

    return to an antihero for the grand finale. This remarkable process makes Walter

    White/Heisenberg different from other type of characters (including Dexter or Tony Soprano)

     because his character’s alignment changes drastically between good and evil throughout the

    show. Vince Gilligan, in an interview with The Guardian magazine, said "I have kind of lost

    sympathy for Walt along the way… I find it interesting, this sociological phenomenon that

     people still root for Walt. Perhaps it says something about the nature of fiction, that viewers

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    have to identify on some level with the protagonist of the show, or maybe he's just interesting

     because he is good at what he does” (Plunkett, 2013). Even though Walter is one of a kind

    (according to many critics and reviews, he is the most ambiguous character in television

    history; John, 2013), and there are not many characters like that in television today (yet), we

    have to question that why this type of ambiguous characters attract viewers so much.

    This type of character who activates a schema, but then does actually change

    characteristics during the narrative, seems to fall outside of previous theories’ explanatory

     power. On one hand, traditional character archetypes still dominate media forms, especially

    in television series and feature films. On the other hand, we have witnessed the appearance of

    "truly" moral ambiguous characters recently, and the fact that viewers actually enjoy

    watching narratives featuring these characters ( Dexter, The Sopranos and Breaking Bad  are

    extremely successful shows) leads to the need to re-define the definition of morally

    ambiguous character. At this point, I would like to suggest a "new" definition of moral

    ambiguous characters, which expands how the word "ambiguous" is understood: Character

    ambiguity is the type of character who cannot be clearly defined or categorized as good or

     bad. Moreover, they can also change themselves between good and bad, and turn to opposite

    side of their identity during a narrative presentation.

    How Morally Ambiguous Characters Relate to Complex Narrative and Schema Theory

     Now, that we have redefined morally ambiguous characters, we turn to narrative

    theories to explain how narrative structure and complex characters relate to each other. The

    following section first explains what narrative complexity is. Then, we integrate narrative

    complexity with ambiguous characters. Finally, we present reasons why ambiguous

    characters may be enjoyed more than morally clear characters and by which specific

    audiences.

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    Bordwell and Thompson (2008) give a general definition of narrative in cinema as a

    chain of events in cause-effect relationship occurring in time and space with characters being

    one of many factors of narrative structure. Moreover, Bordwell (1985) defined that “ a

    narrational mode is a historically distinct set of norms of narrational construction and

    comprehension” (p.150), “one that crosses genres, specific creators, and artistic movements

    to forge a coherent category of practices” (Mittell, 2006, p.29). Consistency in narrative

    structure across various creators and genres allows for viewers to form schemas related to

    different genres (e.g., tragedies, feel good comedies, etc.) and character types (e.g., heroes,

    villains, the every-person, etc.).

     Narrative structure influences how characters are presented. Thus, we expect simple

    narrative presentation to generally define characters as morally clear. For example, children’s

    stories feature very few plot elements or subplots and the characters generally fit into “pure

    heroes” and “clear villains.” As such, simple familiar narratives allow viewers to form

    quickly and immediately the liking of characters, because viewers have been exposed to these

    types of narratives multiple times before. Narrative complexity, on the other hand, does not

    allow for these quick judgments as there are more plots and subplots for the viewer to keep in

    mind and the character’s actions often times do not fit neatly into clearly defined archetypes.

    Mittell (2006) argued that narrative complexity began to dominate contemporary

    American television in the 1990s. Through various examples of American network and cable

    shows, Mittell examined the interaction between viewers and narrative complexity and how

    viewers unfold innovative narrative structures by a comparison with conventional types of

    narratives. It is logical to assume that viewers' story schemas of characters cannot be used to

    accurately predict story arcs or draw any assumption when they are exposed with narrational

    modes of truly morally ambiguous characters and complex narratives, because (1) viewers

    may not have experienced complex narrative presentation before or (2) the complex narrative

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     purposefully thwarts accepted narrative schemas. The confusion, ambiguity, and complexity

    of narrative presentation in these cases increases the need for viewers to exercise careful

     judgments of characters that cannot be defined in terms of schemas. For that reason, simple,

    rational, or conventional story schemas would not be able to explain the enjoyment of

    viewers in morally ambiguous characters narrative, as these types of narratives purposefully

     buck narrative traditions.

    As I pointed out above, unless combined, the two previous disposition models of

    Zillmann and Raney cannot explain viewers’ enjoyment of characters who activate

    competing narrative schemas. Nevertheless, because morally ambiguous characters have an

    integrated relationship with complex narrative, it is also logical to look at the relationship

     between complex narrative and schema theory. We can assume that complex narratives could

     be considered as narratives that do not activate any kind of schema. There are a lot of feature

    films, or television shows where viewers find enjoyment not necessarily through the

    evaluation of characters, but rather through the specific narrational style adapted by the

    writer. Pulp Fiction (1994), for example, is praised and recognized for an outstanding and

    irrational script structure, in which narrative presentation is not only out of order temporally,

     but also presents villainous characters as the main characters (Vince and Jules) and the lone

    heroic character (Butch) as an ancillary minor character. However, the appeal of the

    unconventional narrative of Pulp Fiction is not based on character archetypes, but rather it is

     based on how the narrative unfolds. It is the narrative rather than the characters that elicits

    viewers’ enjoyment of the movie.

    However, we also can possibly argue that complex narrative has to sometimes

    activate schema because viewers generally have an extensive history of exposure to

    narratives. This history may cause viewers to engage schemas, even if writers are not

     purposefully activating them through their narrative choices. However, complex narratives

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    could also be understood as narratives that activate many different schemas, contradictory

    schemas, or none at all. With the case of many different schemas or contradictory schemas,

    the narrative presentation may purposefully thwart expected resolutions. A such, the activated

    schemas might turn out to be the wrong schemas for interpreting actions, or the viewer comes

    to realize that the characters and narrative fits no schema at all. Schemas provide comfort to

    viewers because they know they can form certain expectations about how the narrative will

    unfold (the antihero character will do some immoral acts but for good reason, the villain will

     perform extremely immoral behaviors for bad reasons, and so on). However, with complex

    narratives, all these expectations begin to be thwarted and the schemas might start to

     breakdown.

    Future Research Directions

    As I argued above, the combination of Zillmann and Raney’s model can explain the

    viewers’ enjoyment to truly morally ambiguous characters and their narratives. Nevertheless,

    it is necessary to navigate future research direction to try to untangle the relationship between

    narrative complexity, ambiguous characters, and viewer enjoyment. It is also important to

    state that besides the enjoyment of morally ambiguous characters and complex narrative,

    there are viewers who still root for and stick to the traditional characters’ schema and simple

    narratives. In fact, the success of feature films (e.g., summer blockbusters) and television

    shows where traditional characters still dominate proves that viewers have not turned their

     back on simple narratives. These simple, schema-based narratives are quite popular as

    evidenced by the great numbers of traditional TV shows fitting a simple schema. For

    example, CBS still produces many spin-off series from  NCIS , include NCIS Los Angeles,

     NCIS New Orleans, where the focus is on typical heroes, antiheroes, villains, and so on. In

    fact, this type of myster/crime schema is popular across many networks. However, research

    should perhaps turn its focus to the more difficult question of how complexity in narratives

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    and characters influences viewers’ enjoyment. Some theories that might explain this process

    include Expectation violation theory (EVT) and Excitation transfer theory (ETT).

    EVT, according to Defining Communication Theories, examines how messages are

    structured, and the theory argues that when communicative norms are violated, the violation

    may be perceived either favorably or unfavorably, depending on the perception that the

    receiver has of the violator, or the consequences of the violation. There are only a few studies

    that apply the tenets of EVT to explain media enjoyment (see for exception Krakowiak, 2008

    and Weber et al., 2008). For example, Weber et al. (2008) stated that screenwriters of soap

    opera will often violate audience expectations from time to time so that viewers do not

     become bored with predictable outcomes.

    As mentioned above, story schemas are formed when viewers are exposed continually

    to the same or similar narrative structures. Because of repeated exposure and similarity

     between different narratives, viewers also are able to make quick, unconscious decisions

    about how plot and story will be unfold. For that reason, we can expect that irrational,

    innovative, complex narrative presentation and truly ambiguous characters will violate

    viewers' expectations more than simple, predictable one. This leads to discomfort for the

    viewer because they can no longer anticipate what is coming next. This discomfort can be

    resolved in several ways. If we assume viewers' expectation are violated in positive way,

    enjoyment will be increased. For example, when viewers are exposed to Walter White in the

    first episodes of the first season of the show, schemas might be activated where viewers

     perceived Walter White to be the protagonist or at most an antihero. This causes viewers to

    root for him as a likeable character. During Walter's story line, however, viewers may come

    to realize that their previous schema and assumptions about his character does not fit the

    narrative that is unfolding. As such, viewers may come to view Walter no longer as a

     protagonist but rather as an antagonist (first, he used family as a moral excuse for his

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    immoral acts but then he enjoys cooking meth and performs bad things for himself. This in

    turn evokes and violates viewers' expectations (in an extremely good way in this show as this

    surprise turn keeps viewers on the edge of their seats). On the other hand, when viewers’

    expectations are suffered in negative way, enjoyment will be decreased. Game of Thrones, for

    example, keeps killing many of the main characters of the story (a clear violation of

    expectations and a thwarting of the time viewers invest in watching the show). This fact

    actually causes a huge controversy around this famous series from HBO. Besides Game of

    Thrones, The Walking Dead   –  the series about apocalypse world with the domination of

    zombies and survivors’ stories - continues to provoke and thwart viewers’ expectations. In

    the latest season, the show has turned the Terminus group into cannibals. The idea of people

    eat people in The Walking Dead ’s new season has caused big controversy due to its focus on

     pushing the boundaries of taste (Carter, 2014). Thwarting expectations, as discussed using the

    aforementioned Game of Thrones and The Walking Dead  examples, can cause viewers to

     become angry and frustrated with the narrative. However, some viewers still enjoy them.

    Questions remain as to how these different shows may function similarly or differently based

    on violation of schemas.

    Being confused when schemas begin to be thwarted, viewers quickly find themselves

    in situations with higher and higher levels of suspense. For that reason, we can look at

    Excitation-transfer theory (ETT) and the way it explains the contribution of suspense to

    narrative enjoyment. According to Zillmann (1983), ETT is the application of the three-factor

    theory of emotion to such sequences. It predicts that residual excitation intensifies subsequent

    emotional responses as a function of residual sympathetic excitation. Indeed, arousal should

    increase whatever experience viewers experience based on the narrative’s resolution. As

    such, if viewers enjoy what they see, higher levels of arousal should lead to higher levels of

    enjoyment; if, on the other hand, viewers hate what they see, higher levels of arousal should

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    lead to higher levels of hate. Schemas might be thwarted in various ways leading to both

    distaste, but also anticipation. To the extent that viewers continue to expose themselves to the

    narratives they view, the anticipation and suspense elicited by violated schemas should lead

    to stronger positive responses.

    It is possible to explain that viewers' enjoyment is stimulated more when they are

    exposed to complex narrative presentation in compare to predictable, usual and convenient of

    simple narrative. Suspense may predict why this is the case, especially with regard to morally

    ambiguous characters (Krakowiak, 2008). According to Krakowiak’s (2008) argument,

    suspense is evoked and violated more by ambiguous characters than traditional characters.

    Hence, truly morally ambiguous characters (with the process of changing and the

    impossibility to pre-judge or pre-define morality) and the equivalent narrative complexity

    featured in programs featuring these characters should evoke viewers' suspense more than

    archetypal characters (even antiheroes) and simple narrative presentation. Furthermore,

    evoking and violating suspense and story schemas can be interpreted as one of many ways to

    create and add arousals to narrative presentation. On one hand, if all such evocations and

    violations are negative, enjoyment might suffer. On the other hand, if even a few are positive,

    we might expect that viewers' enjoyment will increase.

    Conclusion

    In conclusion, most conceptualizations of morally ambiguous characters (see

    Krakowiak, 2008; Shafer & Raney, 2012; Krakowiak & Tsay Vogel, 2013) define these

    characters as characters who show ambiguity in behavior and motive. However, these

    conceptualizations focus on these characters as being “good” characters who perform

    immoral acts (antiheroes). In feature films and television shows, these type of characters are

    quite popular and well-known (e.g., 24, The Sopranos, Chicago P.D.). However, they are not

    well understood in terms of how they function within narratives.

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    Both Zillmann and Raney’s models reveal certain limitations as they leave out the

    relationship between complex characters and complex narrative. For that reason, it is

    necessary to look at morally ambiguous characters with the true meaning of “ambiguou s;” 

    and its relationship with narrative unfolding. These ambiguous characters cannot be classified

    as good or bad. Indeed, truly ambiguous characters in their complex narratives challenge

    viewers more because of this fact. Complex narratives not only break through predictable

    character schemas, but they also contribute to viewers’ enjoyment of irrational narrative and

    truly complex characters. In addition, truly ambiguous characters and complex narratives

    require viewers to carefully use their moral judgments to watch and understand the narrative

    and the characters.

    The combination of Zillmann and Raney’s model (moral monitor and schema theory)

    is a good start to explain why viewers find enjoyment to truly moral ambiguous characters.

    However, future research should continue to attempt to provide more rigorous understandings

    of these characters. Indeed, we should look at how characters in general, and complex

    characters specifically, function in narratives, and why they draw viewers in. Among

     prominent theories, EVT and ETT seem to be able to provide more precise perspectives.

    There are only a few studies that look at how these two theories contribute to viewers’

    enjoyment, especially the way complex characters and complex narratives function together.

    Future research should continue to address these questions, and pay close attention to how

    EVT and ETT might explain viewers’ enjoyment of complex characters and. Ultimately these

    characters may be so ambiguous that no theory is capable of explaining their function.

    However, this is unlikely to deter future scholars from trying.

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