Let’s
define how entertainment uses violence. Sometimes it works and is necessary. We’re
talking about the exposure and response to violence in entertainment, including
film, television and video games along with sports and even old world forms of
entertainment like theatre and books. This is make-believe or simulated violence.
I’m not discussing actual violence that happens to a person, her/his family and
loved ones or is personally witnessed. (I plan to address that topic in another
essay: Do we live in a Violent Society?) I’m also not currently addressing
actual violence reported on and exploited by the news media. (I’ll get to that
in the next essay. It’s a barrel of monkeys unto itself.)
Violence
is used in entertainment to create a visceral and emotional response in the
audience. The emotions range through fear, anger, sadness, excitement, desire
(in its many forms) and even hope or joy when we wish for it to turn out well
or when it does. There might also be some pleasure when the villain gets
her/his due. Through the art of storytelling, we usually associate with a
character or a collection of characters, our heroes. They are placed in
opposition with other characters who either are violent to our “heroes” or are
expendable due to the fact that they are on the opposite side of our heroes,
the villains. We root for the heroes and revile the villains. Our heroes are
the good guys and the villains are the bad guys. Here are a few of the factors
usually at play:
1. The hero is “us”, and the villains are
“other”. This plays on a very deep human impulse to fear and hate anyone who is
not part of our tribe or is different. There is not a lot of room for seeing
the other as the same as us. When it is addressed, we know we’re watching some
serious drama. We are for us and against the other because the other wants
something we have, disagrees with our world view or way of life, or generally
wants to see us off the planet. Playing on this us-other instinct increases
racism, sexism, specieism (when dealing with aliens or radioactive spiders[i]), and
other –isms that differentiate us from others.
2. Our heroes are the good guys. Along the way
they might have to do bad things, such as kill more people than a mid-sized
village, but the means justify the end. Since the Second World War, most of our
heroes have been what are classified as anti-heroes. We acknowledge that our
heroes might have to do awful things to win. They no longer wear white
hats. Their hats are grey which are
lighter than the black hats worn by the villains. We justify their by contrasting
them with the villains who behave in worse way than the heroes and by excusing
the collateral damage as being the villains fault. Lately, there has been some
acknowledgement that our heroes are damaged by the deeds they must do to win
and the journey might destroy them or at least leave them with scars that they
will carry for the rest of their lives.
3. The violence is justified as long as the
villains get theirs in the end. The bad guys must be punished for their
misdeeds. It is the basis of our moral code. If the villain gets off or goes
free, it is wrong and the violence and journey were not justified. In recent
films, villains have been increasingly going free. This might be causing some
of our current problems with violence.
4. There is an implied argument between right v.
wrong and good vs. evil. The entertainment asks us to support one way of life
or world view over another, even though we might not actually agree with the
world view we are asked to support.
5. The emotional experience is entertaining in
that it amuses us and distracts us from our lives, it often leads us to
consider thoughts/feelings/experiences we wouldn’t in our lives and it helps us
experience our own large emotional responses, including violent tendencies, in
a safe and controlled environment.
The
“healthy” response to well told violent entertainment is to recognize that it
is a fictitious story with characters who are not real people. We are
experiencing a story. We are able to differentiate between the story and real
life. We have a cathartic emotional experience that releases our own need to
act violently. This normal response shifts when the “rules” are broken, such
as: violence is gratuitous or excessive; the hero injures others, especially
innocents unnecessarily; or the villain does not pay for his/her violence. The
response also shifts if the violence feels real, we begin to empathize with the
person injured, or we feel as if there is no justice.
In
many ways, the violence we are seeing in entertainment is slowly evolving
towards a more actualized relationship to violence. This reminds me of a chart
in Carol Pearson’s book, THE HERO WITHIN: Six Archetypes We Live By. She writes
about the Warrior Archetype and the phases of the Warrior’s journey. [I’ll switch up the
masculine/feminine pronouns because Warriors aren’t only men.]
First
Phase – The Warrior sees the enemy as the other. The enemy is completely
different and separate than the Warrior. The Warrior objectifies the other,
denies any similarity with himself and barely acknowledges his enemy as human. He
negates the enemy’s desires, drives and humanity. He denies the right and the
justice of the enemy’s point of view. He objectifies and negates the humanity
of the enemy’s family, relations and people. They are all enemy. The Warrior must
win at all costs, even at the cost of his loved ones and his own life.
Second
Phase – The Warrior begins to recognize the enemy as being similar to her. She
respects her opponent and appreciates his abilities. She recognizes the
humanity of the enemy and acknowledges that she shares the same drives, needs
and feelings as him. She begins to appreciate the point of view of the other
side. She still has a duty and responsibility to fight for her side and fights
to win, but it is out of duty rather than malice. The Warrior learns to fight
for true beliefs and values and the importance of fighting for self and others.
Her sacrifice is vital to protect her people and their rights.
Third
Phase – The Warrior knows that the enemy is a part of himself. He and his Enemy
are in many ways the same. The battle is for the good and right. He knows that
he also contains evil (a shadow) and must do bad things for the right to win.
For him to win, he must conquer the evil within himself. He accepts the fight
will cause him permanent mental and physical damage. If he survives, he will
forever wear the scar. The Warrior knows assertion (I’d say aggression) as part
of the dance of life. It is a part he must play.
Carol
Pearson writes about the Warrior Archetype being one of six (Innocent, Orphan,
Wanderer, Warrior, Martyr/Caregiver and Magician)[ii]
that all humans must traverse through all phases to be actualized. As much as
it is true for the individual, it is also true for the culture. The United States being younger than the Old
World Western and Eastern Cultures is still making its way through the first
and second phases. Our entertainment
reflects this.
There
is nothing wrong with telling the first phase Warrior stories to fifteen year
old boys. And since it seems that they
are the only audience that the Entertainment Industry is targeting, this might
be ok. However, we as a culture we need
to move through the phases of the warrior’s journey.[iii] [iv]
Our
lack of true initiation rites for our youth might be the reason we are having
difficulty moving through the phases of warrior. Or it might be the Military’s
committed use of psychology to craft warriors who objectify their enemies and
disassociate from their emotions.
My
largest concern is that the creators of entertainment have become disconnected
to the potency of portrayed violence and overly driven by commerce. It’s ok to play with fire if you are properly
trained and have a healthy respect for fire. If not, you could end up burning
down the barn and the country.
Next I'll discuss how are brains impacting our response to violence in entertainment.
[i] Building
on the current trend to retell fairy tales with overly amped up violent films
such as JACK, THE GIANT SLAYER, HANSEL AND GRETL, LITTLE RED RIDING HOOD or
SNOW WHITE AND THE HUNTSMAN, Jan Strnad and I were joking that it was time for
MUFFET, THE SPIDER SQUASHER. It would you be a hyper-tale of a grown up and
busty Little Miss Muffet who exterminates a plague of giant radioactive
spiders. “Get off my @#%$ tuffet!”
[ii] Carol
Pearson later added an additional six archetypes in AWAKENING THE HEROES
WITHIN: Twelve Archetypes to Help to Find Ourselves and Transform the
World. The twelve archetypes she lists
are divided into three sections: Preparation for the Journey: Innocent, Orphan,
Warrior, Caregiver; The Journey – Becoming Real: Seeker, Destroyer, Lover,
Creator; and The Return – Becoming Free: Ruler, Magician, Sage, Fool. Her work deeply
draws on Carl Jung, Joseph Campbell and their people.
[iii] As
we plunged into the unnecessary Iraq War, I kept feeling George W. Bush and
many in our country were stuck in first phase Warrior. As many faced the
complexities of the situation, we became disinterested in the war. Fighting a clear enemy like Saddam was
easy. Being in the midst of a civil war
where the enemy became unclear (was the enemy the Shiites, the Sunnis or the
Americans?) we lost our appetite for combat.
[iv] This is not to say that it is not
being done. For every Sylvester Stallone, Chuck Norris, Dolph Lundgren, Vin
Diesel and Steven Seagal who all tend to play in 1st Phase Warrior
land, there is a Bruce Willis, Arnold Schwarzenegger or Jason Statham who tend
to play on the 2nd Phase. I especially appreciate the Chris Nolan’s
Dark Night Trilogy, the Lord of Rings or the last few James Bond films for
wading into 3rd Phase Warrior muck while still producing popular
entertainment. Of course, this might be the problem, we have trained our
audiences to watch 1st phase Warriors and then we give them a Batman
who is trying to master the 3rd phase of being a Warrior. Was this the cause of the massacre in Aurora?
Clint Eastwood’s UNFORGIVEN should be noted as an interesting 3rd
phase Warrior story. [This list is
highly debatable. It is intended as a suggestion not a definitive list.]