What Makes a Villain? The Big Five Coding Sheet: How I Actually Use It (Part 3)

The last blogpost of this series was the “tool” post: the actual coding sheet. This final part is about whether that tool is worth using. The first big question is reliability: what happens if two people watch the same villain and still end up with completely different Big Five scores? If this framework is supposed to support systematic comparison and statistical analysis, it can’t rely entirely on one person’s subjective intuition. It needs to be stable across observers.

Making it trustworthy: coder agreement explained step-by-step

The solution is inter-rater reliability testing. That’s standard scientific practice: you get two different people to code the exact same character independently, and then you measure how similar their results are. The simplest way to understand it:

Imagine Coder A and Coder B both rate the Joker’s Neuroticism using the four Neuroticism items from the sheet.

Coder A gives scores of 7, 6, 7, 7 (average 6.75).
Coder B gives scores of 6, 6, 7, 6 (average 6.25).

Their final trait scores are only 0.5 points apart on a 1–7 scale. That means both people basically saw the same emotional profile: high instability, visible distress, volatility, and conflict. Small differences like this are normal. The “scientific way” (takes 30 seconds in Excel): Put the five averaged trait scores (E, A, C, N, O) from Coder A into one row and Coder B into the row below. Then use the formula:

=CORREL(A1:A5,B1:B5)

This returns a number between 0.0 (total disagreement) and 1.0 (perfect agreement). Research shows that values above 0.70 are usually considered acceptable (Gosling et al., 2003). If you clear that threshold consistently, your measurement is stable enough to trust. What this looks like in the analysis database Once you start building a database, you can add coder agreement as a quality-control column:

Character | Media | E | A | C | N | O | Coder Agreement

Joker | The Dark Knight | 6.5 | 1.5 | 2.0 | 7.0 | 7.0 | 0.82

Thanos | MCU | 5.0 | 2.5 | 7.0 | 3.0 | 6.0 | 0.91

Thomas Shelby | Peaky Blinders | 6.0 | 3.5 | 7.0 | 6.25 | 6.5 | test needed

Why this works across every type of antagonist and antihero

The entire point of this coding sheet is universality. I designed the 20 items to work across different genres, archetypes, and narrative roles. They don’t require special rules for “crime boss vs. fantasy villain vs. horror monster.” They simply capture observable patterns.

Mastermind types (Thanos, Hannibal Lecter, Littlefinger)

These tend to cluster around extremely high Conscientiousness, high Openness, and rock-bottom Agreeableness.

Chaos tricksters (Joker, Loki)

Usually high Openness, high Neuroticism, low Conscientiousness.

Silent brutes (Michael Myers, Grundy)

Low Extraversion, low Openness, low Neuroticism.

Tragic antiheroes (Walter White, Anakin Skywalker)

Often show changing profiles over time – especially rising Conscientiousness and surging Neuroticism as their arc progresses.

Same sheet, same math, different profiles. Perfect for pattern-finding. Thesis-ready and scalable.
From a project-planning perspective, the method is built for scale:

Time investment:

  • 10 – 15 minutes per main character/antagonist
  • 3 – 5 minutes for minor villains

Minimum viable sample: ~20 characters for early pattern detection and basic clustering

Reliability target: coder agreement above 0.70

Evidence confidence rating: I also plan to track evidence confidence based on screen time (e.g., 1 star = limited screen time, 3 stars = full narrative visibility).

That’s it for the Big Five part of the framework for now.

With the Personality Profile layer operationalized, I now have a concrete way to compare villains by personality structure without turning every analysis into a full essay. Next up, I’ll return to the other layers of the framework – especially Observable Traits (ACIS/visual coding) and Symbolism & Motivation – and then eventually start applying the full combined method to actual villains.

Until then — see ya!

Literature:

  1. Costa, Paul T., and Robert R. McCrae. Revised NEO Personality Inventory (NEO PI-R) and NEO Five-factor Inventory (NEO-FFI). Psychological Assessment Resources (PAR), 1985.
  2. Gosling, Samuel D., Peter J. Rentfrow, and William B. Swann Jr. “A very brief measure of the Big-Five personality domains.” Journal of Research in personality 37.6 (2003): 504-528.
  3. John, Oliver P., Laura P. Naumann, and Christopher J. Soto. “Paradigm shift to the integrative big five trait taxonomy.” Handbook of personality: Theory and research 3.2 (2008): 114-158.
  4. Soto, Christopher J., and Oliver P. John. “The next Big Five Inventory (BFI-2): Developing and assessing a hierarchical model with 15 facets to enhance bandwidth, fidelity, and predictive power.” Journal of personality and social psychology 113.1 (2017): 117.

What Makes a Villain? The Big Five Coding Sheet: How I Actually Use It (Part 2)

In the last post, I explained why the Personality Profile layer of my framework needed a practical method. In theory, it’s easy to say “use the Big Five.” In practice, it’s a lot harder to apply it consistently to fictional characters, especially if you want the results to be comparable across a large sample. This post is the core of the entire Big Five part of my project: the universal 20-item coding sheet. The goal here is not to capture every nuance of a character’s psyche. That would take an entire dissertation per villain or antagonist. The goal is to create a fast, repeatable profile that can be compared, visualized, and eventually used for statistical clustering.

The universal coding sheet: 20 concrete questions

The system is simple:

  • 20 positively worded behavioral statements
  • 4 items per trait (Extraversion, Agreeableness, Conscientiousness, Neuroticism, Openness)
  • Rated on a 1-7 scale:
    1 = never or almost never shown on screen
    7 = this behavior strongly defines the character

After rating all 20 statements, I average the four items per trait. The result is five values between 1 and 7. And the best part: no reverse scoring, no confusing “this is high but actually means low.” I wanted the sheet to be usable without a calculator brain.

How I code in practice

When I analyze a character, I watch the scenes that best represent their defining moments: majorconfrontations, negotiations, emotional breakdowns, moral dilemmas, power displays, andinterpersonal dynamics.Then I rate the statements using only observable evidence:

  • What the character says (dialogue, monologues, tone)
  • What the character does (decisions, violence, restraint, strategy)
  • How they behave physically (gestures, posture, movement)
  • How they react emotionally (fear, anger, guilt, stress)

If I genuinely can’t judge an item because there isn’t enough evidence, I assign a 4. That’s not “average personality.” It’s “neutral / unknown.” This keeps the data usable even when screen time is limited, which matters a lot for minor antagonists.

Time investment

In practice, this takes about 10–15 minutes for a major character with enough screen time.For minor villains with limited scenes, it can take 3–5 minutes. That efficiency is not a bonus. It is the entire point. Without it, this project wouldn’t scale. Now, here is the actual coding sheet.

Extraversion: Commands Attention or Lurks in Shadows?

Extraversion in personality research refers to energy, assertiveness, dominance, and the tendency to seek attention and control social situations. For villains and antiheroes, this trait often manifests in how they physically enter scenes, whether they dominate group conversations, and how they position themselves spatially relative to others.

1. Does the character draw or hold the attention of others during group scenes, negotiations, confrontations, or standoffs? Think of someone who interrupts conversations, makes everyone turn toward them, or commands the room simply by their presence.

2. Does the character naturally take control of situations and begin giving orders or directions to other people? This includes leading meetings, expecting obedience from subordinates, or stepping into leadership roles without hesitation.

3. Does the character dominate conversations and interactions through strategic use of their voice, whether through threats, persuasion, speeches, or memorable monologues? They control the verbal flow rather than reacting to others.

4. Does the character use physical presence, gestures, posture, or dramatic movement to intimidate, impress, or assert dominance? Examples include looming over others, expansive hand gestures during speeches, or deliberate slow strides into a room.

Agreeableness: Shows Loyalty to Someone, or Hurts Everyone Indiscriminately?

Agreeableness measures cooperation, empathy, concern for others’ feelings, and willingness to compromise. Low Agreeableness correlates with antagonism, manipulation, and callousness. What makes this trait fascinating for character analysis is that many sympathetic villains score low overall but show intense loyalty or protectiveness toward a small in-group, family members, loyal followers, or even pets, which creates audience empathy.

5. Does the character demonstrate genuine concern, worry, or protectiveness when specific allies, followers, subordinates, or family members are threatened, injured, or in danger? This goes beyond strategic necessity; they seem personally invested in these people’s well-being.

6. Does the character ever compromise their plans, hold back from violence, or adjust their behavior because they actually care about maintaining a specific relationship, rather than purely for tactical advantage? Genuine relationships influence their decisions.

7. Does the character display any understanding, mercy, forgiveness, or empathy toward an opponent, enemy, rival, or even subordinate at any point during their arc? Even a single authentic moment counts as evidence.

8. Does the character demonstrate moral boundaries by avoiding sadism, gratuitous cruelty, or unnecessary suffering, suggesting there are certain things they simply will not do? They have limits, even if those limits seem strange to us.

Conscientiousness: Calculated Long-Term Operator or Impulsive Reactor?

Conscientiousness encompasses organization, self-discipline, persistence, reliability, and goal-directed behavior. Mastermind-type villains and antiheroes typically score extremely high here, while chaotic or rage-driven antagonists score lower.

9. Does the character construct plans, schemes, or strategies that clearly involve multiple deliberate steps, phases, or moving parts working together? Their actions follow structured logic rather than random violence.

10. Does the character demonstrate persistence by continuing to pursue their long-term objectives even after experiencing major failures, betrayals, or significant setbacks? They adapt but don’t quit.

11. Does the character maintain or create organized operations, structures, or systems, such as gangs, armies, criminal networks, political machines, or conspiracy plots, that function with clear hierarchy and coordination? Chaos suggests low Conscientiousness.

12. Does the character deliberately delay or sacrifice short-term victories, immediate gratification, personal revenge, or easy wins in order to position themselves for larger strategic payoffs later? Classic long-game thinking.

Neuroticism: Emotionally Stable Machine or Cracking Under Pressure?

Neuroticism tracks proneness to negative emotions including fear, anxiety, anger, guilt, sadness, and emotional instability. High Neuroticism often humanizes villains by making their pain and vulnerability visible to the audience.

13. Does the character show visible signs of fear, hesitation, panic, emotional distress, or internal conflict during high-pressure situations? Physical tells like trembling hands, wide eyes, or frozen reactions count.

14. Does the character express or voice concerns, worries, or paranoia about threats to their safety, power, control, relationships, or position? They articulate vulnerability.

15. Does the character experience noticeable emotional volatility including rage outbursts, crying, sudden mood shifts, or unpredictable changes in behavior? Emotional control breaks down.

16. Does the character appear burdened or haunted by guilt, traumatic memories, past failures, regrets, or moral conflicts that visibly affect their present actions? Flashbacks, brooding, or haunted expressions provide evidence.

Openness to Experience: Creative Schemer or Simple Brute Force?

Openness measures intellectual curiosity, creativity, imagination, appreciation for complexity, and willingness to explore new ideas. High Openness villains often speak philosophically and use clever, unconventional tactics.

17. Does the character employ creative, indirect, or unconventional tactics and strategies rather than relying solely on straightforward violence or simple brute force solutions? They solve problems in unexpected ways.

18. Does the character demonstrate curiosity or fascination with new ideas, technologies, cultures, philosophies, weapons, or unusual alliances that fall outside their familiar world? Intellectual engagement with novelty.

19. Does the character use symbolic, visionary, philosophical, metaphorical, or abstract language rather than only concrete, literal descriptions? They think and communicate in complex conceptual terms.

20. Does the character demonstrate mental flexibility by adapting effectively to completely unfamiliar situations, environments, rules, worlds, or technologies without becoming confused or rigid? They roll with the strange.

So what’s next?

Now that the coding sheet exists, the next obvious question is: how do we know it actually produces stable results? In the next post, I’ll explain how I make this trustworthy through coder agreement and why this sheet works across very different villain archetypes without needing special rules for genre or medium.

See ya!

Literature:

  1. Costa, Paul T., and Robert R. McCrae. Revised NEO Personality Inventory (NEO PI-R) and NEO Five-factor Inventory (NEO-FFI). Psychological Assessment Resources (PAR), 1985.
  2. Gosling, Samuel D., Peter J. Rentfrow, and William B. Swann Jr. “A very brief measure of the Big-Five personality domains.” Journal of Research in personality 37.6 (2003): 504-528.
  3. John, Oliver P., Laura P. Naumann, and Christopher J. Soto. “Paradigm shift to the integrative big five trait taxonomy.” Handbook of personality: Theory and research 3.2 (2008): 114-158.
  4. Soto, Christopher J., and Oliver P. John. “The next Big Five Inventory (BFI-2): Developing and assessing a hierarchical model with 15 facets to enhance bandwidth, fidelity, and predictive power.” Journal of personality and social psychology 113.1 (2017): 117.

What Makes a Villain? The Big Five Coding Sheet: How I Actually Use It (Part 1)

If you’ve read my first five Blogposts, you already know the basic structure of what I’m trying to build here: a framework that lets me systematically analyze villains and antiheroes, compare them across genres, and eventually gather enough data to find patterns in the kinds of “bad characters” audiences actually root for.

So far, I’ve defined four layers that make up a complete villain profile:

  1. Observable Traits (visual/audio presence, presentation, measurable surface-level coding)
  2. Personality Profile (Big Five values, used for comparison and clustering)
  3. Symbolism & Motivation (what the character represents, why they act)
  4. Creation Context (when and why this character exists culturally)

In theory, that framework is solid. But after writing the first five posts, I noticed something uncomfortable: the Personality Profile layer still sounded a little too clean on paper. The Big Five is the one part of my model that is unquestionably “scientific.” It has decades of empirical support. It has well-established measurement tools. It is widely used across psychology. And it gives me exactly what I need for statistical analysis: five distinct values that can be averaged, compared, visualized, and fed into cluster analysis.

But when it comes to fictional characters, the Big Five has a problem. It is usually measured through self-report questionnaires. Real people are asked how they feel, how they behave in everyday life, what they believe about themselves, and how they react across contexts. Fictional characters don’t get that luxury. They don’t fill out surveys. They don’t have off-screen daily routines. And even if they did, we wouldn’t see them. So the question I kept running into was simple: how do you measure a scientifically established personality model using nothing but on-screen behavior?

The problem with existing approaches: Before I wrote this post, I did what anyone would do: I searched online for examples. I wanted to see how others used the Big Five to analyze characters in movies or TV shows. And what I found was… not great.

Most examples fell into two categories:

  1. Clinical questionnaires copied and pasted into fandom analysis.
    These were the classic “100-item Big Five test” formats. They technically work for measuring personality, but they are absolutely unusable for my goals. If I want to analyze 50 villains, I cannot spend hours per character. I need this to be fast.
  2. Vague descriptive labels without method.
    This was the opposite extreme: people saying things like “this character is high in Neuroticism” or “this villain has low Agreeableness,” but never explaining why, never showing which scenes count as evidence, and never providing a replicable scoring system.

For casual fandom discussion, that’s fine. But for a framework that aims at building a database and eventually running comparisons and statistical clustering, it’s a dead end. What I needed was something in between: a system that is scientifically grounded, but also practical enough to apply repeatedly.

Where it comes from: the science, explained simply

The key breakthrough came when I stopped looking for “character Big Five analysis” examples and instead went straight back to the original research and measurement tools. And what I found there was surprisingly reassuring: you don’t need 100 items to get a meaningful Big Five profile. The Big Five is not a single test. It’s a trait taxonomy. The tests are just tools for measuring it. My coding sheet is built around four cornerstone sources that are basically unavoidable in Big Five research:

Costa and McCrae (1992) – NEO-PI-R Manual

This is the professional manual for one of the most widely used personality inventories. What makes it useful here is that it breaks each trait down into facets and ties them to concrete behavioral examples. It is much easier to translate “makes detailed plans and follows through” into a screen-observable indicator than to translate something like “I often feel stressed.”

Gosling, Rentfrow, and Swann (2003) – Ten-Item Personality Inventory (TIPI)

This paper was essential for confidence. It showed that extremely short Big Five measures can still be reliable. They used only two adjectives per trait and still got valid results. That doesn’t mean longer measures are useless – it just means that brevity doesn’t automatically destroy reliability.

John, Naumann, and Soto (2008) – Handbook chapter

This is one of the clearest descriptions of high vs. low Big Five traits in everyday life. It helped me sharpen the difference between “low Agreeableness as cold manipulation” versus “low Agreeableness as blunt tough-mindedness,” for example. Those nuances matter a lot for villains.

Soto and John (2017) – BFI-2 update

Their work reflects a modern approach: wording items to reflect observable behavior rather than vague self-perception. This is exactly what fictional character analysis needs. When you can’t ask someone what they feel, you focus on what they do. So the idea behind this coding sheet is not to reinvent the Big Five. It’s to translate it. And since my entire framework already emphasizes observable traits (especially through ACIS), this fits perfectly into the “only code what is on screen” logic I’ve been using from the start.

So what’s next?

In the next post, I’ll finally present the actual 20-item coding sheet and explain how I rate characters in practice – including what “neutral” looks like when evidence is missing, and why I use a 1-7 scale instead of a simple yes/no.

Until then – see ya!

Literature:

  1. Costa, Paul T., and Robert R. McCrae. Revised NEO Personality Inventory (NEO PI-R) and NEO Five-factor Inventory (NEO-FFI). Psychological Assessment Resources (PAR), 1985.
  2. Gosling, Samuel D., Peter J. Rentfrow, and William B. Swann Jr. “A very brief measure of the Big-Five personality domains.” Journal of Research in personality 37.6 (2003): 504-528.
  3. John, Oliver P., Laura P. Naumann, and Christopher J. Soto. “Paradigm shift to the integrative big five trait taxonomy.” Handbook of personality: Theory and research 3.2 (2008): 114-158.
  4. Soto, Christopher J., and Oliver P. John. “The next Big Five Inventory (BFI-2): Developing and assessing a hierarchical model with 15 facets to enhance bandwidth, fidelity, and predictive power.” Journal of personality and social psychology 113.1 (2017): 117.

The Villain Taxonomy Project: Framework Draft #1

For those who haven’t read my first four blog posts: I am working on a framework to systematically analyze fictional characters, especially popular villains whom people root for. The goal is to gather data on what these characters have in common and why they are perceived positively and gain popularity among a wide audience. After completing foundational research, I am now beginning to develop my own framework. Since this will likely be a lengthy process, I want to define some clear goals to keep me focused and aligned with my initial vision while refining the framework.

Goals of This Long Odyssey in Analyzing Villains

  1. Focus and Scope
    • Analyze villains with consideration of factors highlighted by Keen, McCoy, and Powell.
    • Categorize, taxonomize, and analyze fictional characters of all natures and origins.
  2. Methodological Clarity
    • Offer a fast and easy method to produce an extensive, comparable profile of any fictional character.
    • Provide a systematic approach that is scalable to analyzing large numbers of characters (e.g., 100+).
  3. Analytical Value
    • Deliver results that facilitate statistical comparison to identify common traits of popular villains.
    • Add value to other use cases involving fictional character analysis and comparison beyond villains.
  4. Usability and Efficiency
    • Prioritize quantity and efficiency, enabling detailed comparisons and similarity detection across many characters.

From Theory to Quantifiable Analysis: Introducing My Framework

Like Jens Eder’s Character Clock, my own model also consists of four parts that analyze characters in a similar manner. However, while Eder’s framework delves far more deeply into theoretical aspects, mine focuses on producing simple, quantifiable values that can be statistically compared. Therefore, all the attributes I mention can be measured by assigning numerical values or using custom categories (e.g., for Nature/Origin: Aberration, Humanoid, Godlike, etc.).

Part 1: Observable Traits

This section focuses, as the name suggests, on visual and audible traits that define the character. While emphasizing actual appearance, it also accounts for narrative role and origin, visual identity, and behavioral elements to create a comprehensive character profile. This part draws inspiration from the ACIS framework developed by Linke and Prommer.

Part 2: Personality Profile

To enable personality comparisons across characters, the Big Five model proved the best foundation for this section. It provides five distinct, measurable values tied to core personality traits that can be readily analyzed statistically.

Part 3: Symbolism & Motivation

This part summarizes why the character behaves as they do, what deeper meanings their behavior might convey, and what broader concepts or themes the character symbolizes.

Part 4: Creation & Cultural Context

This section considers when the character and their associated media were created, as well as the demographics of their creators and directors. These factors can provide valuable context for understanding audience perceptions. For instance, a character created 40 years ago might now be viewed positively due to nostalgia, whereas a recently created one reflects contemporary societal values.

But now let’s move to the interesting part: here is the first draft of my own framework in a more concrete form.

Framework Draft #1

Part 1: Observable Traits
(Surface-level, directly measurable characteristics from media portrayal)

  • Narrative Role & Origin
    • Role (Protagonist/Antagonist/ Minor Antagonist)
    • Nature/Origin (type of fictional being, humanoid or otherwise)
  • Visual Identity & Setting
    • Color Scheme (dominant colors in depiction)
    • Screen/Scene Context (typical environment or setting)
    • Silhouette Distinctiveness (recognizability by shape/form)
  • Expressive & Behavioral Traits
    • Interaction Style (how character relates to others)
    • Movement Style (physicality and motion)
    • Voice Characteristic (tone, accent, style)
    • Facial Expressions (common emotional display)
  • Physical Attributes
    • Gender
    • Hair Color
    • Eye Color
    • Skin Color or Complexion
    • Age
    • Physique
  • Screen Presence
    • Duration Visible (screen time)
    • Duration Speaking (spoken lines)

Part 2: Personality Profile
(Inferred psychological traits reflecting character’s inner dimensions)

  • Extraversion
  • Neuroticism
  • Agreeableness
  • Conscientiousness
  • Openness to Experience

Part 3: Symbolism & Motivation
(Iconography and thematic drives behind the character’s role in the story)

  • Iconic Symbol
  • Lead Motif
  • Symbolism

Part 4: Creation & Cultural Context
(Real-world metadata about character origin and creators, informing cultural and historical analysis)

  • Year of First Visual Appearance
  • Year of Creation
  • Creator Demographics
    • Gender
    • Age
    • Nationality
    • Professional Background
    • Industry Role History
    • Cultural/Ethnic Background?
  • Director Demographics
    • Gender
    • Age
    • Nationality
    • Professional Background
    • Industry Role History
    • Cultural/Ethnic Background?

That concludes this blog post! I’ll discuss and refine this first draft in future posts. Feel free to share your feedback. See you next time!

Literature:

  1. Linke, Christine, and Elizabeth Prommer. “From fade-out into spotlight: An audio-visual character analysis (ACIS) on the diversity of media representation and production culture.” Studies in Communication Sciences 21.1 (2021): 145-161.
  2. Keen, Richard, Monica L. McCoy, and Elizabeth Powell. “Rooting for the bad guy: Psychological perspectives.” Studies in Popular Culture 34.2 (2012): 129-148.

What Makes a Villain? An Introduction to Character Analysis Frameworks (Part 3)

Because my first three blog posts were all about the same topic but lacked a logical structure, I want to give you a brief overview of what I have researched and discussed so far before it gets too confusing:

  1. Why do we root for the bad guy? A summary of eight reasons why audiences are often drawn to villains and anti-heroes in film and television
  2. The Jungian Archetype Theory
  3. The Big Five
  4. The Character Clock
  5. A Brief Draft for Building a Customized Model for Villain Analysis

These topics already build a good foundation for creating my own model, but there are still a few steps I need to take before I can develop an actual framework.
The current idea I have for a systematic character analysis framework looks as follows:

  1. The character as an artefact – analyzing the character using the ACIS framework
  2. The character as a represented being – analyzing the character using the Big Five
  3. The character as a symbol – brief notation of possible symbolic meanings the character can carry

So, what will be next?
In this blog post, I want to explore the missing parts, such as discussing the ACIS framework and researching concrete examples of how to use these frameworks, before actually defining the complete framework in one of the next blog posts.

The ACIS Framework

The ACIS Framework was developed by Christine Linke and Eckart Prommer in 2021 as a systematic method for analyzing how characters are represented and visible in audiovisual media (perfect for my use case!). It combines quantitative content analysis with narrative and reception-based approaches. An important aspect of this method is that it analyzes the content as a viewer would experience it, without relying on external context.

The Step-by-Step Procedure of the ACIS Framework

Since I plan on integrating this framework into my own model, I want to explain it by giving you a step-by-step guide on how it is used.

Step 1: Character Identification

The first step in using the ACIS Framework is to distinguish whether the character is a Protagonist or a Main Character. ACIS defines characters based on their role and presence in the narrative.

  • Protagonists are characters who take on a leading role and act as the driving force behind the story in a goal-oriented manner. In television, this is often clearly marked by the character’s permanent presence in the ensemble.
  • Main characters are persons who are centrally visible on screen, have their names mentioned, and speak dialogue, such as TV hosts, news anchors, reporters, and so on.

Step 2: Character Characteristics Coding

Once the role of the character is identified, the next step is to analyze the character in detail by coding individual characteristics such as:

  • Gender
  • Age
  • Sexual orientation
  • Other specific characteristics (body shape, appearance, clothing, etc.)

The key principle here is that these characteristics must be visually or audibly perceivable – not simply taken from the script or other external information.

Step 3: Visibility Dimensions

The ACIS Framework focuses on three dimensions of visibility:

  • Frequency: How often does the character appear?
  • Density: How much screen time does the character receive?
  • Focusing: How prominently is the character positioned or emphasized in the frame?

It also considers when and how much the character speaks, so the analysis includes both visual and audio presence.

Adapting the ACIS Framework for Analyzing Sympathetic Villains

A fun picture of Severus Snape (sympathetic villain) to keep you engaged.

The ACIS Framework serves as an almost perfect method for systematically analyzing the character as an artefact, but I want to modify a few aspects so it fits perfectly with my analysis of sympathetic villains. Keep in mind that all these adaptations currently function as a first draft and will probably be revised and further adjusted as the research progresses.

Since some villains function as protagonists in film and television, and the identification as a main character is primarily used for broadcasting formats, I will either identify the villain as the protagonist or not. I also considered defining three categories for villains, because they can not only be a protagonist or not, but sometimes also act as an omnipresent being, like Sauron in The Lord of the Rings, who serves as the main challenge for the hero but receives hardly any screen time. Since I am unsure about this and would need to create a clear definition for each category, I will just note it here as a thought to keep in mind.

Regarding the second step, Character Characteristics Coding, I would like to incorporate the research of Keen, McCoy, and Powell in Rooting for the Bad Guy: Psychological Perspectives and definitely include attractiveness in some way, based on the third reason they mention: “What is Beautiful is Good.” I know attractiveness is difficult to measure scientifically, but hopefully I will find a method in my future research that provides an easy way to analyze this attribute.

Another aspect I want to consider, which is already included in the ACIS Framework, is the Mere Exposure Effect mentioned by Keen, McCoy, and Powell – that is, the screen time and actual dialogue time of the villain. I have already looked into some AI tools that could help determine a character’s actual screen time without having to watch an entire film or TV series and manually count the time. Unfortunately, I fear these tools have limitations, and I will probably have to focus mainly on movie villains. Hopefully, further research will provide a solution to this problem.

That’s it for this blog post. In the next one, I want to create my first concrete draft of a character analysis model. Looking forward to it!

Until then – see ya.

Literature:

  1. Linke, Christine, and Elizabeth Prommer. “From fade-out into spotlight: An audio-visual character analysis (ACIS) on the diversity of media representation and production culture.” Studies in Communication Sciences 21.1 (2021): 145-161.
  2. Keen, Richard, Monica L. McCoy, and Elizabeth Powell. “Rooting for the bad guy: Psychological perspectives.” Studies in Popular Culture 34.2 (2012): 129-148.

Disclaimer: This text was proofread for punctuation, grammar, and spelling errors with the help of Perplexity. The content of the text remains unaffected.

What Makes a Villain? An Introduction to Character Analysis Frameworks (Part 2)

In the first part of this two-part blog series, I explored two well-known character analysis models – Jungian Archetype Theory and the Big Five personality framework. While both offer interesting perspectives for analyzing fictional characters, they fall short of covering the full scope needed for a truly systematic analysis. That’s why, as promised, I’ll introduce another model that is much more detailed and was specifically created for analyzing fictional characters in film and media. I know what you might be thinking:

“Great, another post on dry theoretical character analysis!”

But hang in there – soon we’ll dive into the practical side.

The Character Clock

Jens Eder introduced a new character analysis framework called the “Character Clock” in his book Characters in Film and Other Media. The purpose of this model is to analyze different dimensions of fictional characters to provide a complete understanding that includes not only their personality but also their appearance, symbolic meaning, and the context in which the character was created. The name comes from the shape of the model, which resembles a clock and symbolizes how our understanding of a character moves through the four parts he defined.

  1. Artefact:
    The first aspect we notice about a character is their appearance and how they are presented on screen. This includes not only their looks but also their voice, movements, and how these elements are arranged through acting, camera work, and writing style. This stage focuses on the character as a crafted piece of media itself, before considering what the character represents.
  2. Represented Being:
    At this stage, we begin to view the character as a person within the story – a being with a personality. We consider their relationships, emotions, actions, and social roles in the story’s world. This involves imagining the character’s traits and inner life as part of the narrative.
  3. Symbol:
    Characters often symbolize something larger than themselves. Here, we understand that the character not only exists in the story world but also functions as a symbol representing ideas, themes, or social issues. This stage deals with the deeper, often hidden meanings the character can carry.
  4. Symptom:
    Finally, a character can reflect aspects of the real world in which the media was produced. This includes cultural values, political messages, and social stereotypes that influenced the creation. This stage examines why the character was created in a certain way and how audiences might interpret them based on the production and viewing context.

Not every part of the character clock is equally useful for every character or story because some characters might be mostly about their story role, while others are specifically designed as a symbol or to make social commentary.

Defining My Research Focus (Wtf Was This All About?): A Systematic Approach to Villain Analysis

Moving from “How to analyze characters in film and media in general” to “What I aim to research and what is necessary to do that,” I want to combine these methods to suit my specific use case. My goal is to analyze villains systematically, compare them, and highlight what differentiates common villains from the most popular villains, those we actually root for despite their immoral actions. Keep in mind that this is just my main goal. If I manage to create a reliable statistical model, you could use it to compare fictional characters in any way you like. For example, you could compare heroes and villains, sidekicks and heroes, or antiheroes and villains. The possibilities become almost endless once you establish an analytical method focused on building a large database with statistically and systematically researched values.

Adapting the Character Clock: Building a Customized Model for Villain Analysis

I really like Jens Eder’s approach with his Character Clock because it covers all the aspects of a fictional character and not only the personality. Therefore, I want to base my model on his but with a few modifications.

First of all, I don’t want to include the Symptom part. I know that the Symptom is also an interesting aspect of character analysis, but I think it’s more efficient, when analyzing multiple villains, to start with a smaller scope. Otherwise, the analysis for just one character would take way too much time to even gather a database. You could write a whole book analyzing one character if you try to cover each of these four aspects, so I am trying to break it down to the most important ones.

Secondly, I want to mainly focus on the Artefact and the Represented Being parts because they are not only the things we notice first when seeing a character on screen, but also the easiest to compare. I also want to include the Symbol briefly for every character by noting if they represent something bigger, what it is, or if there is even a deeper meaning behind the character.

And last but not least: How do I want to systematically analyze the Artefact and the Represented Being?
I want to use the Big Five for analyzing the Represented Being since it fits perfectly for analyzing multiple characters and is suitable for creating comparable diagrams.

For the Artefact, on the other hand, I want to use a framework called ACIS (Audio-Visual Character Analysis) a systematic method designed for analyzing how characters are represented and visible in audiovisual media, developed by Christine Linke and Eckart Prommer and published not too long ago in 2021. I will present this framework in the next part of this blog series as well as continue to describe what my approach will look like.

I know I promised this to be a two-part blog, but during my research, I realized that I have to cover much more to actually develop my own framework. Sorry!

See ya in the next one.

Literature:

  1. Eder, Jens. Characters in Film and Other Media: Theory, Analysis, Interpretation. Open Book Publishers, 2025.
  2. Linke, Christine, and Elizabeth Prommer. “From fade-out into spotlight: An audio-visual character analysis (ACIS) on the diversity of media representation and production culture.” Studies in Communication Sciences 21.1 (2021): 145-161.

Disclaimer: This text was proofread for punctuation, grammar, and spelling errors with the help of Perplexity. The content of the text remains unaffected.

What Makes a Villain? An Introduction to Character Analysis Frameworks (Part 1)

Simply listing the reasons why people root for villains and antiheroes wasn’t enough for me. I wanted to explore the deeper question of what truly makes a villain a villain. To understand that, I also needed to examine how a typical villain is structured and designed. In other words, this is a matter of character analysis.

Conducting character analysis in a scientific context is far from simple. In my case, I aim not only to analyze several well-known villains but also to compare them in order to identify shared traits and distinct differences among some of the most popular antagonists in contemporary media.

In this two-part blog post, I will present three established models of character analysis and discuss how these frameworks can help reveal the psychological and narrative patterns that define our favorite villains. Furthermore, I will try to combine them and create my own framework for analyzing villains in TV and movies. Keep in mind that many more models exist for analyzing both fictional characters and real people – such as Aristotle’s Poetics, Campbell’s Hero’s Journey, Freytag’s Pyramid, and the Myers-Briggs Type Indicator, just to name a few. I chose these models because they seemed fitting for my plan to analyze and compare villains, and I often came across them during my research.

The Jungian Archetype Theory

The Twelve Archetypes in Marketing

Named after the renowned Swiss psychiatrist Carl Gustav Jung, the Jungian Archetype Theory describes characteristic patterns that categorize attributes into different persona types. While this theory has been highly influential in analyzing characters and crafting stories and narratives, it is not considered a strictly scientific approach to character analysis because it relies heavily on the interpretation of stories, myths, and images, which is subjective and difficult to validate with empirical evidence.

Bassil-Morozow explains in Jungian Theory for Storytellers: A Toolkit that archetypes manifest in narratives as familiar character types – such as the Hero, the Shadow (the villain) and the trickster (among many others). Each archetype represents recurring motifs and psychological dynamics within stories. These archetypes are not rigid but act as flexible templates that can be adapted depending on the context, genre, and cultural interpretation. While Jung originally identified four archetypes, his concept was later developed and expanded to include nine archetypes in analytical psychology, and even twelve archetypes to align with marketing principles.

Since the Jungian Archetype Theory is rather pseudoscientific, I won’t use it for my character analysis of popular villains. However, because it is still quite renowned – and even our lecturer in narratives and dramaturgy, Mr. Köpping, mentioned that I should take a look at it – I thought I might as well present it in this blog post.

The Big Five

Although the Big Five was not originally created as a model for analyzing fictional characters but rather as a framework in personality psychology to describe human personality, it is a scientific approach to understanding personalities. You might have come across this model, as it is widely used in various personality tests available across the internet. The key traits this model focuses on are Extraversion, Neuroticism, Agreeableness, Conscientiousness, and Openness to Experience. In an analysis, each of these traits is assigned a high or low value, which is then interpreted accordingly. These traits are relatively stable over time and have been supported by extensive empirical research.

Extraversion describes whether a person is more introverted or extraverted. While an extraverted person is sociable, energetic, and assertive, introverts tend to be more reserved and solitary.

Neuroticism reflects emotional instability and the tendency to experience negative emotions such as anxiety and sadness. High neuroticism means a person may be more prone to stress and mood swings.

Agreeableness measures how cooperative, kind, and empathetic an individual is toward others. A high score indicates helpfulness and trust, while a low score suggests competitiveness or antagonism.

Conscientiousness refers to self-discipline, organization, and dependability. High conscientiousness is linked to goal-directed behavior, reliability, and a strong sense of duty.

Openness to Experience describes intellectual curiosity, creativity, and preference for novelty. Individuals with high openness enjoy new experiences, cultural pursuits, and abstract thinking, while those lower prefer routine and practicality.

You thought that we were done with boring character analysis models? Unfortunately, I have yet one other framework I want to talk about! But you’re lucky because the third model, as well as my own approach to a combined model, will be presented in Part 2.

See ya!

Literature:

  1. Asendorpf, Jens B. Persönlichkeitspsychologie für Bachelor. Springer Berlin Heidelberg, 2019.
  2. Bassil-Morozow, Helena. Jungian theory for storytellers: A toolkit. Routledge, 2018.

Disclaimer: This text was proofread for punctuation, grammar, and spelling errors with the help of Perplexity. The content of the text remains unaffected.

From Evil to Empathy: Why We Root for Bad Characters

Introduction:
Since I didn’t know how to start my blog series, I picked a topic I am interested in and summarized what has already been researched about it. As a foundation for this blog post, I primarily refer to the article “Rooting for the Bad Guy: Psychological Perspectives” by Richard Keen, Monica L. McCoy, and Elizabeth Powell, which explores why audiences are often drawn to villains and anti-heroes in film and television.
As a reason why I am even interested in this kind of topic, I want to tell you that I am a somewhat huge Attack on Titan fan, and if you have ever seen it, you might have asked yourself the same questions I did when I first finished binge-watching the whole show: “Was the protagonist actually the hero of the story, or was I manipulated into believing he was?” and “I think I understand his motives, but can I really justify his actions?”
With this in mind, I wanted to explore what makes audiences root for bad characters, even when their actions seem indefensible.

What Keen, McCoy, and Powell came up with:
Richard Keen, Monica L. McCoy, and Elizabeth Powell explain the phenomenon of audiences sympathizing with “bad guys” by defining eight narrative and psychological factors that contribute to the humanization of these characters. To provide an overview of their research, I will briefly summarize the main explanations they propose.

  1. Fundamental Attribution Error
    The fundamental attribution error refers to the human tendency to explain others’ negative behavior as a result of their character or morality, while attributing one’s own negative actions to situational circumstances. For example, when we see a stranger act violently, we might regard them as inherently evil, but if we behaved the same way, we might justify it as self-defense.
    Two additional factors influence how strongly this bias appears.
    The first is identification. The more insight we gain into a character’s perspective, the more likely we are to understand or excuse their behavior.
    The second is time delay. Immediately after observing an event, people tend to make quick judgments (the fundamental attribution error). However, over time, as they reflect more carefully, they begin to integrate situational explanations and may grow more understanding of the person’s behavior.
  2. Mere Exposure Effect
    The mere exposure effect is a rather simple one. The more often you are exposed to a stimulus, the more you like it, regardless of its initial appeal. Applied to fiction, this means the more time audiences spend with a villain, the more they tend to like them.
  3. What is Beautiful is Good
    The phenomenon “what is beautiful is good” describes the human tendency to link positive traits to physical attractiveness. This bias influences audiences’ perceptions of fictional characters. Some movies such as The Godfather or Ocean’s Eleven use this bias to make villains seem more appealing despite their immorality. Research also suggests that this effect is stronger with colorful, vivid imagery. Moreover, the traits associated with attractiveness like social skill, confidence, and intellect align perfectly with characteristics that make a villain charismatic and fascinating.
  4. Schemas
    Schemas are mental frameworks formed through experience that help us organize and interpret information. Once established, schemas shape our perception and expectations. When it comes to storytelling, schemas explain why viewers instinctively root for protagonists because traditional media often casts the protagonist as the good guy. In films like The Godfather, this leads audiences to root for Michael Corleone, despite his immoral behavior, simply because he fills the “hero role.”
  5. Aggressive Tendencies
    Aggressive villains appeal to the audience because they trigger deep psychological drives. Due to this topic being relatively complex and broad, I tried to summarize the main theories as clearly as possible.
    Freud’s Psychoanalytic Theory says that people have natural sexual and aggressive urges. Watching violent or sexual scenes lets us safely release these instincts through fiction.
    Lorenz’s Evolutionary Theory says that aggression once helped humans protect resources and attract mates, which mainly refers to men, which explains their stronger attraction to violent, action-packed films.
    Bandura’s Social Learning Theory discusses that people learn aggression by watching others. Those drawn to violent media may become more aggressive, reinforcing their interest in it.
    On a personal note, I don’t think these theories are entirely accurate today, but I might explore and discuss them further in another blog post.
  1. Revenge
    Revenge is a common trope for popular villains and antiheroes. It can be either personal or altruistic. Research in neuroscience shows that revenge activates the brain’s reward center, making it feel satisfying, even at a cost. Especially men tend to find revenge more satisfying than women, showing stronger brain activity and less empathy toward the transgressor. This factor explains why audiences often sympathize with characters seeking vengeance and see their actions as justified.
  2. Bad Boy / Nice Guy
    The “bad boy” effect may explain why audiences are captivated by charming villains. Psychological studies show that women prefer niceness in long-term partners but often value attractiveness and confidence in more short-term or sexual relationships. Most attractive “bad guys” on screen are not real prospects for long-term love but fantasy figures of charisma, danger, and sex appeal. In fiction, traits that are often linked to bad boys such as boldness and unpredictability make the villains far more interesting and enticing.
  3. Psychological Reactance
    Psychological Reactance describes how people desire something more when it’s forbidden or restricted. When people are told not to want or root for something, they experience a motivational push to do exactly that. Applied to fiction, the “forbidden” nature of villains enhances their appeal. Because we are taught by society to root for heroes and not their counterpart, a psychological reactance is triggered, and the bad guy’s rebellion becomes even more attractive. The act of liking the villain becomes an emotional thrill because we are rooting for the “wrong” side.

Literature:

  1. Keen, Richard, Monica L. McCoy, and Elizabeth Powell. “Rooting for the bad guy: Psychological perspectives.” Studies in Popular Culture 34.2 (2012): 129-148.

Disclaimer: This text was proofread for punctuation, grammar, and spelling errors with the help of Perplexity. The content of the text remains unaffected.