EVOLUTION OF ANTHROPOMORPHISM IN ANIMATION MOVIES

Sandra
5 min readJul 12, 2023

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“I only hope that we don’t lose sight of one thing — that it all started by a mouse. Mickey Mouse is a symbol of independence.” -Walt Disney

The genesis of animation can be rooted in the 1800s with the invention of tools like magic lanterns and zoetrope, what we regard as animation today came into being. The 1920s to the 1950s is considered the golden age of animation with the introduction of the Walt Disney Animation Studio. It was founded by Walt Disney and Roy O Disney. Plane Crazy (1928) was the first project of Walt Disney Animation Studio which introduced Mickey Mouse, an underdog who faces so many challenges. This character is universally identified and enjoyed by everyone equally and is the most celebrated of all time. Later that year, Disney released Steamboat Willie, featuring Mickey Mouse, the first sound cartoon. The Band Concert (1935), Brave Little Tailor (1938), and Fantasia (1940) are some other movies in which the character Mickey Mouse showed his appearance.

Animals or objects possess human traits, behaviours, and powers in anthropomorphic storytelling, sometimes known as “funny animal” comics. It is a typical narrative technique employed in a variety of media, such as graphic novels, comics, and cartoons. Through non-human creatures, anthropomorphism in the graphic novel enables authors to investigate and portray human experiences, emotions, and social dynamics. Authors might address complex issues in a more understandable and fun way by substituting animals or objects for humans. Anthropomorphic characters frequently have human-like physical attributes while still retaining some traits of the animal or thing they represent in graphic novels. They might have a straight posture, dress, or mix of human and animal characteristics. These figures frequently have human personalities, feelings, and thinking processes assigned to them.

Like humans, these figures are capable of feeling love, joy, rage, fear, and other emotions. This makes it possible for readers to identify with the characters and understand their perspectives. Graphic novels that use anthropomorphism offer a platform for social commentary and satire. Creators can investigate historical, cultural, and political concerns from different angles by using human-like characters in non-human settings. It enables allegorical storytelling and challenges readers to consider their surroundings carefully. Maus by Art Spiegelman, Usagi Yojimbo by Stan Sakai, and Bone by Jeff Smith are some examples of anthropomorphism in graphic books. An innovative and captivating approach to convey stories, explore difficult subjects, and occupy readers of every age is through the use of anthropomorphism in graphic novels. It is a well-liked narrative method in the field of graphic storytelling since it permits a distinctive fusion of imagination and social commentary.

When we analyse the animation movies as well as series, we can witness Anthropomorphic presentations from the inspection present from the beginning of animation itself. As defined by the Oxford Dictionary, “Anthropomorphism is the practice of imputing human characteristics, feelings and intentions to non-human beings or entities”. Anthropomorphism is a word derived from the Greek word anthropos which means human and morphe which means form. The practice of attributing human physical or mental characteristics to deities is where the phrase was initially used. Religious devotional objects must have qualities that people can identify with and relate to. That is one of the reasons for the development of anthropomorphism in the pre-Christian era.

Human characteristics should be present in deities and gods if human beings are worshipping them. Another way of anthropomorphism also developed during that time. In most cultures, landforms, clouds, trees, and nature have been worshipped and given human features. Gender and facial features are attributed to natural phenomena such as the sun and the moon. Some refer to these characteristics as personification, mostly in art and literature. Both anthropomorphism and personification are literary devices for attributing human characteristics and tendencies to non-human entities, which can give depth as well as a better understanding of a text, art or movie. Even though it has some similar characteristics, it is different in so many ways.

From the 1942 release of Bambi to Elemental (2023) anthropomorphic characters play a significant role in animated movies. One-third of Disney Animated films have anthropomorphic characters. Using anthropomorphic animal characters with human nature helps the viewers to see and understand the world through the eyes of animals from several levels of animal hierarchy- from ants to dinosaurs. Through this technique, animality is more explored than humanity. While anthropomorphism is a common convention in animation, there has been little research on its use in animation movies and its effects on viewers. However, studies have shown that anthropomorphism can have a positive effect on viewers. Anthropomorphic animals are most liked by the audience which later became a norm of animation movies. It is often seen that we can connect to fictional anthropomorphic characters more than other realistic human characters. According to Finch, these stories unfold “fantastic dimensions which we recognise as a metaphor for the reality rather than as a naturalistic portrayal”(107). Thus, these anthropomorphic characters represent real life even though they are fictional. Human emotions, feelings and concepts are in front of us for optimum empathetic effect.

Visual elements play a vital role in making the audience connect with the characters. We are not able to understand the human character in animated movies as we understand the animal characters. when emotions such as loneliness, separation, and love are expressed by the characters we can connect with them by drawing our own experience. Thus, when the characters share our human behaviour, experience and emotions, anthropomorphism is achieved. Animated movies make use of good human themes with non-human protagonists and used them in their stories. When we can understand the anthropomorphic character and get engaged with them as if they are real, then only anthropomorphism is achieved. We can identify with the character because, in some parts of our life, we must have experienced the emotion of the character. The characters become anthropomorphised when we empathise with them, not only because of their visual appearance but also because of our reaction and response to the human behaviour on them. Thus, we can say that the narrative functions carried out by the characters anthropomorphise them.

If we analyse the list of best-selling children’s literature, animal stories are most seen and this shows the interest of children towards non-human characters. Traditional oral stories and folktales around the world uses talking animals. Thus, when a question is raised about the popularity of anthropomorphic animal characters’ relevance in literature, there are so many reasons but no exact answer. A positive message and outlook are given by talking animals in literature. It teaches children about kindness, friendship, bravery, respect and all other good qualities they must know and follow in their daily life.

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Sandra

Painting minds with words of black and white 🖤🤍