The personality classification of the animated design was discussed based on modes such as absolute justice, negative energy, and yes man mode.
The study suggested that shaping character image with good temperament and behavior in animated films is necessary for guiding the children to establish a correct world outlook, outlook on life, and values.
This paper is divided into seven sections and its general layout is depicted in Figure 2 . The first section introduces the animation, its impact on the viewer's psychology, and attention span. It also briefs the objective of this study, the limitations of the existing research, and the present study's contribution. The second section explains the application of the PRISMA protocol to evaluate the reviewing of other types of research. The evaluation is based on the survey's selection criteria, its information sources and search strategies, data collection process, and risk of bias in individual studies. The third section elaborates on the selection of the present study, its characteristics, selected data items, and the risk of bias within the studies. It also assesses animation's attention-related factors and physical and cognitive effects. The fourth section briefly presents the summary along with the limitations and recommendations. The fifth section elaborates on the challenges and open issues the researchers face during the study. The sixth section highlights the future research directions in the field of animation. Finally, the last section summarizes all the facts and concludes the reviewed results.
Structure of this review.
2.1. prisma protocol.
The present study is reviewed based on the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) Protocol [ 22 , 23 ]. It is a set of recommendations designed for reporting systematic reviews. These guidelines aid authors in improving the reporting of systematic reviews and meta-analyses and ensuring the accuracy and transparency of the studies reported [ 24 ]. The present study's reporting quality can be optimized by completing the review report based on the PRISMA–P statement and checklist. Moreover, it also improves the efficiency of the peer review process and enables the readers to get a clear view of the author's work.
The steps followed in the PRISMA protocol are represented in Figure 3 . It is provided briefly as follows: (a) Identification, the records are identified through database searching and additional sources. (b) Removal of duplicates, the records that appear more than once should be removed to avoid reviewing the duplicate records. The entire list of records is exported to a citation manager to remove the duplicate records. The remaining records are entered in the second top box. (c) Screening, the number of screened articles are entered in the following box. Furthermore, this value will be the same as that of the number entered in the duplicate removed box. Further, the articles are screened based on their titles and abstracts. The number of articles excluded in this screening process is recorded in the relevant box. (d) Eligibility, the number of excluded articles after the screening process is subtracted from the total number of records screened. Full-text articles are assessed for eligibility. All these full-text articles are eligible for the final reviewing process. The number of excluded articles at this point is recorded in the appropriate box. (e) Inclusion, the number of excluded articles is subtracted from the total number of articles reviewed for eligibility. Furthermore, this number is entered in the qualitative analysis box. The number of studies list is entered in the quantitative synthesis box to perform the meta-analysis.
Flow diagram of PRISMA protocol.
The criteria selected were defined before undergoing screening of any articles. The selection criteria are listed in Table 2 .
Selection criteria.
S.No | Criteria | Selected criteria |
---|---|---|
1 | Topic | Impact of animation on viewer's attention |
2 | Language | English |
3 | Year of Publication | 2015 or later |
4 | Journals and conferences | Any |
5 | Scientific | Academic articles such as a published thesis or peer-reviewed articles |
The criteria selection helps to limit the broad topic to direct relevance for the research questions. The language is selected as English as it is the primary publication language for scientific articles. The year of publication is limited to providing a review based on recently published research works. Finally, peer-reviewed articles are considered to provide good quality of work and confirmed results. Also, published thesis work is considered, providing more detail about the research work introduced in peer-reviewed articles by the same or similar authors. Animation-based attention-creating articles were selected for the reviewing process.
The search databases selected for article retrieval should have good coverage of the body of the relevant work. For this purpose, the two major exiting multidisciplinary databases, Web of Science and Scopus, were selected. Also, scientific databases like Google Scholar and ResearchGate are included as they cover good reporting of animation-related attention-creating articles. In recent times, these research articles can also be retrieved from general databases. However, Google Scholar gains superiority due to its positive correlation with the citation counts from various sources. Many of the works relevant to animation-based attention-creating articles can be retrieved from this database. The publishers such as IEEE, ScienceDirect, Springer, and SAGE also provide direct access to their publications, and their databases were also assessed for their yield of additional relevant results. All the relevant papers can be expected to be available online as the year of publication selection is from 2015 and above. So the analogue search was not conducted separately. Therefore, the electronic database searches were executed from January 2015 to the year 2021 until the preparation of the review. The reference list of all the relevant articles was analyzed for their significance with the research objectives and screened accordingly. The same selection criteria were applied here.
The search strategies need to be fine-tuned to get a better search of articles. Meanwhile, it should expose all relevant research works under a manageable level with no increase in the overall workload of the reviewing process. For the given research objective, the attention-creating articles published in the field of animation were chosen. The research terms for the search were used in either form of individual keywords or a combination of keywords. And specifically, the research terms used were ‘animation' OR ‘impact of animation' ‘Animation' AND ‘psychology' OR ‘animation' AND ‘audience' OR ‘animation' AND ‘cognitive psychology' OR ‘animation' AND ‘audience visual attention'.
The title of the articles retrieved from the databases is evaluated for their significant relevance to the research objectives. Furthermore, their respective abstracts are read thoroughly. Based on this, the most relevant articles were segregated and organized in a Microsoft Excel sheet.
(1) Inclusion Criteria . Inclusion criteria for this study include the year of publication, country of origin, methodological base, experimental context, sample characteristics, study duration of existing articles, outcome measures, and exposure to animation duration.
(2) Exclusion Criteria . The criteria excluded for this study comprise lack of access to the full article, unsuitable research articles, letters to the editor, and retraction articles review articles.
The study's key findings mainly focused on how effective the animation in the existing articles. And no attempts are made to contact the authors for missing details in their respective articles.
All the articles were independently evaluated based on the inclusion and exclusion criteria to assess the risk of bias in individual studies. The information extracted from each study is evaluated using the quality assessment tool. For the effective quality assessment, the checklist is made based on the following criteria: yes, no, not applicable (NA), and not reported (NR). The checklist of quality assessment tools includes the following criteria mentioned in Table 3 .
Design quality analysis.
S.No | Criteria | S.No | Criteria |
---|---|---|---|
1. | Randomization | 2. | Missing data |
3. | Control | 4. | Power analysis |
5. | Isolation | 6. | Validity measures |
7. | Pre- and post-test | 8. | Baseline method comparison |
9. | Retention | 10. | Follow up |
3.1.1. summary of retrieved articles.
The summary of the search databases visited and the number of articles obtained from the respective sources is presented in Table 4 . Further, this table shows the percentage of articles retrieved from each academic database and reveals that the highest number of articles were retrieved from Google Scholar ( n = 199). It comprises research articles, conference papers, and students' dissertations. Other databases like Springer, Science Direct, and Taylor and Francis account for 6.76%, 6.41%, and 6.05% of the total number of articles. The rest of the articles were retrieved from IEEE Xplore (4.27%), ResearchGate (3.20%), and Wiley Online Library (2.49%).
Article sources and number of articles.
S.No | Search databases | URL | No. of articles | Percentage (%) |
---|---|---|---|---|
1 | Google Scholar | 199 | 70.82 | |
2 | Springer | 19 | 6.76 | |
3 | Science Direct | 18 | 6.41 | |
4 | Taylor & Francis | 17 | 6.05 | |
5 | IEEE Xplore | 12 | 4.27 | |
6 | ResearchGate | 9 | 3.20 | |
7 | Wiley Online Library | 7 | 2.49 | |
The number of articles retrieved from the search database was reduced with the following eliminated procedure based on PRISMA protocol.
The procedure flow for selecting articles for the study is depicted in Figure 4 , which shows the elimination procedure.
Elimination process of articles based on PRISMA protocol.
Based on the selection process, 35 articles were shortlisted for the systematic review. Each article was reviewed, and the information gathered from it was tabulated. The following information was extracted from the articles: description of the study, sample and design applied in the study, type and duration of animation used in the study, and outcome and findings of the study and case-control applied within the study. The study's characteristics, as itemized above, are summarized in Table 5 .
Summary of animation studies.
Reference | Study description | Sample and design | Types of animation | Outcomes | Duration of animation | Findings | Case control |
---|---|---|---|---|---|---|---|
[ ] | The audience's interaction with digital characters and the emotional impact of such films were examined. Undergraduate students of film, media, communication, and psychology courses from the Southwestern United States have participated in the study. | = 144 (65 male and 79 female) Mean age: 20.6 years Design not reported | Computer-generated imagery (CGI) | Psychological outcome | 60-100 min | CGI is very effective in creating a scene with characters featuring an actor either alive or passed away. In addition, it enhanced their parasocial interaction and relatability with such characters. | Real condition ( = 49): real human characters played by real actors CGI condition ( = 44): all-CG characters Hybrid condition ( = 51): a hybrid of characters with real humans and CG |
[ ] | A qualitative analysis was performed to learn the visual impacts of stop motion animated films towards the audience. | = 9 (gender not mentioned) Age: 21-23 years Qualitative analysis | Stop motion | Psychological outcome | NR | The participant unknowingly noticed the techniques behind the making of stop motion film. Some of them even observed the sense of space in them. | NA |
[ ] | The comprehension reading of children was investigated by making them read an augmented reality (AR) storybook and was compared with those reading its printed version. The participants were selected from five children's libraries in Tehran. | = 34 (20 girls and 14 boys) Age: 7-9 years Quasi-experimental methodology | 2D animation AR | Cognitive outcome | NR | The AR storybooks with more interactive 3D images with added value can be used as a tool to support children's literacy learning. | Experimental group ( = 18; 11 girls and 7 boys): read AR storybooks Control group ( = 16; 9 girls and 7 boys): read the printed version of the same book |
[ ] | The influence of watching an animated show with fantastical events on the Chinese preschooler's executive function (EF) was investigated. The preschoolers from urban public schools in central China participated in the study. | Experiment 1 = 90 (41 girls and 49 boys) Mean age: 60.37 months Latin square design Experiment 2 = 20 (9 girls and 11 boys) Mean age: 63.94 months Eye-tracking technology Experiment 3 = 20 (9 girls and 11 boys) Mean age: 63.94 months Strengths and difficulties questionnaire | 3D animation | Cognitive outcome | Experiments 1 and 2 19 min 25 s (low fantasy) 18 min 37 s (high fantasy) Experiment 3 6 min 50 s (low fantasy and high fantasy) | The animated videos with high fantastical events have a negative impact on the preschooler's executive function. | Experiment 1 (30 participants each): high fantasy, low fantasy, no viewing Experiment 2 (10 participants each): high fantasy and low fantasy No control group Experiment 3 (10 participants each): high fantasy and low fantasy No control group |
[ ] | The study investigated the effectiveness of employing animated films as a measure of microintervention in a possible way to improve children's body image. Participants were selected from eastern, central, and western regions of six major US cities through a commercial research agency. | = 1,329 (41% girls and 59% boys) Age: 7-14 years Randomized controlled trial | 3D | Physical outcome | 60 s | Microintervention effects played an essential role in creating awareness in adolescents who concern more about their body image. | Appearance teasing and bulling animation showing positive appearance self-talk ( = 442), media and celebrities animation showing unrealistic social media images ( = 441), and active control showing no body image ( = 446) |
[ ] | An interactive computer-animated agent (prototype) was developed to provide information on breast density to the women. The effectiveness of the prototype was assessed for its approval. Mammography-eligible English-speaking women were selected for the study. | = 44 (all female) Age: 40-74 Cross-sectional study | Computer animation | Psychological outcome | 3 min | The computer-animated agent delivers satisfied informational needs of women regarding breast density. It can be more beneficial if it is designed to deliver the psychological needs of the women undergoing the diagnosis. | NA |
[ ] | The changes in the student attitudes toward physical activity were evaluated by implementing Brain Breaks®videos for four months. The participants are primary grade students (3rd, 4th, and 5th) from 16 schools like Croatia, Lithuania, Macedonia, Poland, Romania, Serbia, South Africa, and Turkey. | = 3,036 (1,496 males and 1,540 females) Quasi-experimental design | NR | Physical outcome | 3-5 min 2 times per day 5 days each week | The student's attitude towards physical health and self-efficacy in doing exercises improved. | Experimental group (1914 participants) participated in group activity exercises and Brain Breaks®videos, and the control group (1122 participants) standard teaching materials |
[ ] | The effect of children's reactions towards unhealthy versus healthy products was investigated. The children's visual attention, such as dwell time and pupil dilation, was measured. The children from primary school in Austria participated in the study. | = 68 (34 boys and 34 girls) Age: 6-11 years Fruit condition = 34 Candy condition = 34 Eye-tracking technology | 2D animation cartoon style | Psychological outcome | 6 min | The attractive and cartoonistic media presentation did not automatically influence the children's visual attention or emotional arousal toward unhealthy foods. However, it may prompt them when there is a restriction on taking healthy foods imposed by the parents at home. | NA |
[ ] | The adoption of 3D animation as a teaching tool for illustrating surgical skills in medical education was investigated. The 3D animation was hosted on Moodle platform. Third- and fifth-year medical students from the University of Botswana have participated in the study. | = 90 (gender not mentioned) Age: not mentioned Randomized comparative study | Motion graphics in the form of 3D animation | Cognitive outcome | 8 mins | The students preferred the adoption of 3D animation and the traditional teaching method. | Group A (traditional teaching group) is the control group, and group B (3D animation teaching group) is the experimental group |
[ ] | The reward learning mechanism in an infant's visual behavior was investigated. Participants are the infants recruited from the community via ads and birth records. | = 51 (23 females and 28 males) Mean age: 7 months Eye-tracking technology | Animation using Adobe flash | Cognitive outcome | 8 s ∗ six videos 2 times per session | Reward learning of the infant is significantly observed in the infant's mother. It played an essential role in enhancing the early cognitive development of infants. | NA |
[ ] | The influence of animated storybooks (motion and sound) on preschoolers' visual attention and Mandarin language learning was investigated. Children from 21 kindergartens of PAP community foundation, Singapore, were selected for the study. | = 102 (49 boys and 53 girls) Age: 4-5 years Eye-tracking technology | ebook motion animation | Cognitive outcome | 245 sec | The animated ebooks featuring sound and motion facilitate the children's attention, enhancing story comprehension and word learning. | Animation ebook reading group, static ebook with sound, static ebook with no motion and no sound and no reading exposure control group |
[ ] | The observation of hand action in visualizing the animation and static graphics was investigated. Also, the respective influence on learning the hand manipulative tasks was explored. The psychology students from Erasmus University Rotterdam have participated in the study. | = 100 (20 males and 80 females) Mean age: 20.26 years | Animations were recorded in video clips | Physical outcome | NR | In learning hand manipulative tasks (i.e., knot tying), the animation delivers better knowledge than static graphics. The motor task performance was not hindered by hand appearance. | Animation with hands ( = 24), animation without hands ( = 25), statics with hands ( = 25), and statics without hands ( = 26) |
[ ] | The possible application of traditional animation principles to photorealistic animated animal characters was analyzed. The influence of varying degrees of exaggeration on perceived believability was investigated. | = 82 (gender not mentioned) Age: 18 years Randomized block design | 3D | Psychological outcome | 18 sec | The animated characters should be presented realistically to achieve a higher level of the audience's perception of believability and appeal | No exaggeration, low exaggeration, high exaggeration |
[ ] | The influence of learning Japanese using an interactive manga-based ebook on the university students' visual attention and learning performance was investigated. The university students from the applied foreign languages department at the university in Taiwan have participated in the study. | = 60 (gender not mentioned) Age: NR Eye-tracking technology | 2D graphics (annotation animation) | Physical outcome | NR | Overall, students spent more time reading text and annotation than graphic information. | High prior knowledge (PK) group ( = 30) and low prior knowledge group ( = 30) |
[ ] | The effectiveness of using animation and static pictures to support the learning of genetics was assessed and compared. Seventh-grade students from a public junior high school participated in the study. | = 181 (gender not mentioned) Age: NR | 2D animation | Cognitive outcome | 40 min | The animation approach is an easy and effective way to help students learn invisible infinitesimal phenomena as it lowers the perceived extraneous cognitive load. | Static pictures group ( = 89) and animation group ( = 92) |
[ ] | The influence of attention cueing on the learner's prior knowledge of cognitive load was investigated. Participants were students from a technology university in southeastern China. | = 55 (7 male and 48 female) Mean age: 19.85 years Quasi-experimental design | Adobe flash-based animation | Physical outcome | 255 sec | The interactive features of the animation help to explore knowledge | Animation only group ( = 27) Animation plus cueing group ( = 28) |
[ ] | The influence of characteristics of eSports virtual ads on viewers' attention was examined. It also determined how the dynamic nature of gameplay can influence those, as mentioned earlier. | = 114 (40 female and 74 male) Mean age: 22.83 Eye-tracking technology | Ad animation | Psychological outcome | 5 min | The advertising practitioners should take care of virtual ad designs for eSports and their placing timing. | Static condition ( = 58) and animated conditions ( = 56). |
[ ] | Infants' responsiveness to social attention was observed by providing training on essential attentional functions. The participants were recruited from a population-based database from the Tampere area in Finland. | = 70 (37 females and 33 males) Age: 9 months Eye-tracking technology | NR | Cognitive outcome | NR | Basic training on visual attention plays an essential role in the early development of socio-cognitive skills in infants. It helps to increase the infant's responsiveness to social-communicative cues. | Training group ( = 35; 19 females, 16 males): four gaze-interactive games in terms of attention switching, visual search, sustained attention, and interference control and control group ( = 35; 18 females, 17 males), watching noncontingent, child-appropriate animations, and television clips |
[ ] | The virtual audiovisual environment with animated characters was employed to study hearing aid benefits. The influence of visual cues on the head and eye movements during listening talks in such an environment was investigated. Participants were young normal hearing students from the Oldenburg University. | = 14 (7 males and 7 females) Age: 19-35 years | 3D animation | Physical outcome | NR | The realistic animation condition was more comfortable investigating the effects of hearing aid signal processing on motion behavior. Also, it helps to identify the limitations of the technology developed. | NA |
[ ] | The experiences of pleasantness in viewer's emotions which stimulates the perception of pleasure portrayed in Malaysian animated cartoon characters were investigated. | = 143 (78 male and 65 female) Age: 17-27 years Questionnaire's survey | 3D animation | Psychological outcome | NR | During the early stage of animation production, the relationship between a character's theme and the character's appearance plays a significant role | NA |
[ ] | An attempt was made to increase the knowledge of glaucoma patients through animation. The factors influencing the knowledge level of such patients were determined. The patients who were diagnosed with glaucoma for six months at the King Khaled Eye Specialist Hospital were included in the study. | = 196 (108 males and 88 females) Mean age: 55.7 ± 15.5 years Self-identification | Motion graphics | Psychological outcome | 3 min | The animated video was influential in spreading the knowledge of glaucoma among its patients. The video should contain more information regarding the importance of long-term follow-ups with an ophthalmologist. | NA |
[ ] | The influence of sponsorship signage's animation intensity on the sports viewer's attention was investigated. The arousal of the viewer's confusion due to increased levels of animation intensity was explored. Participants were undergraduate and graduate sports students from the German Sport University Cologne. | = 52 (40.4% female and 59.6% male) Mean age: 24.98 years Eye-tracking technology | Flash | Psychological outcome | 3 min 19 sec | The visual animation has drawn sports viewers' attention to sponsorship signage even in an attractive sports environment. The animation intensity played a significant role in attracting the sports viewer's attention. | NA |
[ ] | The infants' recognizing ability to facial expression changes were investigated. The participants were infants recruited through newspaper ads. | = 25 (15 boys and 10 girls) Mean age: 226 days Principles of the Helsinki Declaration | NR | Physical outcome | 1,800 ms | The infants' ability to recognize expression was disturbed by dynamic change of facial identity using dynamic morphing animation. | Pre- and post-familiarization tests were conducted under two conditions: expression test condition and ID test condition |
[ ] | The audience's response to the uncanny valley, while observing different types of 3D animated characters were assessed. Also, the audience's response towards the animation films rendered in different styles was evaluated. | = 50 (gender not mentioned) Age: 18-23 years Volunteer sampling | 3D Computer-generated and motion capture | Psychological outcome | 3 min | The participants could not feel the warmth of the real human character. | NA |
[ ] | The significant effect on learning idioms through English animated movies was investigated. Iranian intermediate EFL learners were selected randomly from the English language institutes in Sari for the study. | = 40 (all female) Age: 14-18 years Oxford Placement Test | Animated movies | Cognitive outcome | NR | Animated movies can motivate the learners to understand the idioms in a much better way. | Experimental group ( = 20) provided idioms using English animated movies, and the control group ( = 20) exposed to those during the instruction session |
[ ] | The usefulness of Sasang typology in providing a theoretical backbone to the animation industry was investigated. The biopsychological features of seven animated characters in Pororo the Little Penguin were analyzed. The analysis was validated with the standardized measures of Sasang typology. The graduate school students from Pusan National University were selected for the analysis. | = 41 (17 males and 24 females) Mean age: 30.64 ± 9.08 (male) and 28.62 ± 4.08 (female) Body mass index (BMI) Sasang Personality Questionnaire (SPQ) | 3D animation cartoon | Physical outcome | 15 min | The SPQ and BMI help analyze the biopsychosocial features as well as patients. It remained a valuable tool to educate health-care professionals and the general public regarding Korean medicine. | NA |
[ ] | The impact of licensed cartoon characters on children's attention to healthy food/beverages packages and their preferences was investigated. Participants were children aged 6-9 years selected via online and in-person techniques in 2012 and 2013. | = 149 (gender not mentioned) Age: 6-9 years Eye-tracking technology | 2D | Psychological outcome | 60 trials | Healthy food and beverage packages with featured cartoon characters may enhance the children's attention and product choice. | NA |
[ ] | The pharmacology interleaved learning virtual reality (PILL-VR) simulation was developed to learn medication administration procedures. Its effectiveness was evaluated by employing it in nursing education. | = 129 (97 female and 32 male) Mean age: 23 ± 3 years Quasi-experimental design | 3D virtual reality | Psychological outcome | 45 min | The VR simulations provide an affordable and flexible environment to practice medical administration. The learning practice may be made more accessible by improving students' sense of control. | Experimental group ( = 82; 67 female and 21 male) learned via PILL-VR environment for 3 h Comparison group ( = 47; 36 female and 11 male) learned via normative lecture with PowerPoint presentation for 3-4 h |
[ ] | The 12th grade female students from Ad Dakhiliyah Governorate in the Sultanate of Oman participated in the study. The corresponding students' spatial ability and scientific reasoning skills were observed. | = 60 (all female) Mean age: NR Quasi-experimental design | 2D and 3D | Cognitive outcome | 8 weeks | Visualizing the chemistry concepts in 2D and 3D enhanced the spatial ability and reasoning skills of the participants | Experimental group ( = 32) and control group ( = 28). |
[ ] | The influence of animated film culture on the child's involvement in extended meditation in animated films is derived. Participants were preschoolers from Moscow kindergarten. | = 50 (gender not mentioned) Age: 6-7 years | Animated films | Cognitive outcome | NR | Animated films enhance the child's capacity for symbolic mediation and their level of arbitrary behavior. | NA |
[ ] | The five-year-old children's visual perception development using 3D animated movies and interactive applications was investigated. The children from two kindergartens in Turkey participated in the study. | = 38 (22 girls and 16 boys) Age: 5 years Test of visual perceptual skills-3 | 3D | Physical outcome | 10 min Every 15 days for 16 weeks | The 3D animated movies, as well as interactive applications such as worksheets and touchscreen, can enrich the visual perceptual development of infants | Test group 1 ( = 12; 7 girls and 5 boys) trained with 3D animated movies and interactive application with computer Test group II ( = 12; 7 girls and 5 boys) trained with 3D animated movies and worksheets of the interactive application Control group ( = 14; 8 girls and 6 boys) trained with preschool program |
[ ] | The audience's perception of animated cartoons telecasted on television for political communication was investigated. The frequency of exposure to such cartoons among males and females and the audience with primary, secondary, and tertiary levels of education was determined. | = 357 (182 male and 175 female) Multistage sampling | TV animated cartoons | Psychological outcome | NA | Females are more exposed to animated TV cartoons. Furthermore, the perception depends on the level of education. The cartoons should be in such a way to motivate voting behavior. | NA |
[ ] | The influence of animated storybooks (motion) on children's visual attention and story comprehension was investigated. Participants were children from three public schools in the Netherlands. | = 39 (22 boys and 17 girls) Mean age: 61.26 months Eye-tracking technology | 2D | Psychological outcome | 120 s | The motion in animated illustrations caused the children to focus longer and steadily, which enhanced their capability of retelling the stories. | Storybook with animated illustrations, a storybook with static illustrations, and a control condition (only post-testing and no reading). |
[ ] | The influence of pedagogical agents with cueing on the students' learning ability was investigated. Seventh-grade students from a large junior high school in Taipei, Taiwan, have participated in the study. | = 133 (67 boys and 66 girls) Age: 12 years | 3D animation | Cognitive outcome | 40 min | Implementing a pedagogical agent with cueing may help reduce the complexity of animation. It may support the learners to have a clear-cut view of the complex concepts of the biology domain. | Experimental group ( = 64): animation with a pedagogical agent and control group ( = 69), animation without a pedagogical agent |
[ ] | The impact of color and animation types on the sports viewer's attention to sponsorship signage was investigated. The arousal of confusion among sports viewers due to the animated sponsor signage was analyzed. Participants were assigned to four highlighted video clips (soccer, handball, biathlon, and formula one) according to their treatment conditions. | = 176 (56.3% male and 43.7% female) Mean age: 24.4 ± 5 years Eye-tracking technology | Flash | Psychological outcome | 15-20 min | Attention measures are more important than exposure quantities while designing sports sponsorship signage boards | Animation treatment (blinking, running, twisting, and spotlight) and color treatment (four chromatic primary hues such as red, green, blue, and yellow). |
The study participants' ages ranged from 30 months to 30 years, and most of the studies included both sex samples, with the exception of three studies with female samples alone and gender not mentioned in eight studies. In addition, most of the studies included 3D animation ( n = 10) followed by 2D animation ( n = 6) and flash ( n = 4), and the remaining studies included motion graphics, VR, and AR. Further, the outcomes reviewed from all these studies, namely, physical outcome ( n = 9), psychological outcome ( n = 15), and cognitive outcome ( n = 11), are presented in Table 5 .
The importance and necessity of physical exercise was easily delivered to the primary grade students. The results showed a significant difference in self-efficacy, learning, benefits, importance, personal best, and fun between the control and experimental groups ( p ≤ 0.05) [ 31 ]. The hand manipulative tasks was made better with the help of animation. The results showed that the animation groups ranked their difficulty levels (cognitive load) significantly lower than the static groups. Moreover, viewing hand or not made no difference for the animation group [ 36 ].
The effects of visual cueing depend on the subject matter and the learner's learning strategies [ 40 ]. The pretest scores revealed insignificant scores between the test and control groups. However, there is a significant difference between the test and control group in the sequential memory test [ 55 ]. The microintervention study revealed the positive impact of animation on creating awareness on body image among the adolescents. It helped them to understand the importance of telling a bully to stop. The study results showed a significant difference in body satisfaction between the groups. However, it is insignificant to media literacy and self-efficacy [ 29 ]. There is a significant difference in the learning outcomes between each PK (prior knowledge) group for reading comprehension. The animation annotation was easily noticed by the low PK group, whereas the text zone was noticed by the high PK group [ 38 ]. The results obtained from SPQ and BMI revealed the following results: Pororo - So-Yang type boy, Petty - So-Yang type girl, Loopy - So-Eum type girl, Pobby & Harry -most obvious contrast [ 50 ]. There is a significant difference between lip-syncing and gaze to target for perceived speech intelligibility [ 43 ].
Food marketing industries have efficiently utilizing animation as a tool to attract the children, and they were assessing their attention towards healthy/unhealthy food items. Children are attracted to the food and beverages product with or without animated characters. Children were significantly chosen the less healthy product with or without character. Children significantly preferred more or less healthier products irrespective of character [ 51 ]. Children's pupil diameter increased on watching the candy condition. However, no significant difference was observed in the children's visual attention or emotional arousal towards candy or food conditions. There is a significant difference in children's emotional arousal to unhealthy products due to the parent's restriction of candy at home [ 32 ].
The children recalled the story and more content words significantly from animated conditions than a static conditions. Children's visual attention was significant with animated conditions compared to static conditions [ 57 ]. The children were able to recognize the facial identity through dynamic facial animation. However, they failed to learn the facial expression. There is no significant difference observed between the pre- and post-familiarization tests [ 47 ].
The animation has delivered a better opportunity to have self-awareness and knowledge on the health issues without any hesitation. The implementation of computer-animated agent provides assistance to deliver personally relevant information on breast cancer. It helps to reduce anxiety, support psychological needs, and boost confidence. The results showed a significant difference in the proportion of participants with unanswered questions for the post-intervention period [ 30 ]. The health awareness regarding the conditions of glaucoma was perceived by the patients through animation video. There is a significant difference in the patients' knowledge scores between pre- and post-intervention ( p ≤ 0.001). Rural residence, low income, and unemployment were identified as influencing factors for acquiring glaucoma knowledge [ 45 ].
There is a positive correlation between the learning experience between the VR simulation and traditional practice [ 52 ]. There is no significant difference between the real and hybrid CG characters ( p = 1.00). A less significant difference existed between real and CG characters ( p < .001) as well as between CG and hybrid characters ( p < .001). The CGI could feature the actor those who are alive or dead and are capable of enhancing the parasocial interaction and relatability [ 25 ]. The animated character influenced the viewer's attention. There is a significant difference in eeriness between the Pixar character and the Toon character ( p < 0.05). There is a significant difference in eeriness between the photorealistic human character and the Toon character ( p < 0.05) [ 48 ].
The prior knowledge about the techniques behind the making of stop motion films may influence the impact of viewer's attention towards the technical aspects rather than focusing on the story. However, the viewer's attention can be engrossed in the film, and it may develop a deeper connection with the story [ 26 ]. The level of exaggeration in animated cat is insignificant to the audience's perception of the appeal of the realistic feline character. Moreover, the significance of believability is higher for high exaggeration clips than for low exaggeration clips [ 37 ]. The frequency of exposure to animated television cartoons is higher among females, and it is greatly influenced based on their level of education. The perception of such cartoons varies with the level of education [ 56 ]. The viewer's pleasantness feeling toward animated character design aesthetics is insignificant to their gender and age group [ 44 ].
The animated virtual ads attracted the participants than the static ads. The virtual ads presented in the nonbattle scene attracted the participants than those ads in the battle scene. The interaction effect between ad animation and in-game context on fixation count is insignificant [ 41 ]. The animation intensity and animation color on the sponsorship signage showed negative effect on the viewer's attention. The arousal of the viewer's confusion due to increased levels of animation intensity was explored. And the results showed an insignificant effect of animation intensity on viewer confusion [ 46 ]. Also, there is no significant difference in color [ 59 ].
The studies reported that animation played an essential role in the cognitive development of children ( n = 6). The children who read the AR storybook were more confident in retelling and recalling the story when compared to those who read its printed version [ 27 ]. The mother's video prompted larger pupil dilations and a more smiling and cheerful eye blinking rate among the infants. The highest value cartoons prompted long looking time, reduced blinking, but no increased smiling or pupil dilation [ 34 , 40 ]. Animated films positively affect a child's involvement in symbolic mediation and the level of arbitrary behavior [ 54 ]. Also, it was observed that the executive functions of the preschoolers were disrupted after watching the animated fantastical events [ 28 ]. A significant effect of animated features in ebooks (motion and sound) was observed on children's vocabulary acquisition, story retelling, and visual attention [ 35 ]. There is no significant difference in birth weight, age, parental educational level, or preintervention performance levels between the groups. The trained group showed tremendous results immediately after the training and at 6 weeks follow-up [ 42 ].
Some of the studies reported the role of animation in the teaching field ( n = 5). The adoption of 3D animation as a teaching tool for illustrating surgical skills in medical education was investigated. The test scores showed higher significance for the 3D animation group when compared to the traditional teaching group ( p < 0.0001) [ 33 ]. The animation lecture with instructional design helps in guiding learner's attention, thereby making them focus on the important instructions in the instructions. The animated group required less cognitive load, and they outperformed on the open-ended questions. It was further confirmed with insignificant differences between the two groups in the Genetic Foundation Test [ 39 ]. Idioms learning can be made easier by watching an English animated movies. There is a significant effect on learning idioms through English animated movies ( p < 0.05) [ 49 ]. The spatial features of the animations and the simulations facilitated the development of spatial ability of the 12th grade students. The experimental group's spatial ability and reasoning skills have higher significance than the control group ( p < 0.05) [ 53 ]. The cueing by pedagogical agents positively affected learning performance and instructional efficiency. The cognitive load measures between the two groups were insignificant [ 58 ].
The risk of bias assessment within the studies is summarized in Table 6 . The criteria for the assessment were based on the study design and data analysis. Nearly all the study participants were randomly selected ( n = 28) with control group ( n = 15) assigned. Some of the studies were conducted in isolation ( n = 31), and the pretest and post-test ( n = 16) method was employed to assess the significance of the hypothesis developed. The participants' visual perception of the animation was determined by their capability to recall or retell ( n = 27). The data obtained in most of the studies were analyzed using power analysis ( n = 12), validity measures ( n = 10), and baseline comparisons ( n = 7) and were employed in some studies. Follow-up on the influence of the animation was further assessed in a few studies ( n = 3), and missing data were reported in a few studies ( n = 5).
Risk of bias within the studies.
Article | Randomization | Control | Isolation | Pre- and post-test | Retention | Missing data | Power analysis | Validity measure | Baseline method comparison | Follow up | Score | Reference |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Sheldon et al. | Yes | No | Yes | No | No | No | No | Yes | No | No | 3 | [ ] |
Arora | Yes | No | No | No | Yes | No | No | No | No | No | 2 | [ ] |
Danaei et al. | Yes | Yes | Yes | No | Yes | No | No | No | No | No | 4 | [ ] |
Li et al. | Yes | Yes | Yes | No | Yes | No | No | No | Yes | No | 5 | [ ] |
Matheson et al. | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | 10 | [ ] |
Gunn et al. | No | No | Yes | Yes | Yes | Yes | No | No | Yes | No | 5 | [ ] |
Mok et al. | Yes | Yes | Yes | Yes | No | No | Yes | Yes | No | No | 6 | [ ] |
Binder et al. | Yes | No | Yes | No | Yes | No | Yes | Yes | Yes | No | 6 | [ ] |
Bedada et al. | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ ] |
Tummeltshammer et al. | Yes | No | Yes | Yes | Yes | Yes | No | No | Yes | No | 6 | [ ] |
Sun et al. | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ ] |
de Koning et al. | Yes | No | Yes | No | Yes | No | Yes | No | No | No | 4 | [ ] |
Hammer | Yes | Yes | No | No | Yes | No | No | No | No | No | 3 | [ ] |
Wang et al. | No | No | Yes | Yes | Yes | No | No | No | No | No | 3 | [ ] |
Yang et al. | Yes | No | Yes | No | No | No | No | No | No | No | 2 | [ ] |
Yang | Yes | Yes | Yes | No | No | No | No | No | No | No | 3 | [ ] |
Seo et al. | Yes | No | Yes | No | Yes | No | Yes | No | No | No | 4 | [ ] |
Forssman & Wass | Yes | Yes | Yes | Yes | Yes | No | Yes | No | No | Yes | 7 | [ ] |
Hendrikse et al. | Yes | No | Yes | No | Yes | Yes | No | Yes | No | No | 5 | [ ] |
Arshad et al. | No | No | No | No | Yes | No | Yes | No | No | No | 2 | [ ] |
Al Owaifeer et al. | No | No | No | Yes | Yes | No | No | Yes | Yes | Yes | 5 | [ ] |
Otto & Rumpf | Yes | No | Yes | No | Yes | Yes | Yes | No | No | No | 5 | [ ] |
Ichikawa et al. | Yes | No | Yes | Yes | Yes | No | Yes | No | No | No | 5 | [ ] |
Bouwer & Human | Yes | No | Yes | No | Yes | No | No | No | No | No | 3 | [ ] |
Sanaeifar | Yes | Yes | Yes | Yes | No | No | Yes | No | No | No | 5 | [ ] |
Yoon et al. | No | No | No | No | No | No | No | Yes | No | No | 1 | [ ] |
Ogle et al. | No | No | No | No | Yes | No | Yes | No | No | No | 2 | [ ] |
Dubovi et a.l | Yes | Yes | Yes | Yes | Yes | No | No | Yes | Yes | No | 7 | [ ] |
Al-Balushi et al. | Yes | Yes | Yes | Yes | No | No | No | No | No | No | 4 | [ ] |
Martynenko | Yes | No | Yes | No | No | No | No | No | No | No | 2 | [ ] |
Yucelyigit & Aral | Yes | Yes | Yes | Yes | Yes | No | No | Yes | No | No | 6 | [ ] |
Okoro & Onakpa | Yes | No | No | Yes | Yes | No | No | Yes | No | No | 4 | [ ] |
Takacs & Bus | No | Yes | Yes | No | Yes | No | Yes | No | No | No | 4 | [ ] |
Yung & Paas | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ ] |
Breuer & Rumpf | Yes | No | Yes | No | Yes | No | No | No | No | No | 3 | [ ] |
Some of the studies reported in this review are solely concentrated on the visual attention of the participant's towards animation ( n = 12). The attention-related factors among these studies are animation's interactive features ( n = 3), intensity ( n = 1), design ( n = 1), motion ( n = 3), sound ( n = 1), annotation ( n = 1), and character ( n = 3). The factors that are insignificant with the viewer's visual attention was animation's color.
In twelve out of thirty-five papers, eye-tracking technology was employed to assess the participants' visual attention to the animation. The pupil movement and fixation time was observed to assess the viewer's attention towards the animation.
Animation has created awareness among adolescents about their body images and provided knowledge about the necessity of physical activity. It also helped women get a detailed report on mammographic procedures without hesitation. Moreover, it also delivered a knowledge on the health issues related to glaucoma.
As mentioned earlier, the animation has created some cognitive effects towards infants to adults. The animated ebook has helped the children understand the story's structure and content. Furthermore, animation made it easy to learn the surgical procedures like intercostal drain insertion and suprapubic catheter insertion. Also, the concepts of genetics, such as cell division, mitosis, and meiosis, were presented in animation, and the participant's performance was found to be improved. Moreover, the student's spatial ability and reasoning skills were improved by watching the animation lectures.
4.1. evidence summary.
From the overall studies, it was evident that the animation was employed in various applications to attract and assess the viewer's attention. Among thirty-five studies, five briefed about the animated characters and one study about the animation motion.
The rest of the studies described the perception of audience towards implementing animation in the following phenomenon: learning skill improvement ( n = 15), teaching strategy ( n = 2), health awareness ( n = 5), advertisement ( n = 3), food marketing ( n = 2), validating hearing aid ( n = 1), and political awareness ( n = 1).
Although the studies reported in this survey showed a significant difference and the hypothesis generated was accepted, some limitations still exist. The common limitations identified in the studies are short period of time for implementation [ 53 ], smaller sample size [ 27 , 37 ], nongeneralizability [ 25 , 27 , 32 , 39 , 53 ], nonrandomization trials [ 52 ], and no control group and post only group [ 45 ]. Few other studies have reported the possibility of cross-contamination among the control and experimental group [ 33 ], increased dropout of participants before completing the post-test questionnaire [ 52 ], and underestimation of participant's knowledge of expressing words which might directly affect the animation [ 57 ].
Arshad et al. [ 44 ] have examined the “Pleasure” as a sole emotional response to describe the pleasure level of human emotion towards the Malaysian animation cartoon characters. In contrast, the PAD (pleasure, arousal, and dominance) model utilized in the study has two other dimensions: arousal and dominance.
The audience could not feel the warmth of the real human character in the animated short film as the animation span is too short [ 48 ]. In another study, there is a possible way for the audience to have different perceptions regarding the meaning of the word “believability.” Moreover, the cat's exaggerated motion alone studied might express the intrinsic characteristics of its particular character design [ 37 ]. While studying the viewer/character relationships, the PSI (parasocial interaction) scores remained low, which may be due to the cause that it features nonhuman characters in all-CGI conditions. At the same time, the other conditions featured only humans [ 25 ].
Some of the typical future recommendations mentioned in the studies are an extension of the study period [ 53 ], increasing the study sample size [ 37 ] and implementing a randomized sample approach from various situations to overcome the limitation of result generalization [ 37 , 52 , 53 ].
The audience's perception of various anthropomorphic animal characters performing various actions in different situations should be examined [ 37 ]. In addition to the animation, the story's narration is more concentrated when designing a storybook app [ 57 ]. Moreover, TV animated cartoons can be designed to attract people with tertiary education for political promotions and political mobilization [ 56 ].
The challenges and open issues faced by the researchers during the study are elaborated in this section, and it is shown in Figure 5 .
Challenges and open issues.
The methodological issues in data interpretation may occur due to animation completion time, fixation duration, and other confounding variables. Fixation duration may be employed to determine the participant's eye or head movements. Mostly eye-tracking devices and gaze movement trackers are utilized for this purpose. Any fault with these devices will affect the data quality, data loss, and data interpretation bias. Li et al. [ 28 ] have suggested that fixation data points showed the preschooler's more significant mobilization and limited processing capacity. Tummeltshammer et al. [ 34 ] have determined the unfiltered eye movement data using SMI's BeGaze analysis software to overcome the error caused by the tracking device or participants in attention.
The generalization of results based on small sample sizes may not be appropriate for all the cases. Most of the studies mentioned it as a limitation due to various concerns such as participants' demographical features and socio-economical features. Al-Balushi et al. [ 53 ] have reported improving logical thinking and spatial thinking skills of 12th grade students of Oman. He has also stated that further investigations are required due to the small sample size. Danaei et al. [ 27 ] have reported that the children who read the AR storybook were more confident in retelling and recalling the story.
The specific format or instructions employed in the research can also affect the generalization among the same or different populations. For instance, a specific pedagogical agent format that shows attraction towards the younger population might not show the same effects on adolescents and adults [ 58 ]. Similarly, the instructions designed to visualize in animation may not be appropriate for visualizing the same in real phenomena [ 39 ]. Binder et al. [ 32 ] suggested conducting more eye-tracking experiments with integrated food cues to attract children's attention toward healthy foods.
The audience becomes restless when the study duration is too long. This may be overcome by regular contact with them or follow-up studies. In some cases, participants find it difficult to spare their free time voluntarily. For instance, many students find it difficult to complete the questionnaire in their free time due to the stressful semester [ 52 ]. Sometimes, it is difficult to compel the participants to make things if they are children or infants. Among 39 children, one refused to retell the comprehensive stories learned through animated storybooks, so the corresponding data was removed from the study [ 57 ]. Two children in an experimental group refused to participate during the middle of the study [ 55 ].
In some cases, the data will be collected indirectly through random websites or by issuing pamphlets to random people. For example, Okoro and Onakpa [ 56 ] have collected data from selected towns in North Central Nigeria by issuing 385 copies of the questionnaire. Among these, 2% of the questionnaire were not received due to the restless audience.
The calibration of devices employed for measuring participants' visual attention plays a vital role in acquiring good quality data and aids in providing a better focus on the participants. Unfortunately, due to poor calibration (> 1) of the eye-tracking device, deviated results were obtained from five children, which may negatively impact the overall results [ 32 ].
The most important challenge faced in the study is to find the audience who requires assistance to participate in the study. Furthermore, this might help in acquiring better and more appropriate results. For example, Danaei et al. [ 27 ] have identified and helped the children who had struggled to start retelling the story learned through AR story book. And they were encouraged to continue the story.
The technological issues may be caused due to unavoidable faults in the devices employed in the study. Due to this issue, the data points measured will be low, resulting in removing those data points. For example, in a study by Hendrikse et al. [ 43 ], the electrodes reached saturation due to the loose connection in the EOG (electrooculogram) electrodes for some participants. This, in turn, affected the data quality, and the corresponding data point was removed until it was adjusted to drift compensation. Similarly, two children were excluded from the study due to the problem that occurred in the stimulus presentation of fruit and candy [ 32 ].
Anxiety among the audience is another challenge faced during experimenting with new ideas. For example, al-Balushi et al. [ 53 ] have attempted to teach the critical concepts of 12th grade chemistry through animation. However, the students facing stressful periods due to the important exam in 12th grade made them anxious about the adoption of new teaching technology, which negatively affected the results. Nevertheless, the study still showed healthier results with improved spatial ability and reasoning skills of those students.
Another challenge in making animation successful is maintaining the viewer's attention. Attention can be influenced by various factors like animation span, animation intensity, animated character, the motion of the animated character, and sound. Likewise, it may be affected by intervening factors such as restlessness of the audience in the real-time study settings and eye irritation. This situation can be overcome by conducting studies in a silent room where the audience can focus on the visual animation without getting distracted by external factors [ 49 ]. In some cases, the audience may get distracted by the instructions provided in the animation video [ 39 ].
One of the significant issues faced while carrying out studies is the quality of data obtained. And it may be influenced by the missing data due to an error in the instruments employed. It can either affect the result or may be corrected. For instance, due to the eye-tracking device's problem, children's eye movements were not clearly captured, which resulted in extremely low fixation time [ 57 ]. Similarly, 31.4% of EOG data were missing due to some error in the device. However, the missing data points are adjusted by entering them as not-a-number in the analysis [ 43 ]. Figure 5 illustrates the open challenges associated with this research.
The priority areas identified for future research directions are elaborated to strengthen the body of evidence. These include the advanced applications of animations that may make life easier and are listed in Figure 6 and are elaborated below.
Future research directions.
The foremost application could include artificial intelligence (AI) that may generate 3D motion from video without any capture equipment [ 60 ]. The AI and advanced hardware can bring breathing life into animation by blurring the lines between the virtual and real characters. The application of AI into animation has reduced the post-production time, limited the need for character design, and aids in improved lip-syncing [ 61 ]. The explainable AI is an artificial intelligence operation that runs on deep neural networks. The practical applicability and promotion of the AI tool are enhanced by developing computational help [ 62 ]. The major challenges in AI are to succeed explainability in its program, which can be facilitated with animation techniques [ 63 ]. The explainable AI can be adopted in autonomous car decision-making and energy efficiency in smart homes [ 64 ] and medical imaging [ 65 , 66 ]. Meanwhile, generative AI is a machine learning algorithm that can generate new content through text, images, and audio content. In addition, it can generate human-like language output [ 67 ].
Analyzing a large amount of fragmented data can be simplified by converging the big data and augmented analytics. Moreover, it helps to provide simplified statements to the customers in an understandable manner [ 68 ]. The visualization of a large pool of data can be made easier with the help of animation. Moreover, the data visualization can be integrated with augmented and virtual reality [ 69 ]. The big data and augmented analytics play a major role in video gaming. For instance, Pokemon Go is a location-based Japanese video game franchise. This game transforms the gamer's physical location into an augmented world where the characters are superimposed on the reality seen through their mobiles. The Global Positioning System (GPS), a major staple of big data, makes this possible by allowing data collection and storing it upon the crowd-sourced data [ 70 ].
Quantum computing deals with pulling together the theoretical ideas of computer science and fundamental physics. It has been the focus of many large companies such as Google, IBM, and Microsoft. The algorithm created from quantum computing concepts can be employed to design a 3D modeling [ 71 ]. It is based on the qubits that give rise to new logic gates, which enable constructing a new algorithm. However, it is still in its emerging phase, and for future development, it is necessary to overcome the obstacles like decoherence and scalability issues [ 72 ].
The collaboration of robots and machines to perform a day-to-day task will be the perception of the modern era. However, its ethical issues are yet to be analyzed and eradicated [ 73 ]. Internet of Everything (IoE) provides interconnection of physical items to frame an information network that provides smart communication services to the users. The IoE finds applications in the fields like health care, smart grids, smart cities, smart homes, manufacturing, and transport [ 74 ].
Digital twin technology provides a virtual representation of a physical product consisting of information from the product's origin to its life cycle management. The general applicability of the digital twin lies in physical entities like agricultural supply chains, automotive wiring harnesses, smart cars, and farms, and virtual entities like health monitoring and scheduling [ 75 ]. The animation concepts play a vital role in mirroring the design concepts and visualizing them during the conceptual designing stage of the digital twin [ 76 ]. For instance, while designing the speed of the machines, synchronization can be achieved by controlling the rate of animation frames [ 77 ].
Another major industrial revolution is the cyber-physical system (CPS), composed of highly integrated computation, communication, control, and physical elements. The CPS research is emerging in education [ 78 ], agriculture [ 79 ], and manufacturing. For instance, in the manufacturing sector, the CPS may bridge the gap between design and manufacturing [ 80 ]. It extends the manufacturing process with a communication interface that mimics the worker assistance system. Furthermore, the animation is used to assist the operation flow of instruments in the worker assistance system [ 81 ]. However, the CPS development is still in the embryonic stage as it faces challenges such as security, privacy, efficiency, and interoperability [ 82 ].
The interaction and fusion between the physical space and virtual space are facilitated with the advancements in the 3R technology (virtual reality (VR), augmented reality (AR), and mixed reality (MR)). The VR is a simulated environment designed in real time using computer graphics and pictures of the scene in 3D. It will immerse the viewer into the virtual environment, closing them completely away from the outside world. Meanwhile, AR is an interactive environment that is designed by increasing this fusion between the physical and virtual space. The viewers can interact with the animated data and instructional information superimposed over the real-world view through devices such as mobile phones or tablets. At the same time, the MR simulation environment is designed from the fusion of real-world and virtual space comprising the co-existence interaction of physical objects and digital objects. Two or more viewers can be networked together in a virtual environment where they can interact with computer-generated objects on the real world [ 83 , 84 ]. In recent span, the AR, VR and MR applications have been widely used in health-care monitoring [ 84 , 85 ], clinical applications in oral and maxillofacial surgery [ 86 , 87 ], improvising nursing skills [ 52 ], and enhanced teaching strategy [ 27 ].
This paper highlighted a systematic review of 35 publications about animation's importance and its impact on viewer's visual attention and cognition. These publications were collected from 2015 to 2021 and are grouped into 3 categories. The risk of bias in the study design carried out in these publications was briefed. The attention-related factors such as animation motion, animated character, color, and intensity were assessed in the field of food marketing, teaching, entertainment, and advertisement. The animation motion and animated character are significant, whereas color and intensity are insignificant. The cognitive effects developed in the viewers are executive function, comprehension, spatial ability, and symbolic mediation. Meanwhile, the physical effects included confidence in their own body image and the importance of physical exercise. The limitations and recommendations associated with these 35 publications were elaborated. Also, the open challenges and issues under each category were summarized. The identified future research directions ideas may further strengthen the necessity for improving the visual quality of the animation.
The major limitation of this study is that the recently published articles were not included (i.e., publications in 2022). Several important animation research fields, such as gaming, medical, and entertainment, were not covered in this paper. Future research should include the recently published articles to enhance the quality and validate the findings in this study. In addition, the future study focuses on assessing the influence of animation motion and animated characters on the viewer's visual attention.
Conflicts of interest.
The authors declare that there are no conflicts of interest regarding the publication of this paper.
As children grow and develop, they can be easily influenced by what they see and hear, especially from digital media. Digital media can include TV, the internet, and smart devices. Some programs can be educational. But many children watch too much digital media. Many programs can show children violent behavior that you don't want them to imitate, or that can cause fear. Digital media may also show children poor eating habits through commercials for high-calorie, low-nutrient foods. Too much screen time can also take away from reading, studying, learning activities, play, and exercise. Digital media can also show alcohol and drug use, smoking, and sexual behavior. Your child may see these things before they are emotionally ready to understand these issues. And before they can make good decisions.
As a parent, you can help decrease the harmful effects of digital media. You can monitor the type of programming and limit your child's screen time. Here are some tips for setting good viewing habits:
Choose programs for your child to watch. Always plan what your child will be watching. Don't turn on a viewing device randomly. Give choices between 2 programs you think are appropriate for your child.
Limit screen time to 1 or 2 hours a day for children older than 2 years. The American Academy of Pediatrics recommends that children younger than 2 years should not watch digital media.
Turn to educational shows from the local Public Broadcasting Station (PBS), or from programming such as the Discovery Channel, Learning Channel, or History Channel.
Watch programs with your child. Talk about what happened on the show. Talk about what was good or bad about the program. Talk about the difference between reality and make-believe.
Turn off the TV or other device if the program is something you believe your child should not see.
Don't assume all cartoons are acceptable and appropriate. Many cartoons contain violence.
Many daytime programs such as soap operas and talk shows are not appropriate for children.
Be a good example to your child by not watching too much TV or digital media yourself. Limit your own screen time. Be involved in other activities, especially reading. Read to your child.
Encourage play and exercise for your child. Plan other fun activities for your child, so he or she has choices instead of screen time.
Limit screen time as a reward for good behavior. Try a trip to the park, a festival, playground, or a visit to a relative's or friend's house instead.
Don't allow screen time during meals.
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The benefits of watching tv with young children.
Screen time can be a valuable learning experience if you watch actively together
Writer: Juliann Garey
Clinical Experts: Matthew H. Rouse, PhD , Catherine Steiner-Adair, EdD
As parents, we have come to think that all TV is bad for kids. But experts have found there are benefits of watching TV if parents watch with their kids and talk about what they’re watching.
When it comes to educational shows like Sesame Street, watching with your child can help them learn more. Young kids learn from lots of back-and-forth interactions. So, asking your child about what they’re watching (and answering their questions) increases learning.
This can be true even when the show is not educational or even very good. A lot of shows use stereotypes like the “nerd” or the “dumb blonde girl.” When kids watch alone, they’re more likely to accept these ideas about people as true. But when parents watch with school-aged kids and point out these stereotypes, it teaches kids to question them. If you see someone in a show treating another person badly, hit pause. Then ask your child what they would do if they saw someone being mean like that or if someone was mean to them that way.
Starting to watch TV together when kids are young makes watching together both normal and fun. It also sets up a precedent that screen time is something that kids and parents share. That norm can be valuable as kids get older and might resist parents checking on what they’re watching.
Watching TV together can even be a way of bonding as a family. By asking kids open-ended questions about the show (“What would you do if that happened to you?”) or commenting on what you see (“She couldn’t tell her parents, but I hope you would tell us”), parents can make watching together into quality time for everyone.
As parents, we have come to think that screen time is bad for young children — or maybe that it’s an inescapable evil. We feel guilty about letting them watch what we fear is too much or the wrong kind of TV and other electronic media . But there’s a mounting body of evidence that if you are actually watching along with your preschool or elementary school-aged child, screen time might not be that bad. On the contrary, as long as you are an active participant, it can have multiple beneficial effects.
Learning for young children is driven by human interactions, explains Shelley Pasnik, director of the Center for Children & Technology. She leads a team that studies how the thoughtful use of technology can enhance learning. “What young kids need are a lot of experiences that are built on contingency, so a child does something and an adult says something in response. It’s a back-and-forth,” she says. It’s important that kids know what they do has an effect. “And they’re going to get a response.”
This kind of back-and-forth is called contingent engagement, and it’s something that can happen with a screen if a parent is participating. As a result, The American Academy of Pediatrics has dialed back its “no screens” policy for very young kids. “But,” says Pasnik, “it’s not just, okay, now everyone let your kids watch TV, you know, without the social component. It’s that social relationship that is so, so crucial. It’s less the relationship between the kid and the screen and instead it’s the child and the parent.”
Pasnik’s research has shown that when kids watch shows like PBS’s Peg + Cat, which teaches early math skills, with parents or caregivers they retain significantly more than when they watch alone. “The more parents were involved and used the strategies, the more likely kids were going to experience the benefits of the media,” she notes.
Watching media together also gives parent and child a shared language with which to communicate when they’re not watching, explains Matt Rouse, PhD, a clinical psychologist. “By really being involved you can get more mileage out of those lessons and adapt and use it in everyday life.”
It’s the same reason why psychologists doing cognitive behavioral training with young children include parents. “We have parents join our sessions so that they’re using the same terms for things,” says Dr. Rouse. “Then they can use that language outside in the world so that everything comes together more seamlessly.”
Adults, Pasnik says, can play an important role in modeling “active viewing” — that is, encouraging kids to actively engage with the content they’re seeing on screens. “Parents talking about what they’re seeing either during the experience or afterwards can be important. We’re constantly translating and interpreting what we see on a screen or a particular device so the more an adult can encourage conversation around that experience the deeper the experience becomes.”
S trategies that actively engage young children during screen time include asking open-ended questions. “Just encouraging conversation, to begin with,” she explains, “and also knowing to pause play, for example to ask questions, to get kids thinking about what they saw.”
Dr. Rouse has actually prescribed the “active viewing” of baseball games as a way of creating a closer connection within one of the families that he works with. “You don’t normally think of watching TV as ‘quality’ time,” says Dr. Rouse, “but here we’re looking for opportunities for this father to just get more one-on-one time with his son,”. Kids don’t necessarily respond well if a parent says, “Okay, turn off the TV. Let’s spend some time together.” But, says Dr. Rouse, “he could use it as an opportunity to kind of join the child in what he’s doing — make it an active process where you’re commenting on things together or even asking questions, like, ‘Oh, hey, catch me up. What’s going on here?’ ” So it’s less about what’s on the TV screen and becomes more of an interactive, social experience between parent and child.
The phenomenon has been so carefully studied that clinicians actually have a term for watching TV with your kid: It’s called co-viewing. “Co-viewing means you’re watching the same show. Your eyes are on the same screen,” explains Catherine Steiner-Adair, EdD, clinical psychologist, school consultant, author of The Big Disconnect and a research associate at the Harvard Medical School. “If you DVRed it or whatever you can push pause and say why did she just do that? Or say ‘Do you think this is what it takes to be popular? If someone said that to you, what do you think you’d do? I’d be scared,’ ” she says.
Dr. Steiner-Adair notes that it’s important not to lecture. “You don’t want to be saying, ‘Don’t ever let anybody talk to you like that!’ You can’t be too intense. Instead, Dr. Steiner-Adair suggests that parents practice role-playing with children:
“What would you say?”
“What could you say?”
“What should she have said?”
“I hope you’ll come tell us if anything like that happens.”
“She couldn’t tell her parents. I hope you’ll tell us.”
All of these are part of the open-ended question strategies of co-viewing. “You just want to put in those messages,” Dr. Steiner-Adair advises. “None of that happens if they’re in their room watching it by themselves.”
Making sure that your child is watching programs that teach the kinds of lessons you’d like your child to learn is another strong argument for co-watching. As kids get a little older, they begin to reflect on the behavior and decisions of characters on shows they watch, Pasnik says. “To go back to Peg + Cat, for example, it’s not just that kids are learning ordinal numbers and recognizing shapes. They’re also seeing how the lead character, Peg, deals with frustration when she is challenged in the way she approaches a problem. She counts backwards, you know, 5, 4, 3, 2, 1.”.
What Peg is doing is demonstrating emotional self-regulation , modeling for kids how to manage strong feelings. “We heard back from parents that kids are relating to that character not just at the mathematical level but they’re also picking up that same technique of self-regulation.”
When parents watch with their kids they can use strategies on the shows in the real world to coach kids on emotional regulation. It’s good for parent and child to be working from the same playbook. And PBS kids programming is crafted, with adds Dr. Rouse, “forty years of research on child development and the effect of different kinds of media on child development.”
Geoffrey Perry, a fifth grade teacher at The Dalton School in Manhattan, sheepishly admits that he and his husband Gary have let their son Anthony watch cartoons on his iPad since he was little. “We had to get to work really early and he was really difficult to motivate and get dressed and get fed before we had to take him to daycare and then kindergarten and school,” Perry explains. “So the deep dark pact we made with the devil was to let him watch a cartoon on his iPad, and that was like his morning cup of coffee. And so I’m watching with him while I’m making breakfast and having my coffee.”
Anthony’s secret vice was a Barbie cartoon. “They sort of poke fun at the whole Barbie thing. They make fun of the fact that they can never can wear flats and that she’s had like 75,000 careers and no one knows her age,” says Perry. But Perry also found that he could talk to Anthony about the messaging in the show. “I’m always asking questions so that he sees some of the stereotypes and some of the sexist stuff that’s being said. Some of the soft cue sexism that he might unconsciously pick up.”
These days Anthony has graduated to sit-coms — mostly, says Perry, the Disney kind where you can “pretty much pull the standard characters off the shelf. There’s the geeky nerd — usually Asian or Indian — there’s always some sassy black girl, there’s always some ditzy blonde girl. And we do talk about those things. You know, ‘Why is the smart one always Indian and Asian?’ ” Anthony is not allowed to watch in his room or alone for that matter. “There’s always interaction while he’s watching,” Perry says.
Co-viewing from a relatively young age also sets up a precedent that screen time is something that kids and parents share — a precedent that can be valuable when kids get near adolescence, and could be resistant to sudden parental intrusion into their programing.
Experts have found there are benefits to parents watching TV with their child and talking about what they’re watching.
When it comes to educational shows like Sesame Street, the benefit of watching TV with your child is that it can help them learn more. Young kids learn from lots of back-and-forth interactions. So, asking your child about what they’re watching (and answering their questions) increases learning.
Parents can help kids benefit from watching TV even when the show is not good. A lot of shows use stereotypes like the “nerd” or the “dumb blonde girl.” When kids watch alone, they’re more likely to accept these ideas. But when parents watch with them and point out stereotypes, it teaches kids to question them.
Watching TV with kids can be a way of bonding. By asking kids open-ended questions about the show (“What would you do if that happened to you?”) or commenting on what you see (“She couldn’t tell her parents, but I hope you would tell us”), parents can turn watching TV together into quality time.
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11 benefits of animation for kids & adults you may not have thought about.
Table of Contents
Children spend around 6 hours a day watching TV and behind their computers or on smartphones, and when they’re really young, cartoons are the only source of entertainment for them.
Parents might put their kids behind a screen to take a break or finish a task. Plus, watching TV has proved to be a great way to get children to finish their meals. Sometimes, they happily sit down with their little ones and watch their favorite shows with them.
Because who’s really to say that animation and cartoons are only for kids ?
Entertainment aside, there seems to be more to animation for viewers than moving pictures. It’s a limitless medium for imagination, after all, so how can it benefit kids and adults?
Brace yourself as we take a gentle stroll down ‘benefit avenue’ and answer some of the most-related questions to kids’ cartoons and screen time in this article.
Before naming the benefits of animations and cartoons, let’s keep in mind that, first and foremost, it’s the family that shapes the child’s psychology. The cognitive, relational, educational , and psychological influence of school comes second . The environment and economic situation also contribute to how a child’s brain and mentality develop. Then comes the TV and other screens with bursts of light, fast color changes, and movements.
Watching cartoons inspire kids to dance and to talk in a new, imaginative language only known to them. It has been found that cartoons affect 78% of children , and more than half of them also change their behavior and language after watching animation.
Related article Psychology of animated movies and cartoons for children and adults
It’s very important that the child receives positive messages and correctly adopts them.
They will take notes and learn what to do from cartoons; if the cartoon teaches good things like how to be nice to other people, love oneself, get interested in sports, aim high and believe in your dreams, or even personal hygiene or how to tie a rope, then they’re learning good things.
Moreover, people watch characters closely and could form biases about those in action movies or series. But cartoons make a sad or violent theme that children need to learn at some time or another less intimidating as animation, in general, can tenderize this effect as animated characters tend to make us feel like we’re them.
The following are some of the other benefits of animation for kids:
They’ll start learning at some point, right?
Younger children learn new sounds, shapes, languages, and colors with the help of cartoons. This positively benefits their cognitive abilities.
As a language teacher of 10+ years, I can’t think of a better way than Cartoon Network. Those students who watched this channel had a superior level of English language than others. That’s why I say:
Animation should be a staple in every classroom.
Watching cartoons awakens children’s artistic side and drives them toward analytical thinking and problem-solving. Because stories have the power to make the context of problems more meaningful to learners.
Just like real-life movements, animation teaches kids that time exists and that life’s a sequence of transitions. It reminds them that physics has an effect on weight and direction in the universe and that nothing in the real world simply switches on and off. There’s always movement in between, sometimes in subtle ways.
Children get immersed in the worlds depicted in cartoons. Since most shows star heroic protagonists, kids’ brains are embedded with how they always find a way to overcome obstacles. Take Dory , for example; she’s a blue fish who can remember things only for as long as 30 seconds. However, her sheer determination to “keep swimming,” her positivity, optimism, magical and “different” way of seeing the world, and willingness to help others is something all kids, those with disabilities in particular, can learn from and keep moving forward in life.
Yes yes. We’ve experienced plenty of ups and downs as adults, and the idea that animated movies “teach” us new life lessons might sound somewhat unlikely. But we forget the most trivial things.
We were told thousands of times to believe in ourselves, but Kung Fu Panda tells it with a lovely, round panda that everyone, especially children, wants to hear again. Or Watching Woody and Buzz’s friendship in Toy Story reminds us of our own friends and entice the feeling of checking on friends we’ve lost touch with while Wall-E jogs on our memories about the importance of taking care of our planet.
With 40 percent of people responding better to visual information over text, infographics, and whiteboards can facilitate learning for students, hence motivating them to learn more. They provide a guided tour and keep the learners pinned throughout the video. Learners love whiteboard animation because, for them, it’s like when the teacher explains and writes on the board in real time.
What’s more, certain points can be highlighted with music, sound effects, and movement, something that can’t be done through plain text.
Cartoons often feature characters who embody positive values, such as kindness, honesty, and respect. These characters can serve as role models for children and inspire them to adopt similar values in their own lives. Loved by many, especially girls, Elsa from Disney’s Frozen learns to embrace her powers and become a strong, confident queen who puts her kingdom and her loved ones first.
With cable losing its viewers, streaming platforms have taken over the market of animated videos for adults, making them arguably the fastest-growing animation category. You might be surprised to find out how many adults watch Cartoon Network:
People watch movies and cartoons to get away from daily anxiety. Who can blame them? Animation’s an outlet for our emotions, and it’s great at taking the stress away and making us feel less lonely.
Plus, it’s commonly known that laughter has numerous positive effects on our bodies. One particular study suggests that laughter:
Due to its unlimited room for maneuvering and expressing complex ideas, animation encourages everyone to think outside the box. The arty types, animators, graphic designers, and casual viewers can all get new ideas and expand their imaginations to tell abstract stories. It introduces us to magical worlds and universes we never thought our imagination could travel to!
Animated videos of any kind ( animated ads , series , video game trailers , etc.) have the ability to elicit nostalgia because when we were kids, we spent most of our time watching cartoons and kids shows. So it’s a familiar sight to adults.
Now, all it takes is a second of the opening music of a show to take us back to those days and how it felt to be free of responsibilities, just watching cartoons! That aside, it’s in the nature of animated movies to incorporate nostalgic themes. Pixar Studios’ Inside Out is an excellent example of the emotions we experienced when we were younger, making it enjoyable for both kids and adults.
When speaking of animation’s utility in marketing, it’s only mandatory to mention animated commercials and their unbelievable power to step up your marketing game . They can handle comprehensive topics, create a loyal customer base, and make a brand recognizable and memorable while being cost-effective and easy to share and edit.
The average American sees somewhere between 4,000-10,000 ads each day , and judging by the fact that we perceive 80% of information visually, marketers have shifted towards video material to get in on the fight for eyeballs. What’s more, SmartInsights says that animated content grabs consumers’ attention in less than 1/10th of a second!
Sadly, the hectic life of adults drifts families apart. Watching something that the whole family can enjoy makes room for all the members to get with each other and spend some quality time with each other.
Here are some of the benefits of watching an animation or a family movie as a family:
We’ve learned that the advantages of animation for kids and adults are many. However, it’s comprehensible some parents may be worried about the dangers of too much screen time. We hope this small section helps lessen their worries:
1. It provides kids with a basis for learning 2. It enhances their problem-solving techniques 3. It improves their self-confidence 4. It motivates students and learners 5. It teaches children valuable life lessons 6. It introduces them to positive role models
1. It relieves them from stress and anxiety 2. It helps with marketing 3. It gives them a creativity boost 4. It lets grown-ups relive old memories 5. It makes room for more family time
According to the Centers for Decease Control and Prevention, the appropriate amount of screen time for different age groups is as follows: • 8-10 years old: 6 hours • 11-14 years old: 9 hours • 15-18 years old: 9 and 1/2 hours
Allen is the Senior blog writer at Dream Farm Studios. In the five years he has been writing for startups and big companies, he challenged himself to learn all he could about digital marketing and finally became a key member of the Marcom team. When he's not doing all of that, you can find him teaching different languages, learning new recipes, and watching cool documentaries about, well, anything!
Last updated: January 25, 2024
As parents of a growing child, at many times you’ll need to weigh up the good and the bad impacts of particular situations for your child. One such situation will likely arise when your child starts to watch television (TV) or other devices involving screen time.
In this article we offer information to help you decide on screen time, and some tips you may want to consider for healthier viewing.
500+ words essay on advantages and disadvantages of television.
In today’s world, communication is a crucial aspect of life. Technological advancements made communication more accessible and cheaper. Among all the communication devices such as smartphones, radios, and emails, television is the prominent and common medium for communication. We get to see television in every household. It is an integral part of our society that significantly impacts our social, educational, and cultural life. It reaches a mass audience and provides information about the daily happenings in the world. Furthermore, it is a common source of entertainment among family members.
John Logie Baird invented the television in the 1920s. The word “tele” means distance, and “vision” means to see, which means to watch it from a distance. When television was invented, it showed only pictures of low resolution. But, later on, televisions were modified with the latest technologies. Televisions that we purchase today come with multiple features. We can connect our phone, laptop, tab, and internet access various online apps, HD/UHD quality pictures, 4k-8k resolutions, etc.
We can also watch various educational channels on television. It also keeps us updated by providing news about the world through different news channels. Along with information, it also entertains us with movies, serials, dramas, reality shows, music channels, yoga channels, etc.
So, having a television at home seems to be a great advantage, but the disadvantages are also threatening. The time it consumes from our day-to-day life is more. You can see people going out of routine or postponing schedules if they become addicted to watching television.
Here, in the essay, we will discuss the advantages and disadvantages of watching television.
Television comes with enormous advantages. The most important is it gives us information about current affairs and events across the globe. This information is broadcasted through various news channels, which helps us to keep ourselves updated about recent happenings. It also shares information about multiple programmes or facilities launched by the government. The government also take the help of news channels to communicate with the mass.
We can watch daily soaps, reality shows, music channels, movies, etc. We can also watch food channels and try out recipes at home. During the morning time, if you switch on the television, you will get to watch telemarketing ads. Specific channels broadcast only ads for multiple products, and people can also buy them.
Children can watch various cartoons on the television. Some cartoons teach children about moral values and lessons. It also keeps us informed about the economic condition and the stock market. We also get to watch various fashion shows and keep updated about the latest trends on television.
Earlier, television was costly, but now it comes at an affordable price with multiple features. Now, we get the option to subscribe to our favourite channels and only need to pay for those channels. Educational programmes are also available on television. We can also watch live cricket shows and cheer for our country. Television also telecasts interviews of various political leaders, celebrities, influencers, famous personalities, etc. We can also gain knowledge by watching various quiz programmes.
Television provides opportunities to spend time with our family and friends. We can enjoy watching a movie together. Various channels telecast comedy shows that help us keep positivity in our lives. We also watch movies in different regional languages like Tamil, Kannada, Telugu, etc. It helps us connect with people from diverse backgrounds.
Nowadays, we can also play games on the television and watch agricultural programmes specially designed for the farmers. It promotes national integration.
There are advantages of watching television, but it also comes with disadvantages. Watching too much TV affects our mental and physical health. When we watch television continuously, it affects our eyes and makes us lazy. Even there are some programmes which are not suitable for kids. We even compromise our sleep to watch TV. Children lose their concentration on their studies by watching too much television. Children prefer to watch TV over reading books to spend their leisure time.
There are advantages and disadvantages of television. If television is helpful, it is harmful too. One should not watch television excessively.
We hope you found this essay on the advantages and disadvantages of television helpful. Check BYJU’S for more such CBSE Essays on different topics. You can also find CBSE study materials and resources for Classes 1 to 12.
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The debate between books vs. movies has been raging for decades. Some people prefer the immersive experience of reading a good book, while others enjoy the visual and auditory spectacle of a blockbuster movie. While both mediums have their own unique advantages and disadvantages, there is no denying that they both offer a powerful and engaging way to tell a story.
In this article, we will explore the pros and cons of both books and movies and delve into the reasons why some people prefer one medium over the other. We will also examine the impact that film adaptations have had on the literary world, and how books and movies have influenced and inspired each other over the years.
Through this exploration, we hope to provide a better understanding of the book vs. movie debate and help readers decide which medium they prefer. Whether you’re a die-hard bookworm or a film buff, there’s no denying that both books and movies have a place in our cultural landscape. So sit back, relax, and join us as we explore the great debate of book vs. movie.
Books vs. movies: The age-old debate. Here’s a chart summarizing the key differences between books and movies:
These are just a few of the many differences between books and movies, and there is no right or wrong choice when it comes to deciding which medium you prefer. It ultimately comes down to personal preference and what you enjoy most in a story.
Books and movies are two very different forms of media. While movies can be visually stunning and entertaining, books offer a deeper, more immersive experience that simply can’t be replicated on the big screen. In this section, we’ll explore some of the key advantages of reading a book over watching a movie and find out the reasons why good books are better than movies.
Reading a book offers a more immersive experience than a movie, as it allows readers to delve deeper into the story and form a stronger connection to the characters. With more extensive descriptions of people, places, and events, readers can visualize the story in their own way and bring their own experiences and perspectives to the reading experience. This personal connection is not possible with a movie, which visualizes the story for the viewer.
Reading also has cognitive benefits, improving memory, focus, and concentration, as readers actively process and make connections between story elements. Additionally, reading expands vocabulary and language skills, exposing readers to a wider range of words and sentence structures.
While movies have their own unique advantages, such as a cinematic experience and visual and auditory stimulation, reading a book offers a deeper, more engaging experience that cannot be matched by any other medium. Overall, the benefits of reading make it an essential and highly rewarding activity.
While there are numerous advantages to reading a book, there are also many reasons why watching a movie can be a more enjoyable and fulfilling experience. In this section, we’ll explore some of the key advantages of watching a movie over reading a book and find out the reasons why movies are better than books.
Movies have a distinct advantage over books due to their visual medium, which can create stunning visuals, deliver visceral impacts, and transport viewers to different worlds. Movies are also more convenient than books, as they require less time and effort to enjoy. Additionally, movies are accessible to a broader audience, including young children and those with limited literacy skills.
Finally, movies offer a shared experience that can bond friends and family and create lasting memories. While books offer a deeper, more immersive experience and can improve cognitive functioning and language skills, movies should not be overlooked. Movies are an essential and valuable part of our culture, and their unique advantages should be appreciated.
The importance of originality is a crucial factor in the debate of book vs. movie. Books and movies require originality to stand out in their respective mediums.
In books, originality is crucial to the success of the story, as readers are looking for something new and fresh. Authors who can deliver original and compelling stories are more likely to attract a loyal following of readers.
On the other hand, movies need to offer something unique and different from what has come before to succeed in a crowded marketplace. Audiences want to be entertained and challenged, to see something they haven’t seen before. The challenge lies in adapting a book for the screen, as movies need to capture the essence of the original story while also offering something new and original to viewers. A successful movie adaptation captures the spirit of the original story while also offering something fresh and unique to the audience.
Overall, originality is crucial for both books and movies to be successful and memorable.
Film adaptations of books have become common in the entertainment industry, and their impact on book sales is significant. A successful movie adaptation can result in a surge of book sales and increased attention for the author. However, a poorly received adaptation can damage the reputation of the source material and turn potential readers away.
The impact of film adaptations on book sales can also vary depending on the genre of the book , with young adult novels having a particularly strong impact. A successful adaptation can also lead to increased interest in the author and their other works.
Nonetheless, the relationship between books and movies is complex, and a delicate balance must be struck between staying true to the source material and offering something new and original.
Despite the challenges, it is clear that the relationship between books and movies is important, with each medium having the potential to influence and enhance the other.
This section explores the popularity of books and movies by analyzing sales figures and audience engagement.
According to the Association of American Publishers, book sales in the US reached $25.8 billion in 2020, while global box office revenue for movies was $42.2 billion in 2019. However, these figures are not necessarily indicative of overall popularity, as the success of a book or movie can depend on various factors such as genre and marketing.
In terms of audience engagement, a survey by the Pew Research Center found that 65% of American adults reported reading a book in print or digital format in 2019, while data from the Motion Picture Association shows that the average US moviegoer attended about 5 movies in theaters in 2019 .
Nonetheless, it is important to note that reading books and watching movies are not mutually exclusive activities, and personal preference and taste play a significant role in determining the popularity of these two forms of entertainment.
Ultimately, both books and movies have the potential to provide enjoyable and meaningful experiences for viewers and readers alike.
Movie adaptations of books often face challenges in capturing the essence of the original work. The biggest challenge is condensing the story into a shorter running time, which can result in a movie that feels rushed or incomplete, with important plot points or character development left out.
Another challenge is finding the right tone and style, as books can be written in a variety of styles, from lyrical and poetic to straightforward and simple. Filmmakers may make changes to the story or characters that alter the tone or style of the original work, resulting in a movie that feels different from the book. Inner thoughts and emotions, which are extensively described in books, can be difficult to convey visually, leading to clunky or awkward voiceovers or other techniques.
Lastly, some movies fail to capture the essence of the book simply because they are not faithful to the original work, as filmmakers may make changes that are not in line with the author’s vision.
Overall, adapting a book to a movie is a challenging task that requires balancing various elements such as condensing the story, finding the right tone, conveying inner experiences, and staying faithful to the original work. However, when done well, a movie adaptation can provide a fresh perspective on a beloved story and introduce new audiences to the world of the book.
Movies can impact the experience of reading books in both positive and negative ways. While a well-made movie adaptation can bring a story to life in a new way and provide new insights into the characters and settings, it can also limit your imagination and leave out important details or changes that affect the overall meaning of the story
A movie adaptation can enhance the reading experience by providing a visual representation of the story and bringing new nuances to the characters and events. On the other hand, movies can detract from the reading experience by limiting the reader’s imagination and leaving out important details or changing aspects of the story that affect its overall meaning. When a movie adaptation leaves out a key subplot or character, the story may feel incomplete, and if it changes the ending of the story, it can alter the entire meaning of the book.
Ultimately, the decision to read a book or watch a movie adaptation is a personal one and depends on the individual’s preferences and the specific book and movie in question.
The debate over whether reading the book before watching the movie adaptation ruins the movie experience has been ongoing. Some people believe that knowing the story beforehand takes away the suspense and surprises that make movies enjoyable, while others argue that reading the book first enhances the movie experience.
Those against reading the book first argue that it takes away from the suspense and surprise of the movie and leads to constant comparison with the book. However, reading the book first can also provide a deeper understanding of the story and characters, making the story more meaningful and impactful. It can also help fill in gaps that are often left out in the movie adaptation. Movies have to condense the story, leaving out important details or subplots, which can leave viewers feeling confused or unsatisfied.
Ultimately, whether reading the book first ruins the movie experience is a matter of personal preference. It’s up to the individual to decide whether they want to read the book first or wait to see the movie without any prior knowledge of the story.
Adapting a book into a film is a challenging task that requires a skilled director and screenwriter to bring the story to life on the big screen. They must carefully decide which elements of the book should be included in the movie, considering the pacing, structure, characters, and motivations, to ensure that the movie stays true to the spirit of the book while also being entertaining for moviegoers. Without understanding the psychology of movie watchers, a movie hardly gets success at the box office. The tone and mood of the book must also be captured in the movie adaptation, which can be particularly challenging when adapting books known for their unique style or voice.
Practical constraints of the movie medium must also be considered, such as deciding which scenes and characters can realistically be portrayed on screen and which elements of the story may need to be altered or omitted to fit within the constraints of the movie format.
The success of a movie adaptation depends on the skill and creativity of the director and screenwriter, who must work together to craft a cinematic experience that stays true to the book while also being engaging for moviegoers. When done well, a movie adaptation can bring a beloved book to life in a new and exciting way, creating a powerful and memorable cinematic experience.
The future of books and movies is uncertain, and it is difficult to predict which medium will outlast the other.
Books have been around for centuries and provide an immersive experience, allowing readers to engage with the story and characters. They have a wide range of genres and subject matter, making them accessible to a broad audience. On the other hand, movies offer a unique cinematic experience that cannot be replicated by any other medium. They visually immerse viewers in the story and characters and can reach a wider audience through mass distribution in theaters and online streaming platforms.
However, concerns remain about the future of both mediums. The rise of e-books and audiobooks and the decline of traditional print books are concerns for the book industry, while the decline of movie theaters and the rise of streaming services are affecting the movie industry.
Despite these concerns, both books and movies have shown resilience over time. While the formats may change, the desire for stories and entertainment will always be present. It is likely that both mediums will coexist in the future, with each offering its unique benefits to audiences.
The debate between books and movies will continue as both have their unique advantages and disadvantages, and the choice depends on personal preference. While books provide an immersive experience and movies offer a unique cinematic experience, the impact of movie adaptations on book sales and the role of directors and screenwriters in the adaptation process is crucial. Both books and movies have influenced and inspired each other, but some movies fail to capture the essence of the book.
Ultimately, both mediums have a place in our cultural landscape, and it’s important to celebrate and appreciate their unique benefits while enjoying the stories and characters they bring to life.
So, Keep Watching and Be Bookish !
Dennis K. Hawkins is a writer, blogger, book critic and bookish person. He has written several books and regularly write blogs. As a bookish, he reads a lot and regularly share his opinion regarding books. Besides, he has a huge collection of unique accessories related to book. So, he is an expert and also a real user of the book accessories that he chooses to write on.
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Essay on Television: The Television is the important part of our life. It is a useful product that gives a lot of advantages by providing us news, information, helpful programs and talk shows on education, health, politics and on general interest.
Table of Contents
Television is an audio visual electronic machine through which radio signals are transmitted into air received by television. It was first invented in 1927. Philo Taylor Farnsworth invented this machine to transmit images remotely with a machine in a screen, it was named Television.
A number of modifications and changes have been brought in its size and shape to improve the quality of picture and voice. Television is an important source of entertainment, knowledge and information. It started appearing in the early 80s and has become an integral part of each house.
It is a rich source of information and knowledge. Many informative, instructive and inspiring programs are released through television which broadens insight and vision of listeners. Specially educational programs are very helpful for students.
Related to different subjects and fields many tutorial channels are running on television which cater needs of various types of listeners. It is an effective medium of learning and teaching. Both formal and non formal education through television help students to groom young and adults.
Television presents different vocational training programs, technical skills, cultural programs and civic education which is very beneficial. Apart from it many historical channels, discovery channels and National Geographic channels based on science help impart knowledge in students.
Television is very entertaining machine used at homes. All family members gather at television and get entertained watching different comedy programs and movies. Those who watch television remain up-to-date. After every hour news is presented which make one know what is happening throughout the world.
All types of current issues like social, religious, political and economical update throughout the world reaches listeners at home. Television is a boon to humanity.
It is not only a boon to mankind but it bears many negative impacts too. Specially our young generation is heavily adopting the western culture and alien social etiquette which unfit them in their own society.
There are many movies and programs which make them socially weak, corrupt, arrogant and violent which is against the grain of humans. Many people have lost their normal eyesight watching TV in excess. The addiction of TV is entirely unbearable because students waste their precious time watching cartoons and different dramas and programs on TV.
Young generation has become introvert because addiction of TV makes them inactive and hardly go out and intermingle socially. Children watching TV round the clock become visually impaired. If we have look at past, people were very social but this invention has destroyed social relationships, man has become bound in homes, in their free time they switch on TV and kill their free time watching TV instead of being with others. Psychologically man is undergoing drastic changes which are entirely undesired and unwanted.
Television is best source of knowledge, it is very informative tool and cheapest medium of entertainment. It improves family relationships and strengthens family ties.
Some programs of TV are very motivational, which changes the life of an individual. There are many disadvantages of TV too, it presents violent content, causes health issues, makes people introverts and creates psychological and social imbalance.
Hello! Welcome to my Blog StudyParagraphs.co. My name is Angelina. I am a college professor. I love reading writing for kids students. This blog is full with valuable knowledge for all class students. Thank you for reading my articles.
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The easiest way to score well on the IELTS Task 2 writing portion is to structure your writing in a solid essay format.
A strong argument essay structure can be split up into 4 paragraphs, each containing 4 sentences (except the conclusion paragraph, which only contains 3 sentences).
Stick to this essay structure:
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In some schools and universities, girls tend to choose art subjects (e.g. literature) and boys tend to choose science subjects (e,g, physics). why do you think this is so should this tendency be changed, your telephone company made a mistake about sending your bill to a wrong address. write a letter to the account manager to complain and explain what problems this caused and what you would like them to do, international tourist should pay more than the local visitor for cultural and historical attractions. do you agree or disagree, in many countries, the amount of crime is increasing. what are the main causes how can we deal with this problem.
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What are the advantages and disadvantages of Cartoons. The following are the advantages and disadvantages of Cartoons: Advantages. Disadvantages. Promotes creativity and imagination. Can encourage violence. Easy to understand visual storytelling. May hinder creativity. Offers educational content for kids.
This article tells you all about the positive and negative effects of cartoons on child development and behaviour. It also gives parents tips on ways to deal with the negative side effects of cartoons on a child.
There are many advantages and disadvantages of using cartoons in teaching settings. Some advantages include that they can capture students' attention, help them to remember information, and provide a fun and stimulating learning environment. However, some disadvantages include that they may be distracting, not appropriate for all content ...
After identifying The Advantages and Disadvantages of Watching Cartoons, parents must ensure their kids get exposure to the real world equally. Watching cartoons together, limiting the screen time, selecting educational cartoon shows, and real-life interaction with kids are the best answers for worried parents.
It has both positive and negative effects on children's behavior. Mostly children watch cartoons for fun (41 %), action (23 %) and learning (17 %). The results indicate that children who watch ...
Cartoons can also play a crucial role in the social and emotional development of children. Many cartoons focus on themes such as friendship, empathy, cooperation, and problem-solving.
What Are The Advantages And Disadvantages Of Cartoons. When then thinking about children, innocent, happy, playful, and future potential are some things that come to mind. One would reason with this way of thinking is that cartoons should then too have similar meaning, but in reality many people think of cartoons as the opposite.
nimated cartoons, and television cartoon. In this research, animated cartoons' effects are investigated. Animated cartoon refers to a cartoon w ons have been an effective learning and teaching tool in parallel with the development of multimedia technology. Especially the improvements in video quality of cartoons, easy
Know about the benefit of watching cartoons for kids. Cartoons for kids can provide a fun and educational experience, offering plenty of benefits that can help them in the long run.
The data collected shows that cartoons are a source of education, entertainment, and informat ion for children. Children can improve their language competence by watching cartoons.
One of the reasons is that cartoon watching is regarded as a beneficial practice for young learners of English since it enhances their language abilities and motivates them to study the language. ...
Moreover, the significance of believability is higher for high exaggeration clips than for low exaggeration clips [ 37 ]. The frequency of exposure to animated television cartoons is higher among females, and it is greatly influenced based on their level of education. The perception of such cartoons varies with the level of education [ 56 ].
Cartoons Disadvantages. 1602 Words7 Pages. Pandit & Kulkarni (2012) proposed a research on effects of watching cartoon channels on children. It is stated that in the living age of technology and information,it is good start to learn from schools as well as TV. TV programs cause more empathetic generation as TV plays an important role in making ...
The study analysed how narrative and non-narrative cartoons can develop narrative skills, moral reasoning, values and countervalues in children in mainstream and non-mainstream education.
Don't assume all cartoons are acceptable and appropriate. Many cartoons contain violence. Many daytime programs such as soap operas and talk shows are not appropriate for children. Be a good example to your child by not watching too much TV or digital media yourself. Limit your own screen time. Be involved in other activities, especially reading.
But experts have found there are benefits of watching TV if parents watch with their kids and talk about what they're watching. When it comes to educational shows like Sesame Street, watching with your child can help them learn more. Young kids learn from lots of back-and-forth interactions. So, asking your child about what they're watching ...
2. Brain Growth Watching cartoons awakens children's artistic side and drives them toward analytical thinking and problem-solving. Because stories have the power to make the context of problems more meaningful to learners. Just like real-life movements, animation teaches kids that time exists and that life's a sequence of transitions.
Advantages and disadvantages Watching educational shows can be both entertaining and teach children about things such as letters and numbers (think of classics such as Sesame Street and Play School). Shows about wildlife and natural environments can be a great source of knowledge for the child.
The time it consumes from our day-to-day life is more. You can see people going out of routine or postponing schedules if they become addicted to watching television. Here, in the essay, we will discuss the advantages and disadvantages of watching television.
The debate between books vs. movies has been raging for decades. Some people prefer the immersive experience of reading a good book, while others enjoy the visual and auditory spectacle of a blockbuster movie. While both mediums have their own unique advantages and disadvantages, there is no denying that they both offer a powerful and engaging ...
By Essay on Television: The Television is the important part of our life. It is a useful product that gives a lot of advantages by providing us news, information, helpful programs and talk shows on education, health, politics and on general interest.
Discuss advantages and disadvantages of watching TV during childhood # tv # childhood most of the child love to watch tv especially cartoon . watching tv there not about disadvantages there also advantages when child watching tv as long as their parents controling time when watch tv . the advantages while the child watching tv , the child watch tv program about educational it's benefit to them ...
Topic Consistency Your essay maintains a clear topic throughout, sticking to the theme of watching television.