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The Sympathetic Plot, Its Psychological Origins, and Implications for the Evolution of Fiction

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Abstract

The sympathetic plot-featuring a goal-directed protagonist who confronts obstacles, overcomes them, and wins rewards-is ubiquitous. Here, I propose that it recurs because it entertains, engaging two sets of psychological mechanisms. First, it triggers mechanisms for learning about obstacles and how to overcome them. It builds interest by confronting a protagonist with a problem and induces satisfaction when the problem is solved. Second, it evokes sympathetic joy. It establishes the protagonist as an ideal cooperative partner pursuing a goal, appealing to mechanisms for helping. When the protagonist succeeds, they receive rewards, and audiences feel sympathetic joy, an emotion normally triggered when beneficiaries triumph. The capacities underlying the sympathetic plot evolved for learning and cooperation before being co-opted for entertainment.
https://doi.org/10.1177/17540739211022824
Emotion Review
Vol. 13, No. 3 (July 2021) 183 –198
© The Author(s) 2021
ISSN 1754-0739
DOI: 10.1177/17540739211022824
https://journals.sagepub.com/home/emr
The Sympathetic Plot
Once upon a time, a strong, attractive hero lost one or both of his
parents. He then overcame a series of obstacles and faced off against a
monster that had terrorized his community. The hero vanquished the
monster and was celebrated.
This is the story of Harry Potter, Superman, James Bond,
Luke Skywalker, and The Lion Kings Simba. It is the story of
the Sotho hero Litaolane (Lesotho: Casalis, 1861, pp. 347–350),
the Garo hero Jereng (India: Rongmuthu, 1960), the Ainu myth-
ological hero Yayresu:po (Northeast Asia: Ohnuki-Tierney,
1974), and the heroic twins Kototabe and Kelokelo of New
Guinean folklore (Ker, 1910, pp. 61–63). If the hero is a young-
est-born sibling rather than an orphan, this becomes the story of
the ancient Greek god Zeus (in his confrontation with Kronos:
Hard, 2004, pp. 67–69), the ancient Chinese heroine Li Chi
(Kao, 1985, pp. 105–106), and the princely main character of
the Serbian tale Baš Čelik (Petrovitch, 1915, pp. 247–267).
Here’s another story:
Once upon a time, a poor girl lived with her abusive stepsiblings or
stepparents. She embarked on a journey, received gifts from a big-hearted
helper, and eventually escaped her destitution. Her terrorizers, jealous of
her success, were punished.
This is the story of Cinderella (Perrault, 1697). Similar tales
have been told across Europe (Cox, 1893), as well as in Burma
(Lwin, 2010, pp. 39–42), Hausaland (West Africa: Alidou,
2002), Japan (Whitehouse, 1935), and the Malay world
(Donaldson, 2014), among many other places (Dundes, 1982).
If the story features a little boy rather than a little girl, this
becomes the Himalayan “Story of the Black Cow” (Dracott,
1906, pp. 83–87); if the heroine is tormented by older blood-
siblings rather than step-siblings, this becomes the tale of the
girl with a marred face, told by peoples throughout northeast-
ern North America (e.g., Mi’kmaq: Olcott, 1917, pp. 17–22;
Algonquian: Rafe, 1992; Ojibwe: San Souci, 1994).
The orphaned monster-slayer and the Cinderella story are
both examples of what I term the sympathetic plot.1 The sympa-
thetic plot is a ubiquitous and popular narrative structure defined
here on the basis of five core features:
1. A protagonist, sometimes referred to as a hero or hero-
ine, has a goal.
The Sympathetic Plot, Its Psychological Origins,
and Implications for the Evolution of Fiction
Manvir Singh
Institute for Advanced Study in Toulouse, France
Abstract
The sympathetic plot—featuring a goal-directed protagonist who confronts obstacles, overcomes them, and wins rewards—is
ubiquitous. Here, I propose that it recurs because it entertains, engaging two sets of psychological mechanisms. First, it triggers
mechanisms for learning about obstacles and how to overcome them. It builds interest by confronting a protagonist with a problem
and induces satisfaction when the problem is solved. Second, it evokes sympathetic joy. It establishes the protagonist as an ideal
cooperative partner pursuing a goal, appealing to mechanisms for helping. When the protagonist succeeds, they receive rewards,
and audiences feel sympathetic joy, an emotion normally triggered when beneficiaries triumph. The capacities underlying the
sympathetic plot evolved for learning and cooperation before being co-opted for entertainment.
Keywords
empathy, evolution, fiction, pleasure, sympathy, universals
Author Note: The author disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This research was funded by a
graduate research fellowship from the National Science Foundation and, through IAST, by the French National Research Agency (ANR) under the Investments for the Future
(Investissements d’Avenir) program, grant ANR-17-EURE-0010.
Corresponding author: Manvir Singh, Institute for Advanced Study in Toulouse, 1, esplanade de l’Université, Toulouse Cedex 06, 31080, France.
Email: manvir.manvir@gmail.com
1022824EMR0010.1177/17540739211022824Emotion ReviewSingh The Sympathetic Plot
research-article2021
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184 Emotion Review Vol. 13 No. 3
2. The protagonist’s goal is relatable or justifiable, like
marrying a prince, escaping poverty, killing a monster,
or procuring a magical item.
3. The protagonist confronts an obstacle in pursuit of their
goal, sometimes in the form of mean opponents.
4. The protagonist prevails. This might be due to their own
virtue or outside assistance.
5. The protagonist reaps rewards. These can include
wealth, power, an attractive spouse, new parents who
are loving and kind, or a boon that they bestow on
humanity.
Stories with these core features, referred to here as sympa-
thetic tales, frequently exhibit at least six secondary features as
well. These elements do not appear in all sympathetic tales, but
they are common:
6. The protagonist is appealing. They might be strong,
clever, humble, skillful, attractive, generous, or consid-
erate.
7. The protagonist is alone and suffers early misfortunes.
They might be orphaned, abandoned, or the child of
poor rural-folk.
8. The protagonist is high-status, or at least tied to high-
status individuals. They might be orphaned but then
adopted by royalty. They might be abandoned but also
the offspring of deities. They might be the child of poor
rural-folk but known throughout the land because of
prophecies about them.
9. The protagonist journeys to distant places to achieve
their goals. On the way, they encounter foreign and fan-
tastical obstacles.
10. The protagonist’s opponents are repulsive and formida-
ble. They might be dragons, callous step-sisters, or
pompous rival princes.
11. Characters who oppose the protagonist eventually suf-
fer or are reformed.
The sympathetic plot has been recognized by folklorists and
mythologists for the last 150 years, although nearly all scholars
organized these features within more elaborate templates. Von
Hahn (1876), Rank (1914), and Raglan (1936) documented the
sympathetic plot in their studies of mythical heroes from
Europe, West Asia, and the Middle East (see also Cook, 1965).
Propp (1968, pp. 50, 92) uncovered it in his study of Russian
folktales. Thompson (1946, p. 23) saw it in complex Eurasian
fairy tales; Kimball (1999) described it in her cross-cultural
study of orphan tales; and Carroll, Gottschall, Johnson, and
Kruger (2012, p. 26) noticed it in nineteenth-century British
novels. When Jobling (2001) compared hero-ogre stories from
around the world, he focused on elements such as the virtuous-
ness of heroes and the repulsiveness of monsters, but underlying
these parallels was the sympathetic structure.
Perhaps the best-known hypotheses of universal narrative
structure are those by Campbell (1949), Booker (2004), and
Hogan (2003; 2011). All three provide further evidence for the
sympathetic plot’s ubiquity.
Campbell (1949) claimed that stories everywhere recount
adventurous rites of passage. His template was complex, involv-
ing 17 events organized into three main stages, but he summa-
rized the basic pattern as follows:
A hero ventures forth from the world of common day into a region of
supernatural wonder: fabulous forces are there encountered and a
decisive victory is won: the hero comes back from this mysterious
adventure with the power to bestow boons on his fellow man. (Campbell,
1949, p. 30)
Starring a protagonist who overcomes obstacles, achieves a
goal, and enjoys rewards, Campbell’s hero’s journey is a version
of the sympathetic plot.
Booker (2004) reviewed 450 (mostly European and
American) stories, spanning films, plays, novels, novellas,
ancient epics, and fairy tales. He then organized those stories
into seven plots: (1) Overcoming the Monster; (2) Rags to
Riches; (3) The Quest; (4) Voyage and Return; (5) Comedy
(defined broadly to include many romantic stories); (6) Tragedy;
and (7) Rebirth.
Six of Booker’s plots—all except Tragedy—are sympathetic
plots. They tell of goal-directed protagonists who confront
obstacles, overcome them, and enjoy prizes. In fact, they differ
almost solely on what the protagonist’s goal is, whether it be
destroying a monster, overcoming hardship, procuring a price-
less object, returning home, finding love, or escaping a dark
spell. Booker’s plots also exhibit many of the secondary fea-
tures listed earlier. Some protagonists start out in distressing
circumstances, some are honorable and strong, some face off
against terrible opponents, and some go off on far-away jour-
neys.
Finally, there are the patterns proposed by Hogan (2003).
Hogan read pre-colonial literature from every inhabited conti-
nent and suggested three universals: romantic, heroic, and sacri-
ficial. Romantic and heroic stories often have sympathetic plots.
In romantic stories, two people fall in love, although forces pre-
vent their union. Eventually, they are united. In heroic stories, a
legitimate leader’s position is usurped. The usurped leader van-
quishes an out-group enemy, re-establishing their authority.
Crucially, Hogan pointed out, both plots can be truncated, turn-
ing them into tragedies and violating the sympathetic structure.
Hogan’s (2003) third narrative universal is less clearly a
sympathetic plot. In sacrificial stories—“perhaps the least obvi-
ously prototypical” (Hogan, 2011, p. 133)—a deity punishes a
society’s sins, most often with famine. The society responds by
sacrificing an innocent person, leading to restoration and agri-
cultural abundance. Systematic cross-cultural research will con-
firm whether sacrificial stories are ubiquitous. Regardless, their
existence underscores that sympathetic tales, while ubiquitous,
do not exhaustively cover all stories (see also trickster stories
and origin myths: Long, 2005; Scheub, 2007).
Why do people everywhere tell stories with such similar fea-
tures? Here, I argue that the sympathetic plot recurs because it is
a technology for producing pleasure. It develops from a cultural
selection for entertainment and works by triggering two sets of
psychological mechanisms:
Singh The Sympathetic Plot 185
1. It appeals to mechanisms involved in learning about
obstacles and how to overcome them. It describes a
character trying to solve a problem, building interest,
narrowing attention, and eventually delivering satisfac-
tion.
2. It appeals to mechanisms involved in allocating coop-
erative effort, evoking sympathetic joy. The protagonist
appears as an ideal cooperative partner—competent,
warm, and in-need—and they pursue a daunting goal.
When they succeed, they receive rewards, and the audi-
ence feels sympathetic joy. Sympathetic joy usually
occurs when a cooperative partner succeeds, and it
likely exists to proximately motivate helping. Given the
audience’s attachment to the protagonist, however, the
mechanism misfires, and they feel their fictive friend’s
fortune.
Of course, this doesn’t deny that other psychological mecha-
nisms contribute to literary experiences. Stories may stir up past
emotions (Hogan, 1996). They may engross through dazzling
imagery and captivate through sex, threat, and coalitional con-
flict (Green & Brock, 2000; Nettle, 2005; Stubbersfield et al.,
2015). But these and other studied mechanisms (e.g., Mar,
Oatley, Djikic, & Mullin, 2011) are unimportant for explaining
the sympathetic plot. Instead, I claim, the sympathetic plot
recurs because it triggers systems adapted for learning about
obstacles and allocating cooperative investment.
In the following sections, I (1) review existing explanations
for the sympathetic plot; (2) propose that the sympathetic plot
culturally evolves to entertain; (3) review how it entertains; and
(4) use the account to explain core features of stories. I conclude
with a list of five testable predictions.
Existing Approaches Cannot Explain the
Sympathetic Plot
Many writers have connected narrative patterns to human psy-
chology (Bastian, 2005; Dundes, 1987; Hogan, 2003; Jung,
1959; Lévi-Strauss, 1955). In fact, Witzel (2012, p. 12) wrote,
many scholars “assume that similarities found in myths the
world over are due to common, universal features of the human
mind that forever produce the same images or ‘archetypes’.”
Despite this growing consensus, most major theories explain-
ing versions of the sympathetic plot hinge on spurious or
untested assumptions about the mind (Dutton, 2005). Rank
(1914) interpreted the heroic legend as expressing sublimated
Oedipal urges. Campbell (1949) saw hero’s journey myths as
conveyors of wisdom that arouse the psyche and provide under-
standing. Booker (2004) concluded that his seven basic plots
were the unconscious’s way of reminding the conscious self
how to achieve a full life. The failure to ground these explana-
tions in contemporary psychological science is striking given
progress in the study of story (Bower & Morrow, 1990; Gerrig,
1998; Oatley, 2011; Tan, 1996; Zillmann & Vorderer, 2000), as
well as the emergence of fields like literary Darwinism (Boyd
2009; Carroll 2011; Gottschall and Wilson 2005) and cognitive
literary studies (Keen, 2007; Zunshine, 2006).
An important exception to this disconnect is Hogan’s recent
analysis. Across several works (e.g., Hogan 2003, 2011, 2017),
Hogan has proposed a set of narrative universals (reviewed
above) and applied insights from cognitive science to explain
them.
Hogan’s account is based on three premises. First, pursuing
a goal is enjoyable. Second, people everywhere share goals,
including having sex, achieving in-group prestige, and enjoying
food and security. Third, stories produce emotional responses
by activating remembered emotions and through empathically
experiencing the character’s emotions. Thus, he argues, stories
in which protagonists pursue basic goals will produce pleasure
across diverse audiences. His proposed universals reflect these
shared goals. Romantic stories recur because the protagonist
pursues sex and affiliation. Heroic stories recur because the pro-
tagonist pursues prestige and superiority over out-groups. And
sacrifice stories recur because characters pursue food and secu-
rity. Prototypes are universal, he maintains, because hearing
about someone pursuing a familiar desire feels good.
Hogan’s account establishes an ambitious baseline for schol-
ars interested in explaining narrative patterns. Nevertheless, it
suffers from at least two limitations. First, it was developed to
explain his three universal prototypes, but as currently formu-
lated, it fails to explain features of the sympathetic plot more
generally, such as why protagonists often start out abandoned or
why they are connected to high status. Second, Hogan’s account
focuses on empathy and remembered emotions, but as many
researchers have demonstrated, our emotional responses to sto-
ries vary according to characters’ traits (Raney, 2003). Put
crudely, we feel good when a liked character succeeds and bad
when they fail (Trabasso & Chung, 2004; Zillmann & Cantor,
1977). Moreover, we seem to represent characters, at least
partly, as other people. We miss them, detest them, feel embar-
rassed for them, cry at their triumphs, and yell instructions at
them, like “Run for it!” or “Close the door, stay in there!”
(Bezdek et al., 2013; Hoffner & Cantor, 1991). These observa-
tions do not invalidate Hogan’s account, but they suggest an
alternative hypothesis that centers on how we represent and
respond to characters.
Another set of hypotheses that fail to explain the sympathetic
plot are the simulation hypotheses. Although simulation hypoth-
eses were not developed to explain the sympathetic plot, they
are among the most prominent theories for the evolution and
function of fiction.
Simulation hypotheses argue that stories, like flight simula-
tors, instruct through simulation (Oatley, 2008). Oatley and
Mar, for example, hypothesized two functions of fictional sto-
ries: (1) They develop abstract models of the social world, and
(2) they encourage simulation of these models, developing
empathy and theory of mind abilities (Mar & Oatley, 2008;
Oatley, 1999, 2016; Oatley & Mar, 2005). Hobbs (1990) and
then Pinker (1997, 2007), meanwhile, argued that fiction is less
about abstract models or empathy and more about testing out
strategies (see also Clasen, Kjeldgaard-Christiansen, & Johnson,
2020; Morin, Acerbi, & Sobchuk, 2019). Stories, they hypothe-
sized, serve as thought experiments for solving problems. A sto-
ryteller identifies a goal, such as securing a romantic partner,
186 Emotion Review Vol. 13 No. 3
and then tries out ways of achieving it under controlled settings.
Gottschall (2012) integrated Hobbs’s and Oatley’s frameworks,
equating fiction with play. According to his hypothesis, stories
force audiences to experience protagonists’ struggles, building
implicit memories that prove useful in similar circumstances
(see also Steen & Owens, 2001). All of these hypotheses agree
that fiction is an adaptation. We evolved to tell stories, they say,
because they are instructive.
As currently formulated, simulation hypotheses—especially
those proposed by Hobbs (1990), Pinker (1997), and Gottschall
(2012)—cannot explain the sympathetic plot. First, they cannot
reconcile protagonists’ advantages with their distresses. If sto-
ries are designed to teach people how to problem-solve, then we
should expect characters to resemble audiences—to be normal-
looking and of average strength rather than attractive and strong.
A story about how a good-looking dragon-killer procures a prin-
cess is of little adaptive value to an ordinary-looking vegetable-
seller.2
Another weakness of simulation hypotheses is that many
stories are unhelpful for dealing with real-world problems.
Aside from being unrealistically capable, protagonists confront
problems that no audience would encounter, including battling
monsters or escaping dark netherworlds. Although these chal-
lenges may be metaphors, it is unclear how useful a protago-
nist’s fantastical adventures would be for addressing everyday
struggles or building a model of reality.3 Moreover, protago-
nists commonly succeed by receiving the serendipitous help of
supernatural donors, such as talking animals or fairy godmoth-
ers (Propp, 1968; Thompson, 1946, pp. 47–67). But a seren-
dipitous helper who solves the problem tells us little about how
to solve it ourselves.
In short, simulation hypotheses argue that people tell stories
to develop and test simulations of reality. But the sympathetic
plot is a sub-optimal simulation. Its scenarios are unrealistic, the
characters are idealized, and serendipitous helpers often resolve
the problem, undermining its utility for learning how to solve
problems in the future.
Building on work by media psychologists and communica-
tion scholars (Raney, 2003; Trabasso & Chung, 2004), I here
develop an account that overcomes these limitations. Like
Hogan, I posit that a universal narrative structure (the sympa-
thetic plot) recurs because it induces pleasure. But I argue that it
induces pleasure not by stirring remembered emotions but by
exploiting mechanisms involved in learning and cooperation.
Audiences connect with sympathetic protagonists because their
cognitive systems evaluate protagonists to be worthwhile social
partners deserving of help. And they feel pleasure, sympathetic
joy, when those characters succeed because of misfiring hedonic
responses that evolved to proximately motivate cooperation.
This account is an example of a by-product hypothesis
(Bloom, 2010). In contrast to simulation hypotheses and other
adaptive accounts of fiction (Scalise Sugiyama, 2001; Tooby &
Cosmides, 2001), I argue that our mind is not designed to tell
and receive fictional stories: Fiction might produce benefits, but
it is not an adaptation. Instead, following authors such as Bloom
(2010) and Nettle (2005), I argue that the psychological mecha-
nisms supporting our interest and enjoyment in stories evolved
for other purposes and have been co-opted by storytellers and
cultural evolution. Some stories are shaped to socialize youth.
Others are wielded to demonize rivals. The sympathetic tale,
meanwhile, recurs because it entertains. In the same way that
cheesecake taps Stone Age sense organs to delight consumers
(Pinker, 1997), the sympathetic plot exploits systems for learn-
ing and cooperation to draw audiences in and tickle their pleas-
ure spots.
The Sympathetic Plot Develops from
Intentional Design and Cultural Selection
I propose that the sympathetic plot functions to provide pleasure
(see also Tan, 1996; Vorderer, Klimmt, and Ritterfield 2004;
Brewer and Lichtenstein 1982). By pleasure, I mean positive
affect. Pleasurable states include the pleasures of food and sex
(Georgiadis & Kringelbach, 2012; Kringelbach, 2015), the
amusement of humor (Martin, 2007), and sympathetic joy (feel-
ing happy for another person) (Morelli et al., 2015). Although
different pleasures have distinct neural signatures, they seem to
share neural activity in common hedonic systems (Kringelbach
& Berridge, 2009).
Functional design can develop through at least two pro-
cesses: intentional design and selection (Dennett, 1995).
Intentional design refers to when individuals deliberately craft
an entity to serve some end, like when someone fashions a sharp
stick to stab prey. Selection refers to when (1) entities have dif-
ferent inheritable traits and (2) entities with certain inheritable
traits spread at the expense of those with other traits, over time
increasing in frequency. An example of (cultural) selection is
when people experiment with and preferentially maintain weap-
ons that more effectively kill prey, over time producing better
hunting technology.
Intentional design and cultural selection likely interact to
produce sympathetic tales. Intentional design is a source of var-
iation. As people try to entertain each other, they generate sto-
ries of varying entertainment quality. But whereas the space of
potential stories is profoundly vast—including descriptions of
ice cubes melting or rocks doing nothing—the space of stories
that people concoct is much smaller. When asked to make up
stories, New York City children as young as two years old
described characters performing actions or experiencing events
(Sutton-Smith, 1981). Older children, meanwhile, made up sto-
ries in which characters pursued a goal, although their stories
also featured content from popular tales, leaving it unclear
whether kids spontaneously invent goal-directed protagonists
(Botvin & Sutton-Smith, 1977; Sutton-Smith, 1981).
Aside from inventing the basic structure of stories, storytell-
ers also introduce variation by remodeling existing tales.
Among the Ojibwe and the Winnebago, “the raconteur who has
obtained complete mastery over his technique plays with his
material and it is this play that becomes an important factor in
the origin of different versions” (Radin, 1915, p. 43). Ntsomi
story-performers in South Africa were “free to rearrange details
and incidents . . . indeed to make major changes and introduce
modifications” (Scheub, 1975, p. 91).
Singh The Sympathetic Plot 187
Inventiveness and experimentation produce variations of
stories, but the most entertaining variants proliferate through
cultural selection (Singh, 2020). As audiences demand their
favorites and storytellers re-use what has been effective, they
retain the most pleasurable variants and fuel a selection for
entertaining tales (see also Nettle, 2005). Scheub (1975, p. 90)
observed the selective retention of entertaining techniques
among South African ntsomi performers: “[A]n artist includes
and emphasizes those elements that she delighted in during
ntsomi performances that she has witnessed.” He even con-
nected this retention and the experimentation mentioned earlier
to the development of the ntsomi tradition: “Considering that
this process of borrowing, influencing, innovating, and combin-
ing has been going for decades, there should be no surprise that
such an involved form has developed” (Scheub, 1975, p. 19).
Although intentional design and cultural selection likely
interact to produce entertaining tales, their relative contribu-
tions are unclear. Intentional design explains low-level elements
of stories, such as the goal-directed protagonist, while cultural
selection explains why some tales diffuse across cultures or are
maintained over time. But what about meso-level plot elements,
such as the orphaned protagonist or punished rivals? Do people
intuitively know that they should kill a protagonist’s parents or
does discovering the idea require years or generations of itera-
tive experimentation? Future research will help determine pre-
cisely which elements of the sympathetic plot are intuitive and
which require a search process to discover.
Obstacles and Sympathetic Joy: The
Mechanics of the Sympathetic Plot
The sympathetic plot provides pleasure, I argue, by evoking two
sets of psychological mechanisms. First, it builds interest by
confronting a goal-directed protagonist with a problem and
induces satisfaction when the problem is overcome. Second, it
scaffolds narrative features onto this basic plot, such as making
the protagonist likable, depriving them of parents, and reward-
ing them at the end of the story, in turn producing a hedonic
feeling of sympathetic joy.
Stories Engage Audiences through Obstacles
and Resolution
At the basis of many stories—whether or not they exhibit the
sympathetic plot—is the problem-solving structure: A goal-
directed protagonist confronts an obstacle and tries to overcome
it (Brémond, 1970; Dundes, 1962; Lwin, 2010; Propp, 1968).
This structure recurs, I argue, because it triggers mechanisms
involved in learning about obstacles. It encourages people to
pay attention to a story and evokes satisfaction when the obsta-
cle is overcome (see also Black & Bower, 1980; Brewer &
Lichtenstein, 1982; Mandler, Scribner, Cole, & DeForest,
1980). Hearing about someone who can’t achieve a goal piques
our curiosity. Learning how they achieve that goal feels good.
Evolutionary logic predicts we would have mechanisms for
learning from others’ difficulties. In the words of cognitive
scientist Jerry Hobbs (1990, p. 40), “We are planning mecha-
nisms, continually planning our way towards goals.” We iden-
tify goals, like attracting sexy mates, and encounter obstacles
in their pursuit, like when sneaky rivals compete for a mate’s
affections. Given that other people tackle similar problems, we
benefit from learning about others’ hardships and the strate-
gies that have successfully skirted them.
Three sets of psychological features suggest we are endowed
with cognitive mechanisms designed to learn from others’ prob-
lem-solving. First, others’ obstacles intrigue us. We feel sus-
pense when we hear about someone who has difficulty
completing a goal (Fine & White, 2002). In fact, obstacles are
so potent for producing interest that they can induce suspense
even when we know the outcome. Gerrig (1989) reminded Yale
undergraduates of familiar outcomes, such as that George
Washington was the first president of the United States. He then
narrated the events leading up to these outcomes but highlighted
difficulties along the way, such as that Washington was
exhausted after the Revolutionary War. Even though the partici-
pants knew the outcomes and were reminded of them at the
beginning of each story, they still felt suspense when they
learned about obstacles (see also Delatorre et al., 2018).
Second, our intrigue is satisfied when we learn how a char-
acter overcomes an obstacle. Iran-Nejad (1987) documented
this feeling in his experiments on reader enjoyment. He found
that participants enjoyed stories with positive outcomes, such as
if a camper defended himself against an intruder. But more cru-
cially, readers liked stories more when they read how the char-
acter overcame the opponent as opposed to when it was left
ambiguous. In another study, schoolchildren and college stu-
dents reported enjoying stories more when the protagonist’s
goal seemed more important or harder to attain (Jose, 1988).
Lastly, not only are we intrigued and delighted by accounts
of people confronting obstacles, but we find them memorable.
American undergraduates remember incidents according to a
character’s goal and the strategies they used to pursue it (Black
& Bower, 1980; Bower, 1978; Brewer & Lichtenstein, 1982;
Mandler & Johnson, 1977). They are better at remembering
actions that relate to a goal, and they regard the goal as the most
important element of a story (Bower, 1982; Owens et al., 1979;
Thorndyke, 1977). Crucially, these mental schemas transcend
cultural contexts. Mandler et al. (1980), for example, docu-
mented similar recall biases across participants in Liberia and
the United States, including comparisons with unschooled
Liberian children and non-literate Liberian adults.
These three psychological responses to obstacles—our atten-
tiveness towards them, our pleasure at learning how they are
overcome, and our predisposition to remember events around
them—provide evidence that humans share capacities for learn-
ing about how others confront and solve problems.
This interpretation differs from that advanced in the simula-
tion hypotheses of Hobbs (1990) and Gottschall (2012).
According to these hypotheses, fiction is adaptive: We evolved
to tell and pay attention to stories, because they teach us how to
solve problems. The account presented here, in contrast, pro-
poses that we have general-purpose mechanisms for learning
about others’ difficulties that fiction then exploits (see also Mar,
188 Emotion Review Vol. 13 No. 3
2018). We are intrigued when we encounter someone in difficult
straits, because we might end up in a similar situation and it
pays to learn about the obstacle and how to overcome it. We are
interested when characters confront obstacles not because it
allows us to simulate problem-solving, but because it masquer-
ades as useful information. In the same way that erotic images
activate pathways of sexual arousal that evolved for copulating
with real-life people, fiction taps psychological mechanisms
that exist for learning about useful obstacles. It doesn’t matter
that a tale about a handsome orphan battling an ogre tells us lit-
tle about how to solve problems in our own lives; rather, the
story triggers circuits that exist for learning about obstacles,
focusing our attention.
The Sympathetic Plot Induces Sympathetic Joy
Once the protagonist overcomes the goal, the audience might
feel some satisfaction, but most of the pleasure of sympathetic
plots comes from the interaction of features including the ensu-
ing rewards, the orphaning of the protagonist, and the protago-
nist’s strength or attractiveness. These features, I argue, interact
to induce sympathetic joy. First, the story creates a sympathetic
protagonist who audiences are motivated to help, appealing to
cognitive mechanisms for finding social partners and allocating
cooperation. The protagonist then succeeds, and audiences feel
a surge of sympathetic joy. This emotion evolved to motivate
cooperation, but it misfires when we represent an imaginary
character as a potential social partner.
People feel happy for people they want to help. People feel
pleasure in response to other people’s good fortune. Research-
ers variously refer to this feeling as symhedonia (Royzman &
Rozin, 2006), positive empathy (Morelli et al., 2015), vicarious
reward (Mobbs et al., 2009), empathic joy (Batson et al., 1991),
and empathic happiness (Light et al., 2015). Following Royz-
man and Rozin (2006), I call it sympathetic joy.
Some researchers argue that sympathetic joy serves to moti-
vate cooperation (Smith et al., 1989; Telzer et al., 2010). They
point out that if you expect that someone’s success will feel
good, then you will be motivated to help them and feel the
promised tickle (see also Telle and Pfister, 2016). In the same
way that the pleasures of sex, sugar, and safety entice us (Rozin,
1999), a beneficiary’s success feels good so as to encourage us
to reproduce it.
Converging lines of research suggest that we feel happy for
people we want to help. US participants reported greater sympa-
thetic joy towards individuals to whom they felt more attached,
such as best friends, compared to casual acquaintances
(Royzman & Rozin, 2006). Similar effects have been docu-
mented when studying brain activity. Subjects showed greater
activity in hedonic systems when in-group members succeeded
compared to out-group members (Hackel et al., 2017) and when
friends benefited compared to antagonists (Braams et al., 2014).
Subjects who felt more attached to a target—NYU students who
identified more with their university, Los Angeles young adults
who identified more with their family, and Dutch young adults
who reported being closer to their mothers and friends—showed
greater hedonic activity when the target benefited compared to
subjects who felt less attached to a target (Braams & Crone,
2017; Hackel et al., 2017; Telzer et al., 2010).
A second set of studies has found that people who experience
or anticipate joy in others’ successes are more likely to help
them. Pittinsky and Montoya (2016) used survey results, expert
evaluations of teaching, and student outcomes of 1,200
American teachers to investigate the correlates and conse-
quences of teachers’ sympathetic joy. They found that teachers
who reported greater joy in their students’ successes created
higher-quality learning environments and had higher achieving
students. Batson et al. (1991) and Smith et al. (1989) tested
whether the anticipation of seeing a happy beneficiary moti-
vated helping. It did: American undergraduates who expected to
see a positive reaction were more likely to help, although in one
study, this effect disappeared when the participants were asked
to empathize with the recipient.
These findings indicate that people feel happy for a benefi-
ciary when the target is someone they want to help. If stories
develop to induce sympathetic joy, then they should feature
characters who audiences most want to assist. What should
those ideal beneficiaries look like?
People want to help individuals who are competent, will-
ing, and in need. The most important ultimate factors motivat-
ing someone to help are kinship and reciprocity (Baumard et al.,
2013; West et al., 2007). In short, our psychology seems
designed to allocate help to relatives and people who will help
us in return. Convincing an audience that a protagonist is a fam-
ily member seems difficult, especially when the same story is
told to many individuals. But convincing the audience that the
protagonist is an appealing cooperative investment is much
easier.
There are at least two sets of traits that make someone a val-
uable cooperative partner and which people esteem in others
(Barclay, 2013; Cuddy et al., 2008; Fiske et al., 2007; Kummer,
1978; Tooby & Cosmides, 1996):
1. Competence. A valuable partner is strong, fast, talented,
good-looking, courageous, clever, and high status. That
is, they have attributes that reliably produce shareable
benefits, both through intentional action (e.g., coali-
tional support) and positive externalities (e.g., popular-
ity by association).
2. Willingness to help (or warmth). A valuable partner is
generous, sincere, trustworthy, moral, and genuinely
invested in us. That is, they are willing to help us and
remain with us when things get difficult. A partnership
becomes much easier when the people involved want
the same things; it becomes harder when their wants
diverge, such as if one partner regards the other’s goal
as wrong (and likely to draw disapproval).
People are predisposed to help strangers with appealing
traits, presumably to initiate relationships with them (Pisor &
Singh The Sympathetic Plot 189
Gurven, 2016, 2018). Maestripieri et al. (2017) reviewed the
vast literature demonstrating people’s biases towards attractive
individuals, including that attractive marathon runners receive
larger online donations (Raihani & Smith, 2015) and attractive
waitresses get larger tips from men, regardless of the quality of
the service (Lynn, 2009; Lynn & Simons, 2000). These coopera-
tive biases extend to strangers with appealing traits other than
physical attractiveness. Students at UCSB played the ultimatum
game (an economic game) with partners who were represented
with face photographs (Eisenbruch et al., 2016). A separate
group of students rated the same photographs for attributes such
as health, dominance, and social status. Despite having no pre-
vious relationship with the targets, participants gave more
money to partners represented by appealing faces, such as those
that appeared healthy, attractive, prosocial, and high status.
The ideal beneficiary should not only be a valuable social
partner; they should suffer too. People have compassion. We are
motivated to help people in need (see Batson et al., 2002; Goetz
et al., 2010 for reviews). This motivation is influenced by how
close we feel towards a target (Greitemeyer, 2010). We help
needy family members more than needy good friends and needy
acquaintances more than needy near-strangers (Cialdini et al.,
1997). Meanwhile, an enormous experimental literature, includ-
ing studies in the United States, Germany, Japan, and Nigeria,
shows that people prefer to help individuals whose suffering is
out of their control (Rudolph et al., 2004). As with our generos-
ity towards appealing would-be partners, compassion likely
exists to secure cooperative relationships (Goetz et al., 2010).
We help the needy, especially when help is cheap for us and
beneficial to them, to secure their gratitude and reap the benefits
of their friendship in the future (Trivers, 1971).
In summary, a technology designed to produce sympathetic
joy should create a character who is capable, warm, and who has
goals that are relatable and uncontroversial. They should be in
need, arousing our compassion, although their suffering should
be out of their control.
Explaining Stories
Protagonists of Sympathetic Tales are Ideal
Beneficiaries and Audiences Regard Them as
Friends
Stories should most effectively evoke sympathetic joy when
audiences want to help protagonists and especially when they
regard protagonists as attractive social partners. Narrative pat-
terns and studies of how people represent and respond to char-
acters show that this is the case: Protagonists everywhere are
appealing and in distress; audiences, in turn, develop warm feel-
ings towards them.
Protagonists are appealing. The protagonists of the world’s
folktales are appealing. Gottschall (2005) coded the features of
568 female protagonists and 392 male protagonists from 658
tales from around the world. The tales, selected as a globally
representative sample of folktales, frequently starred studs.
Physical attractiveness was mentioned for 22% of male protag-
onists and 51% of female protagonists—and nearly all were
attractive. In fact, of the 568 female protagonists coded, only
eight were described as unattractive. Characters were also
prosocial: 42% of female protagonists were “primarily moti-
vated to help others”; in contrast, very few antagonists (14%
female, 5% male) had prosocial inclinations (data for male pro-
tagonists were not reported). Lastly, characters were competent;
they had skills or abilities that produced benefits. A third of
male protagonists exhibited heroism, while a fifth of all males
were said to be best described as courageous.
In her cross-cultural study of orphan stories, Kimball (1999)
also noted the appealing traits of protagonists. Orphans were
sometimes witty (7/50) and often virtuous (29/50). Some were
hardworking, industrious, and brave; others’ merits were never
explicitly stated, although they were “observable as the orphan
endures abuse without complaint” (p. 565). In fact, Kimball
only mentioned the negative traits of two orphan-protagonists:
The Poor Turkey Girl (Zuni), who refrained from visiting a
flock of turkeys who helped her, and Coolnajoo (Wabanaki),
who acted as a fool to spite his uncle. Notably, these two were
the only orphan-protagonists to suffer at the end of their stories.
The heroes of hero-ogre stories around the world were also
appealing, exhibiting unique courage and strength (Jobling,
2001). They could kill villages of cannibals (Mbundu of
Angola), shoot arrows through armor (Apache of American
Southwest), and decapitate ogres with a slash of a thumbnail
(Micronesia). And they were good: “In all the stories, the hero’s
actions benefit the in-group as a whole” (Jobling, 2001, p. 260).
Finally, these trends seem to apply to Western stories. When
Johnson et al. (2008) studied the characters of 201 canonical
nineteenth-century British novels, they found that protagonists
typically valued their friends, pursued education, and helped
non-kin. Antagonists, meanwhile, rarely exhibited those traits.
Protagonists are the victims of uncontrollable misfor-
tune. Stories everywhere subject protagonists to tragic distress.
A common trope is to make the protagonist an orphan (Hen-
neberg, 2010). In a sample of 124 award-winning American
children’s novels, 18% featured orphan protagonists; 37% fea-
tured protagonists who were removed from their parents in any
way (Mattix, 2012). A similar analysis of top-grossing animated
children’s movies found that 18% included the death of a par-
ent, much more frequent than deaths of romantic interests
(6.7%), children (4.4%), or close friends (4.4%) (Colman et al.,
2014). Orphans are so common that the motif wiki TV Tropes
includes more than 25 pages describing orphan-related motifs,
including “Disappeared Dad” (Forrest Gump), “Doorstop
Baby” (Harry Potter), “Heartwarming Orphan” (James of James
and the Giant Peach), and “Street Urchin” (Oliver Twist) (TV
Tropes, 2019b). A page on “Death by Childbirth” underscores
the trope’s potency by pointing to its statistical improbability4:
“So sad, so tragic, so heart-wrenching . . . such a goldmine of a
plot device. Nothing impossible about it, but the statistics are
ridiculously high, especially for any industrialized nation” (TV
Tropes, 2019a).
190 Emotion Review Vol. 13 No. 3
Orphan protagonists dominate non-Western stories, too. In
Igbo (Nigeria) stories, “heroes and heroines were motherless
children, orphans or paupers, who always vanquished the more
privileged by miraculous or magical means” (Amadiume, 1987,
p. 85). In Toraja (Sulawesi) stories, “there is repeated mention
of orphans who are neglected and mistreated, only to achieve
glory later on” (Adriani and Kruijt, 1970, p. 140). In Karen
(Myanmar) folklore, “many tales recount episodes in which an
orphan exercises his uncanny powers, usually in defense of
some weaker person who he saves or helps to get the better of
his foes” (Marshall, 1922, p. 269).
Another common sympathy-inducing trope is the youngest
sibling protagonist (e.g., Muria Gond of central India: Elwin,
1947, p. 237; Nenet of Siberia: Golovnev, 1997, p. 149; Ainu of
Japan: Batchelor, 1927, pp. 337–342, 364–365). As with being
an orphan, being a youngest sibling is out of a character’s con-
trol but subjects them to immediate disadvantage, especially
when they are bullied.
Audience members represent characters as people and are
attached to appealing characters. People regard characters as
other people, at least partly. They speak to characters, feel sorry
for them when they make mistakes, and feel comfortable around
characters as they would around friends (Giles, 2010; Klimmt
et al., 2006). Men who watch more news shows and women
who watch more sitcoms report being more satisfied with their
friendships, presumably because they represent characters as
friends (Kanazawa, 2002). Readers of Harry Potter and Twi-
light admit to missing characters after finishing the book series
(Fan Forum, 2008; Harry Potter Forums, 2011), while Ameri-
can viewers of soap operas have physically assaulted actors who
play villains (Winsey, 1979; cited in Hoffner and Cantor, 1991).
In 1969, 5,000 viewers gathered at a church in Lima, Peru to
watch the filming of a main character’s wedding. According to
one newspaper, “People were dressed in their best outfits; sev-
eral people fainted, gripped by their emotions” (Singhal et al.,
1994, p. 8). Bezdek et al. (2013) coded viewers’ participatory
responses to films, including replotting (“He should’ve tried to
hide behind a seat or something”) and stated preferences for
outcomes (“I hope there’s no one in the house”). They found
that, aside from emotional outbursts (“Oh no!”, “Oh my god!”),
viewers’ most common participatory responses were instruc-
tions to the characters on how to solve problems, like “Get out
of there!” or “Just do it!”
The claim that we represent fictional characters as other peo-
ple may at first seem strange. Children as young as five recog-
nize the distinction between reality and fantasy (Samuels &
Taylor, 1994; Skolnick & Bloom, 2006; Woolley & Phelps,
1994). If people understand that characters are fictional, why
should they represent them as other people? Why should they
miss them, hate them, pity them, and yell helpful instructions?
Scholars refer to this puzzle as the paradox of fiction: Although
we understand fictional entities to be made-up, we emotionally
respond to them as if they were real (Friend, 2016; Radford &
Weston, 1975).
The resolution to the paradox of fiction is simple: Many of
our responses to stimuli occur regardless of whether they are
encoded as real. Participants are less willing to consume sugar
labeled “not sodium cyanide, not poison” compared to sugar
labeled “sucrose, table sugar”, even when they observe the same
sugar poured into both bottles (Rozin et al., 1990). They regard
feces-shaped fudge to be less appealing than disc-shaped fudge
and vomit-shaped rubber to be more repulsive than a sink stop-
per, even when they are assured that the fudges and the rubbers
have the same compositions (Rozin et al., 1986). They are sexu-
ally aroused by erotic imagery, even when they understand that
the targets are inaccessible or imaginary. Of course, our
responses to mislabeled sugar, stool-shaped fudge, and erotic
imagery are tempered compared to our responses to real ver-
sions of those stimuli. Nevertheless, as Bloom (2010, p. 169)
summarized, “our minds are partially indifferent to the contrast
between events that we believe to be real or that are imagined to
be real.” Fictional characters evoke many of the psychological
responses that real humans do, even when audiences understand
that they are imaginary.
Given that we treat characters (at least partly) as individuals,
it should be of little surprise that we find the same traits appeal-
ing in story-characters as we do in real-life social partners. Not
only do audience members like characters with attractive traits
(Hoffner & Cantor, 1991; Krakowiak & Oliver, 2012; Weber
et al., 2008; Zillmann & Cantor, 1977), but they develop friendly
feelings towards them, too. Elementary schoolchildren in
Illinois had stronger one-sided relationships—including miss-
ing a character when they’re not around and wanting to meet
them—with characters who appeared attractive, intelligent, and
strong (Hoffner, 1996). Midwestern American undergraduates,
meanwhile, had stronger relationships with characters they con-
sidered socially attractive (e.g., friendly) and competent (e.g.,
capable of getting things done) (Rubin & McHugh, 1987).
Whereas characters’ likable traits encourage friendly feel-
ings, their difficult circumstances seem to invite compassion.
Although there is little to no experimental research on how
readers respond to mistreated children protagonists, Keen’s
(2007) survey of an online discussion group provides prelimi-
nary evidence. She found that “many readers report that novels
in which child characters are subjected to cruel or unfair treat-
ment evoke empathy” (p. 69).5 And notably, readers reported
these responses while acknowledging that they came from dif-
ferent backgrounds. As one reader wrote, “In both [Jane Eyre
and David Copperfield] my strongest empathetic responses
were aroused by scenes of abuse by cruel relatives and abusive
school teachers, even though I was a happy lovingly-nurtured
child who adored my teachers and school” (Keen, 2007, pp.
69–70).
The Protagonist’s Journey Provides a Series of
Nested Obstacles
Sympathetic protagonists frequently go on journeys, encounter-
ing monsters, gate-keepers, and redirection along the way. The
account developed here offers at least two reasons for this trope.
First, a journey enhances the perceived difficulty of a goal and,
as a consequence, good feelings. If, as Jose’s (1988) findings
suggest, we experience greater joy when a character completes
Singh The Sympathetic Plot 191
a more difficult goal, then forcing the character to embark on a
complicated and dangerous series of tasks (e.g., escaping a
cyclops, skirting sirens) is a simple way of boosting pleasure
when the protagonist finally succeeds.
A second explanation for the frequency of journeys is that
they allow stories to include a series of related obstacles. A story
might include several obstacles for many reasons, including that
(1) the story is longer and requires successive problems to main-
tain interest, (2) the story describes feats or trials to show off the
protagonist’s special abilities, and (3) as just discussed, the story
enhances the perceived difficulty of attaining the goal. But unre-
lated obstacles cannot be piled onto each other. Instead, story-
tellers must causally connect the conflicts a protagonist
encounters, ideally unifying them under a single goal (Bower,
1982; Trabasso & Sperry, 1985; Trabasso & van den Broek,
1985; Zacks et al., 2007). Journeys provide this structure. They
establish an overarching goal (like destroying a ring) and string
a series of obstacles leading up to it (like avoiding Orcs and
escaping a spider), enabling longer, coherent sympathetic tales.
Explaining Success
Throughout this paper, I have reviewed many stories that con-
clude with the protagonist’s success. Here I review psychologi-
cal evidence showing that this success evokes sympathetic joy.
I then consider tales that seem to violate the sympathetic tem-
plate: tragedies.
People feel sympathetic joy when characters they like suc-
ceed. A viewer of the Indian soap opera “Hum Log” showed
how intense this vicarious pleasure can be in a letter she wrote
to the television network:
Congratulations on the wedding of Dr. Ashwini and Badki. When the
wedding was being telecast, my family and I could not control the tears
of joy, and when the newlywed couple was blessed for the first time, our
excitement knew no bounds. (Sood and Rogers, 2000, p. 400)
Researchers have demonstrated this joy in experiments
(Zillmann, 1995). In one study, American schoolchildren
watched a short film in which a boy was either nice, neutral, or
mean (Zillmann & Cantor, 1977). Afterwards, the boy either
received a new bike and delightfully rode off or fell off his bike
and cried. Children felt happy when the nice protagonist got a
bike or the mean one fell. They felt sad, in contrast, when the
nice protagonist fell or his mean counterpart got lucky. In
another study, participants watched Alfred Hitchcock’s Vertigo
and Ridley Scott’s Blade Runner (Trabasso and Chung, 2004;
described in Oatley, 2011). The experimenters stopped the films
twelve times, and at each point, participants either evaluated the
success of different characters or reported their emotions. When
the protagonist succeeded or the antagonist failed (as rated by
half of the participants), viewers felt positive emotions like hap-
piness and relief. When things went badly for the protagonist or
swimmingly for the antagonist, in contrast, viewers felt nega-
tive emotions (see also Zillmann, Taylor, & Lewis, 1998).
Unsympathetic characters suffer misfortune more often. If
the audience’s feelings track how appealing they find the pro-
tagonist, then protagonists who fail should often have unappeal-
ing traits. This seems to be the case. Literary scholars appreciate
that protagonists of European tragedies tend to exhibit a tragic
flaw, a misjudgment or moral failing that propels their eventual
demise (Bushnell, 2008). The failing can manifest as an unac-
ceptable goal, like a taste for pedophilia, or ugly methods for
attaining it, like killing a family member. Stories as diverse as
Richard III, Macbeth, The Picture of Dorian Gray, Lolita, and
Scarface pair a character’s moral faults with their eventual
demise (Booker, 2004; Bushnell, 2008).
Plots that involve the sympathetic protagonists’ ultimate
misfortune often compensate with redemption. Stephen King
(2002, p. 169) wrote, “No one likes to root for a guy over the
course of three hundred pages only to discover that between
chapters sixteen and seventeen the pig ate him.” Yet sympa-
thetic plots sometimes end with a likable protagonist’s down-
fall. An example is the Ainu story of Kutri and Yai-mah
(Batchelor, 1927, pp. 437–448). Declared the most handsome
man, Kutri was also strong, swift, clever, keen-sighted, charis-
matic, an astute tracker, and a talented fisherman. Yai-mah
had a lustrous, moon-round face and a cerulean, well-defined
tattoo; she danced, played the harp, brought water without
spilling, and maintained a respectable garden plot. The two
were instantly enamored, but both were betrothed as children
to mean, useless, ugly partners. When Kutri and Yai-mah ran
away, their ugly exes pursued them. The exes shot Kutri with
a poison arrow. After he died, Yai-mah killed herself.
The story of Kutri and Yai-mah violates our expectations. It
follows the structure of the sympathetic plot (with almost car-
toonishly appealing social partners) but distorts it by leaving the
protagonists’ goals unfulfilled, even killing them. Nevertheless,
it ends with feel-good justice. After the lovers’ deaths, the ugly
exes approached the couple’s house. One of the exes kicked Yai-
mah’s dead body, piercing himself with the poisoned arrow. He
died immediately. The other ex burned down the house, attract-
ing the attention of the couple’s faithful dogs. They bit the
vengeful arsonist. Within days, she began scratching, barking,
and foaming at the mouth. Both ugly exes lived cursed afterlives
among demons, while Kutri and Yai-mah enjoyed their after-
lives in bliss.
The point is that even violations of the sympathetic plot
induce good feelings by offsetting (to some extent) the protag-
onist’s misfortune with redemption. Romeo and Juliet ended
not with the star-crossed lovers’ deaths but with their families
concluding their feud and promising to immortalize the chil-
dren in golden statues. After the blameless, titular character of
Antigone hanged herself, the son and then the wife of the king
who ordered her death killed themselves too, leaving the king
alone and despairing. The film Titanic showed the death of the
protagonist’s lover (Jack), but then revealed that her cruel
fiancé committed suicide, that she lived a full life, and that she
was reunited with Jack in a mesmerizing afterlife. Chinese
tragedies paired the death of a sympathetic protagonist with
192 Emotion Review Vol. 13 No. 3
cosmic justice, too (Wallace, 2013). In the thirteenth-century
play The Injustice to Dou E, a young widow was framed for
murder and forced to confess. She was beheaded, but before
her execution, she prophesied unnatural events in the case of
her innocence. Her blood did not drip on the ground, snow fell
in midsummer, and the region suffered a drought. Three years
later, her father ordered a reinvestigation and the perpetrators
were properly punished.
Redemption softens the blow of tragic endings, but it fails to
explain why sympathetic plots take terrible turns. Instead, psy-
chological responses distinct from sympathetic joy likely con-
tribute to people’s positive appraisals of tragedies (Menninghaus
et al., 2017; Oliver & Raney, 2011; Tan, 1996). Oliver and
Bartsch (2010) found evidence that stories regarded as mean-
ingful or emotionally impactful produce positive experiences
beyond a basic hedonic punch. When the authors surveyed par-
ticipants about the most recent film they watched, they found
that respondents rated movies along a dimension the authors
called “moving/thought provoking”, including items such as
“The movie was thought provoking” and “I was moved by this
movie.” Responses to these items clustered distinctly from
responses to items such as “The movie was entertaining” and “I
had a good time watching this movie,” indicating that people
represented them as separate from pure enjoyment. Deviations
from the sympathetic plot can persist when they evoke positive
psychological responses aside from sympathetic joy.
Concluding Remarks
Why This Pleasure But Not That Pleasure?
Why is sympathetic joy so important for producing narrative
structure when there exist other ways of inducing pleasure? We
enjoy hearing about powerful weapons, magical items, mon-
sters, beautiful landscapes, and sexual gossip, yet these have
featured little in the proposed account. Why?
Many stimuli focus our attention or produce hedonic feelings
(Kringelbach & Berridge, 2009). But sympathetic joy is special,
because inducing it requires manipulating cognitive representa-
tions of a character and what happens to them. Insofar as we
enjoy hearing about monsters or sexual escapades, a storyteller
can include them in a tale and produce the accompanying feel-
ings. Evoking sympathetic joy, in contrast, demands defining
character and plot. It demands presenting an appealing charac-
ter, subjecting them to early distress, confronting them with an
obstacle, and having them succeed. If we start with the basic,
attention-grabbing substrate—a goal-directed protagonist con-
fronts an obstacle—we can modify it in many ways to make it
entertaining, such as by introducing fantastical artifacts or indi-
cations of betrayal. But among the most impactful changes will
be those serving to induce sympathetic joy.
Importantly, sources of pleasure aside from sympathetic joy
also require modifications to plot or character, resulting in dis-
tinct narrative archetypes. Trickster tales feature characters who
are often unappealing, mentally abnormal, and horny or glutton-
ous (Abrams & Sutton-Smith, 1977; Babcock-Abrahams, 1975;
Radin, 1956). These tricksters violate social norms, engage in
activities involving excrement and sexuality, and trick others or
are tricked themselves. Such elements of character and plot
embody the combination of alarm and distance considered cen-
tral for experiencing humor (Gervais & Wilson, 2005; McGraw
& Warren, 2010), suggesting that trickster tales are, in a sense,
laughter machines. Origin stories, meanwhile, seem to arrange
events to evoke the satisfying hit of learning a causal relation-
ship—a version of the Aha! experience (Shen et al., 2016;
Topolinski & Reber, 2010) or what Gopnik (1998) referred to as
the “orgasm” of explanation. As long as triggering certain pleas-
ures requires manipulating representations of characters and
events, those pleasures are expected to be important in shaping
narratives.
Of course, stories are far from the only technologies that
induce pleasure. Sweets, drugs, pornography, music festivals,
and ‘the like button’ are just some of the many cultural products
apparently engineered to hijack reward pathways and spark
good feelings. Moreover, as these examples demonstrate, differ-
ent pleasures are induced by different technologies. The delight
triggered when eating a chocolate chip cookie cannot be acti-
vated by watching Harry Potter or vice versa. Different pleas-
ures are evoked by very different stimuli, resulting in a diversity
of pleasure-technologies.
Five Predictions
I had two aims in this paper. First, I proposed that a particular
narrative structure, the sympathetic plot, is ubiquitous, appear-
ing in books, films, myths, and folk tales everywhere. This pro-
posal yields testable predictions, including the following two:
1. The sympathetic plot should appear in the vast majority
of the world’s folkloric traditions, regardless of socie-
ties’ subsistence strategies or levels of social complex-
ity and controlling for similarities that might result from
diffusion or shared cultural history.
2. For any story with a sympathetic plot that has variants
over a geographic range (e.g., many versions of
Cinderella across Europe), the primary and secondary
features (see Table 1) should vary less across variants
than do other features of the stories.
I then argued that the sympathetic plot recurs because it is a
technology for producing pleasure. It works by first presenting
a goal-directed protagonist with an obstacle, building interest. It
then establishes the protagonist as an appealing cooperative
partner, so that when they succeed, audiences experience sym-
pathetic joy, a hedonic state that normally occurs to motivate
helping. I used this account to explain the features of the sympa-
thetic plot, summarized in Table 1. This hypothesis also gener-
ates a set of predictions, including the following:
3. The hedonic neural activity that occurs at the trium-
phant end of a sympathetic tale should match the neural
activity involved in sympathetic joy more than the neu-
ral activity during other hedonic states, such as the
pleasure of remembering past instances of one’s own
success.
Singh The Sympathetic Plot 193
4. People’s desire to help a character should predict their
hedonic state when that character succeeds.
5. Protagonists’ traits and goals and the features of oppo-
nents should vary according to local cultural contexts.
In particular, protagonists should exhibit those traits
that people in that context prefer in their social partner;
protagonists’ goals should be those that people pursue
and consider justifiable; and opponents should exhibit
traits that make them formidable and unappealing. As
people’s social partner preferences, goals, and concep-
tions of formidability and repulsion change, the stories
they tell should transform, too.
Summary
Why do people everywhere tell stories about abused stepdaugh-
ters who marry royalty and revel in awarded riches? Whence all
the virtuous orphans? The answer, I have argued, is entertain-
ment. Tales in which a likable main character overcomes diffi-
culty and reaps rewards create a compelling cognitive
dreamscape. They twiddle psychological mechanisms involved
in learning and cooperation, narrowing attention and inducing
sympathetic joy. Story imitates life, or at least the elements of
life to which we have evolved pleasurable responses.
Acknowledgements
Maarten Boudry, Luke Glowacki, Jonathan Gottschall, Patrick Hogan,
Raymond Mar, Keith Oatley, and an anonymous reviewer provided helpful
comments on an earlier versions of this article.
Declaration of Conflicting Interests
The author declared no potential conflicts of interest with respect to the
research, authorship, and/or publication of this article.
ORCID iD
Manvir Singh https://orcid.org/0000-0002-6026-947X
Notes
1 In this paper, I refer to the sympathetic plot, sympathetic joy, and sym-
pathetic characters. By sympathetic plot, I mean stories featuring a
goal-directed protagonist who confronts an obstacle, overcomes it,
and reaps rewards. By sympathetic joy, I mean the pleasure we experi-
ence at another person’s good fortune. By sympathetic characters, I
mean characters whom audiences like, feel for, and want to help. I use
sympathetic in all three contexts partly because of precedent (at least
for joy and character) and partly because theoretical reasons justify a
common term. As I argue, the sympathetic plot seems partly designed
to engender audience sympathy towards protagonists (i.e., audiences
feel for protagonists and want to help them; see Table 1 in Goetz et al.,
2010 for definitions of sympathy). When the character succeeds, audi-
ences experience sympathetic joy.
2 A rejoinder might be that people enjoy imagining themselves as attrac-
tive and strong. But this rejoinder deviates from the prediction of
simulation hypotheses: The story is no longer a useful simulation but
simply what is pleasurable.
3 A rejoinder might be that fiction serves to simulate encounters with
threats that are rare but in which a person’s decisions can dramatically
affect their welfare, like face-offs against murderers or wild beasts.
But when Morin et al. (2019) recently tested this ordeal simulation
hypothesis, they found that agentive deaths (e.g., murder) were just as
frequent in a corpus of fiction as they were in a corpus of diary entries
and private correspondence. They were thus unable to reject the alter-
native explanation that implausible threats in fiction reflect humans’
general interest in social and threat-related information (Barrett et al.,
2016; Blaine & Boyer, 2018; Fessler et al., 2014; Mesoudi et al., 2006;
Stubbersfield et al., 2015).
4 Using data from both the CIA World Fact Book and the U.S.
Department of Health and Human Services, Administration for
Children and Families, Administration on Children, Youth, and
Families, Mattix (2012) estimated that less than one percent of school-
age children in the United States (~408,000 of 63 million) are orphans.
5 In her prompt, Keen defined an “empathetic response” as “one in
which you felt with a fictional character or another aspect of the fic-
tion” (emphasis in original), contrasting it with a “sympathetic reading
experience, which does not necessarily entail shared feelings” (https://
list.indiana.edu/sympa/arc/victoria/2004-11/msg00156.html). But
distinguishing between an empathetic response (roughly, feeling as
someone else) and a sympathetic response (feeling for them) can be
difficult. Consider a father who sees his daughter win a spelling bee.
They have a shared feeling (happiness), but there are many reasons
why they might share this feeling. The father might mirror or simulate
Table 1. Features of the sympathetic plot and their hypothesized psychological responses.
Feature of the sympathetic plot Psychological response
Primary
features
1. A protagonist (P) has a goal. Builds interest by triggering mechanisms for learning about problem-
solving (Builds interest); Motivates audience to help P (Motivates helping)
2. The goal is relatable or justifiable. Motivates helping
3. P confronts an obstacle. Builds interest; Motivates helping
4. P overcomes the obstacle. Resolves interest about how to overcome obstacle, delivering satisfaction;
Produces sympathetic joy
5. P reaps rewards. Produces sympathetic joy
Secondary
features
6. P is appealing. Motivates helping
7. P suffers early misfortunes. Motivates helping
8. P is connected to high status. Motivates helping
9. P goes on an adventure. See pp. 190–191
10. P’s opponents are repulsive and formidable. Motivates helping
11. Anyone who opposes P reforms or is punished. Produces sympathetic joy
194 Emotion Review Vol. 13 No. 3
his daughter’s emotion, or her triumph may remind him of his own
victories, or he may feel happy for her. He would report an empathetic
response yet remain ignorant of the mechanism producing the shared
feeling. This ignorance also applies to the readers who responded to
Keen’s question. They understand their emotional response to the
orphan’s plight as “empathetic”, but their shared feeling may occur
for many reasons, including being sad for the orphan.
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Video oyunların altın çağını yaşamaktayız. Akademik dünyada da bunların araştırmasına yönelik gittikçe artan bir ilgi vardır. Ancak, çoğu araştırma tek bir oyunun mimarisini çalışarak başlamaktadır. Oysa ki, bir oyunda mimarinin kullanımını anlamak için, öncelikle alanın arka planı çalışılmalıdır. Tek bir oyundaki mimarinin kullanımını araştırmak için; hem hikaye anlatıcılığı ve dünya yaratma kavramları hem de video oyunlar ve mimari ilişkisi incelenmelidir. “Hikaye anlatıcılığı” kavramı, bir kültürel ve sosyal aktivite olarak öykülerin paylaşımıdır. Her kültürün; eğitim, eğlence ya da belli duyguları uyandırmak için başvurduğu hikayeleri vardır. Hikaye anlatıcılığının tarihi, insanın bilişsel devrimi gerçekleştirmesi kadar eski olmalıdır. Sözlü hikayeler (mitolojik öyküler, epik kahramanlık destanları, peri masalları ve fabllar gibi), en ilkel uygarlık düzeylerinde dahi karşımıza çıkmaktadır. Yazının icadı ise, hikayelerin kayıt altına alınarak daha geniş kitlelere ulaşmasını sağlamıştır. Çağdaş hikaye anlatıcılığı ise daha geniş anlamlar içermektedir. Yeni medya biçimlerinin yaratılması, insanlara hikaye anlatmak ve kaydetmek için yeni yollar ortaya çıkarmıştır. Günümüzde artık çizgi romanlardan, film ve video oyunlarına kadar çeşitlenebilen genişlikte hikaye anlatım yöntemleri mevcuttur. Örnek vermek gerekirse; Yıldız Savaşları ya da Orta Dünya evrenlerinin üstün kalitede çağdaş dönem hikayeleri, hatta dünya yaratma destanları oldukları öne sürülebilir. Yakın gelecekte hayatımıza girecek Metaverse benzeri medya setleri ise, bambaşka duyularımıza hitap ederek yepyeni hikayeleri anlatmak vaadindedirler. “Dünya yaratma (Worldbuilding)”, hikaye anlatıcılığının bir alt dalıdır ve hikaye anlatmak için kurgusal evrenler yaratmayı ifade etmektedir. Kavram, sıradan ancak var olmayan bir köyden üzerinde yerleşimler olan bir gezegene ve hatta karmaşık galaksiler sistemine kadar değişik ölçek ve gerçeklik düzeylerini kastediyor olabilir. Ancak, dünya yaratma kavramı genellikle fantastik çevrelerin yaratılması için kullanılmaktadır. Dünya yaratanlar, yeni birer coğrafya (kıtalar, okyanuslar ve iklim), ekoloji (bitey ve direy; bitki örtüsü ve hayvan çeşitliliği) ve uygar sakinler (insanlar ya da kültürleri olan yeni türler) takımı tanımlamaktadırlar. Bir başka deyişle, bu kurgusal dünyalara yayılmış canlılar ortaya konmaktadır. Sihirli parlak ağaçlar ve kriptozoolojik canavarlar gibi yaşam biçimleri sık karşımıza çıkmaktadır. Elbette, bu varlıklarla etkileşime giren insan ya da başka antropomorfik türler biçiminde akıllı ve medeni türler oluşturulmaktadır. Kurgusal kültürler yaratmak dünya yaratmanın anahtar elemanıdır çünkü kurgusal türler ancak kültürleri aracılığı ile var olabilirler. Kültürler, kurgu dünyanın hikaye anlatımında ve gerçekçi algılanmasında belirleyici roldedirler. Hikaye anlatıcılığı ve dünya yaratma adına ayrıntılı kurgulanacak bir kültürde soyut ve somut kavramlar ele alınmalıdır. Soyut olanları için; değerler, inançlar, kutlamalar, finansal ve siyasi sistem, sosyal statüler ve tarih gibi kavramlar sorgulanmalıdır. Maddi kültür ise, elle tutulur ve gözle görülür nesnelerden oluştuğundan kurgu dünya kültürleri için daha da ayrıntılı ele alınmalıdır. Giysiler, gereçler, teknoloji düzeyi, araçlar ve mimari gibi somut kavramlar ayrıntılı şekilde sorgulanmalıdır. Mimarinin önemli bir hikaye anlatım unsuru olduğu her dönem tartışılagelmiştir. Gerçek dünyada olduğu gibi, sanal dünyalarda da mimarlık tek başına pek çok mesajı iletebilmektedir. Sadece yapılarını gözlemleyerek, bir kültürün ekonomik döngüsü, teknoloji düzeyi ve sosyal örgütlenmesi anlaşılabilmektedir. Görsel dünya yaratma kavramı için ise mimarinin mekansal deneyimi derinleştirme becerilerinden söz edilmelidir. Fiziksel mekanın tasarımcıların anlatmak istediği hikayedeki aktarımın çoğunu üstlenmesinden dolayı; mimarinin, dünya yaratma ve üst ölçekte hikaye anlatıcılığı düzeylerinde en önemli alt eleman olduğu rahatlıkla öne sürülebilir. Mimari ve mekan, hacim ve sahne anlamlarında antik tiyatrolardan beri anlatıcı rolünde kullanılmaktadır. Son iki buçuk yüzyılda ise; gerek sinema gerekse de televizyon, mimarinin bu yönünden konseptüel düzeyde oldukça aydalanmaktadır. Son altmış yılda ise yepyeni bir görsel medya olarak video oyunlar ortaya çıkmıştır. Mimari burada da doğrudan, ancak diğer medyalarda kayda değer bir farklılıkta kullanılmaktadır. Video oyunlarında mekan, gerçek dünyada olduğu gibi gezilebilir ve etkileşim kurulabilir kimliktedir. Seyirciler (“audience”; muhatap alınan kimseler) burada oyunculardır ve oyuncular mekan deneyiminde tam bir özgürlük yaşamaktadır. Oysa diğer görsel medyalarda seyirciler, mekanı sadece kendilerine sunulan perspektiften algılayabilen pasif kimselerdir. Mimari ayrıca, video oyun dünyasında fiziksel ve ekonomik sınırlamalardan tamamen sıyrılmış kimliktedir ve tüm yönleri ile hikaye anlatıcılığını desteklemektedir. Fantastik dünyalarda, mimari tanımlayıcı rolünü de üstlenmektedir. Buralarda insandan başka medeni türler görme olasılığımız yüksek olduğundan; onlar için tasarlanacak mimari, kültürleri konusunda çoğu mesajı verecek biçimleniştedir. Başka deyişle, kurgusal yerel kültürlerin nesnel varlıkları, onlarla tam uyumlu bir vernaküler mimari yaratılmadan anlatılamaz. Kurgu oyun dünyalarındaki kültürlerin yapılarına da vernaküler mimari denebileceğine göre, önce bu kavram anlaşılmalıdır. Vernaküler mimarinin tanımının zorlayıcı olduğu ve üzerinde tartışmaların sürdüğü, akademik çevrelerce kabul görmektedir. En kısa ve en bağlayıcı tanım “mimarsız mimarlık ”tır. Biraz daha genişletilmiş bir tanım aradığımızda ise, akademik çevrelerdeki şu ifadeler yardımcı olmaktadır: “mimar ya da usta gibi bir profesyonelin görevlendirilmediği; kabile, köylüler, halk gibi kullanıcıları tarafından yapılan yapılar”, “çevresel bağlam, yerel kaynaklar ve geleneksel teknikler kullanılarak, halkın kendine kurduğu yapılar”, “dışarıdan bir teknik ya da malzeme almadan içinde yaşayacak bireylerin inşa ettiği yapılar”. Vernaküler yapılar, gezegenin her köşesinde karşımıza çıkmaktadır. Ancak bu çalışma, kurgusal dünyalardaki vernaküler yapı örneklerine odaklanmaktadır. Buradaki kurgusal sözcüğü; özellikle fantastik türden roman, film ve video oyunlarındaki gerçekte var olmayan yapıları ifade etmektedir. “Yüzüklerin Efendisi”, “Yıldız Savaşları”, “Son Havabükücü Avatar” ve “World of Warcraft” gibi farklı evrenlerin yapıları; üstün kalitede vernaküler örnekler olarak değerlendirilebilir. Level tasarımcısı, sanat yönetmeni ya da formel eğitimli bir mimardan hangisi olursa olsun; bu yapıları yaratan kimselerin vernaküler mimarlık konusunda derin bir içgörüye sahip oldukları, oldukça başarılı sonuçlara bakarak saptanabilir. Warcraft, Blizzard Entertainment firmasının yarattığı ve video oyunları, romanlar, filmler ve diğer medyalardan oluşan bir markadır. Bu markanın amiral gemisi olan World of Warcraft video oyunu ise, özellikle dünya yaratma ve mimarlık açılarından ayrıntılı şekilde incelenmeyi hak etmektedir. Oyun, bir yüksek fantezi (high-fantasy) dünyası olan “Azertoh”ta geçmektedir. Blizzard Entertainment, Azeroth’un hikaye anlatıcı yönünü büyük bir özenle tasarlamaktadır. Oyunun dünya çağındaki başarısının anahtarı da bu olmalıdır. Tasarımcıları, oyuncuların kuracağı duygusal bağı bildiklerinden, bu dünyayı yaratmak için oldukça uzun zaman harcamaktadır. Azertoh’ta okyanuslar ve kıtalar bulunmaktadır. Kıtalar; her birinin özgün birer bitki ve hayvan çeşitliliğine sahip oldukları, gerçek dünyadan bataklık, orman, ormanlık biyomları benzeri bölgelere ayrılmaktadır. Beklendiği gibi, çok çeşitli akıllı türler de yaratılmıştır. World of Warcraft, oyuncuların; görevleri tamamlayarak, canavarlar ve birbirleri ile savaşarak, Azeroth’u keşfederek ve yeni beceriler, silahlar ve zırhlar edinerek karakterlerini geliştirdikleri bir MMORPG yani Kitlesel Çok Oyunculu Çevrimiçi Rol Yapma Oyunudur. Oyuncular, oyunun en başında; her birinin özgün ve ayrıntılı bir kültürü olan insanlar, orklar, troller, taurenler, elfler ve benzeri pek çok ırktan birini seçerek bir karakter (avatar) yaratırlar. Gerçekten de tüm ırkların farklı giysileri ve gereçleri ile oldukça geniş çeşitlilikte mimarileri vardır. Mimarinin hikaye anlatıcılığı altındaki maddi kültür odaklı anahtar rolü bilindiğinden, oyundaki her bir yapı özenle detaylandırılarak tasarlanmıştır. World of Warcraft’taki yapı tasarımı, bir grup nedenle başarılı olarak değerlendirilebilir. Birincisi, Azeroth’un bir üç boyutlu dünya olmasından dolayı mimarinin iç mekan ve dış mekanların kimliklerini belirlemesidir. İkincisi, yapı biçimleri kadar yapı malzemelerini de hikaye anlatıcılığı için çalıştırmasıdır. Burada ne taş ne de ahşap gerçek malzemedir. Tüm yapı malzemesi görsel imajlardan oluşmaktadır ve malzemelere gerçek dünyada atadığımız anlamlar gereği yapıyı kullanan ırkların ne kadar ilkel ya da endüstrileşmiş olduklarına dair mesajlar vermektedir. Üçüncüsü; Azeroth’un çizgi film benzeri teması ile, çoğu hiperrealistik oyunun aksine, mimariyi oynanabilirlik düzeyinde optimize etmiş olmasıdır. Dördüncüsü ve en önemlisi se, yapıların farklı kültürleri ifade edecek şekilde mükemmel vernaküler kimlikte olmalarıdır. Genel bir mimari değerlendirme sonucu; World of Warcraft’ın, özellikle mimarinin gerçekliğini değil de hikaye anlatıcı rolünü ön planda tutması ile, bir diğer çağdaş dünya yaratma destanı olarak değerlendirilmesi gerekliliği rahatlıkla öne sürülebilir.
... ( Guiding Dissent (2019), the hero's journey as a common template involves a hero (Pam) who goes on an adventure (a battle to convince the international community of the level of atrocities committed against the Nigerian people), is victorious in a decisive crisis (battle against insecurity in Nigeria) and comes home with the boon (wins support to change the political mindset of the people) changed or transformed (Singh 2021). Sabido methodology of serial drama (named after its creator Miguel Sabido) 'is a theoretical model for stimulating positive change in social attitudes and behaviors through commercial television and radio programming' (Kyere-Owusu and Boamah 2020: 5). ...
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