Diversity, Equity and Inclusion (DEI)
Musa Ayyad, BS
Medical Student
Ross University School of Medicine
Oswego, Illinois, United States
Justin D. Gellman, MD
Resident Physician
Conway Medical Center
Conway, South Carolina, United States
Alina Abraham, BS
Medical Student
NYITCOM
Hicksville, New York, United States
Muhammad Khattak, n/a
Medical Student
Lake Erie College of Osteopathic Medicine
Erie, Pennsylvania, United States
Nathan Badillo, DO
PGY-3
Penn State Health
Hummelstown, Pennsylvania, United States
Niña Carmela R. Tamayo, DO, MS, MPH
Founder/Physiatrist
Prime Directives PM&R, LLC
Lakewood, Ohio, United States
Musa Ayyad, BS
Medical Student
Ross University School of Medicine
Oswego, Illinois, United States
Disability representation in popular media influences societal perceptions, rehabilitation expectations, and attitudes toward assistive technology. The Marvel Cinematic Universe actively shapes public views of disability. This analysis examined portrayals across Phases 1–5.
Design:
Reviewers independently watched 33 films in pairs and coded characters with disabilities. Using a longitudinal content analysis, a standardized rubric assessed impairment type, character role, visibility, assistive device use, and portrayal elements, including realism, humor, and stigma.
Results: We identified 45 unique disabled characters, 78 repeat appearances, and 420 credited roles. Characters with disabilities comprised 18.6%, higher than the real-world prevalence of 16%. Most impairments were physical 84%, including polytrauma; 11% sensory, and 5% cognitive or psychological. Characters were predominantly adults (87%), males (82%), and white (76%). Heroes accounted for 51%, often integrating disabilities into narratives, such as Stark’s arc reactor and War Machine’s spinal injury. Villains comprised 33%, frequently marked by disfigurement or amputation. Supporting roles accounted for 16%, with only one actor portraying a disability they personally held. Assistive devices were depicted in 73%, ranging from eye patches and wheelchairs to prosthetics or magical aids. Most disabilities were visible 89%, while 11% invisible, such as blindness or deafness. Medical realism was limited: characters often recovered rapidly with minimal rehabilitation, and disability was occasionally played for humor, including jokes about prosthetic limbs or exaggerated disfigurements.
Conclusions:
In MCU Phases 1–5, disability was shown but often through familiar stereotypes, heroes overcoming impairments with technology, and villains marked by disfigurement. While these portrayals made disability visible on screen, they also risked reinforcing stigma and giving audiences unrealistic ideas about recovery. For physiatrists, this highlights how much cinema can influence patient expectations. Advocating for more authentic, diverse, and medically realistic portrayals can help promote inclusion and reduce stigma.