Disney – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 “Bodies” That Matter http://blog.commarts.wisc.edu/2015/10/20/bodies-that-matter/ Tue, 20 Oct 2015 13:42:26 +0000 http://blog.commarts.wisc.edu/?p=28675 Cupcakes, Pinterest, and Ladyporn, contributor Kyra Hunting outlines the anthology's "Bodies" section in order to argue that critical consideration for women's media cultures facilitates a deeper understanding of embodiment in relation to community practices, self-presentation, and technology. ]]> Post by Kyra Hunting, University of Kentucky

As a feminist scholar (and fashion fan) I frequently find myself returning to the problem of the body. Traditional trappings of femininity like make-up and nail polish and “feminized” interests like dance, fashion, and romance offer the body as a site of creativity, pleasure, and identity play but also something that is monitored, shaped, and disciplined. The contributors to the “Bodies” section in Elana Levine’s edited collection Cupcakes, Pinterest, and Ladyporn: Feminized Popular Culture in the Early Twenty-First Century explores this tension by examining how pregnancy apps, fandom-centered fashion blogs, nail-polish blogs, and televised gospel performances all negotiate the complex intersections of technology, gender and embodiment.

That this section is called “Bodies” (plural) is significant, because–despite looking at very different media forms with disparate relationships to the idea of the body–all four pieces in this section explore an investment in how these media work to provide community for their users. Throughout the chapters in this section there were four key threads: an exploration of how these female-targeted media dealt with tensions inherent to the presentation of the female body, the way in which the imagined user and their investment effected the platform, how the technology interacted with these concerns, and the fostering of a female community around these technologies.

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Community

In “Mothers, Fathers, and the Pregnancy App Experience” Barbara L. Ley lists the facilitation of a community of mothers (and to a lesser extent fathers) to-be as an important feature of pregnancy apps, alongside their prominent informational and organizational features. “Dance, Dance, Dance, Dance, Dance, Dance, Dance All Night! Mediated Audiences and Black Women’s Spirituality” by Beretta E. Smith-Shomade looks at how a community based around shared spirituality can share profound religious affective experience through the viewing of gospel and religious performance on television. My own chapter “Fashioning Feminine Fandom” touches on how fashion blogs organized around specific fandoms (Dr. Who, video games, or Disney for example) bring together a community of (mostly female) fans interested in expressing their fandom through sartorial engagement. Some of these communities have become significant enough to hold real-world meet-ups.

Michele White’s “Women’s Nail Polish Blogging and Femininity” also addresses the community dimensions of beauty blogs, exploring how they become spaces for not only creative expression but for communities that guide and support one other’s nail art. White notes that while these communities often discursively emphasize the creative elements of nail art, some advice-giving practices end up reinforcing more problematic gendered messages about the woman’s body as a constant project to be worked on towards a normative “ideal.”

 

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Body Presentation

It is the discussion of the photographing of nail polish bloggers hands that seemed to evoke this disciplining of the female body in White’s work, as the quality of the nails themselves (not their designs) are evaluated. She found one blogger’s advice to others on how to photograph their nails so they did not appear “fat,” indicating that even when the goal was creative artistry it is difficult to present the female body without opening it to such scrutiny.

Similarly, Ley found that while pregnancy apps generally provided their users with helpful prenatal information, health advice, and tools, at times some of these tools, like weight and behavior tracking functions, had the potential to facilitate a similar scrutiny of the pregnant body. Ley, in her focus on reviews of these pregnancy apps, draws attention to a key issue in the analysis of feminized popular culture–the experience of the media’s actual users–when she notes that for most reviewers these trackers were not experienced as disciplinary but rather gave the users a sense of control and made some tasks easier. My chapter looks at how most fan-centered fashion blogs de-center a focus on the body altogether. Unlike the majority of fashion blogs, fan-centered fashion blogs generally present images of outfits without showing wearers of these outfits. Because there is no body being photographed, it is the use of clothing and accessories to express an interpretation of a media character that is evaluated as opposed to the appearance of a woman’s body, the fit of the clothes, etc. I also argue that fan-fashion blogs can function to unmoor characters from their embodied associations by interpreting macho super-heroes as prom outfits or hyper feminine Tinkerbell as athletic wear or androgynous jeans and t-shirts.

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Here, removing the image or specific referent of the body allows this form of fashion blogging to play with fashion with minimal discussion of body type, weight, or evaluations of attractiveness. Smith-Shomade’s chapter emphasizes the possibility of the female bodies’ presentation outside of the contexts of objectification and surveillance by looking at how women in Gospel-competition television shows like Sunday Best present an embodied experience of faith that can be shared by viewers.

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Smith-Shomade considers the impact the television medium itself has on facilitating an intimate affective connection between the person performing on screen and the viewer allowing them to share an embodied spiritual experience. Here the media form–the television screen–can connect multiple bodies and spirits. Ley’s chapter mentions how the intimacy of the smartphone screen and its visualization of the fetus as separate from the mother’s body through the app can reinforce problematic political narratives about the fetus but also allows the user to “share” her pregnancy with others in a new way through its visualization on the device.

The contrast between White’s and my own chapters also show how the significance of the technological differences between the presentation medium chosen for each blog (posting a photograph vs. building a collage with Polyvore) affects the ways in which the female body is or is not scrutinized.

Thematic Focus

Finally, each contributor considers how the thematic focus of each platform under discussion shaped its relationship to gender and embodiment. For Smith-Shomade the emphasis on faith and spirituality structures the context in which both the viewer and the text present the female singers, understanding them not simply as performers to be scrutinized but as participants in a faith community in which these kinds of spiritual experiences present an important space for African American women to take part. I argue that the emphasis on fandom as the focus that shapes the bloggers’ creative engagement with fashion both allows for fashion blogs that emphasize creativity and interpretation and de-emphasize consumption and beauty paradigms while carving out a space for a femininity and female fans to connect in traditionally “masculine” fandoms gaming culture. Ley attends to this issue by considering how pregnancy apps often marginalize or diminish the role of the father in the pregnancy experience and assume a married, heterosexual, cis-gendered user base, which ultimately has ideological problems and consequences for the apps’ usability for some reviewers (like fathers).

These four threads provide only a glimpse into the pieces featured in the “Bodies” section of the anthology, but they illustrate the significance and complexity of the issues identified in these chapters.

 

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Disney Deletes TRON 3: End of Line? http://blog.commarts.wisc.edu/2015/06/05/disney-deletes-tron-3-end-of-line/ http://blog.commarts.wisc.edu/2015/06/05/disney-deletes-tron-3-end-of-line/#comments Fri, 05 Jun 2015 14:00:21 +0000 http://blog.commarts.wisc.edu/?p=26889 TRON 3 is symptomatic of the company's inability to find an appropriate strategy to bridge disparate pieces under one unified brand.]]> Tron_Uprising_title_card

Post by Nicholas Benson, University of Wisconsin-Madison

In the wake of the news that Disney will not move forward with the (unconfirmed) plans to make a third TRON film, fans of the TRON universe have started a petition in favor of the movie, while journalists have more predictably started speculating as to why Disney has decided to cancel production. Both the fan-lead petition and the speculative articles reduce the decision to a financial one. These views, as with most popular opinions about the industry, fail to consider the complex history Disney has with the TRON property. Given that history, Disney’s indecision about the property, in combination with their recent failed attempts to expand the Disney live-action brand (John Carter (2012), The Lone Ranger (2013), and Tomorrowland (2015)), rather reflects the company’s inability to reconcile the disconnect between their branded properties and their acquired ones so they may be more explicitly associated with the Disney brand.

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Currently, Disney has two financially successful properties in Marvel and Star Wars. Although these two properties bring in money from the male demographics that Disney has long sought after, in the mind of the average audience member neither of those properties are likely seen as truly belonging to Disney—for example, my guess is it will likely be a long while before you see a poster that says Disney’s The Force Awakens. The italic Disney signature doesn’t even appear above the Star Wars Rebels logo, a series made by and for the Disney channel. Due to Disney’s lack of brand presence within these films, the success of these franchises does little to contribute to the Disney brand in and of itself, independent of the acquired properties. On the other hand, the content that Disney is generating that is seen as truly Disney entertainment, such as the recent live action Cinderella, or the upcoming live action Beauty and the Beast, is perceived as being either for girls, children, or Disney fanatics.

original-tron-tron-with-dTRON, on the other hand, is a property that is perpetually stuck somewhere in between those two Disney spheres. Aesthetically and thematically it feels more like Star Wars or The Avengers. The dark corners of the grid have more in common with Star Wars’ Coruscant than Alice’s Wonderland. Yet, TRON is actually an original Disney property like Cinderella or Beauty and the Beast and therefore carries with it the Disney seal of fantasy and wonder. The original TRON does not resonate with Disney fans, nor does it really resonate with sci-fi fans: it is a cult classic, one that a very select group of mainly programmers and computer aficionados hold to be something of an inspiration.

Despite their current reluctance to commit, Disney has—or had—big dreams for TRON. TRON has historically represented Disney’s desire to expand and grow its brand beyond family friendly entertainment to appeal to a broader audience. TRON came at a time when Disney was having an identity crisis and on the verge of financial collapse. The company sought to capitalize on the popularity and franchising success of sci-fi adventures brought on by the success of Star Wars. The original 1982 film tells the story of Kevin Flynn (Jeff Bridges) a young computer hacker who gets sucked into a computer. It goes without saying that TRON was hardly at home in the house that Mickey Mouse built, but that was exactly the point. Disney wanted to show they could do more than family friendly animation. Yet, despite their best efforts and a small cult following, the movie failed to have the cultural impact that Disney wanted.

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It was thirty years before they gave TRON a second chance. Disney had found some success in live action films in the early 2000s with the Pirates of the Caribbean movies which resonated with both Disney fans (because of its origins as a Disneyland ride), and with general fans of action adventure movies (because it was good). TRON was certainly an attempt to not only keep that going but bring it to the next level. Disney fired up the franchise machine on all cylinders, and TRON: Legacy was released in 2010. Despite mixed critical reception, the sequel became a relative financial success making almost $400 million worldwide.

However, financial success was only a piece of what Disney was after with TRON. What they really wanted was what Lucasfilm had, a lucrative transmedia franchise with staying power that appealed to males of all ages. In the spirit of what Star Wars was doing with The Clone Wars, Disney produced the animated series TRON: Uprising for their network Disney XD. Although the series was well done and received fairly positive reviews, the ratings failed to meet expectations and the show was deemed a failure and canceled after one season. Soon after, Disney purchased Star Wars and the hype around TRON slowly died out. Rumors of a sequel never went away, and Disney still drew on the property from time to time. For example in Disney’s California Adventure a TRON-themed dance party continued nightly until mid-2012, and recently Disney put out two characters from Legacy as a digital exclusive for their Disney Infinity 2.0 iOS App, with plans to release physical versions of the figures with the upcoming Disney Infinity 3.0.

Disney is likely not done exploiting the TRON franchise. Their decision to officially announce the cancellation of a production that was never officially announced seems more like a buzz-generating tactic than a nail in the coffin. However, the real value of TRON is in its potential to be embraced by a male audience as a purely Disney branded product. While Disney’s current strategy of retreating into their back catalogue of animated classics and remaking them as live-action blockbusters might prove to be financially successful, it also further ties the Disney brand to traditional family values and separates it from the Marvel and Star Wars properties that it has recently purchased. Their hesitation to move forward with TRON 3 is symptomatic of their inability to find an appropriate strategy that bridges these disparate pieces of the company under one unified Disney brand.

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“They Repackaged It”: Technofuturism in Tomorrowland http://blog.commarts.wisc.edu/2015/06/01/they-repackaged-it-technofuturism-in-tomorrowland/ Mon, 01 Jun 2015 13:27:28 +0000 http://blog.commarts.wisc.edu/?p=26784 tomorrowland-movie1

Post by Li Cornfeld, McGill University

In an early action sequence of Tomorrowland, the new fantasy film from Disney, quirky proprietors of a Texas junk shop called Blast From the Past open fire with technologies of the future. The shopkeepers Ursula Gernsback (Kathryn Hahn) and Hugo Gernsback (Keegan-Michael Key) wield glowing guns whose candy colored sparks rip through the ceiling; defeated, their bodies spontaneously combust. The murderous merchants were “AA units,” or “audio-animatronics,” explains a mysterious young girl called Athena (Raffey Cassidy), moments after rescuing their intended victim (Britt Robertson) from the blast. Then she twists a screwdriver into a blue port on her own shoulder; Athena, too, is a robot. Futuristic technology might destroy the world, warns Tomorrowland, but it can also save it. In a return to Disney’s mid-century technofuturism, the movie implores audiences to choose optimism.

Tomorrowland’s resident optimist, a variant of Dorothy in Oz, is neither a good robot nor a bad robot; she’s Casey Newton, from Florida. With the help of Athena, and Athena’s old pal Frank, a jaded recluse played by George Clooney, Casey (Robertson) journeys to the otherworldly Tomorrowland, an alternate dimension colonized by an elite group of humans during the last century to foster accelerated advances in science and technology. Decades ago, for example, Tomorrowland discovered particles that permit a voyeuristic form of time travel; Hugh Laurie’s villainous Governor Nix sneers that on Earth, “physicists are still arguing over whether or not they exist.” A chance to glimpse technology of an immanent future, of course, was the promise of the original Tomorrowland, Disneyland’s futurist region from which the movie takes its name.

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When the first Tomorrowland opened in 1955, its signature attraction, the TWA Moonliner, promoted the future by inviting tourists to participate in an imagined moon landing. (The Tomorrowland movie signals its investment in this midcentury vision of the future when it frames the dismantling of a NASA launching pad as the end of futurity.) A decade later, Tomorrowland acquired The General Electric Carousel of Progress, a 1964 World’s Fair attraction that took audiences on a tour of domestic life throughout the 20th century, culminating in a future of ease and leisure afforded by technological development. The Tomorrowland movie, whose earliest scenes take place at the 1964 World’s Fair, sets the atmosphere with the Carousel of Progress theme song, There’s a Great Big Beautiful Tomorrow. Songwriters Robert and Richard Sherman, in a lovingly compiled memoir, recall that they wrote the song about Walt Disney himself, whom they describe as “an optimistic futurist,” dedicated to building a future that was “great, big, and beautiful.”

Tomorrowland bemoans the loss of that vision. Director Brad Bird, who co-wrote the script with Damon Lindelof, avoids self-conscious corporate references, and so while the mythologized spirit of Walt Disney pervades the movie, the man himself goes unmentioned. (“Audio-animatronics,” a Disney coinage, is perhaps oblique enough a reference to warrant inclusion.) When Frank speaks wistfully of his 1960’s childhood, before the future became “scary,” and when Nix charges that the people of earth “didn’t fear their demise—they repackaged it,” Bird surely intends to level the critique at what he perceives as a global culture of fear and resignation. Still, bracketing dubious nostalgia for the Cold War as an era without a politics of fear, we might consider how Disney’s own corporate history indexes a departure from space age optimism.

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Disney expanded its investment in fantasy futuristic landscapes with the launch of EPCOT, a theme park adjacent to Orlando’s Magic Kingdom, in 1982. Modeled on the industrial futurism of a world’s fair, and centered around a domed “Spaceship Earth” that showcases communications technology “from the stone age to the information age,” EPCOT celebrated the same technofuturism that girded the development of the original Tomorrowland. Yet this second Orlando theme park also crystalized Disney’s abandonment of its earlier, ambitious vision: the Experimental Prototype Community of Tomorrow was originally conceived as an industrial-residential community that would revolutionize America. (The futurist settlement of the Tomorrowland movie, with its gleaming central tower and elevated transportation systems, takes its design cues from the original EPCOT plans.) Opening EPCOT as a theme park, Disney committed itself to the creation of fantasy futures rather than to their realization. (“It’s hard to have ideas and easy to give up,” laments Tomorrowland.)

By the mid-1990’s, Disney reversed its orientation to the future altogether: it reinvented Tomorrowland as “the future that never was,” a retro-futurist celebration of historical visions of “tomorrow” that failed to emerge. In an editorial that deemed the change “profound for a company whose founder was one of postwar America’s great popularizers of technology,” the New York Times worried that “as technology has entered lives, it has departed from many imaginations.” Curiously, the Tomorrowland movie likewise fails to fully imagine its own technofuturism. For all its exhortations to picture a better future, the movie never reveals much of what’s behind Tomorrowland’s shiny façade. Its most developed conception of Tomorrowland’s technological capabilities – also its most playful – are the audio-animatronic robots who make their way to Earth.

Audio-animatronics, too, have a long Disney history. Disney engineers began experimenting with lifelike robots in the mid-1940s, and by 1955, audio-animatronic animals populated Disneyland. Humanoid audio-animatronics made their debut at the 1964 World’s Fair, where Disney assured fairgoers “a final result so lifelike that you might find it hard to believe.” Even Disney detractor Richard Schickel would remark on the “astonishing fidelity” of the Fair’s audio-animatronic Abraham Lincoln. Today, Disney promotional copy touts its remaining World’s Fair audio-animatronics as employing “Disney’s latest animation technology of the time,” an indication that, following the company’s midcentury robotic enthusiasm, audio-animatronics garnered little further attention—at least, until this summer’s release of Tomorrowland. When the movie pins its optimism on the development of fresh units of AA’s who will revitalize Tomorrowland, Disney casts its newest vision of the future in the mold of its own past.

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On Tim Burton’s Dumbo http://blog.commarts.wisc.edu/2015/03/19/on-tim-burtons-dumbo/ Thu, 19 Mar 2015 14:00:57 +0000 http://blog.commarts.wisc.edu/?p=25832 Burton DumboLast week, the Wall Street Journal reported that Tim Burton would direct a remake of Dumbo (1941) using a mix of CGI and live action. Of course, this isn’t the first time Burton has remade one of Disney’s animated “classics.” Alice in Wonderland was released in 2010 to critical indifference and a box office bonanza of $1 billion; a sequel is planned for 2016. While the Dumbo pairing thus makes obvious commercial sense, it has occasioned eye-rolling humor (the obvious joke, that Johnny Depp would play the titular elephant, was retold ad nauseam on Twitter) and reactionary outrage at the sullying of a beloved classic. It has also renewed a widely-expressed concern that Burton, the object of a fervent cult for his “dark, gothic, macabre, and quirky” films, has become terminally compromised by his association with Disney and his fixation on remakes. The A.V. Club lamented that a “director once known for his startlingly original vision” is “now known for his limp adaptations of existing properties.” But putting the question of creative decline aside, Burton’s “vision”—or more concretely, his three-decade career—is defined by a synergy of two broad trends: filmmakers’ devotion to pop-cultural allusions and media corporations’ equally obsessive recycling of intellectual property in an effort to create and sustain franchises.

For the past half-century, American directors have stuffed their films with citations of other films, television shows, and pop-culture artifacts. In his 1982 essay “The Future of Allusion: Hollywood in the Seventies (and Beyond),” Noël Carroll argued that allusion “has become a major expressive device” in American cinema, with many popular films employing a “two-tiered system of communication” in which a subset of the audience appreciates the work as much for its knowing references as for its more familiar “action/drama/fantasy” pleasures. While much American film and television continues to operate on these two levels, subsequent decades have seen a kind of democratizing of allusionism, such that a large portion of the contemporary audience has come to expect and appreciate a weave of cross-references in their popular media. The intricate interconnections of the “Marvel Cinematic Universe” no less than Quentin Tarantino’s bricolage testify to this.

BurtonPriceOver the years, Tim Burton’s films have helped to tutor the mass audience in the pleasures of allusionism. His earliest works, even those with “original” premises, rely almost entirely on allusions for their meanings and effects. His stop-motion short Vincent (1982) concerns a boy’s fascination with Vincent Price, particularly the Edgar Allan Poe adaptations he made for American International Pictures in the 1960s. The live-action Luau (also 1982) pastiches several genres of 1960s drive-in movies. Burton’s first features are less pure instances of allusionism, but only slightly. His breakthrough, Beetlejuice (1988), is a horror-comedy dense with references to The Wizard of Oz, The Fly, and The Exorcist. Edward Scissorhands (1990) might have been pitched as Frankenstein Meets Beauty and the Beast. Mars Attacks! (1997) is a parody of Cold War alien-invasion films.

Adaptations and remakes arguably represent one end-point of this reliance on allusion, and Burton took this short leap early in his career. His critical cachet and attraction to cultural recyclables made him an ideal director for studios’ efforts to revive valuable intellectual property. In 1986, for a rebooted Alfred Hitchcock Presents, Burton re-filmed the 1964 teleplay adaptation of Ray Bradbury’s short story “The Jar.” Warner Brothers’ Batman (1989) was a landmark in corporate synergy for its integrated marketing and merchandising and for its legacy of comic-book blockbusters. Fox’s Planet of the Apes (2001) was a failed effort to reboot a franchise. Even outside of a blockbuster context, Burton has been drawn to familiar stories with prominent cinematic or televisual intertexts, from Sleepy Hollow (2009; it owes as much to the 1949 Disney animation as to Washington Irving’s story) to Charlie and the Chocolate Factory (2005).

Skeleton DanceBurton’s association with Disney goes back 35 years, to his origins as an animator for the company in the late 1970s. Vincent was, in fact, a Walt Disney Production. His work has exhibited a scholarly devotion to Disney history, as in Corpse Bride‘s quotation of the 1929 Silly Symphony “Skeleton Dance.” The first feature Burton made for the company was Ed Wood (1994), distributed by Disney’s “adult” imprint Touchstone. Although the stuff of Ed Wood’s no-budget films would seem worlds away from Disney’s ethos, Burton’s biopic lightly sanitizes its subject, effecting a willfully ahistorical transformation of what Jonathan Rosenbaum has called Wood’s “miserable, abject failure of a career” into a postmodern “celebration” whose affected innocence is paradoxically a function of the film’s (and tacitly the audience’s) knowingness. In other words, Burton Disney-fies Ed Wood. This operation is akin to the remaking of Uncle Walt himself in 2013’s relatively edgy—for Disney—Saving Mr. Banks, which engages its audience’s knowing skepticism about Disney only to revise and revive his myth, as Mike Budd argues in a recent essay for Jump Cut.

Alice in Wonderland was thus not just a joining of two bAlicerands but a reunion, one that Dumbo will extend. It was also an especially profitable instance of the ubiquitous corporate practice of recycling intellectual property. The Walt Disney Company helped to popularize this strategy in the mid-20th century and has relied upon it more than ever in the 21st; witness their recent acquisitions of the Muppets, Marvel Entertainment, and the Star Wars franchise. Within this broad program of recycled properties is a systematic campaign, often credited to Walt Disney Pictures’ Sean Bailey, to reinvigorate interest in their “legacy” films through a new series of high-profile features. In addition to remakes of Alice, Cinderella (2015), The Jungle Book (2016), Pete’s Dragon (2016), and Dumbo Disney has produced a “re-imagining” of Sleeping Beauty (Maleficent, 2014) and a fictionalized “making-of” Mary Poppins (Saving Mr. Banks). There are a host of other, slightly more ambiguous cases in the works. These films not only generate or promise huge profits. They also turn the settings and characters of discrete stories into franchise fodder. In this context, allusions allow intellectual properties to exfoliate: Sleeping Beauty spins off Maleficent, which spins off a Disney Channel series, and so on. Films like Saving Mr. Banks and Maleficent also serve as feature-length advertisements for Disney’s film library, which had historically been subject to carefully-spaced-out theatrical revivals and then limited DVD and Blu-Ray editions. This new cycle of remakes and other franchise-extenders is, among other things, Disney’s response to a stagnating home-video market.

Disney has sought to validate its remake of Dumbo by reference to Tim Burton’s body of work. The WSJ report, no doubt inspired by a Disney press release, made sure to note that “[c]ircus motifs have been a favorite of Mr. Burton . . . going back to the Red Triangle Circus Gang in his Batman Returns.” This tenuous association appears quaint in light of the deeper connection that Burton has to Disney and the process that has governed his career for at least a quarter of a century: the aesthetic logic of allusionism converging with the corporate logic of franchising.

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Researching from within kids’ culture http://blog.commarts.wisc.edu/2014/11/22/researching-from-within-kids-culture/ http://blog.commarts.wisc.edu/2014/11/22/researching-from-within-kids-culture/#comments Sat, 22 Nov 2014 15:00:30 +0000 http://blog.commarts.wisc.edu/?p=25099 A princess (by three-year-old student with crown drawing help from me).

A princess (by three-year-old student* with crown drawing help from me).

After my first day in the daycare classroom, I thought I had the kids pegged. Just in the span of an hour, one three-year-old told me all about his Batman pants. A girl wearing a Frozen t-shirt happily informed me of the names Princesses printed onto her front. The pièce de résistance occurred when I drew a copy of a Donald Duck figurine—decked out in his The Three Caballeros poncho and sombrero—and asked the class who it was. “Donald Duck!”In that moment I let my confirmation bias win. It seemed as though gendered merchandizing and Disney market saturation had effectively taken over kids’ media culture. However, with weeks of class time with the kids ahead of me, I had to confront some of my assumptions about kids’ culture and the way we communicate at a young age.

The literature on kids’ media culture is dispersed over disciplines that often fundamentally disagree on the goal of studying young people and the media they interact with. While scholars within our field and outside of it have made key interventions into children’s culture, the focus of popular and academic conversations rests on a binary David Buckingham called protectionist and pedagogical discourses. These two discourses articulate the combination of fear and hope centered on the developing bodies and minds of kids—both the perpetual fear of harm caused by sex and violence and the proactive parent-led curation of educational material to foster “proper” growth.

The problems inherent in this model are numerous—due to classed, gendered, raced, and aged biases—, but the issue I will focus on here is the problem of using an adult bias to talk about kids. I believe that this is a major contributor to the troubling construction of childhood innocence. Speaking from our positions of comparably vast experience, we as adult researchers can underestimate children by assuming that their lack of experience is synonymous with lack of understanding. We also at times see the life of a child as foreign or essentially different than our lives, because of our temporal distance from it. By creating our theses and research questions in isolation from children’s perspectives, we continue to ask questions that center on adults and ignore what children may care about or be interested in.

I’m working on a research initiative led by professor and cartoonist Lynda Barry. The idea is to adapt our research questions for young people (and by young I mean two- to four-year olds) and ask them to weigh in on our questions through drawing. As I mentioned before, the class I visit once a week is made up of two- and three-year olds, an age I find especially fascinating for two reasons. First, because this age group is often ignored by psychological research methods that hinge on repeatable tasks. Apparently toddlers do not typically repeat tasks when ordered (this will come as a huge surprise to parents and caregivers, I’m sure). Second is because they are at the beginning of Disney’s supposed princess target audience (girls age two to six). This “princess obsession” is a loaded one since positive and negative associations with hyper-femininity range across class and taste cultures. With both of the above reasons in mind, I am in the process of crafting research questions and methods with the help of my co-researchers. At this point I hope to share a couple brief observations about creating and interacting with toddlers in a space when they are among their peer group and with adults.

1: Dialogue is generative 

One of Buckingham’s observations is that we can’t take kids’ words at face value. I think we could often say the same for adults, but it is useful to remember that young children do not always have enough experience to know how we want them to respond to specific questions. Our research objective in the classrooms was to get kids to draw and tell us stories about their drawings. What I discovered was that this age group isn’t fond of or especially equipped to synthesizing visual information into stories. When I ask the innocent question “Will you tell me what you drew?” I’d mostly get frank and negative responses, either “I don’t want to,” “No,” or “I don’t know.” I found it much easier to talk with them while they drew. The “stories” were more like conversations, occurring between myself and a child or two. Dialogue moves beyond verbal communication as well. Thanks to Lynda Barry’s insights, my (adult) colleagues and I discovered that discussion through drawing and playing created more insights from kids than standing at the borders and observing.

2: Repetition helps with creation 

Kids repeating each other's drawing ideas. Top: "I'm drawing purple and a rainbow." Bottom: "I'm starting a rainbow."

Kids* repeating each other’s drawing ideas. Top: “I’m drawing purple and a rainbow.” Bottom: “I’m starting a rainbow.”

Again, I’ve interacted with toddlers one-on-one, but I was surprised to see how much kids will repeat each other while making things. Often I’d get one kid drawing a “horse” that looked more like squiggle marks and then another kid who didn’t know what to draw would suddenly chime in, “I’m drawing a horse.” This helped me learn how to initiate a drawing session by simply stating what I was drawing and see if anyone else would start drawing the same object. At this stage of practice and motor skills, the kids’ ability to create “realistic” images varied wildly, but by saying they were creating the same thing as a friend, they were able to create something.

So, what do we do with experiences like these? I don’t expect these interactions to write my papers for me or even craft my research questions in a direct way. My hope is that if scholars communicate with children through interactive research methods, we may be able to move beyond thinking about what media culture does to kids, and move toward questions and methodologies that respect kids’ media and cultural engagement as nuanced, active, and social.

 

 

*Note: drawings are recreations by the author due to IRB restrictions on circulation of original pieces.

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Reflections on the “Tinker-verse” http://blog.commarts.wisc.edu/2014/11/19/reflections-on-the-tinker-verse/ http://blog.commarts.wisc.edu/2014/11/19/reflections-on-the-tinker-verse/#comments Wed, 19 Nov 2014 14:30:05 +0000 http://blog.commarts.wisc.edu/?p=25022 P1000772Exhibit 1: The ceiling of my daughter’s bedroom, which has been adorned with child-size Disney Fairy decals for nearly two years now thanks to a Christmas present from her uncle. I’ve become quite familiar with what I’ll term the “Tinker-verse” over the last few years, and as with all forms of kids’ media, there are both compelling and troublesome aspects for a feminist media scholar-mom (or “mommy-professor” as I’m considered by my charges). Until writing this, I hadn’t realized the full, somewhat disturbing extent of my knowledge of all matters Tinker.

Peter Pan was the first Disney movie my kids screened due to their Nana’s somewhat unexplained fondness for the narrative. It was with some concern that I identified that a particular gesture of my barely two-year-old daughter—arms crossed, lips pursed, head dropped, eyes narrowed to angry slits—bore considerable resemblance to the 1953 version of Tinker Bell. A few more years have indeed revealed this to be consistent with her temperament, but it certainly led me to be wary about accepting these Fairies and their stories into my house.

The Tinker-verse has grown considerably in the near decade since Tinker Bell’s reboot in 2005 when Disney began building its Fairy line to maintain their girl customers as they aged beyond Princesses.[1] There have been five Tinker Bell movies (2008, 2009, 2010, 2012, 2014), though I don’t believe any were released in theaters, and they commonly appear edited into episodes more as a series on the Disney Channel. There are also many books, and, of course, toys.

The mythology of the Tinker-verse picks up with Tinker Bell after her adventures with Peter Pan. Tinker Bell now speaks; she still lives on Neverland Island, but now lives in a world of other Fairies in Pixie Hollow. Fairies are born from a baby’s first laugh, which floats off to Pixie Hollow and turns into a Fairy. Upon being born, Fairies must find their Fairy talent—which effectively becomes their family unit. Tinker Bell is a “tinker” fairy (meaning she fixes things; aka a “pots and pans” fairy), and her main cohort of friends includes Rosetta (garden-talent), Silvermist (water-talent), Iridessa (light-talent), Fawn (animal-talent), and Vidia (fast-flying fairy). Fairies are actually responsible for most things that we explain through science.

imageAdmittedly, I begrudgingly accepted Fairies as an alternative to Princesses. On the plus side, tinker fairies are basically engineers—fairies who fix things and make things work—so a pleasant deviation from female stereotype in Tink’s case. The Tinker-verse also responds to the common feminist critique of Disney narratives that pit female characters against each other by constructing Pixie Hollow as matriarchy of female friendship. (In the 1953 film, Tink and Wendy clearly compete for Peter’s affection). There are male characters, Sparrow Men, but they are largely secondary. Some of the graphic novels hint more at romantic interest between Sparrow Men and Fairies, but the films, picture books, and chapter books don’t suggest attraction beyond friendship. Though Tinker Bell is central in the films, many of the other Fairies are developed independently in the books. The range of distinctive female characters follows the strategy of gang-of-female-friends narratives targeted to women that present a range of female archetypes without strongly asserting one type of female identity is preferable (Golden Girls, Designing Women, Sex and the City, Girls) while also creating multiple points of identification.

Of course, the central Fairies are dainty and very much in accord with dominant standards of beauty, though a tertiary character, Fairy Mary, is more full figured. The core Fairies depict a range of skin colors and are voiced by a multi-ethnic cast of actresses, but the narrative is colorblind and this range in skin color never commented upon. All the Fairies appear Caucasian to my Caucasian eyes except light brown-skinned Iridessa. Iridessa is voiced by Raven-Symone, Silvermist, by Lucy Liu, and America Ferrera voices Fawn, though the Fairies do not seem to be of varied ethnicities. Rosetta (Kristin Chenowith) plays the girly-girl to the more practical, independent Tinker Bell (Mae Whitman). Vidia (Pamela Adlon), who is not included in the Fairy decal collection, often introduces conflict as more full of herself than the communally-oriented core Fairy group. Also, a lot of Fairy talents are pretty domestically-based; though one could argue the range of talents matches the communal society, so this focus on basic life-preservation-tasks matches the narrative universe. The Fairies are led by Queen Clarion, which makes Pixie Hollow a communal monarchy of sorts.

The Tinker-verse fits well with the more feminist-inflected Disney heroines of Brave and Frozen. The stories emphasize the value of a female collective and affirm a range of femininities that viewers might find for identification, and no one is waiting for their prince to come or sitting around just looking pretty. The Tinker-verse is also reinventing and expanding the Peter Pan mythology in some interesting ways that have not drawn the level of fan attention and vitriol common to other franchises and narrative worlds. Though the brief description offered here sounds ridiculous at points, there is an impressive comprehensiveness, consistency, and seeming deliberateness in the narrative world that Disney has created.

 

[1] See Peggy Ornstein, Cinderella Ate My Daughter: Dispatches from the Front Lines of the New Girlie-Girl Culture (New York: Harper, 2011).

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Negotiations and Regressions of Cultural Politics in Disney’s Frozen http://blog.commarts.wisc.edu/2014/03/24/negotiations-and-regressions-of-cultural-politics-in-disneys-frozen/ Mon, 24 Mar 2014 14:40:20 +0000 http://blog.commarts.wisc.edu/?p=23857 Frozen-Screencaps-frozen-36035920-1279-531Since even before its release in November of last year, Disney’s Frozen has been the subject of much debate surrounding the contemporary socio-cultural politics and positioning of Disney as a whole, and Walt Disney Animation Studios in particular. For the last several years, the studio’s former profile as a bastion of safe family entertainment—that is to say, media by and for moderately conservative Anglo-Americans—seems to be shifting somewhat. Where once Disney seemed to embrace all of (white) childhood, it has increasingly specialised its feature animated offerings within (white) girl culture. This is largely in step with both the televised media branding of the Disney Channel and the ever-growing Princess meta-franchise. It also corresponds with the Walt Disney corporation’s acquisition of Marvel in 2009 and Lucasfilm in 2012, as well as the commercial failure of John Carter in 2012 and The Lone Ranger last year. The Disney brand is still in the business of children’s entertainment as a whole, but through a mixture of circumstance and design, the most critically lauded and commercially viable filmic output to be released entirely under its own branding has been heavily and increasingly involved in female-centred narratives and their accompanying cultural politics.

For its part, and despite its neutered (spayed?) title, Frozen’s loose adaptation of “The Snow Queen” plays as a consolidation of this bent, with a plotline centred above all on a sororal relationship—one that is furthermore presented as the surprise lynchpin to the film’s climax in a winking subversion of Disney’s hetero-romantic narrative tendencies. Love saves the day again, but this time it is familial, sisterly love. This, in conjunction with the supposed LGBT-friendliness of “Let it Go”—its central, Oscar-winning musical set-piece—has created some renewed popular interest in the role of gender politics in Disney films.

For a while now, Disney has been negotiating a compromise between some of the more regressive social values it has attached to itself, and the need to maintain cultural relevance and dissuade potentially harmful critique. Frozen maintains the princesses, Eurocentrism and cookie-cutter character design (look at those tiny women and huge men), but places less emphasis on idealised heteronormative pairing in order to highlight other modes of female characterisation. In the context of Hollywood, and Disney in particular, this is commendable. At the same time, it shouldn’t be taken in any way as if it is at the vanguard of media representation within these parameters. It is simply indicative of symptomatic shifts within an otherwise largely entrenched ideological core.

The extent of this entrenchedness is most visible when examining how more recent Disney fare treats modes of representation discursively detached from girlhood’s growing importance in Disney’s media profile. In Frozen itself, this may be seen in the construction of ethnic/cultural otherness implicit in the film’s troll characters. Magical, familial, communal, amiable, open and deferential to the film’s human characters, Frozen’s trolls fulfill a checklist of characteristics distinctive of subservient cultural others, particularly of the type that serve narratively to facilitate white people’s ability to love and understand each other better thanks to their intuitive wisdom and connection to the natural world. In the trolls’ case this is both symbolic and literal, with the characters themselves being composed of living rock. In terms of performance, this communal otherness is accentuated by the ways in which the trolls act as a collective unit, scrambling and speaking over each other, often in the evident voices of non-white performers —all supremely interested and supportive of the protagonist’s agenda and eager to play matchmakers for her.frozen sisters

This characterisation is all the more notable for the contrast it presents to the behaviour and attitudes that inform the basis of the film’s main interpersonal conflicts, all of which are centred on intra-familial secrecy and individual self-control and denial. Indeed, the main conflict of Frozen is possibly the whitest to ever happen in a Disney film, based as it is in problems predicated by a conception of whiteness that sees itself in opposition to the raucous, communal earthiness so often attributed to other cultures and ethnicities, particularly those of Black, Hispanic and Mediterranean heritage. Throughout such conflicts, whites overcome the trappings of their over-civilisation by balancing them with the subservient wisdom freely offered by cultural others. In perpetuating these narrative relationships, Disney in particular and Hollywood in general demonstrate how relative discursive progression in some areas (or freedom for interpretation, as in Let it Go’s adoption as a coming out anthem) comes with little regard for entrenched regressive values in others. While Disney’s female characters have begun ever so slightly to shed their role as satellites to male protagonists, other modes of otherness persist in much the same way as they have since Song of the South. It’s almost as if Disney’s perception of cultural otherness is immobile. Petrified or static, if you will.

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What’s a Two Year-Old Girl To Do (or Watch)? http://blog.commarts.wisc.edu/2014/02/05/whats-a-two-year-old-girl-to-do-or-watch/ http://blog.commarts.wisc.edu/2014/02/05/whats-a-two-year-old-girl-to-do-or-watch/#comments Wed, 05 Feb 2014 14:00:54 +0000 http://blog.commarts.wisc.edu/?p=23542 Spending much of the past week on the couch watching kids TV with my very sick almost-two-year-old daughter, I watched a lot of Disney Junior. (And yes, let’s get it out in the open: “almost-two” means she’s too young to be watching TV according to the American Psychological Association of Technological Determinists. So if you’re shocked at my appalling parenting, look away now before it gets worse). I wish there was a Media and Cultural Studies Center for Reviews of Kids’ Media, to save me the horrors of watching some things, but towards the aim of offering a few of my own reviews, I thought I’d take the chance to discuss Disney Junior’s three female-centered original series.

Sofia

Sofia the First bugs me. The premise is that young Sofia recently became a princess when her mother married the King of Enchancia. She also has a magical amulet that summons other Disney princesses to aid her. But ironically, those princesses’ aid is mostly required to help her not be such a, well, princess. Sofia is a poster child for white privilege. She regularly does inconsiderate things, but since she realizes at the eleventh hour, apologizes, and tries to make things alright in some nominal way, that’s meant to make her a good kid. Or she’ll decide to care about one of Enchancia’s underclass, but only for a few minutes, before they’re once more unimportant to her. Take one episode, for instance, in which she is chosen to sing the Enchancia anthem at some big event, even though we’ve already learned that her ethnic friends (one is black, one Asian, since she’s a walking college admissions catalogue) sing it way better. She lets this honor get to her head, forgets about her “friends from the village,” and so her amulet gives her a frog in her throat, which is only cured when she gets up on the stage and invites her friends to sing instead of her. Everyone is impressed with her selflessness. But her friends know their place in Enchancia’s racial hierarchy and soon invite her back on the stage, where she assumes her place at the center again. Or another episode sees her butler (voiced by Tim Gunn) given a rare day off, until she and her siblings ensure he actually doesn’t get one, instead making him catch butterflies for them (I envision that this would help the butler title his tell-all Marxist autobiog of later years: Catching Butterflies: The Diary of a Working Stiff).

Doc

So very much better is Doc McStuffins. Training to be a doctor not a princess puts Doc on firmer ground with me. Doc is African-American, and she clearly wants to be just like her mom, who is also a doctor (her dad is a stay-at-home dad). She administers check-ups and cures “boo-boos” for toys, who magically come alive in her presence (or is this a projection of her psyche? I just blogged about this here). And though the show never frames her as such, this in effect makes her as much an engineer as a doctor, since toys don’t bleed (“will it hurt?” one toy asks her once. “No, you’re a toy,” she responds). A well-meaning show designed to take the fear out of doctor’s visits, Doc McStuffins has a lot of impressive and noble messaging, with black female authority, men who acknowledge it, and the über-practical Doc. The supporting cast can hurt that messaging, though, at times a lot: Doc’s nurse, for instance, is a cringe-worthy mammy hippo, and just when you thought Doc was offering a different image of juvenile femininity, her frilly-dress-wearing toy lamb with high pitched voice reminds you of the stereotype you thought the show was disposing of. So, it ain’t superb. Indeed, I have a feeling that the “submit to medical authority” narrative might not jibe with a fan of Foucault’s Birth of the Clinic. But she ain’t Sofia. Or Ariel. And because of it, my daughter likes to use her toy stethoscope and otoscope with authority, so I like Doc.

Callie

The newest addition to the lineup is Sheriff Callie’s Wild West. The premise suggests more Doc than Sofia, with a Western setting full of odd animals, talking cacti, and so forth, held together by Callie, the cat sheriff whose lasso is every episode’s deus ex machina. I appreciate that again we have a show whose female lead isn’t simply learning how to preen: like all good sheriffs, Callie rides in to save the day frequently, and enjoys the confidence of someone who knows she’s as good at telling people how to be nice to each other as she is at riding, lassoing, and laying down the law. (Of course, it’s a pretty tepid West, though: Deadwood it is not). What’s disappointing about the show is that Callie gets relatively little screen time, at least in the episodes I’ve seen. Her deputy and his talking cactus friend, both men/boys, often center the plot, as do the comings and goings of many of the town’s other (mostly male) inhabitants. Callie therefore takes on the role of Ward in Leave it to Beaver, there to save the day with wisdom and action, but the show is often as much about the town’s boys as Beaver was about that town’s boys. On one hand, I like that a female is able to play that grand authority figure blessed with almost mystical power; certainly, I struggle to think of many other popular filmic or televisual narratives in which a woman is allowed to play this role. On the other hand, though, it relegates her to a lesser role, a Disney version of the sensible woman in a Judd Apatow film who has to clean up the goofy, dumb, yet central male characters’ mess, and as in those Apatowian analogues, she can at times be hard to like as a result. It’s okay, in short, but could be better.

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What Are You Missing? Sept 16 – Sept 29 http://blog.commarts.wisc.edu/2013/09/29/what-are-you-missing-sept-16-sept-29/ Sun, 29 Sep 2013 14:15:59 +0000 http://blog.commarts.wisc.edu/?p=21954 Ten (or more) media industry news items you might have missed recently.

wanda-ceremony1. A Chinese investor is looking to challenge Hollywood with a new, expansive movie-themed real estate development. Dalian Wanda Group chairman Wang Jianlin announced plans for the Qingdao Oriental Movie Metropolis, a massive studio space featuring 20 sound stages, retail facilities, and a theme park. Costing between $4.9 and $8.2 billion, Wanda hopes to compete with nearby Shanghai Disneyland as the development’s description focused more on the theme park and commercial attractions than any actual movie making.

2. Speaking of Disney, the movie studio will end a nearly 20-year first-look deal relationship with producer Jerry Bruckheimer in 2014. Responsible for 27 movies at the company, including huge hits like the National Treasure and Pirates of the Caribbean series, Bruckheimer will continue to work on future installments in those series among other projects. Although following the disappointment of his latest at Disney, The Lone Ranger, Bruckheimer insists that flop is not the reason but rather a desire to make different kinds of films.

3. NBCUniversal has made two differing moves for top executives this past week. First, NBC Entertainment Chairman Robert Greenblatt’s contract has been extended through 2017 despite struggling ratings, showing a sign of trust in Greenblatt’s future slate of projects. Next, 12-year veteran of the company executive Lauren Zalaznick will be leaving her post overseeing digital properties, a position see took after being moved away from cable with her channels placed under Bonnie Hammer in February.

4. In other network news, both Fox and ABC lost court requests to halt the sales of Dish’s ad-skipping Hopper system. Fox and NBC are fighting Dish out in California with CBS and ABC suing in New York, and both cases are simply a denial of an injunction, with a full decision yet to be reached. While Dish touts this as a huge victory, Fox and ABC remain convinced they will win out in the end.

Grand-Theft-Auto-55. If you have a friend who has been mysteriously absent for the past two weeks, chances are he or she is playing Grand Theft Auto V, the latest video game in the blockbuster franchise that released Sept 17 and earned $800 million in that single day. Even more impressive, however, is the record-breaking $1 billion the game earned in just three days, making it second only to Marvel’s Iron Man 3 in terms of money generated from a single media release this year.

6. In much less reassuring video game news, a U.S. court has denied Vivendi’s plan to sell $8.2 billion in game company Activision-Blizzard (the second largest in the world to Nintendo). The decision comes from a lawsuit brought forth by an Activision shareholder, but only stands as an initial injunction, meaning Activision-Blizzard will pursue other routes to complete the sale and gain its independence.

7. Nielsen ratings are about to get another facelift, as the company plans to announce the addition of mobile viewing platforms, like tablets and smartphones, to its TV ratings system. Look for the announcement during Advertising Week in New York, though the full plan will not role out until the fall 2014 season. The move is an attempt to account for the increasing amount of viewership away from traditional boxes, with Nielsen also working on a product to track popularity via Tweets.

rotten tomatoes8. For those more interested in critical reception of television, the movie review aggregation site Rotten Tomatoes will be expanding into television shows. Like it does for film reviews, Rotten Tomatoes will grant a “Certified Fresh” rating to a television season with over 60% positive reviews. The obvious differences between film and television, like whether to review shows, seasons, or series, are being worked out, but for now they are focusing on past seasons of currently running shows.

9. The FCC has handed down a new ruling this past Thursday when it found in favor of Bloomberg in its complaint against Comcast for not placing the channel within the same ‘neighborhood’ of news channels in its lineup. The decision came back to an agreement in 2011 when Comcast purchased NBCUniversal. The FCC did not find Comcast’s First Amendment argument convincing and has ordered the cable giant to put the Bloomberg business channel alongside NBC business/news channels like CNBC and MSNBC.

10. A new bill in California has been signed into law that enacts tougher penalties upon paparazzi who harass the children of public figures and celebrities, with violators facing a maximum one year jail time and a fine of $10,000. The bill was publicly backed by Halle Berry and Jennifer Garner, who both delivered emotional pleas in support of the bill during its deliberation.

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Disney Infinity: Behind the P(l)aywall [Part Three] http://blog.commarts.wisc.edu/2013/08/29/disney-infinity-behind-the-playwall-part-three/ http://blog.commarts.wisc.edu/2013/08/29/disney-infinity-behind-the-playwall-part-three/#comments Thu, 29 Aug 2013 14:00:29 +0000 http://blog.commarts.wisc.edu/?p=21534 DisneyInfinityToyBoxAs Disney shifts its attention toward social and mobile gaming, Disney Infinity seems intended to be a solution for staying relevant in the space of console and handheld gaming. As discussed in Part One and Part Two, Infinity lives on the rhetoric of innovation and the logic of efficiency simultaneously, limiting the scale and scope of licensed titles being made available through the platform.

However, this analysis privileges a sense of gaming value predicated on structured gameplay experiences, and Disney Infinity is also built around an open-ended world of creativity. Its Toy Box mode may be derivative of other titles, but it gives gamers the keys to the Magic Kingdom and allows them to explore their own Disney-branded worlds using the range of characters available for the game. While the play sets offer rigid franchise experiences where only figures from that particular franchise are able to participate, the Toy Box mode offers the absolute freedom to create your own Disney mash-ups.

It represents an expansion of the Disney license, away from purely promoting a single franchise toward reframing sandbox game creation within the context of the Disney universe (the title of a smaller “mash-up” title released in 2011). Many of the “toys” available to gamers are characters or locations from films like Aladdin or Disney-owned properties like The Muppets, and playing each play set unlocks items from those games that can then be repurposed and mashed up in the creation of new user-generated levels. The Toy Box system is robust: while some levels can be basic sandboxes for exploration, a series of “Creativi-Toys” give gamers the chance to build intelligent levels with internal logic and goals. It is here where Disney shifts their attention away from promotional value and toward building a platform that can continue to offer gamers value as long as new levels are being created and then shared with the community (either by users or by Disney themselves).

DisneyInfinityVaultAlthough this potential value is a substantial part of Disney Infinity’s promise to gamers, it is built on value propositions uncommon within console gaming. The Toy Box mode comes with only a limited range of items, with users having to unlock other items through either collecting capsules scattered throughout each of the game’s five play sets or using “Infinity Spins”—earned by leveling up characters and completing Toy Box activities—to unlock items in the “Infinity Vault.” These items, which are picked at random when Infinity Spins are used, include the fundamental building blocks of more substantial levels, like race track pieces and side-scrolling cameras. If you want to build more complicated levels, you need to play the game long enough to earn the spins necessary to ensure you can collect these items at random.

It is here where Disney Infinity, despite being a console-based product and despite costing at least $74.99, evokes the free-to-play logics of social and mobile gaming. Its Toy Box mode is trapped behind a “playwall,” in which the full potential of the mode—if not its basic functionality—requires gamers to invest considerable time and energy in the rest of the game. While this does not necessarily require additional financial investment beyond the Starter Pack, it does encourage it: the fastest way to earn Infinity Spins is to buy additional characters to level up, as well as additional play sets to expand the Toy Box offerings available. The play sets themselves encourage this with an in-game Infinity Vault, which is only unlocked once you’ve collected every character tied to that play set and contains key Toy Box building blocks.

InfinitySidekicksPack

Disney’s “Sidekicks” figure pack—that they classify Mrs. Incredible as a “sidekick” is worth a larger discussion at a later date.

Although the game is playable out of the box, additional financial investment is ultimately required to access the full Disney Infinity experience. The choice to limit the play sets to characters from that franchise means that gamers who want to play co-operatively within each of the play sets must invest in at least three additional figures, which Disney has facilitated through discounted—but still $30—three-packs featuring characters from the three Starter Pack play sets. The ability to access multiplayer is the most substantial value tied to the purchase of additional figures. All characters are more or less evenly balanced, with no substantial gameplay differences when switching from character to character; beyond the value of collecting and playing as a favorite character, their value is instead tied to unlocking content the game has purposefully blocked off in order to incentivize further investment in the platform. The game’s Hall of Heroes tracks your progress in the game, but it also reminds you of all of the figures and power discs you haven’t collected yet.

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Like free-to-play titles, Disney Infinity is always quick to remind you of what you’re missing without making further investment. Character-specific vaults are scattered throughout each play set, locked until you purchase the character in question, and the game’s introduction makes sure to introduce you to various upcoming figures—and play sets—that won’t even be available to purchase until later this fall. However, unlike free-to-play titles, Disney Infinity isn’t actually free-to-play: although their PC and iPad apps allows you to build and share Toy Box creations for free, actually playing the game requires a $75 investment. It’s a high price, which raises the question of why the designers chose to place key Toy Box content behind its “playwall”: while the game has built-in incentives to encourage further purchases, getting gamers to commit to the platform based on potential value locked at launch is more challenging.

Disney Infinity represents a clear shift in Disney’s approach to licensing their valuable intellectual property, but it comes with as many limitations as possibilities. While Disney is promising an epic scale, and has still yet to fully tap into the incredibly valuable “golden age” animated properties of the 1990s, their efforts with Disney Infinity prioritize the business of licensed gaming without necessarily being able to offer gamers the scale they’ve promised without substantial investment.

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