Page 102 - The Disneyization of Society
P. 102

MERCHANDISING



                    One surprise merchandising bonanza was in 1998–1999 when the cartoon
                   series  South Park was used on a vast array of merchandise. In the UK alone,
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                   between August and December 1998, £50 million was spent on South Park mer-
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                   chandise. What makes this success warrant being called a surprise is that unlike
                   most of the major merchandising successes, it was not aimed at children. Indeed,
                   because of its adult content, the products and the advertising for them were
                   aimed at those aged over 18. In fact, the series and its merchandise are hugely
                   popular with children and what made the products so successful was that it
                   appealed both to them and 20-somethings – a rare occurrence. In a sense, the
                   South Park phenomenon underwent a transformation for the latter group.
                   Armstong argues that as we get older, we usually switch from ‘entertainment mer-
                   chandise’ to ‘brand merchandising’, like CK, Ralph Lauren, The Gap, and so on. 52
                   He argues that the case of South Park merchandise defied this law, but in a sense
                   perhaps this misses the point. For these  20-somethings,  South Park became a
                   brand. How else can we understand the fact that the numbers viewing the series
                   in the UK was relatively small, but the merchandise was a massive success? This
                   is an interesting case of a situation in which merchandising associated with enter-
                   tainment elided with brand merchandising. However, the main point to register
                   is that television series can become the catalyst for extremely successful mer-
                   chandising lines.


                                                  Theme parks

                   Unsurprisingly, in view of the likely influence of the Disney theme parks, theme
                   parks are major sites for the sale of all kinds of merchandising bearing copyright
                   logos and images relating to the parks or to their themes. Thus, at Universal
                   Studios, not only are items sold with the park’s name and logo emblazoned on
                   them, but also images from the studio’s vault of films, often accompanied by the
                   park’s name, are also sold. For theme parks without such ready-made images, they
                   have to be created. Thus, at Sea World, Shamu, the orca whale that acts as an icon
                   of the parks and whose show is one of their park’s major attractions, filled a void
                   in this regard. Giving Shamu a name and an identity through its interactions with
                   its trainers in the show acts as a merchandise lure. Shamu is by no means the only
                   source of merchandise, since the park can draw on its other animals and on its
                   claim that it provides a foundation for conserving endangered animals, which is
                   a means of linking images from nature with commercial concerns. Similarly, at
                   other theme parks characters have been invented to provide a focus for merchan-
                   dising. At Parque España in Japan, Don Quixote and Sancho Panza have been
                   turned into cartoon characters (as dog and racoon respectively) and the greater
                   potential of such emblems for merchandise may well have contributed to such a
                   development. 53
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