Page 89 - The Disneyization of Society
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THE DISNEYIZATION OF SOCIETY



                   was discussed in the previous chapter, is the location for several different forms of
                   consumption. One of the main ways in which this occurs is through the sale of
            80     theme park-related merchandise. Nonetheless, a distinction is still worth preserv-
                   ing between hybrid consumption and merchandising because there are several
                   important aspects of the latter that are independent of the former. Not least of
                   these is the fact that the development of merchandisable objects has become a
                   goal in its own right and is not something that is necessarily part of a hybrid con-
                   sumption context or framework.


                                             Why Merchandise?


                   The key principle behind merchandising is a simple one of extracting further
                   revenue from an image that has already attracted people. To the purveyors of
                   merchandise, merchandising is a means of building on and extending an image
                   and people’s enjoyment of it. As Wolf observes: ‘It is no longer sufficient merely
                   to turn out a hit movie, television show, magazine or book, because in many cases
                   these products cannot be profitable on their own. A hit must become a franchise
                   and, in so doing, becomes the hub from which a wide-reaching variety of prod-
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                   ucts emanates’. Merchandising can be hugely profitable. It means that items that
                   cost very little to make can be sold for substantial amounts simply by adding a
                   logo or image to them or by manufacturing a doll or soft toy into a well-known
                   and immediately recognisable form, such as Mickey Mouse or Darth Vader.
                     ‘Synergy’ is a relevant term here. The point about merchandising is that it may
                   actually help to promote other related activities, as well as being profitable in its
                   own right. As a writer for the Economist puts it: ‘when Viacom licenses  Rugrats
                   toothpaste and Rugrats macaroni cheese, it both makes money and promotes the
                   direct-to-video movie launched last year and the full-blown animation feature due
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                   out later this year’. Merchandising becomes part of a mutually referential system
                   of cross-promotion which can take in theme park rides, clothing, computer games,
                   toys, television programmes, books, videos, and so on. It keeps the images in people’s
                   minds and acts as a constant advertisement for existing and forthcoming spin-offs.
                   There are two main reasons for the widespread use of movie tie-ins with fast food
                   meals and cereals, whereby toys associated with a new film either come free with
                   a meal or are sold at a very low price (a form of hybrid consumption as noted in
                   the previous chapter). First, they act as a lure for the purchase of the fast food meals
                   and cereals themselves. In addition, they also help to promote the movie and other
                   merchandise. Davis suggests that theme parks have become major vehicles for mer-
                   chandising and that this at least in part accounts for the growing tendency for
                   media conglomerates to buy or build them. As she puts it: ‘Licensed images and …
                   merchandise are at the heart of the matter, and the potential of the theme park
                   industry to sell and support licensed products is central to synergy’. 4
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