Page 90 - The Disneyization of Society
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MERCHANDISING



                    For those who buy merchandise in the sense in which the term is used here, the
                   items serve as reminders of visiting a place, of having a particular kind of experi-
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                   ence, or of their enjoyment of a character or prop. Increasingly, people anticipate
                   the possibility of being able to buy merchandise and may even be disappointed if
                   the opportunity to do so is not available. However, merchandising does not rest
                   on principles that are automatically destined for success, since the images and
                   logos must be nurtured in order to create the valuable and franchisable com-
                   modities that are revered. Creating merchandise with the appeal and recogniz-
                   ability of the Disney logos and characters or the first raft of Star Wars images is a
                   kind of holy grail which few companies can attain but increasingly has become a
                   goal that is potentially hugely profitable. As will be seen below, the success of mer-
                   chandising is not always predictable and there are some well-known and fairly
                   spectacular failures in this area.
                    In certain respects, merchandising and hybrid consumption merge into each
                   other. Hybrid consumption contexts are frequently environments for selling mer-
                   chandise of the kind discussed in this chapter. This is particularly the case with
                   theme parks and with themed restaurants, where it is often the selling of licensed
                   merchandise that is the main facet of the shopping component of the hybrid
                   forms in which shopping is combined with another form of consumption. For
                   example, in Chapter 3 Sea World’s strategy for increasing the likelihood that peo-
                   ple will purchase goods was referred to. Much of what is sold in the outlets that
                   the parks’ designers and management position so carefully is merchandise bear-
                   ing Sea World’s image or logo and representations of its creatures, especially
                   Shamu. However, the shops do not exclusively sell such goods; they also sell
                   goods that are thematically relevant to a certain attraction. Similarly, but looking
                   at this issue the other way around, not all merchandise is sold in hybrid con-
                   sumption contexts. A Jurassic Park t-shirt sold in an independent shop is not part
                   of the hybrid consumption format that was described in Chapter 3.



                               Merchandising at the Disney Theme Parks


                   The Disney theme parks have two points of significance in relation to merchan-
                   dising as a component of Disneyization. First, and most obviously, they are con-
                   texts for selling the vast array of Disney merchandise that has accumulated over
                   the years: from pens to clothing, from books to sweets and from watches to plush
                   toys. Sales from merchandise are a major contributor to profits from the parks.
                   The parks are carefully designed to maximize the opportunity for and inclination
                   of guests to purchase merchandise. Second, they provide their own merchandise.
                   This occurs in a number of ways, including: t-shirts with the name of the park on
                   them; Epcot clothing or souvenirs with a suitably attired cartoon character on
                   them, such as a ‘French’ Mickey purchased in the France pavilion or a sporty
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