While the technical capacity for television programs to
reach worldwide has existed at least since the 1967 satellite
broadcast of “Our World,” the cultural challenges facing the export
of programming beyond the boundaries of the nation-state have proved
more formidable. Indeed, mainstream economic models of international
television trade include a “cultural discount” in their formulae,
while international communication scholars assume that various
“cultural proximities” exist among nations that trade in television
programs. Nevertheless, a handful of program genres seem to be able
to overcome these cultural barriers, including action-dramas,
documentaries, melodramas, and blockbuster films. What accounts for
the seemingly universal appeal of these genres, and what are the
broader practical and theoretical implications of the fact that
certain programs can escape the limitations of their cultures of
origin and find relevance with viewers across the globe?
This paper examines the global children’s television
animation industry and the processes of program development and
trade, as well as the assumptions about child viewers’ pleasures and
identities that these industrial processes encourage. We begin from
the premise that theories about viewers’ preference circulate among
industry insiders and provide crucial guidance about what kinds of
programs to produce and purchase, how to market them, and how to
schedule them, even though these theories are often only tacitly
understood by those who use them. While such theories often have a
certain plausibility to them, they are nevertheless ideological, in
the sense that they carry particular ideas about race, gender, age,
class, and other forms of social grouping and identity that not only
reflect but also act upon the world we live in. In fact, as perhaps
the most powerful gatekeepers of contemporary popular culture, these
industry insiders are deeply involved in imagining prevalent ideals
of childhood in an increasingly globalized world as well as the
kinds of children and cultures that do an do not fit these ideals.
The argument of this paper is not that television
industry executives impose their ideals of childhood on anyone.
Instead, those ideals draw upon, rework, and recirculate certain
definitions and not others. Moreover, the definitions of childhood
that circulate in the children’s animation industry derive from and
reinforce particular institutional practices and economic
arrangements. Consequently, this article begins with an overview of
contemporary business practices in the children’s animation
industry, focusing in particular on the processes of program
development, sales, promotions, and merchandising. Thereafter, we
will see how these business practices lead to particular conceptions
about the universal experience of childhood that help producers,
distributors, and broadcasters decide what segments of the
children’s audience to target and how to target them. Finally, we
will examine how changing industrial practices may lead to different
imaginings of what it means to be a child in today’s world.
Global television and the idea of childhood
Much of the critical research on children and television
examines national-level phenomena of representation, reception, and
institutional or industry practices (Buckingham, 2002; Hendershot,
2004; Seiter, 1995). Given the protected legal status of children in
most Western and Western-influenced societies today, such
national-level analyses are appropriate. Whether television
broadcasting was organized on a commercial, public-service, or mixed
system, concerns about the influence of sex, violence, and
consumerism on children; the educational possibilities of the
medium; and questions about how best to increase the positive and
diminish the deleterious effects of the medium have all best been
handled in national regulatory frameworks. Moreover, despite the
growth in transnational channels in recent years, television
production remains a predominantly national affair, with most
countries exporting and importing only a small fraction of their
overall television output (Steemers, 2004). Importantly, children’s
television is one of the most commonly traded forms of television
programming, and children’s channels such as Nickelodeon, Discovery
Kids, Cartoon Network, and Disney have been at the forefront of
channel transnationalization. In the wake of these and other
examples of worldwide commercial media aimed at children, an
extensive literature on global youth culture has grown up since the
1990s, including a number of studies about the reception and uses of
transnational television programs targeted at youths and children (Lemish,
2006).
While national-level studies are crucial for influencing
regulatory debates regarding children’s media, the definitions of
childhood that circulate among adults have long been a transnational
phenomenon. Philippe Aries (1962) has shown how modern Western ideas
of childhood as a distinct stage of life, in which children have
identities and cultures that differ from adults, became prevalent in
the late sixteenth and early seventeenth centuries throughout
Europe. Definitions of children as amusing, innocent, helpless—even
uncivilized—simply weren’t common prior to the modern age because
the idea that children and adults were different wasn’t widespread.
However, due to the increasing social power of the clergy and their
emphasis on moral education of the young in the sixteenth and
seventeenth centuries, childhood began to become a pervasive concept
throughout the West.
Of course, the influence of television globalization on
social definitions of childhood is probably far less profound than
were the changes that took place in the transition between medieval
and early modern Europe. Still, we have only begun to experience and
analyze the shift from national to post-national electronic cultural
environments and their influence on perceptions of human identities
and communities. All indications are that the forces of technology
and corporate capitalism will continue to resettle populations and
rework imagined social bonds in ways that diverge markedly from the
national identities and cultures that have predominated for most of
the modern period.
Animation and global television trade
Different sectors of the television programming
industries have experienced varying degrees of globalization.
Generally speaking, television, unlike theatrically-released films,
remains a largely domestic national affair, with imported programs
rarely appearing during in prime-time hours on most nationwide
broadcasters. However, certain genres, dayparts, audience segments,
and specialty channels exhibit greater degrees of international
collaboration and exchange. Children’s programming—and especially
children’s animation—is one such genre, due primarily to
technological innovations since the mid 1990s and certain features
of the genre that facilitate transborder trade. Tschang and
Goldstein (2004) report that the global market in animation,
including television, films, merchandising, internet, and gaming
revenue, is estimated to grow to $124 billion by 2008 (2).
Television remains the main driver of this industry, as popular
animated television series encourage spending on related
merchandise, games, and films. Of course, films can also serve this
purpose, such as the Pixar hit Finding Nemo (2003), which led
to merchandising and computer game spin-offs. Television, however,
provides less costly productions with smaller promotional budgets
the opportunity for such tie-ins and additional revenues.
With respect to technological changes, the advent of
massive, cheap digital storage capacity, computer animation, and
global telecommunications networks have decentralized the process of
producing children’s animation. Animation is a labor-intensive
process, though computer technology has greatly increased the speed
at which animators can work by mechanizing the processes of
outlining, inking, and painting individual frames (Tschang and
Goldstein, 2004, p. 6). Consequently, much of the production process
of animated children’s television is outsourced to nations where
animation labor costs are low, such as the Philippines, India, South
Korea, and Taiwan. Moreover, the development of telecommunications
networks that can transmit large data files quickly has increased
the capacity for managerial oversight in distant locales, thus
further encouraging the outsourcing of animation planning,
pre-production, and post-production (Miller et al, 2005, p. 125;
Tschang and Goldstein, 2004).
In addition to the technological reasons behind the
globalization of the animation production process, certain features
of children’s animation make it well-suited for global circulation
and consumption as well. To begin with, dubbing animation is much
easier than dubbing live-action programs. Most children’s animation
is dubbed when exported to different language communities, because
of concerns that children might not be able to read subtitles.
However, given the fact that lip-synching, even in the original
language, is fairly loose in animation, the dissonance between
visual and audio tracks that dubbing causes is minimized. Moreover,
recent improvements in dubbing technology, which allow minute
adjustments of pacing in the audio track to better match the visual,
have largely overcome any of the typical shortcomings of dubbing.
Furthermore, the tendency to feature non-human characters in
children’s animation helps the genre overcome racial and ethnic
differences among exporting and importing cultures.
Finally, children’s animation, much like the rest of the
television programming industry, has experienced a good deal of
globalization due to changes in broadcasting regulations, especially
in Europe, which along with new technologies of distribution have
increased the sales outlets for animation and the creation of new
kinds of channels that offer different types of animation than
traditional public service broadcasters. In the wake of
privatization and deregulation of broadcasting and the explosion of
cable and satellite channels worldwide in the mid- to late-90s,
channels targeting children’s audiences have flourished throughout
Europe, Latin America, Asia, and North America (Gelman, 1997).
Despite the increase in channels devoted to children’s programming
and rosy estimates of young people’s buying power, however,
advertisers’ prices for children’s channels remained well below
those of general entertainment channels, causing almost all of the
dedicated children’s channels to rely primarily on bought-in
animated series, especially from the international program markets
(“Getting the Picture,” 1996).
While the major Hollywood studios continue to dominate
the global animation market, in television, their dominance trails
well behind their box office leverage. Certainly, the Hollywood
studios take advantage of the popularity of their blockbuster films
worldwide to create program “packages,” which require buyers to take
several less desirable properties, including children’s animated
series, in order to secure broadcasting rights for blockbusters. In
addition, many of the global broadcasting powerhouses in children’s
animation, including the Cartoon Network, Nickelodeon, Fox Kids, and
Disney’s international channels are affiliated with major studios
and supply a pipeline for their product as well as added revenues.
According to a 2001 Screen Digest survey, forty-six of the
approximately 100 thematic television channels aimed at children
were owned by one of these four channel operators (Westcott, 2001).
However, general broadcasters with timeslots devoted to children’s
animation still paid the highest prices for animated imports, more
than ten times what their cable and satellite counterparts paid.
The growth in international buyers since the mid-90s,
combined with decreases in production and distribution costs, have
eaten into Hollywood’s dominance in the genre and opened the global
markets to independent producers from around the world. A Screen
Digest survey of 89 children’s channel in 1999, for instance,
found that nearly 70 percent of surveyed channels were introduced
between 1996 and 1999. Most of these channels relied heavily on
imports to fill their broadcasting schedules. In 2001, Japanese
animators exported 25,000 hours of animation (Hara, 2004), and in
2004, they claimed that their programs accounted for sixty percent
of all animation broadcast worldwide (Tsuneo, 2004). Meanwhile,
European animators, who have traditionally struggled to produce
programming for the international markets, have begun to find more
international outlets for their product, especially given growing
concerns among buyers that consolidation in the U.S. animation
production market has led to increasingly U.S.-centric shows that
don’t perform well in overseas markets (Deneroff, 2002).Finally,
despite a spike in nationwide and region-wide children’s channels in
Latin America, the channels imported ninety-five percent of their
animated television programs in 2000 (“Children’s Television,” 1999;
Roman, 2000).
Industry lore and the organization of the global animation market
The growing market in animated children’s programming
has led to the development of a vibrant business culture of
children’s television merchants, who meet several times per year at
various markets and competitions. Specialized trade publications
such as Kidscreen carry news and interpretations of the
global children’s market and its changing tastes, while more
generalized publications such as Television Business
International, Variety, Television International,
and Channel 21 devote sections or entire issues to the global
children’s market. Lay theories about why children watch television,
what they enjoy, and how and why their tastes differ from or
converge with children in other parts of the world circulate through
these publications and meetings, providing merchants the essential
conceptual tools necessary for the smooth operations of trade.
Ideas about the universal preferences of children form
part of a larger discourse among television industry insiders that
shapes business and production practices. Todd Gitlin (1983) was one
of the first scholars to recognize the role that industry lore plays
in the business operations of the U.S. television industry. More
recently, scholars have identified the increasingly global nature of
that industry lore, as programs travel further and further overseas
and the program production, distribution, and exhibition sectors
become more transnational and interconnected (Havens, 2002; Mosco,
2004).
Industry lore does not appear out of nowhere, nor is it
simply imposed by the powerful in the global television industry.
Rather, it is a form of material discourse, which derives from and
acts upon other material processes of the television business,
including political-economic forces, industry organization, and
day-to-day business practices. Due to the global nature of the
children’s television market today, industry lore is also
multi-discursive, including ideas drawn from different cultures and
different material business practices. Industry lore is not,
however, a level playing field where all ideas compete on equal
footing; instead, the economic disparities of the business shape and
are shaped by discursive disparities.
Before exploring the transnational industry lore
surrounding animated children’s series, we need to understand the
general business practices that those discourses arise from, give
meaning to, and organize. Any such characterization is inherently
partial, given the diversity of firms, markets, and practices that
the phrases “global,” “transnational,” and “international” denote.
This summary comes primarily from overviews of the market at MIPCOM
Junior 2005, the premiere international market for children’s
television programming. MIPCOM Junior began in 1993 as a screening
day for children’s programming prior to the general international
television trade market, MIPCOM. In the past thirteen years, MIPCOM
Junior has expanded to a two-day affair featuring screenings, sales,
networking, and industry conferences. In 2005, MIPCOM Junior
attracted more than 800 participants representing nearly 500
companies from 53 nations (“About Mipcom Junior,” 2006). Given the
market’s location in Cannes, France, the majority of participants
come from North America, the EU, and Australia. In 2005, for
instance, only about 18 percent of participating companies were
based outside these three regions. While this small fraction
continues to make MIPCOM Junior the most international children’s
television market, it also casts a necessarily Western bias on this
market overview (“List of Companies,” 2005).
The costs of producing animation, combined with
fragmenting audiences in the U.S., Europe, Latin America, and
elsewhere have led to heavy reliance on international partnerships,
pre-sales, and syndication revenues for producers other than the
Hollywood studios. Despite decreasing costs of storage and
production due to computerization, animation remains fairly
expensive to produce, especially given its generally limited age
appeal and potential ad revenues for broadcasters. However, entry
costs to pitch one’s ideas to distributors, toy manufacturers, and
broadcasters around the world are generally low, and numerous people
each year make the trek to MIPCOM Junior and other markets and
competitions in hopes of securing funding deals. Such deals are
difficult, but not impossible. They require producers, or the
distributors they employ, to navigate a complex web of interwoven
industries, including broadcasters, retailers, and toy
manufacturers. This process tends to limit successful properties to
those that fit with prevalent business practices and industry
insiders’ views of what transnational children’s programming should
look like.
The global television broadcasting landscape is probably
the least concentrated of the various industries that producers need
to navigate in order to get their programming on air. The dominance
of four children’s channels in the U.S. market—Nickelodeon, Fox
Kids, Disney, and the Cartoon Network—has essentially closed the
U.S. market to non-studio animation producers (Westcott, 2001;
Wooding, 2006). European animation producers fare somewhat better,
given government subsidies for local productions and international
co-productions, but in many territories, large broadcasters such as
the BBC, France 3, and ZDF produce or co-produce a good deal of
their animated programming, keeping the market for independent
producers tight (“Getting the Picture,” 1996). For both North
American and European independents, then, international and
multi-territory channels are crucial to production funding. In 1997,
Neil Court, a consultant for animation producers in Europe,
estimated that approximately twenty-five percent of revenues came
from sales to specialty and pay-per-view channels, which pay license
feeds only about one-tenth those of terrestrial broadcasters (Gelman,
1997; Westcott, 2001). Due to the continued expansion of channels
associated with digitalization, the percentage of revenues earned
from specialty channels has likely only increased in the past ten
years.
Independent animation producers looking to find
financing for their projects must therefore stitch together
pre-sales, co-production, co-financing, and distribution deals.
Retail outlets and global advertising firms complicate that task
even further. Retailers, in particular Wal-Mart, rule the children’s
animation market because fifty percent of total revenues for an
animated series come from program-related merchandise, and
eight-five percent of merchandise sales come through Wall-Mart
stores. Although Wall-Mart has a growing international presence, its
influence on children’s animation abroad is more subtle than its
domestic influence. Wal-Mart does not directly deal with animation
producers in the U.S. or abroad; instead, producers must convince
toy manufacturers to develop product lines based on their series,
and manufacturers will place the products with retailers. Worldwide,
the toy manufacturing industry is at least as concentrated as the
children’s animation market. In 2000, Nintendo, Mattel, Hasbro, and
Sony accounted for more than thirty-five percent of worldwide toy
and gaming sales. Most of these toy manufacturers are interested in
recycling current ideas rather than seeking out new ones, so it
becomes even more difficult to convince them to risk investing in
untested animation properties. Moreover, these global toy
manufacturers derive a disproportionate amount of their revenues
from the U.S., Japan, and Europe. In 2000, toy manufacturers earned
$35 billion from U.S. sales, $9 billion from Japanese sales, and $22
billion from sales to Australia, Canada, and EU nations (“Consoles
Cruise,” 2001). Regardless, then, of the territories in which
producers hope to secure funding and sales, they will need to
develop merchandising that can sell in Europe, North America, and
Australia. Again, given Wal-Mart’s dominance of the U.S. retail
market, it is difficult to convince a toy manufacturer to produce
product tie-ins for animated series without interest from Wal-Mart.
Few commercial broadcasters, even the smallest, are
likely to pick up a property that doesn’t already have backing from
a toy manufacturer, as product tie-ins not only lead to advertising
sales but also create more loyal fans who will come back to the
program over and over again. Still, because of the wide variety of
animated product available in the pre-production phase and the
highly uncertain performance of children’s animation, no broadcaster
wants to miss the next Pokémon (1997-2002) or Powerpuff
Girls (1998-2004) , so many of them are willing to put up some
pre-sale funding for promising series. Several of these deals
together can be enough to approach a toy manufacturer with
suggestions for product tie-ins, especially smaller and educational
toy manufacturers.
Race and gender biases in industry definitions of “universal”
children’s tastes
The inordinate importance of North American and European
markets for global children’s channels, toy manufacturers, and
retailers shapes dominant perceptions of children’s viewing
preferences in the animation industry. In addition, the segmentation
of the children’s market by global advertising firms creates
industry lore about the universal preferences of children in various
age groups. Finally, the continuing equation of the children’s
market with the boys’ market means the perceptions of children’s
tastes draw primarily from boys’ culture. Therefore, the “universal
child” that emerges from industry lore is predominantly a Western,
middle-class boy whose tastes are thought to derive from his
developmental stage, rather than the influence of his culture.
As with most industry characterizations of transnational
audience segments, discussions of “universal” audience traits and
programming themes abound among global animation merchants. Cecilia
Hazai (2001), CEO of Twin Media, which sold the global animation hit
Pokémon in Eastern Europe, explains that series’ success by
insisting that “Children everywhere are the same.” Similarly, Debbie
Back, senior vice-president of program sales for MTV Networks
International, claims that “Kids’ everywhere love animé” (“Animé in
Vogue,” 2005). These supposedly universal tastes find their
corollary in the universal themes that globally successful animation
series contain. Maria Doolan, international co-production manager at
Zinkia, based in Madrid, Spain asserts that her company tries “to
incorporate universal values” into their animated series “so we are
not locked into specific markets” (Esposito, 2004).
Of course, the claim that one’s programming taps into
universal themes is first and foremost a business strategy, not a
cultural analysis. Distributors and producers whose programming
achieves a measure of universality among program merchants can bank
on wider sales and higher prices. Consequently, most sellers invoke
the idea of universal themes when promoting their programs. Mikyeong
Jung, director of development at Korean animation house Iconix and a
comparative newcomer to the global animation markets, for instance,
declares that “More and more Korean animation series are distributed
to Europe and the U.S., since its … storylines are universal”
(“Distributor Viewpoints,” 2006). These definitions of what
constitute universal themes are typically invoked rather than
explained in any detail, and can often press the limits of
believability. For example, Beth Stevenson, executive producer at
Decode Entertainment, suggests that “the combination of sibling
rivalry and inner city vermin chaos” in their animated series
Urban Vermin, which follows the exploits of two raccoon
brothers, “has universal appeal” (Webdale, 2007).
While all sellers promote their programming as
universal, the structure of the television animation markets cause
certain definitions to become more widely reported and accepted than
others. Trade journals typically report the definitions of
universality of established program merchants from large markets.
Meanwhile, those definitions that fit best the prevalent business
practices of the broadcasting, advertising, and merchandising
industries are most likely to be adopted. For example, a universal,
cognitive model of childhood development and tastes arises from and
gives credence to the ways in which advertisers and broadcasters
segment the children’s audience. Katalin Radoczy (2002), the general
manager of the children’s cable channel Minimax Hungary, explains
that children under two prefer formless animated character with a
good deal of sound and music, while children 2-5 prefer simple
storylines, recognizable characters, and non-violent educational
programs. Meanwhile, older children under twelve prefer more complex
stories and less educational content. Compare these comments with
the following from the director of animation for Cartoon Network UK
bemoaning the inability of European animators to create popular
series for 6-11 year olds:
We have a tendency to gravitate towards ‘the
educational’ when dealing with children’s television. There is
definitely a place for learning within animation - and it’s called
pre-school. When kids of five years upwards get home from school,
they want escapism (Lennard, 2004).
In both instances, these executives identify the same
tastes and same categorization of children, namely the lack of
appeal of educational programming for children 6-11. Interestingly,
Radoczy has little background in children’s development or in media,
and can only have picked up her perceptions from others in the
global children’s animation business, such as Lennard. Moreover,
this depiction of childhood is obviously biased toward Western and
Western-styled cultures where formal education begins at age six,
and is directly opposed to fun.
Barbara Wooding (2006), who owns her own international
distribution company that focuses on children’s animation and has
worked in children’s programming for twenty years, draws a nearly
identical portrait of the breakdown and the tastes of the children’s
viewing audience. According to Wooding, children 0-2 have limited
attention spans and require a good deal of sound and music, two- to
five-year olds want prosocial, educational animation. “As kids’
minds develop, programming kind of follows with it—where they are
mentally, socially,” Wooding explains.
These instances reveal that advertisers’ segmentation of
the children’s audience is fundamental to industry discourse about
children’s viewing preferences. Without these designations operating
in markets around the world, buyers and sellers of television
animation would have a difficult time agreeing about what children
want from television, making multinational pre-sale financing deals
nearly impossible. In other words, the developmental model of child
psychology and the routines of the advertising industry combine to
create plausible and profitable discourses about what unites
children beyond cultural differences. Importantly, this
developmental model is based upon different experiences that
children have at different ages, and those experiences derive from
Western nations.
The gendered aspects of industry perceptions of
children’s viewing tastes become visible when insiders talk in more
depth about older audiences. It seems that for babies and toddlers,
the industry does not make gender-based distinctions among child
viewers, but beginning about age six, such distinctions become
important. Nevertheless, the child most insiders imagine when
talking about the “universal” aspects of children’s culture is male.
Take, for instance, Daniel Lennard’s (2004) observation that
six-eleven year olds “want excitement and adventure. They want
loveable characters doing stupid things. They want fighting and
farting. Not edutainment and certainly not blatant ‘moral journeys.”
These observations obviously refer primarily to what boys want to
see, not girls. Moreover, when trade journals address girls’
preferences, they are specifically marked as such, whereas boys’
preferences are frequently unmarked, and referred to simply as
children’s preferences.
Boys’ preferences find their way into a variety of
industry lore about what appeals to children across cultures. In
another example, an advertising executive from J. Walter Thompson,
Kate Eden (2000), identified five themes that can reach across
cultural and linguistic differences among European children:
“mastery, up-ageing, belonging, bravery and morality.” She calls
these “enduring themes” because “they're such a fundamental part of
a kid's pysche that they endure across time and across geographical
boundaries.” The explanation of each of these five themes makes
clear that we are, in fact, discussing boys most of the time,
particularly white boys, rather than boys from minority groups in
Europe. The examples of mastery and up-ageing provide good examples
of these biases. Mastery, according to Eden, is universal because:
children's existence within an adult-run
world often leaves them feeling powerless, so they end up
fantasising about power and achievement. This fantasy can take many
forms, such as feeling smart about knowing something; mastering a
skill; or winning.
Despite Eden’s inclusion of girls’ examples from
European countries, this idea of fantasizing about power remains
gendered towards boys. Moreover, fantasizing about dominance in the
arenas of power and knowledge are highly gendered fantasies that are
probably most prevalent among those who are likely to achieve such
mastery one day, particularly white boys in Western societies.
The idea of up-ageing is that children like to pretend
they are older than they are. Eden writes that this idea “stems from
the fact that kids are largely dependent upon older authority
figures and, therefore, fantasise about being more grown-up and
independent. It's all about taking on 'older' experiences and
thereby distancing themselves from so-called 'kids'.” This idea may
be less gendered than mastery, but it nevertheless derives from
dominant white Western cultural attitudes. In many nonwhite,
non-Western cultures, various rituals exist that distinguish
children from adults, as well as distinguishing among children. In
the absence of such rituals, white children in Western societies use
clothing, culture, and behavior as a means to try to distinguish
themselves from younger children. Such efforts are unnecessary in
cultures where age differences are performed through more formal
rituals.
The reliance among many global program merchants on an
implicit, developmental model of childhood to explain children’s
tastes and facilitate program trade constructs an ideal child viewer
who is Western and male. Given the difficulties of navigating the
broadcasting, merchandising, and retail industries to get an
animated series on air, as well as the disproportionate amount of
revenue that these industries earn from sales in Western markets,
such a bias in the ideal viewer is unsurprising. Still, the
pervasiveness of this discourse among program merchants from around
the world shows how members of the global animation trade rely
heavily on one another’s interpretations of audience preferences,
not to mention the crucial role that such discourses play in the
smooth operation of the global market in television animation.
New Media, New Ideals?
Industry lore, such as that surrounding animated
children’s television, will, like any discourse, always carry the
traces of earlier connotations. That is, the ideals of childhood
circulating today among global program merchants will never fully
disappear. Nevertheless, as a material discourse that shapes and is
shaped by other material practices in the global animation trade,
including inter-organizational relationships; production, storage
and distributions costs; technological developments; and the
identification and organization of markets, industry definitions of
universal childhood are not static. For example, recent
technological developments in online flash animation have further
driven down animation production costs, while the creation of
web-based animation outlets that compete with traditional television
channels for young viewers has opened a crack in traditional
licensing and marketing, program acquisition, and programming
practices that hold the potential to rework prevalent ideals of
childhood in the industry.
One small example of the changed opportunities in
children’s animation is the “tween”-targeted girls’ series
Princess Natasha (2004-present), created by boutique animation
house Animation Collective and originally available only on Kids
Online (KOL), a service of America Online (AOL). Princess Natasha
features five-minute episodes that follow the escapades of a teenage
superhero from Eastern Europe who moves to Illinois to stop a threat
posed to her home country by her émigré Uncle. Due to the popularity
of the series with girls, it was picked up by Cartoon Network, which
is owned by AOL’s sister company Time Warner, and landed
merchandising deals for a book, DVD set, and a variety of branded
merchandise including clothing, games, school supplies, and beach
towels—all with relatively small merchandising companies (“KOL for
Kids,” 2006). While much of this story should seem familiar, what is
unique is how the show built up a following among girls prior to its
licensing and merchandising deals, and how it was able to get access
to viewers without the backing of large retailers and broadcasters.
The case of
Princess Natasha suggests that the chokehold that retailers like
Wal-Mart and global broadcasters like Cartoon Network have on the
U.S. children’s animation market may be under siege from new
delivery technologies such as the Internet and digital terrestrial
broadcasting. Even if this challenge proves successful, however, its
potential consequences on the global animation market and its
discourses of the universal child are difficult to predict.
Certainly, the need for broadband access and the developing tendency
toward subscription digital broadcasting services in many countries
suggest that, even in the best-case scenario, the primary audience
for these newer delivery platforms will continue to be children in
the wealthiest nations. How program merchants in the near future
will understand the similarities and differences among these
children, what impact those understandings will have on the
operations of the markets, how they might influence global social
views about childhood, as well as which children will and will not
have access to relevant screen culture, remains to be seen.
References
"About Mipcom Junior"
(2006) online:
http://www.mipcomjunior.com/App/homepage.cfm?appname=100496&moduleid=442
(retrieved 15 July).
"Animé in vogue at
Nickelodeon" (2005) Channel 21, 30 November.
http://www.c21media.net/features/detail.asp?area=2&article=28008
(retrieved 18 April 2007).
Ariès, Philippe (1962)
Centuries of Childhood: A Social History of Family Life. New
York: Knopf.
Buckingham, David, ed.
(2002) Small Screens: Television for Children. Leicester, UK:
Leicester University Press.
"Consoles cruise to world
domination" (2001), Brand Strategy, June 2001: 28.
Deneroff, Harvey
(2002) "Erasing the past," Hollywood Reporter,
9 April 2002: 18.
"Distributor viewpoints:
Elastic Rights, Iconix" (2006) Channel 21, 29 November.
http://www.c21media.net/features/detail.asp?area=2&article=33433
(retrieved 18 April 2007).
Eden, Kate (2000) "Let's
Go Euro," Young Consumers, Vol. 2, No. 1, 2000.
http://www.warc.com
(retrieved 24 April 2007).
Esposito, Maria (2004)
"Spain's new frontier." Channel 21, 26 January.
http://www.c21media.net/features/detail.asp?area=2&article=19037
(retrieved 18 April 2007).
Gelma, Morrie (1997) "Wild
Wild World of Toons!" Hollywood Reporter, 14 January: 3.
"Getting the Picture"
(1996) Television Business International, 1 September.
http://global.factiva.com (retrieved 18 April 2007).
Gitlin, Todd (1983)
Inside Prime Time. New York: Pantheon Books.
Hara, Yumiko. (2004)
"Import and Export of Japanese Television Programs".
http://www.jamco.or.jp/2004_symposium/en/hara (retrieved 2 June
2005).
Havens, Timothy. (2002)
"’It’s Still a White World out There’: The Interplay of Culture and
Economics in International Television Trade". Critical Studies in
Media Communication, 19: 377-398.
Hazai, Cecilia (2001).
President, Twin Media (Hungary). Personal interview.
Hendershot, Heather (2004)
Saturday Morning Censors: Television Regulation before the V-Chip.
Durham, NC: Duke University Press.
"KOL for Kids" (2005)
Business Wire, 29 March.
http://web.lexis-nexis.com (retrieved 18 April 2007).
Lennard, Daniel (2004)
"United States of Animation." Channel 21, 18 May.
http://www.c21media.net/features/detail.asp?area=2&article=20435
(retrieved 18 April 2007).
Lemish, Danfa (2006)
Children and Television: A Global Perspective. Oxford, UK:
Blackwell Publishing.
"List of Companies
Attending Mipcom Junior 2005" (2005) online:
http://www.mipcomjunior.com/images/100496/pdf/mipcomjr2005_participants_list.pdf
(retrieved 15 July 2006).
Miller, Toby, et al.
(2005) Global Hollywood 2. London: British Film Institute
Publishing.
Radóczy, Katalin. (2002)
General Manager, Minimax Hungary. Personal interview.
Seiter, Ellen (1995)
Sold Separately: Children and Parents in Consumer Culture. New
Brunswick, NJ: Rutgers University Press.
Steemers, Jeanette. (2004)
Selling Television: British Television in the Global Marketplace.
London: British Film Institute Publishing.
Tschang, Ted and Andrea
Goldstein (2004) "Production and Political Economy in The Animation
Industry: Why Insourcing and Outsourcing Occur." Paper presented at
Industrial Dynamics, Innovation and Development conference,
Elsinore, Denmark.
Tsuneo, Kurosawa (2004)
"Anime Becoming Part of the Global Lexicon," Economy, Culture &
History: Japan Spotlight Bimonthly, 1 November 2004: 138.
http://global.factiva.com (retrieved 18 April 2007).
Waisbord, Silvio. (2004)
"McTV: Understanding the Global Popularity of Television
Formats." Television & New Media 5: 359-383.
Webdale, Jonathan (2006)
"Decode breeds Vermin for YTV." Channel 21, 10 July.
http://www.c21media.net/news/detail.asp?area=4&article=31200
(retrieved 18 April 2007).
Westcott, Tim (2001)
The Business of Children’s Television, 2nd Edition.
London: Screen Digest.
Wooding, Barbara (2006)
CEO, Barbara Wooding Productions. Personal interview.
About the Author
Timothy
Havens is assistant professor in the Department of Communication
Studies and African American studies at the
University of Iowa. His research explores how worldwide
cultural differences (race, gender, nation, age) shape the business
practices of international television trade. His book Global
Television Marketplace was recently published by the British
Film Institute.
He can be
contacted at 105 Becker Communication Studies Building,
University
of Iowa, Iowa City, IA 52240 or
timothy-havens@uiowa.edu
or (319) 466-9439