PALGRAVE ANIMATION
Animation and
Advertising
Edited by
Malcolm Cook
Kirsten Moana Thompson
Palgrave Animation
Series Editors
Caroline Ruddell
Brunel University London
Uxbridge, UK
Paul Ward
Arts University Bournemouth
Poole, UK
This book series explores animation and conceptual/theoretical issues in
an approachable way. The focus is twofold: on core concepts, theories
and debates in animation that have yet to be dealt with in book-length
format; and on new and innovative research and interdisciplinary work
relating to animation as a field. The purpose of the series is to consolidate animation research and provide the ‘go to’ monographs and anthologies for current and future scholars.
More information about this series at
http://www.palgrave.com/gp/series/15948
Malcolm Cook · Kirsten Moana Thompson
Editors
Animation
and Advertising
Editors
Malcolm Cook
Film Studies
University of Southampton
Southampton, UK
Kirsten Moana Thompson
Film Studies
Seattle University
Seattle, WA, USA
ISSN 2523-8086
ISSN 2523-8094 (electronic)
Palgrave Animation
ISBN 978-3-030-27938-7
ISBN 978-3-030-27939-4 (eBook)
https://doi.org/10.1007/978-3-030-27939-4
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer
Nature Switzerland AG 2019
This work is subject to copyright. All rights are solely and exclusively licensed by the
Publisher, whether the whole or part of the material is concerned, specifically the rights
of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction
on microfilms or in any other physical way, and transmission or information storage and
retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology
now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this
publication does not imply, even in the absence of a specific statement, that such names are
exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and
information in this book are believed to be true and accurate at the date of publication.
Neither the publisher nor the authors or the editors give a warranty, expressed or implied,
with respect to the material contained herein or for any errors or omissions that may have
been made. The publisher remains neutral with regard to jurisdictional claims in published
maps and institutional affiliations.
Cover image: Lebrecht Music & Arts/Alamy Stock Photo
Cover design by eStudio Calamar
This Palgrave Macmillan imprint is published by the registered company Springer Nature
Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
This book is dedicated with love to Audra Lord
—Kirsten Moana Thompson
For Rachel, forever with love
—Malcolm Cook
ACKNOWLEDGEMENTS
The editors thank our contributors for their outstanding research and
embrace of this new topic—without them this book would be nothing. We also thank Ellie Freedman, Lina Aboujieb, Carolyn Zhang, and
the staff at Palgrave Macmillan in the editorial and production process.
Thanks to Palgrave Animation series editors Caroline Ruddell and Paul
Ward for their encouragement.
Kirsten Moana Thompson would also like to thank Seattle University
for a 2018 Summer Faculty Fellowship that provided some funds toward
the research and writing of this manuscript.
Malcolm Cook would also like to thank the University of Southampton
for funding and research leave that supported this publication.
On behalf of all our contributors, we thank the partners, families,
friends, and colleagues who do so much to support our work.
vii
PRAISE
FOR
ANIMATION AND ADVERTISING
“Animation and Advertising is a fascinating book—and one whose time
has come. Though long marginalised by animation scholars, animated
advertising can now be seen as a key object linking film history to the
broader history of consumerism: its techniques, technologies and spaces.
This is the first book to examine such practices from a global perspective,
with sixteen rich essays that cut across historical epochs, geographical
borders and media boundaries.”
—Michael Cowan, Professor of Film and Media History,
University of St Andrews, UK
“Advertising has shaped modern media, but animation has shaped advertising in turn. From 19th century lantern slides to today’s computer
graphics, animation practices, pioneers, and processes have profoundly
changed how goods are sold and bought. In tracing this history across
fifteen eye-opening case studies, Animation and Advertising revises the
familiar narrative of art against industry, showing us that advertisers
never acted outside of or against culture, but remain a vital and lasting
part in it.”
—Patrick Vonderau, Professor in Media and Communication Studies,
Martin Luther University Halle-Wittenberg, Germany
ix
x
PRAISE FOR ANIMATION AND ADVERTISING
“Animation and Advertising is a wonderful collection of essays.
The topics covered demonstrate the diverse areas in which animation has
traction and locates animated advertising at an intersection of different
media, with transmedia and intermediality often at the forefront of the
discussions.”
—Aylish Wood, Professor of Animation and Film,
University of Kent, UK
CONTENTS
1
Introduction to Animation and Advertising
Malcolm Cook and Kirsten Moana Thompson
Part I
2
3
4
1
Revisionist Histories
George Pal’s ‘Cavalcade of Colours, Music and Dolls’:
1930s Advertising Films in Transnational Contexts
Mette Peters
55
Sponsored Silhouettes: Lotte Reiniger’s ‘Useful’
Films in Britain
Tashi Petter
73
Magic Highways and Autopias: Disney
and Automobile Advertising
Malcolm Cook
89
xi
xii
CONTENTS
Part II
5
6
7
Animation and Commercial Display in Britain
During the 1920s
Victoria Jackson
111
Live Electrically with Reddy Kilowatt,
Your Electrical Servant
Kirsten Moana Thompson
127
‘A Very Flexible Medium’: The Ministry of Information
and Animated Propaganda Films on the Home Front
Hollie Price
145
Part III
8
9
Intermediality
Brands
Animation Across Borders: Schicht Fat Factory
and Its Transmedia and Transnational
Advertising Strategies
Lucie Česálková
Just Do It, Impossible Is Nothing: Animation
and Sports Commercials
Paul Wells
10 ‘Don’t Mind Me, I’m Just a Dermatophyte’:
The Use of Animation in Direct-to-Consumer
Pharmaceutical Television Advertising
Janelle Applequist and Matthew P. McAllister
Part IV
163
179
195
Television
11 Beyond Anime? Rethinking Japanese Animation
History Through Early Animated Television
Commercials
Jason Cody Douglass
213
CONTENTS
12 The ‘Quasi-Artistic Venture’: MTV Idents
and Alternative Animation Culture
Lilly Husbands
13 ‘Stupid Little Stories’: Television Interstitial
and Advertising Style in the Professional
Culture of Indian Animation
Timothy Jones
Part V
xiii
229
247
Digital and Contemporary
14 Promoting Computer Graphics Research:
The Tech Demos of SIGGRAPH
Jordan Gowanlock
267
15 ‘Movin’ to a Different Beat’: Commercial Pixar
and the Simulated Ordinary
Christopher Holliday
283
16 ‘Feel Everything’: Animation, Advertising
and Affect in Cinema and Television Idents
Aimee Mollaghan
299
Index of Film Titles
313
Subject Index
319
NOTES
ON
CONTRIBUTORS
Janelle Applequist (Ph.D., Pennsylvania State University) is an
Assistant Professor of Advertising in the Zimmerman School of
Advertising and Mass Communications at the University of South
Florida. Her research interests include qualitative research methods,
pharmaceutical advertising, advertising, health communication, and
patient and healthcare representations via advertising. She is the author
of Broadcast Pharmaceutical Advertising in the United States: Primetime
Pill Pushers.
Lucie Česálková is an Associate Professor at the Department of Film
Studies and Audio-visual Culture of Masaryk University in Brno, Czech
Republic. She also works as a researcher and editor at the National Film
Archive Prague, and is Chief editor of Czech peer-reviewed film journal Iluminace. She has been focusing on the history of Czech nonfiction
and documentary film (and their educational, promotional, or propaganda functions), on the history of film exhibition and cinemagoing.
Her research work has been published in international journals (Film
History, The Moving Image, Memory Studies, Studies in Eastern European
Cinema, zeitgeschichte), and edited volumes, e.g. Films that Sell:
Moving Pictures and Advertising (2016), Cinema in Service of the State:
Perspectives on Film Culture in the GDR and Czechoslovakia (2015).
Malcolm Cook is a Lecturer in Film at the University of Southampton.
He has published a number of chapters and articles on animation, early
cinema, and their intermedial relationships. His book Early British
xv
xvi
NOTES ON CONTRIBUTORS
Animation: From Page and Stage to Cinema Screens was published by
Palgrave Macmillan in 2018 and examines the intermedial emergence
of animation from prior traditions of print and stage entertainment and
the subsequent engagement with new understandings of perception and
vision in modernity. He is currently researching the role of advertising
in the history of animation, and has published several chapters on this
topic, which appear in The Animation Studies Reader (Bloomsbury,
2018) and Aardman Animations: Beyond Stop-Motion (Bloomsbury,
Forthcoming).
Jason Cody Douglass is a Ph.D. student in Yale University’s combined program in Film and Media Studies and East Asian Languages
and Literatures, as well as the graduate program in Women’s, Gender,
and Sexuality Studies. His research interests include animation, film, and
media theory, and East Asian cinema. In 2018, his article “In Search of a
‘New Wind’: Experimental, Labor Intensive, and Intermedial Animation
in 1950s and 1960s Japan” received the Maureen Furniss Award for Best
Student Paper on Animated Media and was subsequently published in
Animation Studies Online Journal.
Jordan Gowanlock is a FRQSC Postdoctoral Fellow at UC Berkeley.
He has a Ph.D. in Film and Moving Image Studies from Concordia
University, Montreal. His research interests include digital media, animation, and visual effects, with a focus on media theory and technology. He
is currently working on a monograph about the development of simulation-based animation software.
Christopher Holliday teaches Film Studies and Liberal Arts at King’s
College London specializing in film genre, animation history, and contemporary digital media. He has published several book chapters and
articles on digital technology and computer animation, including
work in Animation Practice, Process & Production and Animation: An
Interdisciplinary Journal. He is the author of The Computer-Animated
Film: Industry, Style and Genre (Edinburgh University Press, 2018), and
co-editor (with Alexander Sergeant) of Fantasy / Animation: Connections
Between Media, Mediums and Genres (Routledge, 2018) for Routledge’s
AFI Film Readers series that examines the historical, cultural, and theoretical points of intersection between fantasy and animation.
NOTES ON CONTRIBUTORS
xvii
Lilly Husbands is a lecturer and scholar whose research is broadly concerned with the legacy and evolution of experimental animation in the
context of contemporary multimedia practice. She has published numerous book chapters and articles on experimental animation in journals
such as Moving Image Review & Art Journal (MIRAJ), Frames Cinema
Journal, and Alphaville: Journal of Film and Screen Media. She is the
co-editor of the anthology Experimental Animation: From Analogue to
Digital published with Routledge in 2019. She is an associate editor of
Animation: An Interdisciplinary Journal.
Victoria Jackson is an independent scholar. Her research and publications are in film history with particular interest in colour, exhibition, animation, and advertising films. This chapter was completed as
part of her previous role as postdoctoral research associate on The Idea
of Animation: Aesthetics, Location and the Formation of Media project at the University of Bristol. The research leading to these results
has received funding from the European Research Council under the
European Union’s Seventh Framework Programme (FP7/2007–2013)/
ERC grant agreement n° 338110.
Timothy Jones is an Assistant Professor of Media Arts and Director
of the Academic Media Center at Robert Morris University in Moon
Township, Pennsylvania where he teaches courses in media culture
and production. His research interests include animation, virtual reality, and new media production culture, as well as the relationship
between education and sustainable professional media communities.
Tim is co-chair of the Society for Cinema and Media Studies (SCMS)
Animated Media Scholarly Interest Group and Membership Officer of
the Society for Animation Studies (SAS). His recent work appears in
Animation: An Interdisciplinary Journal, Animation Studies Journal,
and Reconceptualising Film Policies.
Matthew P. McAllister is Professor of Communications in the Department
of Film-Video and Media Studies at Penn State. His research focuses on
the political economy of media and critiques of commercial culture. He is
the co-editor of The Routledge Companion to Advertising and Promotional
Culture (with Emily West, 2013) and The Advertising and Consumer
Culture Reader (with Joseph Turow, Routledge, 2009).
xviii
NOTES ON CONTRIBUTORS
Aimee Mollaghan is a lecturer at Queen’s University Belfast. She is the
author of The Visual Music Film (2015). Her current research interests
focus on the relationship between sound and the moving image and on
landscape and sound in cinema. She continues to publish in both areas.
Mette Peters is a film historian and animation specialist and has extensive experience in archival work and preservation projects. She is lecturer
at the animation course of HKU, University of the Arts Utrecht. Her
research focuses on the preservation of animation heritage, in particular
animation artwork, and the history of Dutch animation. She is co-author
of Meestal in ‘t Verborgene (2000), a book about animation film production in The Netherlands during the Second World War. Currently she is
researching creative practices in the earliest period of animation filmmaking in The Netherlands, between 1918 and 1940.
Tashi Petter is a scholarship holder and doctoral candidate in the
Department of Film Studies, Queen Mary University of London. Her
thesis explores the largely forgotten animator Lotte Reiniger with a
focus on her 1930s silhouette films and Reiniger’s time in London as a
German émigré. She is a graduate of the University of Bristol and UCL,
where her M.A. thesis on Reiniger drew on extensive archival research.
She has recently curated screenings of lesser-known shorts, reconstructing film society programs from the 1930s using 16 or 35mm prints.
Her wider interests include interwar film culture and twentieth-century
women artists.
Hollie Price is a Research Fellow on the AHRC-funded Jill Craigie:
Film Pioneer project based at the University of Sussex. Since completing her Ph.D. on domestic life in British 1940s film at Queen Mary,
University of London, Hollie has taught in the Film Studies departments at Queen Mary and King’s College London, and was Postdoctoral
Research Fellow on the Ministry of Information (MoI) project at the
School of Advanced Study, University of London. Her work on the
MoI’s Films Division will form part of a forthcoming history of the
Ministry’s wartime information networks.
Kirsten Moana Thompson is Professor of Film Studies and Director
of the Film Programme at Seattle University. She teaches and writes on
animation and colour studies, as well as American, German, and Pacific
studies. Recent publications include the material colour history of Disney
and Faber Birren, advertising in Times Square, Ludwig Von Drake and
NOTES ON CONTRIBUTORS
xix
the Disney promotional film, Egyptian sponsored film and the intersectional aesthetic surfaces of Moana. She is currently working on several new books, including Color, Visual Culture and American Cel
Animation, and Bubbles.
Paul Wells is the Director of the Animation Academy, a research group
dedicated to cutting edge engagement with Animation and related
moving image practices. He has published widely in Animation and
Film Studies and written and directed numerous projects for theatre,
radio, television and film. His books include Understanding Animation
(London: Routledge), Animation and America (Rutgers University
Press), The Fundamentals of Animation (Lausanne: AVA) and The
Animated Bestiary: Animals, Cartoons and Culture (Rutgers University
Press).
LIST OF FIGURES
Fig. 1.1
Fig. 1.2
Fig. 1.3
Fig. 1.4
Fig. 1.5
Fig. 1.6
Fig. 1.7
Fig. 2.1
Fig. 2.2
An example of an early EPOK advertisement for Schaefer
Beer animated by Otto Messmer, Times Square,
1940s (Douglas Leigh Papers, 1903–1999, Archives
of American History [Smithsonian])
Two advertisements for Newbro’s Herpicide, The Raleigh
Times, March 28, 1908 and Washington Post, March 12,
1916 (Newspapers.com)
Frame grab sequence from Rabbit of Seville (Chuck Jones,
1950 (©Warner Bros)
A composite image from promotional video 2018 Terrain
Reveal x The Mill Blackbird (Bowe King, The Mill, Engage
M1, 2017) showing The Mill’s Blackbird technology at work
The Mighty Atom: Reddy Kilowatt is your friendly
spokescharacter. (National Museum of American History
[Smithsonian])
Targeting women and the Business girl in Charm’s BG *
(Street & Smith/Paul Fennell Studios, 1948)
(animationresources.org)
Intermedial racism: Let the gold dust twins do your work,
Press Advertising for N. K. Fairbanks Soap Co. featuring
the Gold Dust Twins, c. 1916 (Print. Author’s collection)
Choreography of dancers in The Philips Broadcast 1938
(George Pal, 1937)
The opening credits of Philips Cavalcade (George Pal,
1939) introducing the leading star of the film
3
6
6
17
19
23
25
59
60
xxi
xxii
LIST OF FIGURES
Fig. 2.3
Fig. 2.4
Fig. 3.1
Fig. 3.2
Fig. 4.1
Fig. 4.2
Fig. 5.1
Fig. 6.1
Fig. 6.2
Fig. 7.1
Fig. 8.1
Fig. 8.2
Fig. 11.1
Fig. 12.1
The orchestra of British bandleader Bert Ambrose
in The Philips Broadcast 1938 (George Pal, 1937)
Production still of the glass model of a ship with the Philips
logo on the sails and a frame grab of the ship as seen
in the completed film The Ship of the Ether
(George Pal, 1934)
Lotte Reiniger, frame grab from The HPO (1938)
Rex Whistler, ‘First British St. Valentine’s Day greetings
telegram’, 1936 (© Royal Mail Group 2019, courtesy
of The Postal Museum)
Photograph of Disneyland, California in July 1958, showing
the Richfield Autopia attraction with its gas station design
and prominent display of the sponsor’s name. Image with
kind permission and from the collection of David Eppen
(http://gorillasdontblog.blogspot.com)
Page from the promotional comic book Clyde Beatty’s
African Jungle Book (1956) showing extensive interaction
between Disney and corporate sponsor Richfield Oil
at Disneyland, California. [Author’s collection]
Frame grab from Mr… Goes Motoring (David Barker,
1924): the film freezes in poses imitating postcards
from the campaign
Reddy Kilowatt as the ideal worker (Reddy Kilowatt Files,
National Museum of American History/Smithsonian)
I’m your faithful slave (Reddy Kilowatt Files, National
Museum of American History/Smithsonian)
Cartoon characters combine with diagrams in Filling
the Gap (John Halas and Joy Batchelor, 1942)
Frame grabs from Hannibal in the Virgin Forest (1932)
Clockwise from top left: Everything for a Scrambled Pancake
(1937), The Metamorphosis of Uncle Boby (1930),
Uncle Boby in a press advertisement, Uncle Boby Takes
a Plane Trip (1930)
As the commercial progresses, Seikō products remain
centred within the frame. Seikōsha no Tokei / Seikō Watch
(Dentsū, 1953)
Amazing Place (1991) Director and Producer,
Flip Johnson; Designer, Bradley Gake; Animation,
Julie Zammarchi, Bradley Gake, Flip Johnson;
Frame grab in collaboration with Dae Lee
65
66
79
80
98
100
119
130
133
151
171
173
217
236
LIST OF FIGURES
Fig. 12.2
Fig. 13.1
Fig. 14.1
Fig. 16.1
Fig. 16.2
Amazing Place (1991) Director and Producer,
Flip Johnson; Designer, Bradley Gake; Animation,
Julie Zammarchi, Bradley Gake, Flip Johnson;
Frame grab in collaboration with Dae Lee
V Kathakali (1999) Famous’s House
of Animation, animated and directed by Vaibhav
Kumaresh for Channel [V] (Courtesy of Vaibhav Studios)
Brilliance (Robert Abel and Associates, 1985)
Frame grab from the Sizzle Film (2015) demonstrating
the high definition detail rendered by the projection
system utilised by Vue Cinema theatres
Frame grab from the Sizzle Film (2015) visualising
the Dolby sound system available in Vue Cinemas
xxiii
237
252
272
303
304
CHAPTER 1
Introduction to Animation and Advertising
Malcolm Cook and Kirsten Moana Thompson
From dancing hotdogs that announced the arrival of intermission at the
movie theatre, to today’s pharmaceutical ads that affectively signal the
powerful effects of mood-altering drugs, animated advertising engages our
attention, invites our affection and nostalgia, and persists in our memory.
From the earliest silent movies to illuminated billboards in Times Square
and Piccadilly Circus, studio idents and bugs on TV channels, social media
and the web, advertising and animation have a shared history and a common
social and economic role in modernity. Advertising has been central to the
work of famous animation studios and celebrated artists, who have relied
upon income from the advertising industry and seized the creative and
technical challenges of this form of filmmaking. Corporations and advertising agencies have embraced animation as a way to distinctively embody
M. Cook (B)
University of Southampton, Southampton, UK
e-mail: m.cook@soton.ac.uk
K. M. Thompson
Seattle University, Seattle, WA, USA
e-mail: thompski@seattleu.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_1
1
2
M. COOK AND K. M. THOMPSON
products, brands and values, and engage consumers in emotive or rational ways. Large volumes of animated advertisements have been produced
and seen, yet these are accorded limited or marginalised places in archival
practices and histories of cinema.
This book argues that throughout its history animation has been fundamentally shaped by its application to promotion and selling, and that
animation has played a vital role in advertising history. It revises the existing history of famous animation studios and artists and rediscovers ignored
ones, to reveal the extent to which their work was not simply supported by
advertising, but entwined with it. It situates animated advertising within
the context of a diverse media environment, influenced by print, radio and
digital practices, and expanding beyond cinema and television screens into
the workplace, theme park, trade expo and urban environment. It uncovers the role animation has played in shaping our consumption of particular
brands and commodity categories. It assesses the way animated advertising
shaped the technologies and media that supported it, such as television
and the computer, and has been shaped by new technologies, including
digital production and distribution in the present day. In doing so, this
book establishes a rich new field of research, opening new questions about
particular histories and our methods for researching them.
The Importance of Advertising to Animation
Advertising has always been a part of animation history. In his 1898 book,
Animated Pictures C. Francis Jenkins stated ‘one can scarcely visit a large
city anywhere in America without finding an advertising stand employing
moving pictures wholly or in part as their attraction’.1 Jenkins’ title here
reflects the usage of ‘animated’ as a synonym for the motion picture at the
time and does not carry the more specialised meaning animation has since
acquired. At this time all moving pictures were ‘animated’, and as Jenkins
indicates, advertising was ever-present. As the techniques of trick films and
what would later be called animation emerged, advertising was already a
prominent part of film culture.
The canonical pioneers of animation all have notable connections with
advertising. The first lightning sketch film by James Stuart Blackton, credited by some as the ‘father of animation’, is instructive here.2 Blackton
Sketches , No. 1 (1896) conspicuously displays his employer’s name, the New
York World newspaper, as well as his own name, publicising both through
their prominence.3 Blackton’s first film company Commercial Advertising
1
INTRODUCTION TO ANIMATION AND ADVERTISING
3
Bureau was founded in 1897 with his business partner Albert E. Smith
to produce advertising.4 Emile Cohl is thought to have created several
réclames (adverts) in 1912, only a few years after his celebrated film Fantasmagorie (1908).5 Donald Crafton also indicates that Cohl produced at
least fifty advertising films between 1921 and 1923.6 Winsor McCay, Walt
Disney and Ub Iwerks began their careers producing advertising of some
kind.7 By 1937 the sponsored cartoons created by Felix the Cat animator
Otto Messmer for advertising pioneer Douglas Leigh played continuously
on large EPOK billboards in Times Square, Piccadilly Circus and elsewhere, drawing huge crowds of appreciative viewers (see Fig. 1.1).8 Dou-
Fig. 1.1 An example of an early EPOK advertisement for Schaefer Beer animated by Otto Messmer, Times Square, 1940s (Douglas Leigh Papers, 1903–1999,
Archives of American History [Smithsonian])
4
M. COOK AND K. M. THOMPSON
glas Leigh’s EPOK ads led to his company being hired to produce the first
American animated ads on television. Just two months after the first advertisement appeared on American television in 1941, Otto Messmer’s animation unit for Douglas Leigh produced fourteen eighty-second spots for tie
manufacturer Botany Mills, featuring Lambie the animated spokescharacter who promoted Botany’s washable wool ties while also announcing the
following day’s weather.9
Around the world, American dominance of film distribution meant local
advertising was often a vital stimulus and outlet for animated films. The Wan
Brothers’ Su Zhendong de zhongwen daziji / Su Zhendong’s Chinese Typewriter (1922) is credited as the first Chinese animation,10 while in Germany
advertising pioneer Julius Pinschewer collaborated with a number of celebrated animation artists, including Walter Ruttmann and Lotte Reiniger.11
Advertising was crucial to the growth of animation in Turkey between 1939
and 1950, according to Başak Ürkmez, and a situation shared with many
other Middle Eastern countries.12 Mihaela Mihailova and John MacKay
indicate that ‘commercials composed a large proportion of all early Soviet
animated film’, including work by Dziga Vertov.13
As commercial animation moved to television in the postwar period, it
would become closely aligned with the promotion of the consumer products of American affluence, from food and drink to household goods and
appliances including, most importantly, the television set on which these
ads played. American animated advertising was initially a novel strategy
adopted to counter the celebrity spokespersons of the late forties and early
fifties, and animation was often interspersed between live-action footage.14
The use of animated spokescharacters and simple line drawings and diagrams reached a peak in the fifties on American television, and was exemplified by characters like Gillette Blue Blades’ animated parrot of 1946
with his famous catchphrase ‘How are you fixed for blades?’ (1946); the
Friskies dog (1957), Hamm’s beer Bears (1956); Mr. Clean (1958) and
the battling military insects of Captain Raid.15 One of the most commercially successful uses of animation was Rosser Reeve’s famous campaign for
Anacin (1956, Ted Bates Agency), which featured three images that each
illustrated a pounding headache: a hammer banging repeatedly, a bolt of
electricity zapping and a metal spring coiling.16 A diagram of the human
head showed animated white bubbles coming from the text ‘ANACIN’ to
illustrate relief. A subsequent sales leap from $18 million to $54 million was
credited to the ad being so memorable.17 By the 1960s and 1970s, cereal
and toy advertisements were specifically targeting the children’s market
1
INTRODUCTION TO ANIMATION AND ADVERTISING
5
with Saturday morning cartoon channels showing animated advertising.18
In the 1980s toys also started to precede and provide motivation for the
production of animated television shows like He-Man and the Masters of the
Universe (1983–1985) and She-Ra: Princess of Power (1985–1986), which
provided product placement for Mattel’s action figures.19
The importance of television for the production of animated adverts
was equally evident around the world. In Britain commercial television,
launched in 1955, challenged the BBC’s dominance and provided a vital
stimulus to animation production, such as the hugely popular Murray mints
advert (1955, S. G. Benson) featuring animated Queen’s Guards singing
the catchphrase ‘too-good-to-hurry-mints’.20 Television commercials were
a central part of the work of most British animators and studios in the 1960s
and 1970s, including Halas & Batchelor, Bob Godfrey, Richard Williams,
George Dunning, Alison de Vere and joined by Aardman in the 1980s.21
In New Zealand when television began broadcasting in 1961, the first ad
was the animated NZ Apples (Apple and Pear Marketing Board, Morrow
Films, 1961), while animation also led the way in the first computer advertisements on New Zealand television two decades later.22
Advertising drew from the iconography of print media, including caricatures, comic strips and cartoon panels, but also influenced the content of
theatrical animation as animated cartoons mined advertising jingles, catchphrases and other images and sounds for its gags and stories. For example,
in 1908 Newbro’s Herpicide marketed a product that prevented dandruff,
claiming that dandruff in turn caused baldness. The ad made famous the
catchphrases ‘Going… going… gone!’ and ‘Too late for Herpicide!’ (see
Fig. 1.2).23 These ads were popular well into the fifties and their influence
can be seen in the visual design of the hair tonic sequence of Chuck Jones’
Rabbit of Seville (1950) (see Fig. 1.3). Similarly, in Bob Clampett’s 1944
Hare Ribbin’ when the ‘Mad Russian’ dog sniffs Bugs Bunny’s armpit,
he does a double take and says ‘BBBBB—OOOOO!!’ in a foghorn voice,
alluding to the signature catchphrase of soap brand Lifebuoy. The iconography and catchphrases derived from advertisements are examples of the
ways in which advertising influenced theatrical animation.
Alongside these prominent examples of advertising shaping well-known
animation history, there is also a large parallel industry of animated advertising production that has received scant attention. Jeremy Groskopf has
recently investigated American studios producing animation for advertising purposes in the silent era and he identifies a large number of companies, including significant ones such as the Scenic Film Company.24 Amid
6
M. COOK AND K. M. THOMPSON
Fig. 1.2 Two advertisements for Newbro’s Herpicide, The Raleigh Times, March
28, 1908 and Washington Post, March 12, 1916 (Newspapers.com)
Fig. 1.3 Frame grab sequence from Rabbit of Seville (Chuck Jones, 1950
(©Warner Bros)
Amidi profiles a similarly productive period after the Second World War
when companies like the Jam Handy Organisation, Playhouse Pictures and
John Sutherland Productions were active producing large numbers of television advertisements and sponsored corporate films.25 Even a brief review
of the trade journals now available through the Media History Digital
1
INTRODUCTION TO ANIMATION AND ADVERTISING
7
Library reveals a further large number of American companies with inhouse facilities producing animated advertising, such as Chad Associates,
Caravel Films, Cartoon Films and Ted Eshbaugh Studios who were all
based in New York.26 Similar companies are found outside America, such
as Publi-Ciné in 1920s France and Publicity Films in the UK in the first
half of the twentieth century.27
Given this centrality of advertising to animation from its earliest days,
animation historians and scholars have necessarily noted the connection,
but have tended to privilege animated entertainment or art over animation
created for commercial purposes. Leading animation studies scholars writing in the 1980s and 1990s such as Donald Crafton, Maureen Furniss and
Norman Klein each made some reference to commercial animation.28 Yet
this is either dealt with very briefly, as an aside, or interpreted through a simple art/commerce division. For instance, Crafton’s ground-breaking work
Before Mickey discusses Oskar Fischinger’s work in this field, but implicitly values his independent experiments over and above his commercial
work, saying Fischinger’s ‘bread-and-butter commissions from advertising
helped make the abstractions possible’.29 This book challenges this
marginalisation of advertising and advocates for a more nuanced account
within histories of animation, arguing for a recognition of its fundamental
and persistent role.
The Importance of Animation to Advertising
If advertising profoundly shaped animation history, the reverse is also true,
and this book also explores the ways animation provoked and enriched
advertising history. In tracing this history we understand animated advertising to have influenced the broader context of technological and industrial changes in mass production and the cultural practice of marketing and
promoting goods.30 Long before Fred Flintstone and Bugs Bunny Bubble baths, animation was used to sell merchandise of trademarked screen
characters, and to explain and promote other products, from television to
THX. John Farnsworth used Steamboat Willie (1928) for his first television
broadcast in June 1932, as did John Logie Baird who offered Mickey as the
visual stand-in for ‘Mr. Watson, come here’ as he experimented with broadcasting from one room to another.31 Not only was Hollywood a market for
DuPont products like celluloid but it was also a means by which DuPont
advertised to other businesses, using the creative work of DuPont clients
like Raoul Barre’s Mutt and Jeff series in the 20s and Disney’s Mickey
8
M. COOK AND K. M. THOMPSON
Mouse in the thirties to promote DuPont products like Pyralin, a type of
plastic for cels.32
In 1959 advertiser Arthur Bellaire claimed ‘most humorous campaigns
in television employ cartoon animation as the main visual technique’,33
citing Leo Burnett adman Huntley Baldwin’s famous statement, that ‘Animation can create a world of fantasy for a product that makes puffery palatable’ because ‘cartoons can get away with doing and saying things that real
(live) people cannot… People tend to suspend disbelief and enter into the
spirit of things in the animated world’.34 Baldwin went on to claim four
other reasons for animation’s significant role in commercial advertising:
(1) people enjoy cartoons, which play a role in attracting and maintaining
attention; (2) animation creates unique identities through brands; (3) animation can reduce complex ideas to simple expressions; and (4) animation
can ‘give form to an abstract idea, such as a detergent eating stains’.35
As these advertisers’ assessments indicate, there are a number of practical ways animation has contributed to the development and effectiveness
of advertising. The intermediality of animation meant it provided an ideal
mechanism for the creation of cross-media advertising campaigns by, for
instance, propelling newspaper or poster illustrations into motion. The perceived universality of animation meant it was embraced by advertisers and
agencies looking to communicate across national and linguistic borders,
contributing to the expansion of a global marketplace. The ability of animation to embody abstract ideas and emotions was also used to help transform commodity goods into brands that communicated particular values.
As well as these straightforward connections, which are expanded upon
later in this introduction and throughout the collection, there are also several foundational theoretical affinities between animation and advertising.
In his influential cultural history of advertising, Jackson Lears situates
the rise of modern advertising at the end of the nineteenth century in relation to much earlier social and spiritual practices, making animism, metamorphosis and transformation central to his analysis. For Lears, the early
modern period (1500–1800) was characterised by an animistic worldview
with a ‘permeability of boundaries between nature and culture, matter and
spirit, self and world’.36 At that time ‘commodities that were sold [in the
marketplace] continued to provide magical connections between material
and spiritual realms’ creating an ‘animated world’.37 The large-scale social,
political and religious changes of modernity in the late-nineteenth-century
dissipated that animism. While advertising was part of those developments,
for Lears it also became a site of return or aspiration to prior animistic
1
INTRODUCTION TO ANIMATION AND ADVERTISING
9
beliefs. Advertising held out the prospect of self-transformation and metamorphosis, and thereby the potential for ‘reanimating the world’.38
Lears’ arguments bear close comparison to Sergei Eisenstein’s analysis
of the appeal of animation. For Eisenstein, ‘the animated cartoon is like
a direct embodiment of the method of animism’.39 Eisenstein argues that
animation has a ‘primitive’ or ‘pre-logical’ appeal to the spectator, rooted
in a return to an animistic worldview.40 This is most notable in the erasure
of distinctions between humans and animals in the anthropomorphic characters common in the Disney animated cartoons he uses as examples.41 Just
as Lears understands animism as a crucial basis for advertising, Eisenstein
sees it as the root of the appeal of animation. This correlation would seem
to suggest a special relationship between animation and advertising. The
‘plasmatic’ quality of animation outlined by Eisenstein supports the offer of
transformation and metamorphosis through consumption that advertising
holds out.42
Lears does not connect his theoretical account of animation and advertising with the applied techniques and genres of animated cartoons. The
closest he comes is in a discussion of the use of comic strips by advertising.
He praises Winsor McCay’s Little Nemo in Slumberland strip for offering
a ‘vision of a reanimated world’ and explores the way this was appropriated
by advertisers, however Lears ultimately sees these commercial examples as
a degraded form.43 Similarly, Eisenstein does not discuss the application of
animation to advertising specifically, but does discuss its role in capitalism in
a general sense. Eisenstein argues that the return to animism seen in animation is a product of the plasmatic nature of the animated image and offers
viewers a respite from the political economy to which they are subject. He
states that animation provides ‘obliviousness, an instant of complete and
total release from everything connected with the suffering caused by the
social conditions of the social order of the largest capitalist government’.44
Both authors therefore point to qualities that seem to indicate that the
application of animation to advertising is ambivalent or paradoxical. Animation and advertising are products of, and at the service of, capitalism
and modernity, but evoke an animism that preceded them.
This tension can also be seen in another important theoretical context for
animated advertising, Marx’s notion of commodity fetishism. Commodity
fetishism is the process by which the exchange value of an object obscures
its use value, and objects take on qualities they don’t inherently possess. For
Marx, in capitalism, objects take on an independent life of their own while
human labour becomes objectified.45 As David Ciarlo notes, the use of the
10
M. COOK AND K. M. THOMPSON
term ‘fetish’ again lends an otherwise modern concept a sense of atavistic
reversion.46 While this can be observed in many circumstances, in his unfinished Arcades Project Walter Benjamin recognised the way advertising and
other associated forms of promotional display serve as powerful engines
of commodity fetishism, imbuing products with a particular form of liveliness.47 This applies to all forms of advertising, of course, but animated
advertising would seem to have a special place here, enlivening commodities through movement and personality. Esther Leslie and Michael Cowan
have both noted this in their writing on animation and advertising, each
citing Marx and highlighting animation’s capacity to enliven commodities
in a literal as well as metaphoric sense, to seemingly give them life through
independent motion and character.48
A theoretical account suggests a deep-seated affinity between animation and advertising. However, as Liz McFall has extensively discussed, it
might also be challenged for adopting broad epochal claims about historical change and adopting oversimplified binary divisions.49 Patrick Vonderau likewise raises related points in his discussion of the historiography
of film advertising.50 Both McFall and Vonderau advocate the adoption of
a genealogical approach to history, drawn from the work of Michel Foucault. Following their persuasive arguments, this book does not attempt to
resolve these grand theoretical claims, nor does it present a singular chronological history of animation and advertising, but rather, offers a series of
case studies that indicate the historical and cultural specificity of animation
and advertising.
Defining Advertising
The centrality in advertising of the brand—a recognisable identity
that encapsulates visual, auditory and affective qualities of a particular
product—indicates the importance of the act of naming in this book’s
field of study. On first inspection, the usage of ‘advertising’ in our title
might seem self-evident in meaning. However, as many of the chapters here
demonstrate, this term can encompass a wide range of animated works and
industrial practices. Our collection does not offer a single, universal definition of animated advertising, but rather understands it to be historically and
culturally constructed, varying in intention and effect in different places at
different times. By investigating this phenomenon through individual case
studies, we can consider the relationship of advertising to proximate terms,
including non-theatrical, industrial, sponsored, educational, informational,
1
INTRODUCTION TO ANIMATION AND ADVERTISING
11
persuasive, propaganda and useful cinema, as well as to films that work or
sell. Through this, our book contributes to the emergent study of film
beyond the feature-length narrative, documentary or art film.
In a significant early work in this field, Anthony Slide uses the term ‘nontheatrical’ to address a range of films that have generally been ignored
in the canonical history of cinema.51 This term has considerable value
as a corrective to a bias in film and media studies, but it does not easily
map onto the animated advertising addressed here. Without doubt, many
films discussed here were screened in a wide variety of contexts: in schools,
churches, community centres, museums, workplaces and military barracks.
The intermedial nature of animation saw it incorporated into a range of
site-specific installations and temporary sites, such as shop windows, theme
parks, circuses, world’s fairs and trade expos. However, many advertising
films also took a more familiar form: they were structured as narratives,
designed to be entertaining, included fantasy or fictional settings or characters (such as anthropomorphized objects) and were incorporated into
theatrical screening programmes. Just as television has long challenged the
theatrical monopoly of cinema, today sponsored animation appears in a
wide range of online and streaming media platforms, appearing on our
phones, tablets and other screens, while it also surrounds us on billboards,
signs, shop windows, and screens in trains, buses, airplanes and a hundred
other sites. The place and context in which an advertisement is screened
is vital to its meaning, but this cannot be reduced to a simple distinction
between theatrical and non-theatrical venues.
Several influential collections have offered alternative terms to frame
these often ignored films, including Films that Work and Useful Cinema.52
These have been followed by further specialised collections on educational,
military and advertising films.53 It is tempting to understand these in hierarchical terms, the former collections mapping out a broad genus with the
latter exploring individual species in the taxonomy. However, advertising
cuts across these different areas and animation is a pervasive mode in all of
them. The content of a film may allow us to categorise it based on different
subject matter, but this does not preclude a consideration of its function. As
discussed further below, the promotional intent of an animated film might
be overt and clearly articulated or it could be understated or concealed,
but it is a rare film that is not selling something: products, brands or ideas.
Rick Prelinger has proposed the umbrella term ‘sponsored film’ as one
solution to these debates.54 Prelinger’s pioneering work in identifying and
12
M. COOK AND K. M. THOMPSON
archiving such films makes him sensitive to the commonalities and diversity of the field and this term has considerable merit. Prelinger categorises
advertisements as a subcategory of the sponsored film, but we could just as
easily see it as a direct recognition of the consistent promotional intent in all
such films. However, it also returns the discussion back to one of production context, losing the value of Slide’s original intervention in recognising
the importance of the way films are presented and received. The extent to
which a sponsor achieves some promotional benefit from an animated film
will depend upon the context of its exhibition. This collection, and its use
of advertising as an organising principle, aims to engage with these debates
through the use of individual case studies that each offer a distinct perspective. Rather than conform to a uniform set of definitions, categories or
labels, these case studies indicate a changing and contingent understanding
of animation and advertising that intersects with propaganda, educational,
entertainment, experimental and other uses of film.
Key Issues
As discussed above, our case studies recognise the diversity and differences
of specific moments in the use of animation for advertising purposes. Nevertheless, common threads and thematic principles emerge from these singular instances. The rationale behind our chapter selection and their ordering
is provided at the end of this introduction, along with an overview of the
individual chapters. However, there are a number of recurring conceptual
concerns that emerge from the collection that cut across the organisation
of the book and are therefore highlighted here: rational communication
and emotional appeal, the (in)visibility of animated advertising, the commodity object/spokescharacter and the intersections of gender, race and
nation in the address to the consumer. These should not be understood as
mutually exclusive and are frequently present together in different ways in
each chapter. Furthermore, while some are framed as dual categories they
should not be considered binary oppositions, but rather as continua in
varying degrees. In each case, they help further elucidate the key question
‘why animation?’
1
INTRODUCTION TO ANIMATION AND ADVERTISING
13
Rational Communication and Emotional Appeal
Advertising can be both informative and affective. In many cases advertising has been seen as a rational channel for communicating factual information. American advertising in the early decades of the twentieth century
was dominated by hard sell ‘reason-why’ advertising that argued for the
practical superiority of the product in question, an innovation credited to
copywriter John E. Kennedy and executive Albert Lasker at the Lord &
Taylor agency, but which echoed the earlier factual approaches of John
Powers and Charles Austin Bates.55 British advertising executive David
Ogilvy espoused a similar paradigm of advertising that was both productcentric and posited a rational consumer. Writing in the 1980s and reflecting
back on his career since the 1950s, Ogilvy consistently placed his emphases
on the product and its functional qualities, arguing that advertising should
‘make the product the hero’ by foregrounding factual information about
the item being sold.56
Yet advertising is also characterised by its appeal to consumers’ emotions. This is especially associated with the application of psychology in
advertising, which has an extensive history. In 1904 Dr. Walter Dill Scott,
a psychologist at Northwestern University, argued in his book The Theory of
Advertising that ‘in the ideal advertisement the emotions and sensibilities of
the possible customers must be appealed to’ and a 1908 revision of his theories contains extended discussion of ‘The Feelings and the Emotions’.57
German researchers in the 1920s had extensively investigated the use of psychological methods,58 and after the Nazis rose to power in 1933 émigrés
like Paul Lazarsfeld and his student Ernest Dichter pioneered what would
become known as motivational research in the United States.59 Meanwhile
in the United States former behavioural psychologists-turned-admen like
John Watson adopted a scientific approach to understanding and manipulating human drives, arguing that fear, sex and social emulation were three
important subconscious motivators for the consumer.60
There are several important supplementary points to this generalised
division between rational and emotional appeals. Value judgements are very
often attached to the two positions. Practitioners have argued that advertising is a positive force, helping to maintain ideal market conditions, informing buyers and contributing to the regulation of prices through supply and
demand. A 1924 review by the Manchester Guardian argued that advertising ‘is one method of creating and extending a market for goods’ and
that it stimulates ‘active demand to ensure, and even progressively extend,
14
M. COOK AND K. M. THOMPSON
the advantages of large-scale supply’.61 Furthermore, the review found that
advertising ‘can help social betterment in so far as it can contribute to the
making of informed and critical minds capable of a resolute attitude’.62 In
contrast, and perhaps more commonly, advertising has come under critical
scrutiny in terms of its truthfulness, being seen as manipulative or downright deceitful. Most famously, Vance Packard’s 1957 bestselling book
The Hidden Persuaders offered an exposé of the use of motivational research
in advertising and advertisers’ exploitation of non-rational, subconscious
desires.63 As a form of hyperbolic discourse, puffery became a permissible
exaggeration in advertising under English and then American case law.64
Nevertheless, the recurring concern with the ‘subliminal’ or ‘puffery’ in
advertising reflects a long-standing negative evaluation and moral alarm.65
The low esteem of advertising in these binary terms has surely been a factor in the exclusion of it from animation history, with historians focusing
on more prestigious areas. Nonetheless, the history of different advertising techniques encompasses far more than this binary, including the use
of drama, irony, humour and indirection, and hard and soft sell strategies
have frequently alternated in different periods.66
In addition to matters of comparative evaluation, the rational/emotional
distinction has also led some advertising scholars to identify sweeping historical developments in these terms. In such accounts there is an inexorable
linear rise of mendacious emotional advertising over the twentieth century. William Leiss et al. make such a claim stating the twentieth century
‘opened with rationalism and the objective characteristics of goods at the
centre of advertising…but this mode of representation has systematically
been eroded and replaced by one in which products have been “reanimized” and given meaning, transporting them from the rational-physical
universe of things to the world of human social interaction’.67 The use
of ‘reanimized’ here, although intended in the broad terms Lears uses it,
is suggestive of the place animation might have in this history, discussed
further below.
Rejecting linear and teleological histories, this collection adopts a more
granular historical approach, and places animated advertising in its institutional and social context, allowing more nuance to this discussion. The
intentions of advertisements and their effect upon viewers are not always
so polarised. Roland Marchand discusses ‘reason-why’ advertising and suggests that their arguments and reasons were not as rational as they first
appear.68 In contrast, emotional and affective engagement can be understood as a valuable and relevant basis for communication, rather than being
1
INTRODUCTION TO ANIMATION AND ADVERTISING
15
dismissed as simply false. The growth of academic studies of advertising and
marketing in the 1960s and 1970s resulted in increased empirical knowledge and appreciation of the non-rational and affective functions of advertising alongside rational informative approaches.69
On first inspection it might be assumed that the use of animation in
advertising would be exclusively directed at creating an emotional and
affective response, given the attraction and appeal Eisenstein and others
have identified in animation, and the implications of Leiss’ point above.70
Jim Loter’s discussion of early motion picture advertising in general argues
for its role in ‘de-rationalising’ advertising.71 While the use of animation to
create emotional appeal is evident in a number of the chapters here, studying animated advertising can provide insight into these larger questions and
challenge simple binary distinctions and linear trajectories. Recent works on
animated advertising by Vivian Sobchack and Michael Cowan respectively
have developed a more nuanced approach to the way emotional and affective engagement can be understood as more than simply false or misleading,
and a number of the chapters here do likewise.72 Conversely, animation can
contribute to the rational and informative function of advertising and associated forms, such as educational, instructional and public service films.
For example, the important role that sponsored animation has played in
abstracting and simplifying complex technologies, machines and processes
in the form of dotted lines, maps, blueprints and exploded diagrams as well
as through anthropomorphised spokescharacters, indicates that its function in advertising should not be assumed, but investigated in individual
circumstances.73 Further research is needed into the history of individual
and hybrid animated modes adopted in all forms of advertising, such as stop
motion, cel, collage and digital animation to consider the different ways
that these modes may function for emotive, affective and rational purposes.
The (In)visibility of Animated Advertising
A second recurring concern of many of the chapters in this collection is
the relative visibility of animation and its persuasive intent in advertising.
The value judgements placed upon advertising discussed in the previous
section undoubtedly play an important role in the variations in this, and
the choice by advertisers to adopt animation as a method. If overt selling
is commonly associated with negative values, then embedding the sales
message or product placement within a narrative form resembling other
entertainment might be considered effective. In contrast, concerns over
16
M. COOK AND K. M. THOMPSON
subliminal or psychological methods might advocate a direct, unconcealed
sales message. As our chapters demonstrate, at different times animation
has been seen as a sympathetic tool for both of these contrasting objectives.
In Britain in the 1910s these issues were central to the parallel emergence
of film advertising and animation as a recognised form. Propaganda films
like The Battle of the Somme (1916) had demonstrated the persuasive power
of cinema and advertisers were keen to capitalise on this, but exhibitors
were opposed to including sales messages in film programmes, resulting
in considerable debate and variation in views between advertising and cinema trade press.74 An equitable solution was found in newly emerging
animation techniques, especially in this case stop-motion or object animation that could directly bring to life the branded packaging of products like
Pilot’s Matches or Waterman’s Ink.75 Animated advertising of this kind was
praised because it could be honest in promotional intentions, differentiated
from feature narratives and concise and brief in length. As such, animation
could fulfil the needs of advertisers and assuage the fears of exhibitors.76
Jeremy Groskopf has discussed the way the same concerns were
addressed quite differently in the silent period in the American context,
where screen advertising was more thoroughly marginalised.77 This may
in part explain why many mid-century American examples from leading
producers such as the Jam Handy Organisation and John Sutherland Productions fall more easily into the ‘sponsored’ category, avoiding direct selling in favour of informative and educational messages that offered general
brand promotion.78 In contrast to the use of animation to differentiate
advertising in 1920s Britain, later sponsored films in the United States
commonly used animation to evoke entertainment and conceal the advertising message, as seen in Just Imagine (1947) created by the Jam Handy
Organisation for American Telephone & Telegraph (AT&T). In this film
the cel-animated spokesperson Tommy Telephone and stop-motion animation of telephone parts create an entertaining diversion that sweetens
the advertising message.79
In the present day, animated advertising has become pervasive due to
the use of image manipulation software. All advertising in the twenty-first
century is animated advertising. In one sense this means it is now more
visible than ever, yet the adoption of photorealistic computer animation
means it is, in another sense, invisible. The Blackbird technology developed by special effects house The Mill is a vivid example.80 The Blackbird
is a ‘fully adjustable car rig’, an equivalent to a motion capture suit, but for
cars. This can capture physical and environmental data, which can then be
1
INTRODUCTION TO ANIMATION AND ADVERTISING
17
Fig. 1.4 A composite image from promotional video 2018 Terrain Reveal x The
Mill Blackbird (Bowe King, The Mill, Engage M1, 2017) showing The Mill’s
Blackbird technology at work
overlaid with computer generated models of the car being advertised with
full control over revisions (colour, chassis design). The final photorealistic
result is highly dependent upon animation techniques, yet these are undetectable to the end viewer, concealing the manipulation the advertising
depends upon, as shown in Fig. 1.4.81 While the particular nature of this
example is historically and technologically specific, the (in)visibility of animation within advertising recurs throughout the chapters in this collection.
The Commodity Object and the Animated Spokescharacter
A third concern that a number of our contributors explore are the
embodied, often anthropomorphic forms of the commodity object and
spokescharacter, that appear in the nineteenth century in print and later,
moving image form, as part of the emergence of brand names and packaged goods. From ancient engravings and medieval symbols, to the trade
cards, billboards, electrical signs and marquees of animated advertising in
print, outdoor signage and the moving image, the commodity object has
long been a central element in the promotion and selling of goods. While
18
M. COOK AND K. M. THOMPSON
branding was already an ancient practise (on livestock, barrels, etc.), as a
marketing tool it was a product of the emergence of packaging and mass
production in the nineteenth century. The Industrial Revolution enabled
faster printing presses and new forms of paper making and packaging, as
promotion and marketing exploded. Trademarks were legally protected
visual entities that served as marks of differentiation for consumer products, especially on bulk goods like flour, eggs, sugar and biscuits that began
to be sold under specific brands. Some of the earliest and most successful
trademarks included Arm and Hammer (1867), Quaker Oats Man (1877),
Bibendum (Michelin Man) (1895), Mr. Peanut (1916), Jolly Green Giant,
Reddy Kilowatt (1926) and Snap, Crackle and Pop (1941).82 While trademarks were federally protected images or symbols in the United States
(1870) and elsewhere, they often drew upon much older graphic and literary traditions, including folklore, fairytales, mythology, allegory and fables
(such as elves, giants, leprechauns and genies), where, for example, cultural
associations around specific animals, from chatty squirrels to wise owls, were
used to connect to brands. Thus the association of the tiger with strength
and speed is used for Exxon gasoline with its slogan ‘Put a tiger in your
tank’.83 Personification, metaphor and verbal and visual puns also become
important techniques that recur across the history of the spokescharacter.
With the shift to mass production, the relationship between the seller
and buyer was transformed, replacing the interpersonal with the mediated.84 In animated advertising this frequently occurred through a product endorser and salesperson, or through what Leo Burnett, cofounder of
leading agency Burnett, Ogilvy and Mather termed ‘critters’ or recurring
spokescharacters who helped humanise the product.85 According to Margaret F. Callcott, a leading researcher on the topic, a spokescharacter is ‘a
fictional person employed to sell a product or service’.86 They could be
humans (such as the Morton Salt Girl), racial caricatures (the Gold Dust
Twins), animals (Smokey the Bear), mythological figures (Mr. Pizza’s Big
Foot, Count Chocula), or objects (Mr. Peanut) and were frequently personified or anthropomorphised, often by adding faces, legs and arms to a
product, together with movement.87 Spokescharacters usually embodied
the characteristics of the product ‘whether it was purity, strength, gentleness, naturalness or low cost’.88 For example, Reddy Kilowatt was a trademarked spokescharacter and public relations symbol created to promote the
consumption of electricity for the electrical utility industry, whose anthropomorphized design and appealing personality exemplified the attributes
1
INTRODUCTION TO ANIMATION AND ADVERTISING
19
of speed, reliability and modernity that the industry wished to convey to
the consumer. (see Fig. 1.5) Through mannerisms, distinctive voices and
style, they conveyed a sense of personality and humour that was emotionally accessible to the consumer and which, most significantly, played a role
in consumer recall of the brand.89 They were product endorsers, symbols of the company and brand continuity and often became objects for
Fig. 1.5 The Mighty Atom: Reddy Kilowatt is your friendly spokescharacter.
(National Museum of American History [Smithsonian])
20
M. COOK AND K. M. THOMPSON
viewer nostalgia.90 Their personality and aesthetic features, such as neotenous design helped shape their appeal, from the Pillsbury Doughboy to the
Coca Cola Polar Bears and M&M’s chocolate candies.91 Unsurprisingly,
spokescharacters were strongly connected with positive affect and appeal.92
In 1946 animation pioneer Walter Lantz, famed for his animated characters such as Woody Woodpecker, pointed to the successful role that animation played in war propaganda and training films in WWII. He saw this as a
lesson that could be adopted by animation studios in the postwar period for
sponsored and educational industrials, with films like Lantz’s own Reddy
Made Magic (1946), a 12 minute Technicolor film about the history of
Electricity for Reddy Kilowatt Co., or Shell Oil: The Story of Petroleum
(1945) made for the US Government. For Lantz, ‘visual education is the
education of the future’ suggesting that animated industrials were ‘really
documentaries, and if they are carefully written, thought out, produced
and marketed, they will open to motion picture producers a brand new
field of endeavour and progress’.93 He also pointed to the wide audiences
for these films, in schools from ‘kindergarten through college’ as well as
men’s and women’s clubs, religious organisations and community groups.
Lantz urged that sponsored film should be indirect in its approach and that
‘placing the sponsor’s films should be subtle and not impose itself on the
audience’s attention at all’, but rather ‘[offer] a really instructive—and/or
amusing—view of the product or industry’.94
One year after Lantz’s comments, in the trade publication Printer’s
Ink, management and PR consultant Millard Faught also encouraged the
greater use of cartoon characters like the Sunshine biscuit cooks and the
‘lovely White Rock nymph’, ‘because they are cute or friendly or because
they have other ingratiating characteristics’.95 Describing a hypothetical
employee in the C&O Railroad receiving a ‘company leaflet signed by
“The Management”’ Faught suggested that it was by no means likely that
a hypothetical employee might read such a leaflet, and that a more effective
strategy would be to create company cartoon spokescharacters. For example, ‘if Chessie, the C&O’s tabbycat were to send him a personalised note
he’d be likely to read the whole thing, and he might even take it home to
his kids’.96 He called for a greater engagement with ‘our powerful folkway obsession with the humour and fantasy of comic characters and pixie
personalities’, noting that ‘we cut our juvenile teeth on the covers of The
Little Red Hen’ and that one of the best ways to combat ‘shrivel-minded
1
INTRODUCTION TO ANIMATION AND ADVERTISING
21
Goebbels’ during the Second World War were the ‘cartoonists who plastered our war factory walls with inspirational funny-paper posters and our
bomber fuselages with ferocious beasties and wicked wenches’.97
Faught even suggested at this time of industrial strikes and actions, that
the animated or cartoon spokesperson was ‘effective for bettering communications between management and its various publics—labour, stockholders, customers, etc.’ and that ‘a dash of humour would be welcome
in our acid labour-management brew of the moment’.98 Faught’s desire
for a humorous approach is exemplified by a sponsored animated cartoon
like Cartoon Films Ltd.’s Crime Does Not Pay (Paul Fennell, c. 1940s), for
Rinso. Parodying the musical genre it even shows a mock strike in which
grey clothes protest their discoloured status, holding signs like ‘We want
Rinso’, ‘Mrs Jones Unfair to Dirty Clothes’ and ‘No Hard Water scum’.
For these commentators, animated trade characters were the wave of
the future, linking the popularity of Popeye the Sailor, Mickey Mouse,
Donald Duck and Bugs Bunny to animated advertising ‘spectaculars’ (or
the gargantuan outdoor signage created by Oscar Gude and Douglas
Leigh in Times Square), and the successful role that instructional and propaganda films had played during the Second World War.99 Faught and
Lantz’s promotional arguments showed an insight into the selling power
of cartoon celebrities across different media, from comic strips to television to cinema. This intermedial awareness is also demonstrated in a
Printer’s Ink article that pointed to the animated spokescharacter’s new
role, ‘The trade character in particular has had a new lease of life since
the idea of animating it has taken hold. The popularity of Walt Disney’s
characters, of comics and of such showmanship media as movies, electric spectaculars and the new medium of television has helped to maintain
interest in them’.100 The entertainment and commercial industries looked
to each other for inspiration and ideas. While Walter Lantz was drawing
comparisons with Walt Disney and wartime propaganda and training films
to promote educational sponsored film, Walt Disney was going down to
Times Square to check out the EPOK animated advertising of Times Square
Entrepreneur Douglas Leigh and his animator Otto Messmer.101 In turn,
Douglas Leigh acknowledged that he got his best ideas for advertising
by watching cartoons and noted that films like Snow White and the Seven
Dwarfs (1937) helped him understand what made people laugh.102 Similarly, companies like Paul Fennell’s Cartoon Films Limited (which emerged
22
M. COOK AND K. M. THOMPSON
out of the old Ub Iwerks studio) were influenced by Walt Disney’s realistic details and full animation with its focus on story, emotional appeal and
bright, musical tone.103
Although there were many spokescharacters that were created for advertising, such as Elsie the Cow and The Jolly Green Giant, many animated ‘celebrity’ spokescharacters (to use Callcott’s term) derive from preexisting media, whether it be comic strips, children’s literature, toys, film
and/or television. Thus celebrity star Garfield has been a spokescharacter for Embassy Suites, while Bugs Bunny promoted Holiday Inn, Astro
World and Kool Aid; the Flintstones endorsed Chesterfield cigarettes; and
of course Felix the Cat, Mickey Mouse and many others have had similar
long histories in commodity merchandising.104 As a number of our contributors will explore, animated spokescharacters were particularly strongly
represented in the promotion of soap, pharmaceuticals, food and drink,
especially alcohol and candy.
Animated spokescharacters flourished on American television in the
golden era of American television commercials (1964–1970), and again in
the nineties, with the renaissance of cel animation, the acceleration of character licencing, and with baby boomer nostalgia.105 Nostalgia has become
an increasingly prominent topic of research and theorisation in scholarly
work in recent years.106 Advertising has commonly harnessed the power
of nostalgia to build brand engagement and loyalty, such as the use of
recurring advertising spokescharacters to maintain a relationship with consumers from childhood through to adulthood.107 Nostalgia’s role in animated advertising is evident in several of our contributing essays. The study
of animated advertising must go beyond enthusiastic reminiscence and be
critical about the function nostalgia plays in constructing social relations,
while also being alert to nostalgia’s closely linked flipside, futurism, which
remains an equally vital mode in animated advertising.
Intersections of Gender, Race and Nation
Advertising has consistently been a crucial site for the negotiation of
changing discourses about gender and race whether through representation in advertising copy and images, consumer address by advertising, or
inclusion/exclusion from the advertising industry workforce.108 Individual studies have explored specific circumstances revealing a complex and
ambivalent history, torn between stereotypes and opportunities.109 The
traditional roles assigned to women, domestically or as objects of the male
1
INTRODUCTION TO ANIMATION AND ADVERTISING
23
gaze, meant advertising for household and beauty products were typically
addressed to white middle class women, reinforcing stereotypes but also
giving them privileged power as consumers. Increasingly entering the workforce after the First World War, women’s growing discretionary income
meant that they were important consumers of stockings, cosmetics, tobacco
and fashion, and throughout the history of modern advertising they have
remained a principal target of advertisers, as the main decision makers for
virtually all purchases, from the nineteenth-century onwards.110 In 1901,
as one commentator, James Collins framed it, the female consumer ‘is mistress of the privy purse, keeper of the rolls, the hounds and the exchequer’.111 Animation has frequently intersected with and contributed to this
history. For example, the film Charm’s BG * (Paul Fennell Studios, 1948)
was sponsored by the publisher of fashion magazine Charm magazine,
Street and Smith Publications, who wished to target a key underutilised
market, the ‘BG’ or Business Girl, who, according to a study cited in the
cartoon spent 20% of her income on apparel, and whose most important
concerns were efficient shopping time and money (see Fig. 1.6).
Fig. 1.6 Targeting women and the Business girl in Charm’s BG * (Street &
Smith/Paul Fennell Studios, 1948) (animationresources.org)
24
M. COOK AND K. M. THOMPSON
At the same time, many animated ads also sought to educate and instruct
female consumers in female domesticity, by serving products like Jello and
television dinners that were new to market. One surprising such brand
was Chiquita Bananas, advertised in a series made by John Sutherland
Productions from 1947, which demonstrated how novel the fruit was to
the American consumer.112 With its Carmen Miranda-like spokescharacter
Miss Chiquita, and its catchy theme music ‘I’m Chiquita Banana and I’ve
come to say, bananas have to ripen in a certain way’, we learn, in musical
form, that you shouldn’t refrigerate bananas, that ‘when they are brown
and speckled they are right to eat’, and that you can put them in pies and
salads.
Miss Chiquita is also evidence that demeaning ethnic and racial representations were rampant in the development of animation and advertising, often intersecting with similar representations of gender in the early
twentieth century. Racial dehumanisation and objectification was particularly evident in representations of people of colour, such as portraits of
Asian or Asian American men swallowing rats in print ads in the 1890s for
rat exterminator powder (with the slogan ‘Rough on rats’).113 Animated
racial representations were part of an intermedial continuum with minstrel
imagery from print, theatre and vaudeville antecedents extending these in
repeated derogatory ways.114 For example, the Gold dust twins, Goldie
and Dustie, migrated from a Punch cartoon to an ad for N. K. Fairbanks
Soap Co.’s Gold Dust Washing Powder around 1892 (see Fig. 1.7), whose
advertising slogans (‘let the Gold Dust Twins do your work’), made explicit
the alignment of slavery and labour in the marketing of its product.115 As
Fig. 1.7 makes clear, the Gold Dust Twins exemplify the repeated ways
in which black bodies were used to market washing powder, bleach, soap
and other similar products, in a wider industrial discourse whose implicit
message was the production of a normative whiteness.
As that example indicates, racial depictions were also bound up with discourses about nation and international relations. A later Chiquita film from
John Sutherland Productions, Bananas? Si Señor! (1956) and its companion film The Living Circle (1956), addressed audiences through specific
ethnic and gendered forms, and was utilised as a tool for pan-American
cooperation, as it was distributed across Latin America to promote international economic exchange and transnational commerce.116 Such topics
were not only part of the onscreen representation of animated advertisements, but were also central to their production and distribution contexts.
The influential role of émigré filmmakers has been explored in relation to
1
INTRODUCTION TO ANIMATION AND ADVERTISING
25
Fig. 1.7 Intermedial racism: Let the gold dust twins do your work, Press Advertising for N. K. Fairbanks Soap Co. featuring the Gold Dust Twins, c. 1916 (Print.
Author’s collection)
26
M. COOK AND K. M. THOMPSON
other forms of cinema, but is especially evident in advertising and important
to many of the chapters in this collection.117 In addition to the movement
of personnel, the development of global brands has meant that there has
been a complex exchange of films and techniques, while specific national or
regional demands result in localisation and reinterpretation.118 Animation
can have a varied but formative place in these terms, whether by offering
a non-specific form of representation that can cross national or linguistic borders, or by allowing spaces for local craft traditions to be maintained. Further studies of the industrial contexts of animated advertising
offer the opportunity to understand the international and transnational
patterns of animation production, as well as specific historical national circumstances.119 In the present day, the impact of new media distribution
networks is of central importance to changes in animated advertising.120
This in turn prompts consideration of much wider economic contexts,
such as historical shifts between local, national and global markets and the
organisation of political economies. It is our hope that this book will help
initiate these conversations and scholarly research and deepen and refine
our knowledge of these multifaceted and heterogenous histories.
Structure and Organisation
This collection is structured around five challenges to conventional animation and cinema history: Revisionist Histories, Intermediality, Brands, Television, and Digital and Contemporary. Their common basis is in demonstrating how the study of animated advertising extends beyond the conventional history and methods of animation and film studies. Revising familiar
historical narratives, animated advertising is embedded in an intermedial
exchange far beyond cinema as institution or exhibition venue. Animated
advertising moves past the artist or studio as organising hermeneutic and
must be considered within the commercial context of production. Animated advertising thrives in often ignored media, genres and countries.
Animated advertising is at the forefront of the digital revolution, blurring
boundaries between animation and other moving image forms.
Within each section the chapters have been organised in chronological
order and the overall flow of the book is also largely chronological, reflecting our commitment to this as a historical project, albeit a history that
is not linear or singular, but instead multifaceted and divergent, perhaps
even contradictory at times. Many of these chapters could fit under alternative headings. Christopher Holliday’s account of Pixar or Jason Cody
1
INTRODUCTION TO ANIMATION AND ADVERTISING
27
Douglass’ of anime are clearly revisionist accounts of well-known topics.
Janelle Applequist and Matthew P. McAllister primarily discuss televisual
animated advertising, while Mette Peters’ and Lucie Česálková’s examples
of animated advertising are situated in the context of wider intermedial
and transnational campaigns. A number of connections have been explicitly
highlighted in chapter notes, and many more will be apparent to attentive
readers.
Revisionist Histories
This book uncovers many new histories of previously ignored animated
advertising, but part of its force is in revealing the extensive role animated advertising has played in the existing canonical history of animation.
George Pal, Lotte Reiniger and the Disney studio are celebrated for their
pioneering animation, and even the advertising films they produced may be
known by some readers. The revisionist case studies in this section serve to
show that advertising was not peripheral to these artists, as earlier historians
have often mistakenly claimed, but rather advertising was integral to their
careers and work in a number of ways. Our authors reject art/commerce
binaries and the idea that these animators only produced this work to fund
other more ‘personal’ work or were ‘smugglers’ bringing art into the commercial world. Instead, these chapters together explore how the aesthetic
and technological innovations of animated adverts were inextricably linked
to the institutional and economic context of their production.
Mette Peters’ chapter examines the European career of George Pal in the
1930s. It shows how Pal’s work was intimately connected with its function
as advertising in three ways that are exemplary of wider patterns in animation history. Firstly, she discusses the way the entertainment and promotional content of his films were mutually responsive and dependent upon
each other. Secondly, she examines the international basis of Pal’s career
and the transnational and intermedial circulation of his work, a product of
the needs of the industries he worked with. Thirdly, and finally, she shows
how Pal’s technological innovations in stop-motion animation production
were driven by, and in some cases directly derived from, the business of the
commissioning advertiser, electronics manufacturer Philips. Pal’s career is
thus found to be deeply imbricated with advertising and its wider commercial context.
Lotte Reiniger’s distinctive animated silhouette films have been widely
acclaimed and influential. However, as Tashi Petter discusses in her chapter,
28
M. COOK AND K. M. THOMPSON
this has often been couched in terms that construct her work through craft,
gender and an aesthetic of delicacy, following Rosalind Galt’s theorization
of prettiness.121 Similarly, within Reiniger’s oeuvre her extensive work on
advertising and public service films has typically been ignored or diminished. As Petter shows, these two areas, gender and advertising, are not distinct topics, rather they and their diminution are closely linked. Reiniger’s
promotional work in Britain for the GPO Film Unit is shown here to have
a strong alignment between the animator’s signature silhouette aesthetics and fairy tale narratives with the services they advertise. Rather than
separate Reiniger’s aesthetics from their production context, or denigrate
them for their commercial message, Petter reveals the complex contingent relationship between promotional message, target audience, aesthetic
approach, industrial production and gender.
The Disney studio has been synonymous with animation since the
1930s, but its extensive ties with advertising and corporate sponsorship
have received far less attention. Malcolm Cook revises this position by
examining the company’s work in the related fields of automobiles, oil
and government highway construction. In the 1950s, Disney produced
the popular television show Disneyland, which included many animated
advertisements for sponsors featuring the studio’s well-known characters.
That show was part of the company’s expansion into the Disneyland theme
park, which saw Disney make closer ties with corporate sponsors in the
automotive and related industries. Some park attractions included further screen-based animated advertising, but Disney also incorporated sitespecific expanded animation that promoted companies, products and social
and political ideas. Cook shows how Disney’s animation was involved in a
complex web of corporate activity with promotion, persuasion and selling
at its centre.
Intermediality
As the discussion of Disney theme park attractions in Chapter 4 indicates,
this collection adopts inclusive and expansive definitions of animation, and
advertising has been an exemplar of that pattern. As the long-standing
practice of a ‘campaign’ suggests, animated advertising does not start with,
nor is it bound to, specific media, but necessarily crosses and combines
them. Animation is just one tool amongst many that companies and agencies have used to sell products and promote brands. The intermediality
of animation has undoubtedly made it an attractive choice for advertisers
1
INTRODUCTION TO ANIMATION AND ADVERTISING
29
looking to maintain a consistent message in different venues. The combination of graphic art with sound is crucial to many forms of animation, and
this has allowed it to fuse print or poster visuals with radio, for instance,
allowing spokescharacters from packaging and print advertising to be combined with catchphrases. We see that intermediality or the relationship
between animation and advertising in photographic, graphic, architectural
and sculptural forms, amongst other media, have been mutually influential
and co-determinative. In this section, animation’s intermedial relationships
with visual and auditory culture are framed and explored and the spatial,
architectural and environmental sites for sponsorship are examined, with
animation’s reception and understanding contingent on those contexts.
Victoria Jackson examines animated advertising’s relationships beyond
cinema in her consideration of the promotional and media contexts within
which animated advertising sat. Jackson investigates the way animated
adverts from the British company Cinads in the 1920s translated and
adapted advertising from other media, such as posters or press illustrations.
Movement and dynamic presentation was also important to other public
advertising, such as illuminated billboards and shop window displays, suggesting a transmedial definition of animation that extends beyond theatrical exhibition. Whereas these early intermedial animated adverts adopted
direct audience address and static or circular logic, Cinads’ sister company
Adlets produced more complex narrative advertising that mimicked commercial entertainment and kept their persuasive message covert.
Kirsten Moana Thompson’s examination of Reddy Kilowatt, a
spokescharacter for the electrical industry, situates the character in a historical context in which cartoon characters played a key role in promoting consumption practices and modernity, from the twenties onwards, but especially after the Second World War. Her chapter explores the ways in which
Reddy Kilowatt exemplified the fluidity with which sponsored animation
moved intermedially between print, radio, comic book, film and television cartoons and commercials. Thompson discusses the ways in which
Reddy Kilowatt translated the abstraction of electricity into an appealing
and highly visible figure in popular culture, while also assessing how Kilowatt’s anthropomorphized yet gender flexible figure was inscribed by specific ideas around labour, productivity and race. By examining different sites
of Reddy Kilowatt’s exhibition and interaction with the public, Thompson
demonstrates how the animated spokescharacter can also be understood
as a form of expanded animation, transforming the workplace, trade expo
and world fair into extensions of the Kilowatt story.
30
M. COOK AND K. M. THOMPSON
Hollie Price’s chapter on the animated films produced by the British
Ministry of Information during the Second World War reveals the flexibility of animation and its deployment in a variety of ways and venues that
disavow any singular definition of animated advertising. Price structures her
discussion around the contrasting styles of the famous Halas and Batchelor
studio and the largely ignored work of Francis Rodker at the Shell Film
Unit. Halas and Batchelor adopted a cartoon style derived from their commercial advertising background, delivering the desired persuasive message
in an entertaining manner. In contrast, Rodker was associated with a diagrammatic approach that made direct didactic points with graphic simplicity. Yet, these styles were never discrete, indicating the blurred boundaries
that existed between advertising, propaganda, documentary and education. This is reflected in the distribution and reception of these films, which
included both theatrical and non-theatrical venues, the differing contexts
shaping the way the animated messages were received and understood.
Brands
While studies of animation and film very commonly centre on the creative
process of individuals or studios, looking at animated advertising requires
a consideration of other organisational and methodological approaches.
As the study of Reddy Kilowatt in Chapter 6 signalled, in its industrial
context animated advertising is routinely produced, organised and understood in terms of brands. It is these powerful yet intangible constructions
that are the focus of this section, situating animated advertising within a
wider material and corporate history and visual and auditory culture. The
case studies of particular brands and product types here demonstrate that
the relationship between animation and advertising is bi-directional. Animation has commonly been used to give identity to everyday consumable
commodities from soap to alcohol, cigarettes, and confectionary. Animation extensively shapes the perception of the commodities it sells, but it is
also shaped by that process, developing new techniques and technologies
or creating new associations. Here the political and social ramifications of
animated advertising become crucial, as our ideas about elementary needs
like eating, exercise and health are transformed by their animated representation.
In the first chapter of this section Lucie Česálková investigates the Czech
Schicht fat factory whose interwar advertising commonly adopted animation as a key tool to sell its products, including candles, glycerine, cooking
1
INTRODUCTION TO ANIMATION AND ADVERTISING
31
fats, soap and laundry detergent. Česálková shows how the use of animation
served three key values the Schicht brand incorporated: transnationality,
transmediality, and the transformative nature of the products. Operating
in a relatively small European country with considerable historical, cultural
and linguistic links with neighbouring countries, Schicht used animation as
a method to transcend national borders and languages to reach consumers.
Similarly, animation was incorporated into advertising campaigns that operated across a variety of media, delivering a consistent look and branding
message between packaging, print and poster advertising alongside moving images. Finally, the transformative nature of animation provided an apt
method to communicate the malleability of the raw material of fat and the
variety of products it could become. The appealing capacity of animation,
such as the recurring example of spokesperson characters, allowed it to sell
the transformative qualities of the products themselves, their promise to
enrich and change those consuming them. As Česálková argues, animation
was therefore both informative and appealing in its persuasion.
A similar tension is evident in Paul Wells’ chapter, where the practical
selling of sporting apparel intersects with the construction of brand identity and wider ideological concerns, such as race, gender and ability. Wells
argues that since the 1980s sports brands like Nike and Adidas have utilised
animation to depict transcendence, what he terms a ‘calling forth’. While
this might begin with the potential for sports clothing and footwear to
enhance physical performance, it is extended to narratives of professional
athletes overcoming social barriers, such as discrimination on the basis of
race or gender. The capacity of animation to exceed or defy reality here
becomes a deeply political move, but also ambiguous. For Wells, animated
advertising for sports brands offers a utopian transcendence, but one that
is necessarily commodified.
The use of animation for advertising pharmaceutical brands is the focus
of Janelle Applequist and Matthew P. McAllister’s chapter. A number of
common themes recur here, such as the use of animated spokespersons
and the role of animation in generating an emotional appeal and engagement with a product. Nevertheless, the importance of considering specific
product types and national regulatory contexts is also clearly evident here.
Unlike most other countries, the advertising of prescription drugs is legal,
if heavily regulated, in the United States and animation is extensively used
for this purpose. Reflecting their disciplinary background in Advertising
and Communications studies, they adopt a content analysis method that
allows an extensive survey of fifty-four commercials spanning the decade
32
M. COOK AND K. M. THOMPSON
prior to 2017. Such coverage allows them to categorise and create a typology of the different uses of animation in drug commercials and the way it
is used to visualise or enhance ailments, drugs, effects, bodies, and worlds.
Animation here is found to have very significant real world effects and
implications, whether it is the benefit of explaining difficult medical conditions in an accessible way, or the dangers of minimising the risks and
side-effects of drugs.
Television
The previous two sections clearly highlight how inter- and trans-medial
exchanges were crucial to animated advertising as it operated within larger
campaigns. However, it is still necessary to take close consideration of the
technological and cultural specificities of any individual medium, especially
the rise to dominance of television in the second half of the twentieth
century. As a result, the intersection between television, animation and
advertising is our particular focus in the next section of this book. Like animation and advertising themselves, television was initially a neglected area
in cinema and media studies (as opposed to communication or cultural
studies), but in recent years this has started to change. Nonetheless, the
study of advertising or animated advertising within the history of television remains relatively under researched.122 While the growth of television
in the post-war period is often seen as having a negative effect on mainstream animation, the vast expansion of commercial television provided
an unprecedented demand for advertising, including abundant animated
examples. Television reshaped advertising and animation history, but was
equally shaped by each of them. What emerges from these three case studies from different periods and cultural contexts is not a singular history or
essential definitions of television or animation, but rather a recognition of
the contingent specificity of animated television advertising in particular
times and places.
In his chapter on Japanese animated television advertisements in the
1950s and 1960s, Jason Cody Douglass demonstrates the value of revising
animation history in light of advertising, but also the necessity of a culturally and historically specific method. Douglass draws attention to the
large volume of Japanese television animated advertising that predates and
complicates definitions of anime, which have previously identified Tetsuwan
Atomu / Astro Boy (1963–1966) as the point of origin. The identification
of anime as, at least initially, a televisual form necessitates the inclusion of
1
INTRODUCTION TO ANIMATION AND ADVERTISING
33
the animated advertising that was central to television, both economically
and experientially. Analysing historical Japanese industry commentary and
media theories, Douglass reconsiders anime aesthetics as engaging with
medium specificity arguments about television of the period. Yet he also
argues that these short-form animations were already part of a complex
‘media mix’ incorporating intertextual relationships with print illustrations
and artists’ animation.
While Douglass shows how anime was shaped by the discourses surrounding television in the 1950s, Lilly Husbands reveals an inverted influence, as experimental animation was incorporated into and formed the
emerging identity of one of the most prominent developments in 1980s
television: MTV. Husbands’ history of animated MTV idents in the 1980s
and 1990s uncovers the rich contribution experimental and independent
animation artists made to the MTV brand. Commissioned by a series of
creative directors, starting in 1981 with Fred Seibert, a large number of
animators produced very short animations that incorporated a diverse and
innovative range of techniques and imagery. While bringing experimental
practices to a mass audience, this work remains ambivalent as oppositional
techniques were severed from their political basis. These idents are shown
as a new historically specific configuration between animation art and commerce, reshaping and recombining television and animation history.
Throughout this book, industrial practices commonly play a vital or
determining role in the animated commercial. The majority of authors
adopt a materialist historical method, drawing on archives and printed
sources to supplement textual analysis. However, as Timothy Jones argues
and puts into practice in the final chapter of this section, other methods
are useful for contemporary subjects. Adopting production studies and
interdisciplinary methods based on ethnographic interviews with animation practitioners is highly appropriate for the hybrid practices Jones investigates in Indian animation. The industrial ecology Jones investigates cuts
across different media and animation techniques, incorporating a mix of
digital workflows and artisanal craft; it is locally or nationally specific, yet
engaged with international or transnational developments, and it blurs distinctions between advertising and other forms of promotional or commercial production. Jones shows how Indian animation practitioner discourses
have incorporated advertising as a route to economic and creative autonomy, creating a self-sufficiency while building a collaborative culture of
production.
34
M. COOK AND K. M. THOMPSON
Digital and Contemporary
The previous four sections have each shown how animated advertising
destabilises and contests entrenched ideas from animation and cinema history. The ‘digital turn’ has likewise been seen as disrupting cinema technologically, aesthetically and ontologically. The final section of this book looks
at the intersection of these two lines, addressing the way animated advertising can be considered to have played a central role in the formulation of
digital media. The chapters consider the role that sponsored animation’s
self-reflexive and intersensorial aesthetics play in the digital era, in their
domesticated and spectacular forms. Together, the chapters argue that we
cannot properly understand the history of digital media, and their complex relationship with animation, without incorporating advertising into
the discussion.
Jordan Gowanlock examines the early history of computer graphics tech
demos, whose development centred on the annual industry showcase SIGGRAPH. He uncovers the two driving principles of show, don’t tell and
demonstrating potential and the way these were integrated and developed
in the 1980s in both the institutional context and aesthetic form of computer graphics demos. He examines the ways in which early tech demos
used animation to previsualize software applications that were not always
fully functional, demonstrating that a promotional impulse was evident
from the earliest presentations at SIGGRAPH, and continued as the demos
were increasingly influenced by Hollywood and the media industries. The
history of computer animation can thus be seen as intricately linked with
advertising, not only as an avenue for its early commercial exploitation, but
more fundamentally in the way research was conducted and disseminated,
and previsualized throughout.
Christopher Holliday traces the continuation of that close relationship
between advertising and early computer graphics in the commercials produced by Pixar between 1989 and 1996. Adding to the revisionist histories
of animation pioneers offered in the first section of this book, Holliday
argues that this period of Pixar’s history should not be seen as simply an
economic stop-gap, but rather as a formative and fundamental part of the
studio in organisational, technological and aesthetic terms. In their work
the application of computer animation to advertising operates very differently from other digital imagery of the period, with Pixar focussing on the
‘simulated ordinary’ of the everyday commodities they promoted. Holliday’s acknowledgement of the role advertising played in the development
1
INTRODUCTION TO ANIMATION AND ADVERTISING
35
of the computer animated film serves not only to revise the history of the
studio most famously associated with it, but also nuances the broader history of the incorporation of digital imagery in Hollywood cinema.
In the present day, distinctions between television, cinema and other
media are increasingly breaking down as digital technologies have become
dominant. Our final chapter demonstrates how animated advertising is
playing an active role in this process and interrogates spectatorship in the
digital age. Aimee Mollaghan examines several animated advertising campaigns and idents from the UK that sell the experience of cinema and
television. Adopting a phenomenological framework, Mollaghan finds that
while these advertisements are nominally about technology, such as 4K
projection and Dolby sound, their definition of media rests on sensory
appeal. The rational product values and information being sold here are the
emotional affect of the technology, cutting across the rational/emotional
division. Film and its theory have been entwined with ideas about spectacle throughout their history, but Mollaghan argues we need to expand our
understanding of spectacle beyond the visual, to include auditory and intersensory correspondence. Just as the sponsored film can spark our interest,
prompt our affection and nostalgia, and persist in our memory, it can also
trigger our senses and our bodies.
Our five sections offer challenges to conventional animation and cinema history and new ways of framing historiography, media and mediality,
technology and promotional discourse, and we intend that they will prompt
further research into this new field. We hope you will find the contributions
in this collection stimulating and we invite you to begin this exploration
with us…
Notes
1. C. Francis Jenkins, Animated Pictures (Washington, DC: Unknown,
1898), 89.
2. Jerry Beck, ed. Animation Art: From Pencil to Pixel, the History of Cartoon,
Anime & CGI (London: Flame Tree, 2004), 12.
3. Malcolm Cook, “Advertising and Public Service Films,” in The Animation Studies Handbook, eds. Nichola Dobson et al. (London: Bloomsbury,
2018), 158.
4. Charles Musser, The Emergence of Cinema: The American Screen to 1907,
History of the American Cinema: 1 (Berkeley: University of California
Press, 1994), 253.
36
M. COOK AND K. M. THOMPSON
5. Donald Crafton, Emile Cohl, Caricature, and Film (Princeton, NJ and
Oxford: Princeton University Press, 1990), 363.
6. Ibid., 374.
7. John Canemaker, Winsor McCay: His Life and Art, Rev. and expanded
ed. (New York: Harry N. Abrams, 2005), 44; Timothy S. Susanin, Walt
Before Mickey: Disney’s Early Years, 1919–1928. (Jackson, MS: University
of Mississippi Press, 2014), 3–22; Russell Merritt, and J. B. Kaufman, Walt
in Wonderland: The Silent Films of Walt Disney (Pordenone: Le Giornate
del Cinema Muto, 1993), 38.
8. Kirsten Moana Thompson, “Rainbow Ravine: Colour and Animated
Advertising in Times Square, 1891–1945,” in The Colour Fantastic: Chromatic Worlds of Silent Cinema, eds. Joshua Yumibe, Sarah Street, and Vicky
Jackson (Amsterdam: Amsterdam University Press, 2018), 161–178, 173.
9. Thompson, “Rainbow Ravine,” 2018; Karl Cohen, “The Development of
Animated TV Commercials in the 1940s,” Animation Journal (Fall 1992):
34–61; “Television’s Newest Character, a Weather Predicting Lamb… Has
a Sketch for Every Forecast,” unnamed clipping, Scrapbooks, Douglas
Leigh Papers (Hereafter DLP), National Museum of American History
(Smithsonian).
10. Daisy Yan Du, “Suspended Animation: The Wan Brothers and the
(in)Animate Mainland-Hong Kong Encounter, 1947–1956,” Journal of
Chinese Cinemas 11, no. 2 (2017): 140.
11. Julius Pinschewer, “Film Advertising [1913],” in The Promise of Cinema:
German Film Theory, 1907 –1933, eds. Anton Kaes, Nicholas Baer, and
Michael Cowan (Berkeley: University of California Press, 2016).
12. Stefanie Van de Peer, Animation in the Middle East: Practice and Aesthetics
from Baghdad to Casablanca (London: I.B. Tauris, 2017), 87, 18; Kirsten
Moana Thompson, “Arab Cinema and Animated Advertising: From the
Frenkels to Future TV,” Conference Paper, Cinema of the Arab World
(American University in Cairo, Egypt 2018).
13. Mihaela Mihailova and John MacKay, “Frame Shot: Vertov’s Ideologies
of Animation,” in Animating Film Theory, ed. Karen Beckman (Durham:
Duke University Press, 2014), 149.
14. Laurence R. Samuel, Brought to You By: Postwar Television Advertising and
the American Dream (Austin: University of Texas Press, 2009), 13, 24,
65–66.
15. Warren Dotz and Masud Husain, Meet Mr. Product: The Art of the Advertising Character (San Francisco: Chronicle, 2003), 26–27. See also “Classic
Animated Advertising,” Cartoon Research. http://cartoonresearch.com/
index.php/category/classic-animated-advertising/.
16. Juliann Sivulka, Soap, Sex and Cigarettes: A Cultural History of American
Advertising (Boston: Wadsworth, 1998), 271.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
37
17. “Rosser Reeves (1910–1984),” Ad Age, 15 September 2003. https://
adage.com/article/adage-encyclopedia/reeves-rosser-1910-1984/
98848.
18. Jason Mittell, “The Great Saturday Morning Exile: Scheduling Cartoons
on Television’s Periphery in the 1960s,” in Prime Time Animation: Television Animation and American Culture, eds. Carol A. Stabile and Mark
Harrison (Abingdon: Routledge, 2003), 51.
19. Lou Scheimer with Andy Mangels, Creating the Filmation Generation
(Raleigh, NC: TwoMorrows Publishing, 2012), 197–233.
20. Alison Jane Payne, ‘It Has Hit Us Like a Whirlwind’: The Impact of Commercial Television Advertising in Britain, 1954–1964 (Thesis, Birkbeck,
University of London, 2016), 145.
21. Claire Kitson, British Animation: The Channel 4 Factor (London: Parliament Hill Publishing, 2008), 14–16; Malcolm Cook, “‘All You Do
Is Call Me, I’ll Be Anything You Need’: Aardman Animations, Music
Videos and Commercials,” in Aardman Animations: Beyond Stop-Motion,
ed. Annabelle Honess Roe (London: Bloomsbury, Forthcoming).
22. NZ Apples was initially made for the UK TV market, then screened in NZ
when television debuted April 1, 1961. Morrow Productions were also
responsible for the first theatrical animated ad in colour, Trees (NZ Forest Service, Morrow, 1952) and the Mr. Dollar series to promote decimal
currency in 1967. The first computer ad was Blue Skies (Peter Thompson, DDB, 1992), Hazel Phillips, Sell!: Tall Tales from the Legends of NZ
Advertising (New York: Penguin, 2013), 130, 125; The Story of Morrow
Productions scrapbook at Ngā Taonga Archive. https://www.ngataonga.
org.nz/blog/nz-history/morrow-productions.
23. “Newbro’s Herpicide,” National Museum of American History (Smithsonian Archives). https://americanhistory.si.edu/collections/search/
object/nmah_210014. Accessed 28 March 2019.
24. Jeremy Groskopf, Profit Margins: The American Silent Cinema and the
Marginalization of Advertising (Dissertation, Georgia State University,
2013), 156, 311; Groskopf, “Profit Margins: Silent Era Precursors,” Film
History 24, no. 1 (2012): 82–96.
25. Additional Studios included Academy Pictures, Animation Inc., Bill Sturm
Studios, Cascade Pictures, Elektra Films, Era Productions, Filmfair, Fine
Arts Films, Gifford-Kim Animation, Gantray-Lawrence Animation, Pantomime Pictures, Quartet Films, Ray Patin Productions, Robert Lawrence
Productions, Sherm Glas Productions, Storyboard, Transfilm, TV Spots,
and UPA. Amid Amidi, Cartoon Modern: Style and Design in Fifties Animation (San Francisco: Chronicle Books, 2006), 46, 66. Other important American producers included David Hilberman and Zach Schwartz’s
38
M. COOK AND K. M. THOMPSON
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
company Zac-David (later renamed Tempo) (Camel, Standard Brands, Plymouth, Tide and Clark Gum), Fletcher Smith Studios (Rinso, Super Suds,
Sunbeam Bread, Motts Apple Juice) and Shamus Culhane (the Ajax Pixies,
Tetley Tea, Rinso, Ajax, Halo Shampoo).
American Cinematographer October 1955, 588–589; Business Screen 2:6
(1940), 5, 6; Business Screen 6:1 (1939), 21.
Richard Neupert, French Animation History (Chichester: Wiley-Blackwell,
2011); World Film News, April 1936, 29.
See Malcolm Cook, “Advertising and Public Service Films,” in The Animation Studies Handbook, eds. Nichola Dobson, Amy Ratelle, Caroline Ruddell, and Annabelle Honess Roe (London: Bloomsbury, 2018),
160–161.
Donald Crafton, Before Mickey: The Animated Film, 1898–1928 (Cambridge, MA: MIT Press, 1982), 235.
Technological changes such as the half tone process (1885) and chromolithography (1860), transformed print media, and enabled, respectively,
picture printing and the first colour adverts, on everything from suitcases
to cigar boxes and greeting cards. Direct mail catalogues of Sears Roebucks and Montgomery Ward (1872) brought trademarks and brands to
life through visual illustration.
Didier Ghez, They Drew As they Pleased: The Hidden Art of Mid-century
Artists (Los Angeles: Disney Edition, 2019), 14.
Anon, “Pyralin’s Unique Use in the Movies,” The DuPont Magazine 17,
no. 2 (February 1923): 5; Kirsten Moana Thompson, “The Colour Revolution: Disney, DuPont and Faber Birren,” Cinéma&Cie International
Film Studies Journal, eds. Elena Gipponi and Joshua Yumibe 19, no. 32
(Spring 2019): 39–52.
Cited in Margaret F. Callcott and Patricia A. Alvey, “Toons sell….and
Sometimes They Don’t: An Advertising Spokes-Character Typology and
Exploratory Study,” Proceedings of the 1991 Conference of the American
Academy of Advertising, ed. Rebecca Holman (1991), 43–52, 43.
Arthur Bellaire, TV Advertising: A Handbook of Modern Practice (New
York: Harper, 1959), 96.
Baldwin, cited in Callcott and Alvey, “Toons sell,” 44.
Jackson Lears, Fables of Abundance: A Cultural History of Advertising in
America (New York: Basic Books, 1994), 21.
Ibid., 25.
Ibid., 45, 63, 129.
Sergei Eisenstein et al., Eisenstein on Disney (Calcutta: Seagull, 1986), 44.
Ibid., 41, 59.
Ibid, 49–53.
Ibid., 41.
Lears, Fables of Abundance, 330–333.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
39
44. Eisenstein et al., Eisenstein on Disney, 8.
45. Karl Marx, Capital: A Critique of Political Economy, Vol. 1 (London: Penguin, 1990), 163–165.
46. David Ciarlo, Advertising Empire: Race and Visual Culture in Imperial
Germany (Cambridge, MA: Harvard University Press, 2011), 26.
47. Walter Benjamin, The Arcades Project, trans. Howard Eiland and Kevin
McLaughlin (Cambridge, MA: Harvard University Press, 1999), 7.
48. Esther Leslie, Hollywood Flatlands: Animation, Critical Theory, and the
Avant-Garde (London: Verso, 2002), 6; Michael Cowan, “Advertising
and Animation: From the Invisible Hand to Attention Management,” in
Films That Sell: Moving Pictures and Advertising, eds. Bo Florin, Nico de
Klerk, and Patrick Vonderau (London: BFI/Palgrave, 2016), 99.
49. Liz McFall, Advertising: A Cultural Economy (London: Sage, 2004), 95–
99.
50. Patrick Vonderau, “Introduction: On Advertising’s Relation to Moving
Pictures,” in Films That Sell: Moving Pictures and Advertising, eds. Bo
Florin, Nico de Klerk, and Patrick Vonderau (London: BFI/Palgrave,
2016), 3.
51. Anthony Slide, Before Video: A History of the Non-Theatrical Film (New
York: Greenwood Press, 1992).
52. Vinzenz Hediger and Patrick Vonderau, eds., Films That Work: Industrial
Film and the Productivity of Media (Amsterdam: Amsterdam University
Press, 2009); Charles R. Acland and Haidee Wasson, eds., Useful Cinema
(Durham: Duke University Press, 2011).
53. Devin Orgeron, Marsha Orgeron, and Dan Streible, eds., Learning with
the Lights Off: Educational Film in the United States (Oxford: Oxford University Press, 2011); Bo Florin, Nico de Klerk, and Patrick Vonderau, eds.,
Films That Sell: Moving Pictures and Advertising (London: BFI/Palgrave,
2016); Haidee Wasson and Lee Grieveson, eds., Cinema’s Military Industrial Complex (Oakland, CA: University of California Press, 2018).
54. Rick Prelinger, The Field Guide to Sponsored Films (San Francisco: National
Film Preservation Foundation, 2006), vi.
55. Sivulka, Soap, Sex and Cigarettes, 107–108, 166; Lears, Fables of Abundance, 199.
56. David Ogilvy, Ogilvy on Advertising (London: Pan Books, 1983), 11, 18.
57. Walter Dill Scott, The Theory of Advertising: A Simple Exposition of the
Principles of Psychology in Their Relation to Successful Advertising (Boston:
Small, Maynard & Co., 1904), 29; Walter Dill Scott, The Psychology of
Advertising: A Simple Exposition of the Principles of Psychology in Their
Relation to Successful Advertising (Boston: Small, Maynard & Co., 1908),
22–37.
58. Michael Cowan, “Absolute Advertising: Walter Ruttmann and the Weimar
Advertising Film,” Cinema Journal 52, no. 4 (2013): 57.
40
M. COOK AND K. M. THOMPSON
59. Lawrence R. Samuel, Freud on Madison Avenue: Motivation Research and
Subliminal Advertising in America (Philadelphia: University of Pennsylvania Press, 2010).
60. Sivulka, Soap, Sex and Cigarettes, 149.
61. Advertising Review: A Brief Notice of Some of the Theories & Principles
of Advertisement and of the Contributory Arts (Manchester: Manchester
Guardian, 1924), 1–4.
62. Ibid., 15.
63. Vance Packard, The Hidden Persuaders (New York: David McKay, 1957).
64. See Carlill v. Carbolic Smoke Co. [1892] EWCA Civ 1, [1893] QB 256,
[1893] 1 QB 256. http://www.bailii.org/ew/cases/EWCA/Civ/1892/
1.htm. Accessed 30 March 2019. The United States Federal Trade Commission (FTC) defined puffery as a ‘term frequently used to denote the
exaggerations reasonably to be expected of a seller as to the degree of
quality of his product, the truth or falsity of which cannot be precisely
determined.’ Better Living, Inc. et al., 54 F.T.C. 648 (1957), aff’d, 259
F.2d 271 (3rd Cir. 1958)
65. Charles R. Acland, Swift Viewing: The Popular Life of Subliminal Influence
(Durham, NC: Duke University Press, 2011), 91–110; Ivan L. Preston,
The Great American Blowup: Puffery in Advertising and Selling (Madison,
WI: University of Wisconsin Press, 1975).
66. Sivulka, Soap, Sex and Cigarettes, 55. See also discussion of Lifestyle marketing (265), Motivation research (266), the creative revolution (273, 298),
inherent drama (277) and the “new” advertising (282).
67. William Leiss, Stephen Kline, and Sut Jhally, Social Communication in
Advertising: Persons, Products & Images of Well-Being (London: Routledge, 1986), 279.
68. Roland Marchand, Advertising the American Dream: Making Way for
Modernity, 1920–1940 (Berkeley, CA: University of California Press,
1985), 10.
69. Yorgo Pasadeos, Joe Phelps, and Bong-Hyun Kim, “Disciplinary Impact of
Advertising Scholars: Temporal Comparisons of Influential Authors, Works
and Research Networks,” Journal of Advertising 27, no. 4 (1998); Fred
K. Beard, “Peer Evaluation and Readership of Influential Contributions to
the Advertising Literature,” Journal of Advertising, 31 (2002); Kyongseok
Kim et al., “Trends in Advertising Research: A Longitudinal Analysis of
Leading Advertising, Marketing, and Communication Journals, 1980 to
2010,” Journal of Advertising, 43, no. 3 (2014).
70. Eisenstein et al., Eisenstein on Disney, 21.
71. Jim Loter, “Early Motion Pictures and the ‘De-Rationalizing’ of Advertising,” (Dissertation, Iowa City, University of Iowa, 1996).
1
INTRODUCTION TO ANIMATION AND ADVERTISING
41
72. Vivian Sobchack, “The Line and the Animorph or ‘Travel Is More Than
Just a to B’,” Animation 3, no. 3 (2008); Cowan, “Absolute Advertising:
Walter Ruttmann and the Weimar Advertising Film.”
73. The Jam Handy Organisation, which made industrials for companies such
as Chevrolet and General Motors (e.g. A Case of Spring Fever [1940]) in
Detroit, had two animation production departments, with one specializing
in character animation and one in technical animation. See Rick Prelinger,
“Smoothing the Contours of Didacticism: Jam Handy and His Organization,” in Learning with the Lights Off: Educational Film in the United
States, eds. Devin Orgeron, Marsha Orgeron, and Dan Streible (Oxford:
Oxford University Press, 2011), 338–355.
74. The Advertiser’s Weekly 16 September 1916, 5; The Bioscope 2 November
1916, 457.
75. The Bioscope 7 December 1916, 981; The Bioscope 14 December 1916,
1103.
76. The Bioscope, ibid.
77. Groskopf, “Profit Margins,” 8.
78. See numerous examples of animated films listed in Prelinger, The Field
Guide to Sponsored Films.
79. Prelinger, ibid., 51.
80. http://www.themill.com/portfolio/3002/the-blackbird. Accessed 30
March 2019.
81. http://www.themill.com/portfolio/3417/2018-terrain-reveal-x-themill-blackbird. Accessed 30 March 2019.
82. Sivulka, Soap, Sex and Cigarettes, 47–52.
83. Margaret B. Stern, “Medieval Allegory: Roots of Advertising Strategy for
the Mass Market,” Journal of Marketing 52, no. 3 (July 1988): 84–94, 86.
84. William M. O’Barr. “A Brief History of Advertising in America,” Advertising and Society Review 11, no. 1 (2010). http://muse.jhu.edu/article/
377516. Accessed 30 March 2019.
85. Sivulka, ibid., 279.
86. Margaret F. Callcott and Barbara J. Phillips, “Observations: Elves Make
Good Cookies: Creating Likeable Spokes-Character Advertising,” Journal
of Advertising Research (September/October, 1996): 73–79, 77.
87. Margaret F. Callcott and Wei-Na Lee. 1995. “Establishing the SpokesCharacter in Academic Inquiry: Historical Overview and Framework for
Definition,” Advances in Consumer Research 22: 144–151, 144; Dotz, 13.
88. Dotz, 13.
89. Callcott & Lee, 1995, 149; Stern, 1988; Dotz, ibid. Additionally, as Callcott & Alvey note, there is an extensive body of research which ‘suggests
that a positive attitude toward the ad can lead to a positive attitude toward
the brand’, Callcott & Alvey, 45.
42
M. COOK AND K. M. THOMPSON
90. Callcott & Lee, 1995, 144; Tim Hollis, Toons in Toyland: The Story of Cartoon Character Merchandise (Jackson, MS: University Press of Mississippi,
2015).
91. Callcott & Phillips’ research has identified four elements that play an important role in likeability: personality; physical characteristics (such as childlike
features and props), humor, and cultural familiarity with animal symbolism
and stereotypes, 77.
92. Marjorie Delbaere, Edward F. McQuarrie, and Barbara J. Phillips, “Personification in Advertising: Using a Visual Metaphor to Trigger Anthropomorphism,” Journal of Advertising 40, no. 1 (Spring, 2011): 121–130,
121; Callcott & Alvey, 44. Animation has played a partial or complete role
in 22% of humorous advertising, which was around 15% of all advertising,
Patrick J. Kelley and Paul Solomon, “Humor in Television Advertising,”
Journal of Advertising 4, no. 3 (1975): 31–35.
93. Hilda Black, ‘Future of Commercial Cartoons’. International Photographer, February, 1946, 5–7, 5, 7; Walter Lantz Archive, 1927–1972, UCLA
Performing Arts Special Collection, Collection 47, hereafter WLA.
94. Black, ibid., 7. As Rick Prelinger has noted, producers like Jam Handy
adopted this strategy of indirection in 1940 when it stopped directly crediting Chevrolet as sponsor in films like A Case of Spring Fever (1940).
95. Millard C. Faught, “Cartoon Characters Make Good Management,” Printers Ink, November 28, 1947, 1–2, 2, WLA.
96. Faught, 1.
97. Faught, 2.
98. Ibid.
99. Ashton B. Collins, “Looking Ahead in Advertising,” Talk given to the New
Jersey Utilities Association, Sea View NJ, 25 May 1945, Edison Electric
Institute, July 1945: 193–195. Reddy Kilowatt Records, National Museum
of American History (Smithsonian), hereafter RKR.
100. Anon, “Trade Characters Much Alive” Between the Lines, 25 February
1946, Reddy Kilowatt Bulletin, No. 553–546, RKR Disney’s long interest in television would be exemplified 20 years later in the use of Ludwig
Von Drake as tripartite brand advertising RCA colour technology, NBC
colour broadcasting and Disney colour programming, see Kirsten Moana
Thompson, “Disney for Hire?: Sponsored Disney Animation, from Bucky
Beaver to Ludwig von Drake,” Conference Paper. Society for Cinema and
Media Studies, Seattle, March 2019.
101. Leonard Lyons, “The Lyons Den” (c. 1939). Douglas Leigh Papers,
1903–1999. National Archives of American Art, Smithsonian, Washington DC, hereafter DLP; Thompson, “Rainbow Ravine,” 172.
102. Douglas Leigh, “This Business of Selling Big Spectaculars,” Signs of the
Times, December 1934, 18, DLP.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
43
103. Fennell’s films like Crime Does Not Pay mimicked the crime film, and The
Villain Follies, the musical and melodrama, as well as the studio’s Zippy
Spur and Sparkle series (where a young boy constantly rescues his young
dog Sparkle from hazardous predicaments), were all in full animation and
Technicolor IV, with high production values. https://animationresources.
org/category/paul-fennell/. Accessed 30 March 2019.
104. Robert Heide and John Gilman, Disneyana: Classic Collectibles 1928–1958.
(New York: Hyperion, 1995); Hollis, ibid.
105. Michael Barrier, “Memories for Sale,” Nation’s Business 77 (December,
1989), 18–26; Hollis, ibid.
106. Svetlana Boym, The Future of Nostalgia (New York: Basic Books, 2001);
Jason Sperb, Flickers of Film: Nostalgia in the Time of Digital Cinema (New
Brunswick, NJ: Rutgers University Press, 2015).
107. Margaret F. Callcott and Wei-Na Lee, “Establishing the Spokes-Character
in Academic Inquiry: Historical Overview and Framework for Definition,”
Advances in Consumer Research 22 (1995).
108. Lears, Fables of Abundance, 123–124, 209; Sivulka, Soap, Sex and
Cigarettes, 81–82, 150–156, 253–259; Marchand, Advertising the American Dream: Making Way for Modernity, 1920–1940, 33–38, 167–188.
109. Ellen Gruber Garvey, The Adman in the Parlor: Magazines and the Gendering of Consumer Culture, 1880s to 1910s (Oxford: Oxford University Press, 1996); Lori Anne Loeb, Consuming Angels: Advertising and
Victorian Women (Oxford: Oxford University Press, 1994); Katherine J.
Parkin, Food Is Love: Food Advertising and Gender Roles in Modern America
(Philadelphia, PA: University of Pennsylvania Press, 2006); Jason Chambers, Madison Avenue and the Color Line: African Americans in the Advertising Industry (Philadelphia: University of Pennsylvania Press, 2008); and
Ciarlo, Advertising Empire: Race and Visual Culture in Imperial Germany
(Cambridge: Harvard University Press, 2011).
110. In the United States 85% of all purchases are believed to be made by
women, and this continued to be a key market in the eighties, with the
‘Levi’s for Women’ ad campaign in the eighties. Sivulka, Soap, Sex and
Cigarettes, 96, 150–156, 411.
111. Lears, Fables of Abundance, 209.
112. Sponsor, March 1948, 36–37.
113. Sivulka, Soap, Sex and Cigarettes, 68–69; Linda C. L. Fu, Advertising
and Race: Global Phenomenon, Historical Challenges, and Visual Strategies
(New York: Peter Lang, 2015), 17–110.
114. Nicholas Sammond, Birth of an Industry: Blackface Minstrelsy and the Rise
of American Animation (Durham, NC: Duke University Press, 2015).
115. National Museum for American History (Smithsonian).
116. Business Screen 18:1 (1957), 63.
44
M. COOK AND K. M. THOMPSON
117. Alastair Phillips, City of Darkness, City of Light: Émigré Filmmakers in
Paris 1929–1939 (Amsterdam: Amsterdam University Press, 2004); Tim
Bergfelder and Christian Cargnelli, eds., Destination London: GermanSpeaking Emigrés and British Cinema, 1925–1950 (New York: Berghahn
Books, 2008); Vincent Brook, Driven to Darkness: Jewish Émigré Directors
and the Rise of Film Noir (New Brunswick, NJ: Rutgers University Press,
2009).
118. In the New Zealand context, the animated ‘Goodnight Kiwi’ (1975–1994,
Sam Harvey), which marked the end of broadcasting for the evening
between 1975–1994 had become an affectionate icon in nationalist popular culture, so much so that it was brought back to TV in 2007. ‘Goodnight
Kiwi’. https://www.nzonscreen.com/title/goodnight-kiwi-1981
119. Sean Nixon, Hard Sell: Advertising, Affluence and Trans-Atlantic Relations C. 1951–69 (Manchester: Manchester University Press, 2013); Pamela
Swett, Selling Under the Swastika: Advertising and Commercial Culture in
Nazi Germany (Stanford, CA: Stanford University Press, 2013); and Winston Fletcher, Powers of Persuasion: The Inside Story of British Advertising:
1951–2000 (Oxford: Oxford University Press, 2008).
120. Amanda D. Lotz, The Television Will Be Revolutionized (New York: New
York University Press, 2007), 152–192; Joseph Turow, Breaking Up America: Advertisers and the New Media World (Chicago: University of Chicago
Press, 1997).
121. Rosalind Galt, Pretty: Film and the Decorative Image (New York: Columbia
University Press, 2011).
122. A recent exception is Susan Murray’s Bright Signals: A History of Color Television (Durham: Duke University Press, 2018), which usefully examines the
relationship of technology and network and television set branding. Other
useful books in the American context include Steve Kosareff’s Window to
the Future: The Golden Age of Television and Advertising (San Francisco:
Chronicle, 2005) and Lawrence R. Samuel, Brought to You By: Postwar Television Advertising and the American Dream (Austin: University of Texas
Press, 2002).
Bibliography
Acland, Charles R. 2011. Swift Viewing: The Popular Life of Subliminal Influence.
Durham, NC: Duke University Press.
Acland, Charles R., and Haidee Wasson, eds. Useful Cinema. Durham: Duke University Press, 2011.
Amidi, Amid. 2006. Cartoon Modern: Style and Design in Fifties Animation. San
Francisco: Chronicle Books.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
45
Anon. “Reeves, Rosser (1910–1984).” 2003. Ad Age, 15 September. https://
adage.com/article/adage-encyclopedia/reeves-rosser-1910-1984/98848.
Barrier, Michael. 1989. “Memories for Sale.” Nation’s Business 77 (December):
18–26.
Beard, Fred K. 2002. “Peer Evaluation and Readership of Influential Contributions
to the Advertising Literature.” Journal of Advertising 31, no. 4: 65–75.
Beck, Jerry, ed. 2004. Animation Art: From Pencil to Pixel, the History of Cartoon,
Anime & CGI. London: Flame Tree.
Bellaire, Arthur. 1959. TV Advertising: A Handbook of Modern Practice. New York:
Harper.
Benjamin, Walter.1999. The Arcades Project, trans. Howard Eiland and Kevin
McLaughlin. Cambridge, MA: Harvard University Press.
Bergfelder, Tim, and Christian Cargnelli, eds. 2008 Destination London: GermanSpeaking Emigrés and British Cinema, 1925–1950. New York: Berghahn Books.
Black, Hilda. 1946. “Future of Commercial Cartoons.” International Photographer
(February): 5–7. Walter Lantz Archive (WLA).
Blaszczyk, Regina Lee. 2012. The Color Revolution. Cambridge: New York: MIT.
Boym, Svetlana. 2001. The Future of Nostalgia. New York: Basic Books.
Brook, Vincent. 2009. Driven to Darkness: Jewish Émigré Directors and the Rise of
Film Noir. New Brunswick, NJ: Rutgers University Press.
Callcott, Margaret F., and Patricia A. Alvey. 1991. “Toons Sell….and Sometimes They Don’t: An Advertising Spokes-Character Typology and Exploratory
Study.” Proceedings of the 1991 Conference of the American Academy of Advertising, ed. Rebecca Holman, 43–52.
Callcott, Margaret F., and Wai-Na Lee. 1994. “A Content Analysis of Animation
and Animated Spokes-Characters in Television Commercials.” Journal of Advertising 23, no. 4 (December): 1–12.
Callcott, Margaret F., and Wei-Na Lee. 1995. “Establishing the Spokes-Character
in Academic Inquiry: Historical Overview and Framework for Definition.”
Advances in Consumer Research 22: 144–151.
Callcott, Margaret F., and Barbara J. Phillips. 1996. “Observations: Elves Make
Good Cookies: Creating Likeable Spokes-Character Advertising.” Journal of
Advertising Research (September/October): 73–79.
Canemaker, John. 2005. Winsor McCay: His Life and Art. Rev. and expanded ed.
New York: Harry N. Abrams.
Carlill v. Carbolic Smoke Co. [1892] EWCA Civ 1, [1893] QB 256, [1893] 1 QB
256. http://www.bailii.org/ew/cases/EWCA/Civ/1892/1.htm. Accessed
30 March 2019.
Chambers, Jason. 2008. Madison Avenue and the Color Line: African Americans
in the Advertising Industry. Philadelphia: University of Pennsylvania Press.
Ciarlo, David. 2011. Advertising Empire: Race and Visual Culture in Imperial
Germany. Cambridge, MA: Harvard University Press.
46
M. COOK AND K. M. THOMPSON
Cohen, Karl. 1992. The Development of Animated TV Commercials in the 1940s
and a Guide, 34–61. Fall: Animation Journal.
Collins, Ashton B. 1945. “Looking Ahead in Advertising.” Address to New Jersey
Utilities Association, Sea View NJ, May 25, Edison Electric Institute (July):
193–195, Reddy Kilowatt Records (RKR).
Cook, Malcolm. 2018. “Advertising and Public Service Films.” In The Animation
Studies Handbook, eds. Nichola Dobson, Amy Ratelle, Caroline Ruddell, and
Annabelle Honess Roe. London: Bloomsbury.
Cook, Malcolm. Forthcoming. “‘All You Do Is Call Me, I’ll Be Anything You
Need’: Aardman Animations, Music Videos and Commercials.” In Aardman Animations: Beyond Stop-Motion, ed. Annabelle Honess Roe. London:
Bloomsbury.
Cowan, Michael. 2013. “Absolute Advertising: Walter Ruttmann and the Weimar
Advertising Film.” Cinema Journal 52, no. 4: 49–73.
Cowan, Michael. 2016. “Advertising and Animation: From the Invisible Hand to
Attention Management.” In Films That Sell: Moving Pictures and Advertising,
eds. Bo Florin, Nico de Klerk, and Patrick Vonderau. London: BFI/Palgrave.
Crafton, Donald. 1982. “Commercial Animation in Europe.” In Before Mickey: The
Animated Film, 1898–1928, 217–258. Chicago: University of Chicago Press.
Crafton, Donald. 1990. Emile Cohl, Caricature, and Film. Princeton, NJ and
Oxford: Princeton University Press.
Delbaere, Marjorie, Edward F. McQuarrie, and Barbara J. Phillips. 2011.
“Personification in Advertising: Using a Visual Metaphor to Trigger Anthropomorphism.” Journal of Advertising 40, no. 1 (Spring): 121–130.
Dotz, Warren, and Masud Husain. 2003. Meet Mr. Product: The Art of the
Advertising Character. San Francisco: Chronicle.
Du, Daisy Yan. 2017. “Suspended Animation: The Wan Brothers and the
(in)Animate Mainland-Hong Kong Encounter, 1947–1956.” Journal of
Chinese Cinemas 11, no. 2: 140–158.
Eisenstein, Sergei, Jay Leyda, Alan Upchurch, and N. I. Kleiman.1986. Eisenstein
on Disney. Calcutta: Seagull.
Faught, Millard C. 1947. “Cartoon Characters Make Good Spokesmen for
Management.” Reprinted in Printer’s Ink, November 28. Bound in Reddy
Electric Bulletin, 1948 Reddy Kilowatt Records (RKR).
Fletcher, Winston. 2008. Powers of Persuasion: The Inside Story of British
Advertising: 1951–2000. Oxford: Oxford University Press.
Florin, Bo, Nico de Klerk, and Patrick Vonderau, eds. 2016. Films That Sell:
Moving Pictures and Advertising. London: BFI/Palgrave.
Fu, Linda C. L. 2015. Advertising and Race: Global Phenomenon, Historical
Challenges, and Visual Strategies. New York: Peter Lang.
Galt, Rosalind. 2011. Pretty: Film and the Decorative Image. New York: Columbia
University Press.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
47
Garvey, Ellen Gruber. 1996. The Adman in the Parlor: Magazines and the Gendering of Consumer Culture, 1880s to 1910s. Oxford: Oxford University Press.
Ghez, Didier. 2019. They Drew As they Pleased: The Hidden Art of Mid-Century
Artists. Los Angeles: Disney.
Groskopf, Jeremy. 2012. “Advertising Without Antagonizing: Silent Era Theaters
and the Place of Marketing Messages.” Society for Cinema and Media Studies
Conference, Boston, MA, March 21–25.
Groskopf, Jeremy. 2012. “Profit Margins: Silent Era Precursors.” Film History 24,
no. 1: 82–96.
Groskopf, Jeremy. 2013. “Profit Margins: The American Silent Cinema and the
Marginalization of Advertising.” Dissertation, Georgia State University.
Heide, Robert, and John Gilman. 1995. Disneyana: Classic Collectibles 1928–1958.
New York: Hyperion.
Hediger, Vinzenz and Patrick Vonderau, eds. 2009. Films That Work: Industrial
Film and the Productivity of Media. Amsterdam: Amsterdam University Press.
Hollis, Tim. 2015. Toons in Toyland: The Story of Cartoon Character Merchandise.
Jackson, MS: University Press of Mississippi.
Jenkins, Francis C. 1898. Animated Pictures. Washington, DC: Unknown.
Kelley, Patrick J., and Paul Solomon. 1975. “Humor in Television Advertising.”
Journal of Advertising 4, no. 3: 31–35.
Kim, Kyongseok, Jameson L. Hayes, J. Adam Avant, and Leonard N. Reid.
2014. “Trends in Advertising Research: A Longitudinal Analysis of Leading
Advertising, Marketing, and Communication Journals, 1980 to 2010.” Journal
of Advertising 43, no. 3 (July 3): 296–316.
Kitson, Claire. 2008. British Animation: The Channel 4 Factor. London: Parliament
Hill Publishing.
Kosareff, Steve. 2005. Window to the Future: The Golden Age of Television and
Advertising. San Francisco: Chronicle.
Lantz, Walter Archive, 1927–1972. UCLA Performing Arts Special Collection,
Collection 47 (WLA).
Leach, William. 1993. Land of Desire: Merchants, Power and the Rise of a New
American Culture. NY: Pantheon.
Lears, Jackson. 1994. Fables of Abundance: A Cultural History of Advertising in
America. New York: Basic Books.
Leigh, Douglas Papers, National Museum of American History/Smithsonian
(DLP).
Leigh, Douglas. 1934. “This Business of Selling Big Spectaculars.” Signs of the
Times, December 1934, 18, DLP.
Leiss, William, Stephen Kline, and Sut Jhally. 1986. Social Communication in
Advertising: Persons, Products & Images of Well-Being. London: Routledge.
Leslie, Esther. 2002. Hollywood Flatlands: Animation, Critical Theory, and the
Avant-Garde. London: Verso.
48
M. COOK AND K. M. THOMPSON
Loeb, Lori Anne. 1994. Consuming Angels: Advertising and Victorian Women.
Oxford: Oxford University Press.
Loter, Jim. 1996. “Early Motion Pictures and the ‘De-Rationalizing’ of Advertising.” Dissertation, Iowa City, University of Iowa.
Lotz, Amanda D. 2007. The Television Will Be Revolutionized. New York: New
York University Press.
Lutz, Richard J., Scott B. Mackenzie, and George Belch. 1983. “Attitude Toward
the Ad as a Mediator of Advertising Effectiveness: Determinants and Consequences.” In Advances in Consumer Research, 10, eds. Richard P. Bagozzi and
Alice M. Tybout, 532–539. Ann Arbor, MI: Association for Consumer Research.
Lyons, Leonard. c. 1939. “The Lyons Den.” Douglas Leigh Papers, 1903–1999.
National Museum of American History/Smithsonian (DLP).
Mackenzie, Scott B., Richard J. Lutz, and George Belch. 1986. “The Role of
Attitude Toward the Ad as a Mediator of Advertising Effectiveness: A Test of
Competing Explanations.” Journal of Marketing Research 23 (May): 130–143.
Marchand, Roland. 1985. Advertising the American Dream: Making Way for
Modernity, 1920–1940. Berkeley, CA: University of California Press.
Marx, Karl.1990. Capital: A Critique of Political Economy. Vol. 1. London:
Penguin.
McFall, Liz. 2004. Advertising: A Cultural Economy. London: Sage.
Merritt, Russell, and J. B. Kaufman.1993. Walt in Wonderland: The Silent Films of
Walt Disney. Pordenone: Le Giornate del Cinema Muso.
Mihailova, Mihaela, and John MacKay. 2014. ‘Frame Shot: Vertov’s Ideologies of
Animation.” In Animating Film Theory, ed. Karen Beckman. Durham: Duke
University Press.
Mittell, Jason. 2003. “The Great Saturday Morning Exile: Scheduling Cartoons
on Television’s Periphery in the 1960s.” In Prime Time Animation: Television
Animation and American Culture, eds. Carol A. Stabile and Mark Harrison,
33–54. Abingdon: Routledge.
Murray, Susan. 2018. Bright Signals: A History of Color Television. Durham: Duke
University Press.
Musser, Charles. 1994. The Emergence of Cinema: The American Screen to 1907.
History of the American Cinema: 1. Berkeley: University of California Press.
Newbro’s Herpicide. 1899. National Museum of American History (Smithsonian
Archives). https://americanhistory.si.edu/collections/search/object/nmah_
210014.
Neupert, Richard. 2011. French Animation History. Chichester: Wiley-Blackwell.
Nixon, Sean. 2013. Hard Sell: Advertising, Affluence and Trans-Atlantic Relations.
1951–69. Manchester: Manchester University Press.
O’Barr, William M. 2010. “A Brief History of Advertising in America.” Advertising
and Society Review 11, no. 1. http://muse.jhu.edu/article/377516. Accessed
30 March 2019.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
49
Ogilvy, David. 1983. Ogilvy on Advertising. London: Pan Books.
Orgeron, Devin, Marsha Orgeron, and Dan Streible, eds. 2011. Learning with the
Lights Off: Educational Film in the United States. Oxford: Oxford University
Press.
Packard, Vance. 1957. The Hidden Persuaders. New York: David McKay.
Parkin, Katherine J. 2006. Food Is Love: Food Advertising and Gender Roles in
Modern America. Philadelphia, PA: University of Pennsylvania Press.
Pasadeos, Yorgo, Joe Phelps, and Bong-Hyun Kim.1998. “Disciplinary Impact of
Advertising Scholars: Temporal Comparisons of Influential Authors, Works and
Research Networks.” Journal of Advertising 27, no. 4 (December 1): 53–70.
Payne, Alison Jane. 2016. “‘It Has Hit Us Like a Whirlwind’: The Impact of
Commercial Television Advertising in Britain, 1954–1964.” Thesis, Birkbeck,
University of London.
Phillips, Alastair. 2004. City of Darkness, City of Light: Émigré Filmmakers in Paris
1929–1939. Amsterdam: Amsterdam University Press.
Phillips, Hazel. 2013. Sell!: Tall Tales from the Legends of NZ Advertising. New
York: Penguin.
Pinschewer, Julius. 2016. “Film Advertising [1913].” In The Promise of Cinema:
German Film Theory, 1907–1933, eds. Anton Kaes, Nicholas Baer, and Michael
Cowan, 530–532. Berkeley: University of California Press.
Prelinger, Rick. 2006. The Field Guide to Sponsored Films. San Francisco: National
Film Preservation Foundation.
Prelinger, Rick. 2011. “Smoothing the Contours of Didacticism: Jam Handy
and His Organization.” In Learning with the Lights Off: Educational Film in
the United States, eds. Devin Orgeron, Marsha Orgeron, and Dan Streible,
338–355. Oxford: Oxford University Press.
Preston, Ivan L. 1975. The Great American Blowup: Puffery in Advertising and
Selling. Madison, WI: University of Wisconsin Press.
Reddy Kilowatt Records, National Museum of American History, Smithsonian
Archives (RKR).
Sammond, Nicholas. 2015. Birth of an Industry: Blackface Minstrelsy and the Rise
of American Animation. Durham, NC: Duke University Press.
Samuel, Lawrence R. 2002. Brought to You By: Postwar Television Advertising and
the American Dream. Austin: University of Texas Press.
Samuel, Lawrence R. 2010. Freud on Madison Avenue: Motivation Research and
Subliminal Advertising in America. Philadelphia: University of Pennsylvania
Press.
Scheimer, Lou with Andy Mangels. 2012. Creating the Filmation Generation.
Raleigh, NC: TwoMorrows Publishing.
Scott, Walter Dill. 1904. The Theory of Advertising: A Simple Exposition of the
Principles of Psychology in Their Relation to Successful Advertising. Boston:
Small, Maynard & Co.
50
M. COOK AND K. M. THOMPSON
Scott, Walter Dill. 1908. The Psychology of Advertising: A Simple Exposition of
the Principles of Psychology in Their Relation to Successful Advertising. Boston:
Small, Maynard & Co.
Sivulka, Juliann. 1998. Soap, Sex and Cigarettes: A Cultural History of American
Advertising. Boston: Wadsworth.
Slide, Anthony. 1992. Before Video: A History of the Non-Theatrical Film. New
York: Greenwood Press.
Sobchack, Vivian. 2008. “The Line and the Animorph or ‘Travel Is More Than
Just a to B’.” Animation 3, no. 3 (November): 251–265.
Sperb, Jason. 2015. Flickers of Film: Nostalgia in the Time of Digital Cinema. New
Brunswick, NJ: Rutgers University Press.
Stern, Margaret, B. 1988. “Medieval Allegory: Roots of Advertising Strategy for
the Mass Market.” Journal of Marketing 52, no. 3 (July): 84–94.
Susanin, Timothy, S. 2011. Walt Before Mickey: Disney’s Early Years, 1919–1928.
Jackson, MS: University of Mississippi Press.
Swett, Pamela. 2013. Selling Under the Swastika: Advertising and Commercial
Culture in Nazi Germany. Stanford, CA: Stanford University Press.
Thompson, Kirsten Moana. 2008. “‘New Patterns for Living’: Design and the
Industrial Films of Jam Handy.” Conference Paper. Society for Cinema and
Media Studies Conference, March Philadelphia, USA.
Thompson, Kirsten Moana. 2013. “Colorful Cartography and the Empire State
Thermometer: The 2012 American Election and Technological Display.”
Conference Paper. Society for Cinema and Media Studies Conference, March,
Chicago, USA.
Thompson, Kirsten Moana. 2018. “Arab Cinema and Animated Advertising:
From the Frenkels to Future TV.” Conference Paper. Cinema of the Arab World
Conference, American University, March, Cairo, Egypt.
Thompson, Kirsten Moana. 2018. “Rainbow Ravine: Colour and Animated
Advertising in Times Square, 1891–1945.” In The Colour Fantastic: Chromatic
Worlds of Silent Cinema, eds. Joshua Yumibe, Sarah Street, and Vicky Jackson,
161–178. Amsterdam: Amsterdam University Press.
Thompson, Kirsten Moana. 2019. “Disney for Hire?: Sponsored Disney Animation, from Bucky Beaver to Ludwig Von Drake.” Conference Paper. Society for
Cinema and Media Studies Conference, March, Seattle.
Thompson, Kirsten Moana. 2019. “The Colour Revolution: Disney, DuPont and
Faber Birren.” Cinéma&Cie International Film Studies Journal, eds. Elena
Gipponi and Joshua Yumibe, 19, no. 32 (Spring): 39–52.
Turow, Joseph. 1997. Breaking Up America: Advertisers and the New Media
World. Chicago: University of Chicago Press.
Van de Peer, Stefanie. 2017. Animation in the Middle East: Practice and Aesthetics
from Baghdad to Casablanca. London: I.B. Tauris.
1
INTRODUCTION TO ANIMATION AND ADVERTISING
51
Vonderau, Patrick. 2016. “Introduction: On Advertising’s Relation to Moving
Pictures.” In Films That Sell: Moving Pictures and Advertising, eds. Bo Florin,
Nico de Klerk, and Patrick Vonderau, 1–18. London: BFI/Palgrave.
Wasson, Haidee, and Lee Grieveson, eds. 2018. Cinema’s Military Industrial
Complex. Oakland, CA: University of California Press.
PART I
Revisionist Histories
CHAPTER 2
George Pal’s ‘Cavalcade of Colours, Music
and Dolls’: 1930s Advertising Films
in Transnational Contexts
Mette Peters
Introduction
For the first ten years of his career in the 1930s, George Pal worked almost
exclusively on animated advertising films in different European countries,
prior to his better known Hollywood work.1 This chapter will reassess the
role of these advertising films in understanding Pal’s career. In so doing,
I will consider the mutual relationship between the advertising filmmaker
and client and will focus on three aspects: the balance between appealing
entertainment and the advertising message; the national and international
This text is based on a paper presented at the Society for Animation Studies
Conference, 26 June 2012, RMIT University Melbourne, Australia. With support of the Dr. Catharine van Tussenbroek Fonds.
All images are provided by Eye Filmmuseum, The Netherlands.
M. Peters (B)
Utrecht University, Utrecht, The Netherlands
e-mail: mettepeters@telfort.nl
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_2
55
56
M. PETERS
circulation and marketing contexts; and the role of materiality and innovative technology in creative practice at the Pal Studio. The relationship
between Philips and Pal will be discussed in more detail as the Dutch manufacturing company was the major commissioner of the Pal Studio and
Philips’ marketing strategies indicate transnational advertising prior to the
Second World War. My argument suggests that Pal’s work on sponsored
films was central to his professional identity in the 1930s, in addition to his
artistic ambitions. Indeed, when Pal registered his new studio at the local
Chamber of Commerce in Eindhoven he described the type of work that
was being practised as ‘Cinematographic art for advertising’.2
Pal was born in Hungary in 1908.3 He started working in the film
industry in Budapest, and in the early 1930s moved to Berlin, where he
worked at the animation department at Ufa film studio and later made
advertising films as an independent entrepreneur.4 At the time the political
climate changed in Germany, as the Nazis gained political power, many
artists left Berlin feeling deprived of their artistic freedom and hindered
in their creative practice. Animation filmmakers Oskar Fischinger, Lotte
Reiniger and Julius Pinschewer left Berlin, and so did Pal. They were all
part of a broader movement of displaced artists to new locations. Pal worked
in Paris and Prague for a short time, before he settled in the Netherlands in
1934. He was among several artists who left the German film industry in the
1930s to find work in the Netherlands, for a short or longer (intermediate)
period.5
Entertainment and Advertising
Pal decided to establish a studio in Eindhoven where the Dutch headquarters of manufacturer Philips were located. Between 1934 and 1940 the
Pal Studio produced twelve animated advertising shorts for Philips, but
also approximately twelve other shorts, for companies and brands such as
the English Horlick’s malted milk and Rinso washing powder. The studio operated as an independent company and cooperated on commercials
with the advertising department of Philips but also with different independent advertising agencies, such as Dutch Remaco and British—American
J. Walter Thompson.
While it may not be possible to precisely establish how the content
and formal conventions of each of Pal’s advertising films was developed,
it seems clear that they were influenced by representatives of advertising
departments or agencies and the marketing strategies for specific brands or
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
57
products. In 1936 Pal wrote an extensive letter to Paul Kohner, a film producer and agent in Hollywood, in which he introduces his work in order to
explore possibilities for producing entertainment animated shorts for the
American market: ‘Of course, I am somewhat hampered here in Europe
with the production of my films, because I have to concentrate chiefly on
advertising films, where it is not always possible, as you will appreciate,
to follow one’s own ideas from an artistic point of view. Before all, the
advertising message must be put across, and sometimes the artistic value
suffers’.6
Extensive research of contemporary Dutch press and trade magazines
reveal that advertising films were most of the time completely ignored,
and if they did get reviewed then often they were not reviewed in a very
favourable manner.7 Information about the reception of advertising films
is scarce, but Sight and Sound (1936) provides further insight into the
‘lingering prejudice against advertisement films’ in the UK, ‘audiences are
slightly resentful when they are told they must buy such and such commodity. Were it not for this conviction that art and entertainment seldom
go amicably hand in hand with commercial propaganda, the cartoon and
doll films of young Hungarian, George Pal, would be far better known in
England than they are’.8 Comments in press coverage suggest a reserved
attitude of the general cinema public towards advertising films. But when
discussing the work of Pal, Dutch journalists generally acknowledged the
high production value of his advertising films. The films garnered audience
attention and critical praise for both Pal himself and the manufacturers and
brands he worked for, thus providing a countervailing argument for this
public anxiety.
In the Dutch press, Pal’s films were on the one hand compared to (lowbudget) advertising films and on the other hand with the highly popular
American entertainment cartoons. Pal’s use of colour and high production
values led him to be compared with Fleischer and Disney cartoons.9 Advertising films were generally shown in a side-programme alongside entertainment cartoons and other shorts, so they shared the same screening context.
Pal advertising films were comparable with theatrical cartoons in playing
time (3–10 minutes) but also in other formal aspects. Unlike contemporary advertising films that were screened more or less ‘anonymous’ (without credits or title), Pal made it common practice that his name featured
prominently in the opening credits of each short, alongside the film title
and names of other collaborators such as the composer, and also the names
of the colour and sound systems. But most importantly the content and
58
M. PETERS
narratives of his advertising films resembled entertainment formats. The
advertising message, the advertised product and its special qualities, were
often in the narrative in a covert manner. The product, brand name or a
slogan was often only presented at the end of the film in texts or packshots (images of the product). Sies Numann, head of Philips advertising
department, described the concepts for the advertising films as follows:
‘You always had to have a little story with a plot and then, at the end,
came the Philips brand name, the deus-ex-machina’.10 The Sleeping Beauty
(George Pal, Pal Studio, 1938) is an advertising film inspired by the classic
fairy tale. After the witch made the princess and the whole court fall into a
‘deep and lasting slumber’, several men from different times come to the
rescue, but fail. Finally, in 1939, the hero arrives at the castle. This modern
man awakens everybody in the court with the sounds of a modern Philips
radio. A Dutch advertising trade magazine spoke highly of the technical
qualities of the film, but expressed doubts about the choices made in the
script. Waking Sleeping Beauty with the beautiful sound of a radio instead
of a kiss was considered questionable, as surely volume, not the quality of
sound, would be the primary factor in waking up the sleepers.11
The same narrative structure could be used over again in a series of
films. All Pal’s Horlicks films have the same narrative formula, in which the
advertised product and its special qualities are introduced as the solution
to a problem: the main characters are too tired to fulfil their duties but get
new energy from drinking Horlick’s malted milk: the tired soldiers in On
Parade (George Pal, Pal Studio, J. Walter Thompson, 1936), the sailors
fighting the pirates in What Ho She Bumps (George Pal, Pal Studio, J. Walter
Thompson, 1937) or the cowboy conquering the heart of his beloved girl
in Love on the Range (George Pal, Pal Studio, J. Walter Thompson, 1938).
Pal’s Philips radio advertising films have a recurring structure, where distinct sections represent music styles from different parts of the world. The
radio, the advertised product, appears at the end of the film, or sometimes
as an element of the mise-en-scène with which the characters interact. The
special qualities of the product are spelled out, such as the innovative technique, the excellent sound quality and the international range of the radio
player reception. In The Ship of the Ether (George Pal, Pal Studio, 1934)
a ship sails through an air of radio waves and meets musicians from Paris,
Vienna, Rome, Beromunster, Hilversum, München and Daventry. In The
Magic Atlas (George Pal, Pal Studio, 1935) a magician leafs through an
atlas and engages with the musicians from different nationalities, some of
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
59
whom are caricatures of contemporary famous artists, like Austrian tenor
Richard Tauber or Dutch director Willem Mengelberg.
The musical scenes in both The Philips Broadcast 1938 (George Pal,
Pal Studio, 1937) and Philips Cavalcade (George Pal, Pal Studio, 1939)
contain elaborate dance and musical performances, but these are only very
loosely connected by the underlying narrative. The puppets are singers,
musicians and dancers and reference contemporary (American) film conventions. For example, Fig. 2.1 shows a scene from The Philips Broadcast
1938, where the camera films the synchronic pattern of the choreography
of the dancers from above, alluding to Busby Berkeley’s famous use of
the crane shot in his musicals. In Philips Cavalcade the leading character,
Philippa Ray, is introduced with her name and portrait image in the opening
credits (Fig. 2.2). These references to formal conventions from contemporary musicals, the humorous caricatures of famous artists and the popular musicians who were hired to perform the music for the soundtrack
Fig. 2.1 Choreography of dancers in The Philips Broadcast 1938 (George Pal,
1937)
60
M. PETERS
Fig. 2.2 The opening credits of Philips Cavalcade (George Pal, 1939) introducing the leading star of the film
of the film all contributed to the entertainment value of the advertising
films. Entertainment and advertising were mutually dependent in these
sponsored films, creating an appeal through stories, sensual stimulation
and intertextual allusions. Furthermore, the entertainment value of radio
advertising was a direct result and beneficiary of the commodity product
advertised, which mediated the popular music as accessed by the radio.
Advertising Films in Transnational Contexts
Throughout the 1930s American entertainment shorts dominated cinema
programming and the market for animated shorts in Europe. The puppet
film Ali Baba and the Forty Thieves (George Pal, Pal Studio, 1935) was the
first of what was intended to be a series of six entertainment shorts. When
Pal explained why he failed to make this series a success he referred to the
lack of distribution options for European animation studios in comparison
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
61
to the American studios. Disney films were distributed at such a low cost
that he could not compete. Furthermore, for advertising films he was paid
immediately, rather than waiting for theatrical returns.12 While it seemed
impossible for Pal to make a profit on the distribution and production of
animated entertainment shorts because of the cheaper American competition, the relationship with his clients provided his advertising films with an
international stage.
Donald Crafton has described how the film industry in Europe was
devastated after the First World War and how the stiff competition with
American films affected the European market for animated films. He suggested that commercials ‘promoting local goods, merchants, and services’
remained the mainstay for animation producers in Europe.13 Advertising
films were often commissioned by merchants and distributed on local markets. Some filmmakers would therefore re-sell the same film to promote
another product in a different country. An advertising film like Kreise /
Circles (Oskar Fischinger, 1933) was circulated internationally and reused
in different national contexts.14 Pal however, worked for the Philips company who operated on a transnational market. At that time Philips was
involved in the production and development of innovative products like
light- and radio-bulbs, electric razors, televisions and was considered to be
one of the largest manufacturers of radios worldwide. By 1932 Philips had
sold 1 million radios and in 1939 Philips had 45,000 employees worldwide,
of which 19,000 were in the Netherlands.15
Pal’s advertising films for Philips were also theatrical, as they were part
of international advertising campaigns which included screenings in cinemas throughout Europe, Australia and South America. There are no exact
figures about the number of film prints made of each film, in what countries they were shown or how many screenings were organized. However,
there are some indications that these films were distributed on an extensive
international scale, even taking into account that the information in the
sources mentioned was probably positively biased by personal views and
publicity purposes. First, Pal himself claimed in 1936 that 160 copies of
his film The Magic Atlas were circulated in almost all parts of the world,
‘with the exception of United States and Canada, where the Philips company does not do any business’.16 In the 1980s a former employee of the
Pal Studio recalled that 16 or 18 different language versions were made of
one commercial.17 Also, the advertising department of Philips was keen to
spread the information about the multiple versions. A publicity photo was
made of the title department at the Pal Studio, in which piles of title card
62
M. PETERS
texts in various languages are displayed.18 Surviving film prints in different
language versions provide further information on the range of the Philips
distribution network. For instance for the film Aladdin and the Magic Lamp
(George Pal, Pal Studio, 1939) a 35 mm nitrate print survived containing
overlay titles in seven different languages: English, Spanish, Italian, German, French, Dutch and Portuguese.19 The transnational circulation of the
Philips advertising films reveal a mutually beneficial relationship between
filmmaker and commissioning manufacturer.
A few surviving archival documents reveal intermedial marketing practices in three cases of Philips radio advertising films and related publicity
materials. In 1938 Pal’s commercial The Philips Broadcast 1938 was part of
an integrated marketing strategy in which Australian Philips retailers were
given a special display to place in theatres to promote the Philips’ Radioplayer and their business alongside exhibition of the advertisement film.20
Tie-up activities for the advertising film The Sleeping Beauty included a
special comic strip designed by Pal. These illustrated comic strips could
be published in local Australian newspapers and were also printed in the
form of picture books which could be distributed to audiences and used
as colouring contests in which a Philips radio player could be won.21 For
the campaign in which Philips Cavalcade was used, Pal created a life-size
puppet of the leading character in this film called Philippa Ray, designed
as a caricature of a glamorous live action female ‘star’. A series of publicity
photographs were made with this puppet. In some Pal himself poses with
this puppet: for instance on the stairs of a KLM airplane or with a policeman
in front of London’s Parliament. These photos were apparently used as a
publicity stunt and published in international newspapers and magazines.22
Philips Cavalcade was one of the last Philips films made at the Pal Studio
in Eindhoven, and it seems clear that the publicity campaign was affected by
the impact of the outbreak of the Second War World in Europe. Pal left the
Netherlands in November 1939, just a few months before the German army
invaded the country. In Philips’ publicity materials Philips Cavalcade was
described as: ‘A cavalcade of colours, music and dolls’, literally emphasizing
the special technical features of Pal’s films: being the sound, the colour and
the puppet film technique.23
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
63
Experimenting with Materials and Innovative
Technology
Pal started his career in animation in 1929 with drawn animation and in
1932 made his first stop-motion animation. From then on he would use
both drawn and puppet animation techniques, and occasionally combine
it with live action. The creative practice at the studio was characterized by
experimentation with new technologies, the use of a variety of materials and
the development of innovative production methods and animation techniques. Pal, for example, refined a specific ‘replacement’ animation technique for puppet films, also known as Puppetoons, for which he received
a special award at the Academy Award Ceremony in 1943.24 Contemporary stop-motion animation filmmakers still use the replacement method in
puppet films, especially for facial expressions, and increasingly with computerized 3D printing systems, for example in feature films such as Kubo and
the Two Strings (Laika, USA, 2016) or The Pirates! In an Adventure with
Scientists! (Aardman, UK, 2012). Aardman’s director Peter Lord always
associated the ‘substitution technique’ with the work of George Pal who,
according to Lord, ‘raised it to a fine art’.25
In 1936 Pal underlined how he had been experimenting and improving
the puppet technique, and stressed the possibilities he saw for it: ‘…being
an entirely novel and comic presentation of the trick film’.26 At the studio
many different materials were used to make the sets and props for the
puppet films, such as glass, metal wire, tin plate, cardboard and textiles.
But wood was used to fabricate the basic elements of the puppets’ bodies
such as heads, trunks and legs. Pal was educated as an architect and trained
as a carpenter, and was therefore an experienced woodworker.27 In contrast
to puppet film technique in which a flexible single puppet was used, the
process of Pal’s method was based on replacing inflexible puppets, or parts
of a puppet, for every subsequent camera exposure. This meant that a large
number of puppets had to be produced and modelled in sequential phases
of a movement, a method that very much resembled the drawn animation
process. With this method he could animate his puppets, made of inflexible
materials such as wood, and make them move very smoothly while body
parts changed in size and shape. His ambitions with this puppet animation
technique led Pal to apply for patents in Germany and France in 1932 and
in the USA in 1940.28
64
M. PETERS
At the Pal Studio in Eindhoven ca. four to five animated shorts were
produced every year. As a result of the serial nature of the production process and materials used, a form of assembly line production method was
developed at the studio. These industrialized factory practices of modernity
were common practice in cel animation at the time, but it was exceptional
that Pal also applied this method to puppet animation. The labour of the
20–25 employees at the studio, was divided into different groups, with
specialists focussing on concept design, drawing of key poses, inbetweening, woodworking, assembling of puppets, painting, set building, animation and camera operation.29 From his first stop-motion film Mitternacht /
Midnight (George Pal, Trickfilmstudio Pal & Wittke, 1933) onwards, the
design of the characters became more detailed and elaborate and the animated movements more sophisticated and complicated. While in the early
films singing characters are filmed full-size, in one of his last films, Philips
Cavalcade, he uses close-ups of facial expressions to add a dramatic touch
to the lip-sync singing performance.
The work on advertising films gave Pal financial leeway to experiment
with state-of-the-art technology and equipment in terms of sound and
colour systems, the two new technological developments in film production
at the time. High-quality sound recording systems, such as that provided by
RCA, was essential to communicate the quality of a sound product like the
Philips radio. Furthermore, the music for the soundtracks was performed by
popular dance bands of those days, like the Dutch band The Ramblers, or
British bandleaders Jack Hylton, Debroy Somer or Bert Ambrose. Ambrose
and his Orchestra are literally present as puppets in The Philips Broadcast
1938 (see Fig. 2.3).
Furthermore Pal used early film cinematographic colour processes like
the three-strip Gasparcolor system, and later the widely used three-strip
Technicolor system. In Europe especially, animation filmmakers experimented with the Gasparcolor process, according to William Moritz because
‘many have judged Gasparcolor the best color film, providing the widest
range of subtle and intense color sensations’.30 In the Netherlands, and
probably other European countries, these innovative but expensive sound
and colour technologies were not widely used in film production. The use
of colour film stock alone made the films a special attraction in cinema
programming, where most films were black and white, and further blurred
boundaries between sponsored and non-sponsored films. Dutch film critic
L. J. Jordaan recalls in 1939 that Pal’s film The Ship of the Ether marked a
radical change in the way commercials were received by the public, because
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
65
Fig. 2.3 The orchestra of British bandleader Bert Ambrose in The Philips Broadcast 1938 (George Pal, 1937)
‘this world of coloured puppets, was completely detached from the realistic
black and white photography of the other subjects on the programme’.31
The use of innovative technologies in Pal’s advertising films communicated
perfectly the Philips brand quality of technological innovation. The public
appreciation for the high production value was recognized by the manufacturers as an appealing way to get the advertising message across.
Philips Company Advertising
During the 1930s Philips used film, the new advertising medium, to propagate the technological modernity of the Philips products and innovative
manufacturing methods. On a regular basis advertising and industrial films
were commissioned—not only animated—by different innovative filmmakers such as Hans Richter, Joris Ivens and Julius Pinschewer.
66
M. PETERS
The advertising department of Philips, called the ‘Propaganda Centrale’,
developed international campaigns based on the commercial programmes
of the sales departments, in which different advertising activities were combined.32 A network of local Philips retailers was brought into action for the
international campaigns. Special publicity materials were developed and
Philips furthermore assisted retailers with an editorial copy for insertion in
the local press and with instructions on how to make good use of local
screenings of the commercials. Sies Numann recalled in 1967: ‘We are
a big company and in many respects we are considered pioneers. So we
should pioneer a little in advertising also, do new things, keep at the top,
experiment a little. If you have a large budget you can afford to do new
things’.33
The filmmakers and artists associated with Philips advertising and the
vicinity of the Philips factories contributed to a network of creative energies bundled in company town Eindhoven, which has been described by
Thomas Elsaesser as a MedienVerbund.34 On occasion the shared industrial context of the manufacturer and advertising filmmaker, the technical
expertise and facilities, led to close collaboration. For instance when Pal
wanted to design a glass model of a ship for his film The Ship of the Ether he
turned to the glass blowing experts at the glass factory where light bulbs
were fabricated (see Fig. 2.4).35 The transparency of the glass, the chosen
material to model the ship, reflects the narrative concept of the invisible
sound waves which bring music from all around the world to every home.
Fig. 2.4 Production still of the glass model of a ship with the Philips logo on the
sails and a frame grab of the ship as seen in the completed film The Ship of the Ether
(George Pal, 1934)
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
67
Pal’s work for Philips moved beyond film production, as images from Pal’s
commercials were used in the designs of Philips radio print advertisements,
or when the special technical and artistic skills of the Pal Studio were called
upon for applications such as scale-models built for Philips’ showrooms,
where different sorts of lights are demonstrated.36
To promote a new film by Pal, Philips organized special screenings in
the Netherlands and visits to the Pal Studio for the press. Publicity photos
were made, such as film stills and portraits of Pal, but also photos taken during production at the studio: employees working on the three-dimensional
sets, at the drawing tables or in the ateliers where the puppets were made.37
The Philips advertising department promoted Philips products, and additionally, in some publicity materials Pal himself and the state of the art
technological features of his films such as the sound, colour and the special
puppet film technique. While these qualities were emphasized, Pal’s reputation was reinforced as an independent and innovative filmmaker. Pal can be
considered an experimental animator as he was developing new techniques
and used new technologies, which were part and parcel of the industrial
process needed to make the films and the modern commodities these films
advertised.
Advertising Made His Name and Fame
Pal’s advertising career demonstrates the crucial interdependent relation
between filmmaker and the commissioning company. Aspects of this mutual
relation can be found in the development of the content and form of the
films, in the way these films were circulated in marketing campaigns and
in the use of technology and materials in the production process. In both
his puppet and drawn advertising films Pal developed a distinct aesthetic,
characterized by a stylized visual design and technical craftsmanship. Corporations embraced the modern way in which Pal embodied brands and
products through animation, and in how these innovative ads engaged with
consumers in an affective way.
In 1936 Pal claimed that he had ‘the largest and best equipped trick film
studio on the Continent’.38 It seems clear that Pal was well informed about
the work of his European animation colleagues, because between 1928 and
1939 he had worked in Budapest, Berlin, Paris, Prague and Eindhoven, was
commissioned by companies from different European countries (Netherlands, United Kingdom, Germany, Czechoslovakia) and travelled to the
68
M. PETERS
UK to visit advertising agencies, film laboratories and studios where postproduction of his films was done.39 But to further contextualize the significance of Pal’s advertising films in Europe, more comparative and transnational studies are needed into animation from other European countries
and by other filmmakers.40
Years before Pal’s move, he was already looking for opportunities and
new orders for entertainment shorts in the United States.41 He was in
contact with agents, who were active in the American film industry, and in
1938 travelled to the United States for press screenings and lectures. The
New York Times described him as a filmmaker with ‘a name and modest
fame which should win him welcome’, and his advertising films were called
‘some of the most delightful and interesting animated films made outside
this country’.42 The advertising films Pal produced in the 1930s, thus
brought him international fame and ultimately paved the way to a career
in Hollywood.
Notes
1. Motion Picture Herald, 12 March 1938; Gail Morgan Hickman, The Films
of George Pal (South Brunswick and New York: A.S. Barnes 1977).
2. The Dutch phrase is ‘Film-kunst voor reclame’. File no. 9437, Handelsregister van de Kamer van Koophandel en Fabrieken te Eindhoven, Brabants
Historisch Informatie Centrum (hereafter File no. 9437 KvK Eindhoven).
Dutch and German texts are translated to English by the author.
3. Jules George Pal was born in Cegléd, Hungary 1 February 1908 and died in
Beverly Hills, USA, 2 May 1980. He was born as Gyula György Marczincsák.
Archives of Pest County, birth records city of Cegléd, 1907–1909, entry
nr. 129. Details kindly supplied by Márton Orosz; On 8 June 1939 it is
noted that Jules Georges Marczincsak received permission by the Hungarian
Government to change his name to Jules George Pal. File no. 9437 KvK
Eindhoven; Ole Schepp and Fred Kamphuis, George Pal in Holland 1934–
1939 (Den Haag: Kleinoffsetdrukkerij Kapsenberg, 1983), 15.
4. Further research should establish exactly which films Pal worked on and how
he was creatively involved in each one of them. See also Günter Agde, Flimmernde Versprechen. Geschichte des deutschen Werbefilms im Kino seit 1897
(Berlin: Das Neue Berlin Verlagsgesellschaft mbH, 1998), 88 and Czech
Animated Film I 1920–1945 (Praha: Národní Filmový Archiv, 2012), 43,
65, 89.
5. Between 1933 and 1940 fifty to sixty thousand residents of the Third Reich
fled to neighbouring country the Netherlands, amongst whom were many
filmmakers. Kathinka Dittrich, Achter het Doek. Duitse emigranten in de
2
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
69
Nederlandse speelfilm in de jaren dertig (Houten: het Wereldvenster, 1987),
12.
Letter George Pal to Paul Kohner, 15 July 1936 (hereafter Letter Pal to
Kohner, 1936). Sammlung Paul Kohner 1988/14a, Deutsche Kinemathek,
Berlin. Biography of Paul Kohner. Paul Kohner Agency Records, Margaret
Herrick Library.
For example L. J. Jordaan, “De Poesjenellenkelder der Film,” Haagsche Post,
8 July 1939.
Marie Seton, George Pal, Sight and Sound, vol. 5, nr. 17, Spring 1936;
HLM, George Pal Puppetoons are a new hit. Business Screen, nr. 7, 1941.
“Artistieke Film-Reklame,” De Kunst, 23 February 1935; “Platische trucfilm
in kleuren,” Het Volk, 28 February 1935.
Eelke de Jager, “Never a Dull Moment”: An Interview with S.W. Numann
(Eindhoven: N.V. Philips’ Gloeilampenfabrieken, General Advertising
Department 1967), 14.
“Van het witte doek,” Revue der Reclame, October 1938.
Letter Pal to Kohner, 1936.
Donald Crafton, Before Mickey: The Animated Film 1898–1928 (Chicago:
University of Chicago Press, 1993), 218 and 228.
William Moritz, Optical Poetry: The Life and Work of Oskar Fischinger (Eastleigh: John Libbey, 2004), 220–221; Stefan Schlesinger, “Oskar Fischinger,
‘Cirkels’, een Gaspar-color film,” Officieel Orgaan van het Genootschap voor
Reclame, March 1937.
Guus Bekooy, Philips Honderd, een industriële onderneming 1891–1991
(Zaltbommel: Europese Uitgeverij 1991), 91, 96.
Letter Pal to Kohner, 1936.
Schepp and Kamphuis, George Pal in Holland 1934–1939, 42.
“Staatscineast no.1,” Cinema & Theater, 2 October 1937.
Aladdin en de Wonderlamp, film print B10144-2. Collection Eye Filmmuseum, the Netherlands.
“Developing the Showman’s Outlook,” Radio Retailer of Australia, 25
March 1938.
Schepp and Kamphuis, George Pal in Holland 1934–1939, 48. “Sleeping
Beauty Competition. Prize to Ulverstone,” The Advocate, 5 December 1939.
Photo collection Philips Company Archives; Cine Mundial, December
1939; Algemeen Handelsblad, 19 July 1939; De Indische Courant, 19 August
1939.
Schepp and Kamphuis, George Pal in Holland 1934–1939, 59.
Special Award ‘To George Pal for the development of novel methods
and techniques in the production of short subjects known as Puppetoons’.
The Official Academy Awards ® Database, http://awardsdatabase.oscars.
org, retrieved 28 September 2017.
70
M. PETERS
25. Peter Lord and Brian Sibley, Cracking Animation: The Aardman Book of
3-D Animation (London: Thames & Hudson, 2004), 91.
26. Letter Pal to Kohner, 1936.
27. Hickman, The Films of George Pal, 18.
28. République Française, Ministère du Commerce et de L’Industrie, Direction
de la Propriété Industrielle, Brevet d’Invention no. 765924, issue date: 18
June 1934; Deutsches Reich, Reichspatentamt, Patentschrift nr. 646066,
issue date: 20 May 1937. European Patent Office; United States Patent
Office no. 2327059, issue date: 17 August 1943. United States Patent and
Trademark Office.
29. Letter Pal to Kohner 1936; “George Pal,” De Tijd, 12 February 1938.
30. William Moritz, “Gasparcolor: Perfect Hues for Animation,” Animation
Journal 5, no. 1 (1996): 52.
31. L. J. Jordaan, “De Poesjenellenkelder der Film,” Haagsche Post, 8 July 1939.
32. Frans Wilbrink, Kunst in de Philips-reclame 1891–1941 (Eindhoven: (Z)OO
producties, 2005), 63.
33. De Jager, “Never a Dull Moment,” 36.
34. Thomas Elsaesser, “Archives and Archaeologies: The Place of Non-fiction
Film in Contemporary Media,” in Films That Work: Industrial Film and
the Productivity of Media, eds. Vinzenz Hediger and Patrick Vonderau
(Amsterdam: Amsterdam University Press, 2009), 22–23.
35. Schepp and Kamphuis, George Pal in Holland 1934–1939, 20.
36. Documents in collection Ole Schepp; “Bij Pal-Studio. Men vervaardigt hier
ook maquettes,” Eindhovensche en Meierijsche Courant, 16 March 1938.
37. Photo collections at Philips Company Archives and Eye Filmmuseum.
38. Letter Pal to Kohner, 1936.
39. In 1934 Gasparcolor Ltd and in 1937 Technicolor laboratory opened in the
UK. Sarah Street, Colour Films in Britain: The Negotiation of Innovation
1900–55 (Basingstoke: Palgrave Macmillan, 2012), 57, 273.
40. Other examples are discussed in Gunnar Strøm, “Desider Gross and Gasparcolor in a Norwegian Perspective,” Animation Journal 8, nr. 2 (2000);
Moritz, Gasparcolor.
41. “George Pal here with 3D dimension films,” Variety, 18 March 1938; “Pals
poppenfilms,” Het Vaderland, 12 February 1938.
42. Bosley Crowther, “Pal of the Puppet Pictures,” New York Times, 13 March
1938.
Bibliography
Agde, Günter. 1998. Flimmernde Versprechen. Geschichte des deutschen Werbefilms
im Kino seit 1897. Berlin: Das Neue Berlin Verlagsgesellschaft mbH.
2
GEORGE PAL’S ‘CAVALCADE OF COLOURS, MUSIC AND DOLLS’ …
71
Bekooy, Guus. 1991. Philips Honderd. Een industriële onderneming 1891–1991.
Zaltbommel: Europese Uitgeverij.
Crafton, Donald. 1993. Before Mickey: The Animated Film 1898–1928. Chicago:
University of Chicago Press.
Dittrich, Kathinka.1987. Achter het Doek. Duitse emigranten in de Nederlandse
speelfilm in de jaren dertig. Houten: Het Wereldvenster.
Hediger, Vinzenz, and Patrick Vonderau. 2009. Films That Work: Industrial Film
and the Productivity of Media. Amsterdam: Amsterdam University Press.
Hickman, Gail Morgan. 1977. The Films of George Pal. South Brunswick and New
York: A.S. Barnes.
Jager, Eelke De. 1967. “Never a Dull Moment”: An Interview with S.W. Numann.
Eindhoven: N.V. Philips’ Gloeilampenfabrieken, General Advertising Department.
Lord, Peter, and Brian Sibley. 2004 (revised and updated edition). Cracking Animation: The Aardman Book of 3-D Animation. London: Thames & Hudson.
Moritz, William. 1996. Gasparcolor: Perfect Hues for Animation. Animation Journal 2: 52–57.
Moritz, William. 2004. Optical Poetry: The Life and Work of Oskar Fischinger. Eastleigh: John Libbey.
Schepp, Ole, and Fred Kamphuis. 1983. George Pal in Holland 1934–1939. Den
Haag: Kleinoffsetdrukkerij Kapsenberg.
Street, Sarah. 2012. Colour Films in Britain: The Negotiation of Innovation 1900–
55. Basingstoke: Palgrave Macmillan.
Strøm, Gunnar. 2000. Desider Gross and Gasparcolor in a Norwegian Perspective,
Part 2. Animation Journal 2: 44–55.
Wilbrink, Frans. 2005. Kunst in de Philips-reclame 1891–1941. Eindhoven: (Z)OO
producties.
CHAPTER 3
Sponsored Silhouettes: Lotte Reiniger’s
‘Useful’ Films in Britain
Tashi Petter
In an interview conducted in 1980, a year before her death, the German
animator Lotte Reiniger reflected on her arrival to London in 1935 and
her introduction to John Grierson’s GPO Film Unit:
They asked me to do a Post Early for Christmas ad with silhouettes, which I
could do since I had all the material I’d brought for the exhibition and so I
could set up an animation stand. As well as that film I made some other little
films I don’t recall.1
In this recollection of her early years in exile, Reiniger’s response reveals
a transportable filmmaking technique that was easily adapted for international audiences and commercial purposes. As this chapter will clarify,
however, her first silhouette film for Grierson was in fact The Tocher: A
Film Ballet (1938), released many years earlier than the title she probably
refers to here, Christmas is Coming (1951). The animator was famously
T. Petter (B)
Queen Mary University of London, London, UK
e-mail: t.petter@qmul.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_3
73
74
T. PETTER
self-deprecating about her work and such discrepancies are commonplace
in interviews, particularly when conducted more than forty years after the
event. Nevertheless, Reiniger’s dismissive summary of her GPO productions as ‘some other little films’ is also indicative of a wider tendency to
disregard and overlook advertising film, an attitude that is perpetuated by
filmmakers as well as historians and scholars.
Reiniger occupies an important (if undervalued) position in the history of animation, as pioneer of the silhouette technique showcased in Die
Abenteuer des Prinzen Achmed / The Adventures of Prince Achmed (1926),
the earliest-surviving animated feature. Largely forgotten in modern popular culture and marginalised within traditional film studies, her contribution to the field of ‘useful’ cinema—films made to sell, promote or to
teach—has received even less attention.2 Throughout her career, Reiniger
accepted commissions from various advertising and governmental bodies,
including Julius Pinschewer’s agency in Berlin and the German Ministry of
Transport. Contrary to her interview response in 1980, sponsored silhouette films make up almost a quarter of her catalogue and adopt many of
the features familiar from her wider animation work.3 Whether publicising
beauty products or postal services, these ‘useful’ films almost always employ
a highly decorative aesthetic and privilege gesture, dance and non-verbal
modes of communication, with musical soundtracks and the occasional
witty intertitle.
While Reiniger’s early advertising work in Germany has received some
recent analysis, this chapter will focus on the films made in Britain for the
GPO (later the Crown Film Unit) following her departure from Berlin
in the mid-thirties.4 Typically occupying a footnote in the history of the
GPO, these animations have been overlooked by film historians, deemed
ineffective advertising or irrelevant to the wider GPO catalogue.5 Following the new approaches suggested by useful cinema studies and drawing
on archival research to sidestep prior interpretation, this chapter will rediscover the production and reception of these GPO animations, identifying
underlying patterns in their target audiences while confronting the gendered dismissal of Reiniger’s work.6 Considering the ways in which her
unique silhouette storytelling translates into the professional, commercial
spheres of non-fiction film, connections begin to emerge between these
‘useful’ animations and the didactic function of traditional folklore, thereby
demonstrating Reiniger’s engagement with a wider revival of the fairy-tale
canon.
3
SPONSORED SILHOUETTES …
75
In the spring of 1936, Reiniger was invited to produce a short advertising film for the GPO. The outcome, The Tocher: A Film Ballet (1938), is a
Scottish folk tale with a twist. A Rossini choral suite (arranged by a young
Benjamin Britten) supports Reiniger’s cast of cut-outs including a penniless hero Angus, his love interest Rhona and her cruel Laird father who has
promised her to a wealthier suitor. Chased from the castle, Angus wanders
into a picturesque woodland where an ensemble of ‘wee-folk’ ballerinas
present him with a magical box, later revealed to contain a Post Office Savings Bank book. This ‘tocher’ (Gaelic for dowry) enables the hero to marry
his true love. The limited scholarship concerning Reiniger’s ‘film-ballet’
is probably exacerbated by cataloguing errors, such as the unknown title,
‘Daughter’, which appears in some filmographies (presumably a translation
of the German word ‘tochter’).7 Writings tend to emphasise The Tocher’s
aesthetic appeal or dismiss it on the basis of functionality, as in Rachael
Low’s typically negative assessment: ‘the film is charming but, one would
think, hardly likely to have much persuasive effect on an audience’.8 As
this chapter will clarify, archival research indicates that this evaluation is
misleading.
Established in 1933, the GPO Film Unit brought together a diverse
body of filmmakers to produce information and advertising films relating
to the activities of the Post Office, then a governmental institution and
the largest employer in Britain. Reiniger’s commissions, along with titles
by Len Lye and Norman McLaren, formed a supplementary collection
of short-form animated fillers, described in a GPO pamphlet as ‘technical
novelties which serve to focus attention on a particular Post Office subject’.9 Employing silhouettes, direct animation and other techniques to
promote the airmail scheme or low-cost parcel delivery, these animated
advertisements gave a playful identity to an otherwise faceless and bureaucratic service, celebrating the aesthetic possibilities of film through screen
rhythm, music and colour, such as Reiniger’s second commission, a Dufaycolor experiment The HPO (1938).
Widely distributed via the GPO network, these animations were
screened around the country to diverse, public audiences—both adult
and juvenile—as pre-feature shorts in cinemas and more commonly at
workforce events, trade exhibitions or through local societies, schools or
churches via the travelling film units or the special film library.10 Reiniger’s
The Tocher, for instance, featured in a 1938 GPO showcase at Piccadilly
Theatre, London, while the Mid Sussex Times reported its exhibition along
with several GPO documentaries to 200 Franklands Village residents.11
76
T. PETTER
Repeated to local businesses the following day, the opening speech by a
GPO official declared the objectives of the screening: ‘engaging public
interest as a whole, thus fostering an understanding of Post Office problems and an appreciation of the services which it affords’.12 According to
other sources, however, along with GPO titles North Sea (1938) and Mony
a Pickle (1938), Reiniger’s The Tocher was specially commissioned for the
1938 Great Empire Exhibition in Glasgow.13 Hosted by the ‘Second City
of the Empire’ (as Glasgow had become known during the Victorian era),
this final Empire exhibition sought to restore prosperity and national pride
in Scotland.14 Visitors could forget the dark, grimy streets of a city in the
throes of depression to discover the modern utopia inside the 80 exhibition pavilions. As well as daily presentations of GPO films, the GPO pavilion promised ‘modern marvels for your interest and information’, such as
Tim the talking clock.15 This exhibition context is particularly illuminating
when considering the overt theme of The Tocher, with its title from Robert
Burns’ ‘A Lass Wi’ A Tocher’, and its cast of archetypes: the ‘Wee-Folk’,
the aptly named Angus and Rhona, and the Highland-jigging Laird with a
Tam o’Shanter and kilt. Glaswegian spectators might have better luck deciphering Rhona’s love note which reads, ‘My ain love, I maun wed my rich
kinsman the morn’. Constructed for this particular Scottish spectatorship,
Reiniger’s advertising technique becomes highly sophisticated. Her jovial
folk tale humours and disarms its viewer before the nonsensical (but highly
memorable) appearance of a GPO product.
However, as Michael Brooke observes, the film may also function as a
‘conscious tribute’ to the Perthshire-born John Grierson, Reiniger’s friend,
mentor and head of the unit.16 The animator had come to Britain in
December 1935 to launch a solo exhibition at the Bristol Museum and
Art Gallery. As she wrote to her friend Bryher, editor of film magazine
Close Up: ‘The exhibition begins to blow up like a balloon!’17 The popular
retrospective toured the country with accompanying talks and screenings,
creating a buzz in the press and cementing Reiniger’s reputation in British
artistic circles. As Samuel Harris reported:
There ought to be a sort of religious pilgrimage of the literati [to the Victoria
and Albert Museum]. There they should be worshipping the shrine of Frau
Lotte Reiniger, whose silhouette films have, for many years now, proven some
of the Film Society’s most reiterated and appreciated ornaments.18
3
SPONSORED SILHOUETTES …
77
Hosted in London by filmmaker Thorold Dickinson, Reiniger became
acquainted with his wider circle, including GPO filmmakers Grierson, Basil
Wright and Len Lye. She accepted invitations to lecture, published articles
in respected journals and attended Film Society gatherings as guest of honour.19 Although intended as a short trip, Reiniger’s return to Germany was
delayed by this warm welcome and a worsening situation in Berlin, where
her Jewish friends faced growing hostility and film censorship tightened
under Joseph Goebbels. As she reflected in 1979, ‘They gave me a very
friendly reception and I stayed’.20
This little-known episode of her biography is crucial for understanding her ‘useful’ filmmaking. During these early years in exile (from 1935
to 1939), Reiniger became increasingly active within British interwar film
culture. As well as public screenings and trade exhibitions, programmes
reveal that her animated advertisements also found receptive audiences
within the film society movement. As well as Lye’s Kaleidoscope (1935)
for Churchman’s cigarettes, Reiniger’s Das Rollende Rad / The Rolling
Wheel (1934) and The HPO (1938) were among 15 Reiniger titles screened
by the London Film Society from 1927 to 1939.21 Olwen Vaughan’s sister organisation the London Film Institute Society showed The Tocher in
a mixed programme including non-fiction titles and Jean Renoir’s Nana
(1926).22 Screened as a one-reel warm up for a silent feature and dislocated
from a commercial context, film society audiences might have been more
responsive to this experiment with film-ballet and less preoccupied with the
potency of its advertising message.23 By reconstructing The Tocher’s diverse
network of spectatorship and exhibition through the archive, Reiniger’s
first GPO title is reconceived as a synthesis of aesthetic expression and
promotional propaganda, further dismantling the binary between art and
commerce that has permeated previous scholarship.
The tensions around artistic freedom and sponsorship are more conspicuous in Reiniger’s second GPO work, The HPO (1938). Her earliest
experiment working in colour, the short has been criticised for adhering
too closely to its brief. As Brooke claims, ‘Reiniger has conscientiously put
the message ahead of the art: by the end of the film, only the dimmest
viewer will be unaware of what is being promoted’.24 Through a series of
vignettes, cherubic characters descend from the clouds to deliver ‘GREETINGS’, marking everyday celebrations from the delivery of a baby to a
birthday party. Playing on the sponsor’s famous acronym, these creatures
are employees of the ‘Heavenly Post Office’, as the slogan puns in an almost
affected tone: ‘It’s Heaven to Receive a Greetings Telegram. Be an Angel
78
T. PETTER
and Send One!’. Made in Dufaycolor, Reiniger’s fluffy white angels hover
above a vividly painted backdrop. Brian Easdale’s joyful score enhances the
convivial atmosphere evoked by the cherubs, who appear in different costumes to cheer up a lonely fisherman or congratulate a fox that has survived
a hunt. The light entertainment provided by The HPO therefore captures
the very function of the Greetings Telegram service, introduced in 1935 to
lighten the mood of telegraph communication. For a few extra pence, ordinary telegrams would arrive in golden envelopes on colourful, illustrated
forms designed by Rex Whistler, Edward Ardizzone and other graphic
artists including many women.25 As E. T. Crutchley explained in 1938,
this initiative allowed the service, ‘the chance to play its part in the joyful
occasions of life, and helps to dispel that atmosphere of dread and sorrow
with which the telegram was so often surrounded in the past’.26 Greetings
Telegrams were hugely popular with 26,000 sent weekly in 1935–1936,
rising to 100,000 by 1938.27
The limited writings on The HPO tend to overlook this connection
between form and function. Reiterating the synopsis and emphasising the
frivolity of the film, curators and historians have failed to acknowledge
that this was precisely the point.28 While Low’s survey finds the film ‘an
elegant trifle’ (although ‘more effective’ than The Tocher), Bryony Dixon
suggests that, ‘The legacy of the film may lie more in the pages of Elle
Decoration than in documentary film history but, once seen, it is never
forgotten’.29 A survey of 1930s Greetings Telegram designs reveals further
correspondences between The HPO’s mise-en-scène and the product it
was made to advertise.30 As we see in Figs. 3.1 and 3.2, contemporary
consumers might have recognised The HPO’s cherub figures, floral imagery
and colour palette from the decorative borders designed by Whistler and
others.31
These recurring themes and motifs (also evident in Telegram promotional materials) indicate the likely target audience of this new initiative.32
Similarly, the decision to market this product using the distinctive craft aesthetic of silhouette animation was surely intended to appeal to an audience
of female homemakers. According to Ruth Artmonsky’s survey, women
were the predominant users of the Greetings Telegram service, ‘which lines
up with the general stereotype of the woman as the social networker for
the family’.33 Michael Cowan has investigated the historical associations
between the ‘feminine’ and the silhouette form in the history of advertising, rooted in connotations with delicacy and design (via orientalism and
rococo) as well as the opportunities offered to women artists working with
3
SPONSORED SILHOUETTES …
79
Fig. 3.1 Lotte Reiniger, frame grab from The HPO (1938)
silhouettes.34 As Cowan suggests, this ‘ambivalent gendered positioning’
is manifested in Reiniger’s early advertisements for Julius Pinschewer—Das
Geheimnis der Marquise / The Secret of the Marquise (1921/1922) and Der
Barcarole / The Barcarole (1924)—where ornate, moving cut-outs promote Nivea cream and chocolate.35 While these commissions gave Reiniger
and others creative autonomy, women were restricted to the promotion of
luxurious ‘ladylike’ products such as perfume or confectionary. Low and
Dixon’s patronising responses to The HPO participate in the gendered bias
against craft-based animation, also investigated by Rosalind Galt in Pretty:
Film and the Decorative Image.36 Galt identifies a tendency to denigrate
the ‘pretty’ filmic image in its various manifestations—‘the decorative, the
ornamental, the colourful, the picturesque’—as a consequence of enduring patriarchal and colonial bias against visually rich imagery.37 Indeed,
Reiniger’s hand-cut silhouettes are characterised by ‘prettiness’, from their
intricate, filigree aesthetic and colour palette as well as the ‘endless mobility’ of her multi-jointed figures, which have been interpreted by Michael
80
T. PETTER
Fig. 3.2 Rex Whistler, ‘First British St. Valentine’s Day greetings telegram’, 1936
(© Royal Mail Group 2019, courtesy of The Postal Museum)
Cowan as ‘a form of ornament in the temporal sphere: an ornamental
movement’.38
Rosalind Galt resituates filmmakers ‘whose prettiness has left them
placed awkwardly in their respective genres; their aesthetics and politics
do not fit within dominant paradigms’.39 Her enquiry certainly speaks
to Reiniger’s ‘outsider’ position, as both a maker of decorative, craftbased film and as a woman within the GPO Film Unit. One of only two
among twenty-one GPO directors, Reiniger’s silhouette filmmaking certainly enabled her access to a male-dominated environment.40 In The HPO,
the ‘heavenly’ telegrams are delivered to a range of recipients, including a
boxer and fisherman, thereby implying a wider customer base than her earlier films for Pinschewer. However, in contrast with the wider GPO canon—
predominantly documentaries preoccupied with traditionally ‘masculine’
realms of industry and technology—The HPO operates within a familial,
homely and thus ‘feminine’ setting.41 In a sense, Reiniger’s animations
3
SPONSORED SILHOUETTES …
81
could surely be categorised alongside the GPO telephone films, identified by Scott Anthony as an ‘alternative feminine, domestic and cheeky
strand of the Film Unit’s work’.42 In William Coldstream’s whimsical yet
instructional The Fairy of the Phone (1936) for instance, the eponymous
protagonist and her chorus of telephone exchange girls perform a revue
offering advice on telephone etiquette. Alongside Reiniger’s HPO cherubs
and magical Savings Bank, this Telephone Fairy becomes another figure
of enchantment, a recurring motif in GPO films, which may shed light
upon the unit’s wider objective to improve public perception of Britain’s
emerging communications network.43 As well as entertainment, these otherworldly features elevated the status of the GPO, proposing a system that
functions ‘as if by magic’. Introducing the commercial concept of customer
service, this miscellaneous, magical workforce represent the friendly, public
face of the institution. Curiously, this mystification of the wider infrastructure works alongside, but in opposition to, the GPO documentary films,
which deliberately unmask the inner workings of the network and emphasise the impact of human activity and technology.44
For Reiniger, who famously claimed to ‘believe more in the truth of
fairy tales than newspapers’, the presence of benevolent spirits is typical
of traditional folklore, an endless source of inspiration that pervades her
corpus.45 The Tocher’s ‘wee-folk’ bear a striking resemblance to the fairies
in Reiniger’s Dornröschen / Sleeping Beauty (1922). Cherub helpers appear
in many of her animation films, from the commedia dell’arte-inspired
Harlequin (1930) to the Mauxion advertisement Die Barcarole (1924),
where they construct the company logo. Akin to the ‘invisible hand’ in early
German animated advertising, Reiniger’s fairies become a tool for attention management.46 In The HPO’s climax, it is the cherubs that conjure
the slogan, perfectly synchronised to music. Word by word, the viewer’s
eye is guided along the text, which is reconfigured to spell ‘Heavenly Post
Office’, signalling the brand and reinforcing the advertising message.
As well as an instrument for control of the frame, Reiniger’s ‘useful’
films exploit the narrative possibilities of the fairy-tale form, twisting tales of
romance and adventure to comedic and commercial effect. The ‘complexion like snow’ of the heroine in Das Geheimnis der Marquise (1921/1922)
is the result of Nivea cream. In Die Barcarole (1924), having failed to win
over his lover in the conventional manner (by fighting off a rival), the suitor
resorts to Mauxion chocolate. While Walter Benjamin claimed in 1936
that, ‘the first true storyteller is, and will continue to be, the teller of fairy
82
T. PETTER
tales’, in Reiniger’s sponsored films these universal truths—bravery, honour, courtship—are mocked and commodified.47 The familiar structures
of situation, trial and resolution identified by folklorists, or the sequence of
functions catalogued by Propp, are interrupted and resolved by the arrival
of a purchasable product or service.48 In Proppian terms, The Tocher’s ‘weefolk’ act as the ‘donor’. Their ballet performance is ‘the provision of the
hero with a magical agent’, which is unveiled as the commercial entity that
prompts the happy ending.49
While Benjamin muses on the ‘usefulness’ of storytelling—the offering
of ‘good counsel’ through practical advice, the dictation of a moral, proverb
or maxim—there is a curious interplay between these ‘useful’ animations
and the instrumental value of traditional fairy tales.50 As Reiniger’s technique is a transformation of traditional handicraft practices, her advertising
films are modern fairy tales in a meaningful sense. In this magical marketplace, the adult consumer replaces the typical child listener.51 Capitalist
consumption has replaced moral order, fairies become publicity agents and
wisdom is imparted through advertising slogans. Jack Zipes highlights the
shifting receptions of the fairy tale in Western culture: ‘now the market,
technology, and the routines of capitalist exchange dictate how stories will
be imparted’.52 Throughout the history of advertising, popular folklore
has often provided basic scenarios for commercials, such as Jam Handy’s
A Coach for Cinderella (1936) for Chevrolet. As Wolfgang Mieder summarises, ‘By using traditional fairy-tale motifs and by adapting them to
the modern world of consumerism and the instantaneous gratification syndrome, advertising agencies create the perfect medium with the irresistible
message’.53 In Reiniger’s works, however, rather than alluding to legendary
characters or tropes as a referential framework, archival materials indicate
that she created her own stories and narratives, thereby engaging with a
wider literary tradition.54 In a period in which Benjamin was lamenting the
dying art of storytelling, and Béla Balázs and Kurt Schwitters were recycling
folklore as sociopolitical commentary, Reiniger’s fairy-tale adaptations are
playfully subversive.55 Whether toying with gendered stereotypes (see the
chocolate-loving damsel-in-distress in Die Barcarole [1924]) or the cloying
tone of The HPO slogan, these ‘useful’ fairy tales are knowingly ironic, perhaps offering a subtle critique of the advertising industry that they emerged
from.
Having re-evaluated The Tocher and The HPO to reveal new layers of
meaning and resonance, this chapter further challenges the assumptions
that have devalued Reiniger’s practice and her animated advertisements
3
SPONSORED SILHOUETTES …
83
in particular. Highlighting the connections between Reiniger’s distinctive
filmmaking style and the products and services she publicised, one discovers silhouette films that are both ‘pretty’ and ‘useful’. While acknowledging her marginalised position as an émigré, a craft-based filmmaker and
a woman working within the GPO Film Unit, it seems that Reiniger’s
fairy-tale narratives and ‘outsider’ aesthetics were specifically targeted at
marginalised consumer groups, whether women homemakers or Scottish
audiences within the British Empire. These sponsored silhouette films raise
pertinent questions in relation to Reiniger’s wider oeuvre, whether the
theme of national identity, the employment of irony or her techniques for
controlling the frame. By highlighting the pivotal position of this woman
émigré working in interwar Britain, this study broadens the parameters of
‘useful’ cinema and calls for further recovery of Reiniger’s ‘other little films
I don’t recall’.
Notes
1. Alfio Bastiancich, “Lotte Reiniger: An Interview with Alfio Bastiancich,” in
Women and Animation: A Compendium, ed. Jayne Pilling (London: British
Film Institute, 1992), 14.
2. Rachel Palfreyman, “Life and Death in the Shadows: Lotte Reiniger’s Die
Abenteuer Des Prinzen Achmed,” German Life and Letters 64, no. 1 (2011).
For ‘useful’ cinema, see Charles R. Acland and Haidee Wasson, Useful Cinema (Durham, NC: Duke University Press, 2011).
3. Her catalogue of 62 contains 15 ‘useful’ titles with others likely unidentified. 4 missing Pinschewer titles are credited to Reiniger in André Amsler,
Wer Dem Werbefilm Verfällt, Ist Verloren Für Die Welt: Das Werk Von Julius
Pinschewer 1883–1961 (Zürich: Chronos, 1997), 30. Discrepancies are common. Amsler and the Huntley Film Archive catalogue Pinschewer’s Tres
Caballeros (1930) as Reiniger, while Rudi Klemm is credited in Julius
Pinschewer, Martin Loiperdinger, and Alexander Duesterberg, Julius Pinschewer - Klassiker Des Werbefilms [DVD Booklet] (Berlin: Absolut Medien,
2010).
4. Michael Cowan, “The Ambivalence of Ornament: Silhouette Advertisements in Print and Film in Early Twentieth-Century Germany,” Art History
36, no. 4 (2013).
5. Len Lye is given an entire chapter while Reiniger is represented by an extract
from her ‘Moving Silhouettes’ (1936) article in Scott Anthony and James
G. Mansell, The Projection of Britain: A History of the GPO Film Unit (Basingstoke: Palgrave Macmillan, 2011), 134–136.
84
T. PETTER
6. An analysis of the ‘Auftrag’ (commissioner), ‘Anlass’ (purpose) and ‘Adressat’ (audience) is recommended in Thomas Elsaesser, “Archives and Archaeologies: The Place of Non-fiction Film in Contemporary Media,” in Films
That Work: Industrial Film and the Productivity of Media, eds. Vinzenz
Hediger and Patrick Vonderau (Amsterdam: Amsterdam University Press,
2009), 23.
7. Ralph Stephenson, Animation in the Cinema (London: Zwemmer, 1967),
175. Re-printed in Jean Petrolle and Virginia Wexman Wright, eds., Women
and Experimental Filmmaking (Urbana, IL: University of Illinois Press,
2005), 261.
8. Rachael Low and Roger Manvell, Documentary and Educational Films of
the 1930’s (London: Allen & Unwin, 1979), 150.
9. GPO Film Unit, “Programme of GPO Films, Piccadilly Theatre (28th April
1938).” London, British Postal Museum and Archive, 109/296.
10. The library loaned GPO films to local organisations with their own projecting facilities. Ernest Tristram Crutchley, GPO (Cambridge: University
Press, 1938), 248.
11. GPO, “Programme of GPO Films, Piccadilly Theatre (28 April 1938),”
London, British Postal Museum. Item 4, 109/296. Anon, “Post Office
Films at Haywards Heath: Franklands Village Residents and Local Organizations Entertained,” Mid Sussex Times, 1 November 1938.
12. Ibid.
13. Ian Aitken, The Concise Routledge Encyclopedia of the Documentary Film
(New York, NY: Routledge, 2013), 947.
14. Perilla Kinchin, Neil Baxter, and Juliet Kinchin, Glasgow’s Great Exhibitions:
1888, 1901, 1911, 1938, 1988 (Wendlebury: White Cockade, 1988).
15. GPO Pavilion postcard, reproduced in Graham Moss, The Post Office and
the Empire Exhibition, 1938 (Scottish Postal History Society, 1988), 54.
16. The Tocher was finished under Alberto Cavalcanti, following Grierson’s resignation in 1937.
17. Letter from Reiniger to Bryher, 19 November 1935. New Haven, Beinecke
Library. Box 51 GEN MSS 97- Folder 1879.
18. Samuel Harris, “Silhouettes,” The Cinema (February 5, 1936): 8.
19. Lotte Reiniger, “Scissors Make Films,” Sight and Sound 5, no. 17 (1936).
20. Translated from Alfred Happ, Lotte Reiniger 1899–1981: Schöpferin Einer
Neuen Silhouettenkunst (Tübingen: Kulturamt, 2004), 52.
21. G. Amberg, Film Society Programmes (1925–39) (New York: Arno Press,
1972).
22. London Film Institute Society, “Programme (13th February 1938).” BFI
Special Collections. ITM-5967.
23. For her ‘film-ballet’ theory see Lotte Reiniger, “Film as Ballet,” Life and
Letters To-day 4 (Spring 1936).
3
SPONSORED SILHOUETTES …
85
24. Michael Brooke, “The H.P.O. (1938),” in BFI Screenonline (British Film
Institute).
25. Women account for a quarter of the designers in Ruth Artmonsky, Bringers
of Good Tidings: Greetings Telegrams, 1935–1982 (Woodbridge: Artmonsky
Art, 2009). See note 31.
26. Crutchley, GPO, 140.
27. Doris M. Green, The Greetings Telegram Service (Poole: The Minster Press,
1967), 9.
28. See also Amy Sargeant, “A Wide Shot of Exile, Émigré and Itinerant Activity
in the British Film Industry in the 1930s,” in Destination London: GermanSpeaking Emigrés and British Cinema, 1925–1950, eds. Tim Bergfelder and
Christian Cargnelli (New York and Oxford: Berghahn Books, 2008).
29. Low and Manvell, Documentary and Educational Films of the 1930’s, 150.
Bryony Dixon, “The H.P.O. (1938),” in We Live in Two Worlds: The GPO
Film Unit Collection [DVD Booklet] (London: British Film Institute,
2009), 58.
30. Lotte Reiniger, Frame Grab from the HPO, 1938; Rex Whistler, First British
St. Valentine’s Day Greetings Telegram, 1936 (Figs. 3.1 and 3.2).
31. See designs by Margaret Calkin James (1935), Miss I. M. Hyde (1938), Ida
Mackintosh Simpson (1939), Mrs. Claudia Freedman (1937) in Artmonsky,
Bringers of Good Tidings: Greetings Telegrams, 1935–1982.
32. See Alex Jardine’s 1936 poster in Anthony and Mansell, The Projection of
Britain: A History of the GPO Film Unit, 228.
33. Artmonsky, Bringers of Good Tidings: Greetings Telegrams, 1935–1982, 19.
34. Cowan, “The Ambivalence of Ornament: Silhouette Advertisements in Print
and Film in Early Twentieth-Century Germany.”
35. Ibid.
36. See Caroline Ruddell and Paul Ward, eds., The Crafty Animator: Handmade,
Craft-Based Animation and Cultural Value (London: Palgrave Macmillan,
2019).
37. Rosalind Galt, Pretty: Film and the Decorative Image (New York and Chichester: Columbia University Press, 2011), 8.
38. Cowan, “The Ambivalence of Ornament: Silhouette Advertisements in Print
and Film in Early Twentieth-Century Germany,” 790.
39. Galt, Pretty: Film and the Decorative Image, 299.
40. With Evelyn Spice (1904–1990). 12 of 84 employees were women according to Phyllis Cain, “Personal Recollections of John Grierson’s Secretary.”
London, British Postal Museum and Archives. 108/298.
41. See for instance, the GPO’s most celebrated film, Basil Wright and Harry
Watt’s Night Mail (1936).
42. Scott Anthony, “The Fairy of the Phone (1936),” in BFI Screenonline (British
Film Institute).
43. See also the spectral post-box in Len Lye’s N or NW (1938).
86
T. PETTER
44. See for example Evelyn Spice’s Calendar of the Year (1936).
45. Jayne Pilling, A Reader in Animation Studies (London: John Libbey, 1997).
46. Michael Cowan, “Advertising and Animation: From the Invisible Hand to
Attention Management,” in Films That Sell: Moving Pictures and Advertising, eds. Bo Florin, Nico De Klerk, and Patrick Vonderau (London: British
Film Institute, 2016).
47. Walter Benjamin, “The Storyteller,” in Illuminations, ed. Hannah Arendt
(New York: Schocken Books, 1969), 101.
48. Vladimir Propp, Morphology of the Folktale, 2nd ed. (Austin, TX: University
of Texas, 1968).
49. Ibid., 79.
50. Benjamin, “The Storyteller,” 101.
51. The ‘child listener’ is a recent construct according to Maria Tatar, The Hard
Facts of the Grimms’ Fairy Tales/Maria Tatar (Princeton, NJ: Princeton
University Press, 1987), xxvi.
52. Jack Zipes, Happily Ever After: Fairy Tales, Children and the Culture Industry (New York: Routledge, 1997), 137.
53. Wolfgang Mieder, “Advertising and Fairy Tales,” in The Oxford Companion
to Fairy Tales (Oxford University Press, 2015).
54. Reiniger, “The Hidden Treasure” [typescript for The Tocher]. Tübingen,
Reiniger Collection, R 01471/001-003.
55. Jack Zipes, Fairy Tales and Fables from Weimar Days (Hanover, NH: University Press of New England, 1989); Benjamin, “The Storyteller.”
Bibliography
Acland, Charles R., and Haidee Wasson. 2011. Useful Cinema. Durham, NC: Duke
University Press.
Aitken, Ian. 2013. The Concise Routledge Encyclopedia of the Documentary Film.
New York, NY: Routledge.
Amberg, G. 1972. Film Society Programmes (1925–39). New York: Arno Press.
Amsler, André. 1997. Wer Dem Werbefilm Verfällt, Ist Verloren Für Die Welt: Das
Werk Von Julius Pinschewer 1883–1961. Zürich: Chronos.
Anthony, Scott. “The Fairy of the Phone (1936).” In BFI Screenonline. British Film
Institute.
Anthony, Scott, and James G. Mansell. 2011. The Projection of Britain: A History
of the Gpo Film Unit. Basingstoke: Palgrave Macmillan.
Artmonsky, Ruth. 2009. Bringers of Good Tidings: Greetings Telegrams, 1935–1982
[in English]. Woodbridge: Artmonsky Art.
Bastiancich, Alfio. 1992. “Lotte Reiniger: An Interview with Alfio Bastiancich.”
In Women and Animation: A Compendium, ed. Jayne Pilling. London: British
Film Institute.
3
SPONSORED SILHOUETTES …
87
Benjamin, Walter. 1969. “The Storyteller.” In Illuminations, ed. Hannah Arendt.
New York: Schocken Books.
Brooke, Michael. “The H.P.O. (1938).” In BFI Screenonline. British Film Institute.
Cowan, Michael. 2013. “The Ambivalence of Ornament: Silhouette Advertisements in Print and Film in Early Twentieth-Century Germany.” Art History
36, no. 4: 784–809.
Cowan, Michael. 2016. “Advertising and Animation: From the Invisible Hand to
Attention Management.” In Films That Sell: Moving Pictures and Advertising,
eds. Bo Florin, Nico De Klerk, and Patrick Vonderau. London: British Film
Institute.
Crutchley, Ernest Tristram. 1938. GPO. Cambridge: University Press.
Dixon, Bryony. 2009. “The H.P.O. (1938).” In We Live in Two Worlds: The GPO
Film Unit Collection [DVD Booklet]. London: British Film Institute.
Elsaesser, Thomas. 2009. “Archives and Archaeologies: The Place of Non-fiction
Film in Contemporary Media.” In Films That Work: Industrial Film and the
Productivity of Media, eds. Vinzenz Hediger and Patrick Vonderau. Amsterdam:
Amsterdam University Press.
Galt, Rosalind. 2011. Pretty: Film and the Decorative Image. New York and Chichester: Columbia University Press.
Green, Doris M. 1967. The Greetings Telegram Service. Poole: The Minster Press.
Happ, Alfred. 2004. Lotte Reiniger 1899–1981: Schöpferin Einer Neuen Silhouettenkunst. Tübingen: Kulturamt.
Kinchin, Perilla, Neil Baxter, and Juliet Kinchin. 1988. Glasgow’s Great Exhibitions:
1888, 1901, 1911, 1938, 1988 [in Engels (TA)]. Wendlebury: White Cockade.
Low, Rachael, and Roger Manvell. 1979. Documentary and Educational Films of
the 1930’s. London: Allen & Unwin.
Mieder, Wolfgang. 2015. “Advertising and Fairy Tales.” In The Oxford Companion
to Fairy Tales. Oxford University Press.
Moss, Graham. 1988. The Post Office and the Empire Exhibition, 1938. Scottish
Postal History Society.
Palfreyman, Rachel. 2011. “Life and Death in the Shadows: Lotte Reiniger’s Die
Abenteuer Des Prinzen Achmed.” German Life and Letters 64, no. 1: 6–18.
Petrolle, Jean, and Virginia Wexman Wright, eds. 2005. Women and Experimental
Filmmaking. Urbana, IL: University of Illinois Press.
Pilling, Jayne. 1997. A Reader in Animation Studies. London: John Libbey.
Pinschewer, Julius, Martin Loiperdinger, and Alexander Duesterberg. 2010. Julius
Pinschewer - Klassiker Des Werbefilms [DVD Booklet]. Berlin: Absolut Medien.
Propp, Vladimir. 1968. Morphology of the Folktale. 2nd ed. Austin, TX: University
of Texas.
Reiniger, Lotte. 1936a. “Film as Ballet.” Life and Letters To-day 4 (Spring): 157–
163.
Reiniger, Lotte. 1936b. “Scissors Make Films.” Sight and Sound 5, no. 17: 13–15.
88
T. PETTER
Ruddell, Caroline, and Paul Ward, eds. 2019. The Crafty Animator: Handmade,
Craft-Based Animation and Cultural Value. London: Palgrave Macmillan.
Sargeant, Amy. 2008. “A Wide Shot of Exile, Émigré and Itinerant Activity in the
British Film Industry in the 1930s.” In Destination London: German-Speaking
Emigrés and British Cinema, 1925–1950, eds. Tim Bergfelder and Christian
Cargnelli. New York and Oxford: Berghahn Books.
Stephenson, Ralph. 1967. Animation in the Cinema. London: Zwemmer.
Tatar, Maria. 1987. The Hard Facts of the Grimms’ Fairy Tales/Maria Tatar. Princeton, NJ: Princeton University Press.
Zipes, Jack. 1989. Fairy Tales and Fables from Weimar Days. Hanover, NH:
University Press of New England.
Zipes, Jack. 1997. Happily Ever After: Fairy Tales, Children and the Culture Industry. New York: Routledge.
CHAPTER 4
Magic Highways and Autopias: Disney
and Automobile Advertising
Malcolm Cook
Introduction
The 1958 episode ‘Magic Highway, U.S.A.’ from the Disneyland television
series provides a revealing insight into the attitudes Walt Disney Productions held towards advertising at this time. Imagining the future of highway
travel, an animated comic vignette shows a driver passing invasive and ‘unsightly’ roadside billboards (‘Wear Burpo…Eat Burpo…See Burpo…Buy
Burpo’). It then offers a solution to ‘preserve our scenic beauty’, as Walt
Disney’s voice-over puts it. The billboards dissolve to be replaced by topiary forming the word ‘Burpo’, a cow with ‘Burpo’ in its markings (recalling
the archaic meaning of a ‘brand’), and a flock of birds who form the ubiquitous company name. Advertising is not eliminated, but rather moves from
an overt and intrusive form to being more discreet and integrated into the
environment. This mirrors the wider shift occurring at Disney in the late
M. Cook (B)
Faculty of Arts and Humanities, University of Southampton, Southampton, UK
e-mail: m.cook@soton.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_4
89
90
M. COOK
1950s, as it moved away from the production of direct television commercials, but remained heavily involved in a range of promotional activities for
other companies, especially beyond cinema and television screens.1 This
chapter will argue that advertising is an important part of Disney history,
which earlier historians have ignored or downplayed. A case study of the
company’s work in the related fields of automobiles, oil and government
highway construction between 1954 and 1964 reveals a complex web of
corporate activity with promotion, persuasion and selling at its centre.
Disney had been involved with advertising from its earliest days. Walt
Disney’s first job at the Kansas City Slide Company, the studio’s pioneering
of merchandising and the Mickey Mouse Club in the 1930s, and the large
volume of persuasive educational, training and information films during the
Second World War all provide prominent examples.2 In the 1950s, Disney
directly engaged with agencies and advertisers to produce television commercials for products including Peter Pan Peanut Butter, 7-Up soft drinks,
Trix cereal and Ipana toothpaste. As with the other examples given here,
this has previously been noted by animation historians, but has been seen
as short-lived and inconsequential.3 In the restricted terms of the studio
simply taking commissions for television commercials, this interpretation
has some validity. It is notable that a woman, Phyllis Hurrell, was placed in
charge of the commercial unit.4 This was an unusual situation in the maledominated power structure of the studio, and suggests the limited respect
the unit had, echoing Jane Gaines’ argument that women in the early film
industry could get a foothold in areas that were deemed unimportant or
uneconomic.5 Furthermore, the Disney commercial unit was closed by the
end of the 1950s, less than ten years after it opened. This chapter argues
that this was not the end of Disney’s advertising, however, but signalled
the incorporation of sponsorship and promotion as a cornerstone of the
company’s activities.
A case study of Disney’s work with the automotive industry, and associated oil companies and government initiatives, provides the most extensive
evidence of this deepening pattern. As Susan Ohmer has shown, Disney
had been involved in marketing campaigns in this field before, collaborating in 1939 with Standard Oil to promote travel to the Golden Gate
International Exposition in San Francisco.6 With the launch of Disneyland
(both theme park and television show) the mutual promotional relationship between Disney and car culture became complex and extensive: as a
source of funding to build the park, as a sponsor and topic for television
shows and theme park attractions, as transportation for park visitors. In
4
MAGIC HIGHWAYS AND AUTOPIAS …
91
turn, Disney was shaped by that involvement in terms of industrial design,
environmental engineering and urban planning.
The Disneyland Television Show and American
Motors’ Sponsorship
In 1954, in connection with plans for the Disneyland theme park, Disney
signed a contract to produce a weekly television show, also to be called
Disneyland, for the American ABC network.7 In addition to the $100,000
production budget for each episode, American Broadcasting-Paramount
Theatres (AB-PT) invested $500,000 for an approximate 35% share of
Disneyland Inc. and provided an initial $4.4 million credit line for the construction of the park.8 A number of writers have addressed the importance
of this show for Disney and animation history, but for the present discussion
it is significant because it saw Disney embrace advertising as a core part of
its business.9 Sharing the same name, the Disneyland show was a publicity
vehicle for the Disneyland park. The show was structured around the same
four ‘lands’ from the park and included behind the scenes material on the
construction of the park and shows broadcast from there once it opened.10
This was openly acknowledged by trade newsletter Television Digest, which
reported that many of the shows would ‘be slanted as promotion for Disney
theatrical films and other Disney properties’.11
More than this self-promotion, however, Disney’s entry into television
also meant promoting the interests of other companies. In this early period
of commercial American television, shows were closely associated with
a small number of sponsors who took the complete commercial break,
although full exclusivity was starting to decline.12 The first season of Disneyland was sponsored by three companies: American Dairy Association,
Derby Foods and American Motors.13 American Motors sponsored half of
every show, while the two remaining sponsors alternated for the other half
hour.14 The total sponsorship cost for each hour-long show was $69,000
for the first run and $39,000 for reruns, thereby rapidly covering the production costs of the show and entering profitability.15
In addition to having these companies’ brands and messages displayed
in the flow of the programme, Disney was an active part of producing
the messages.16 These incorporated new animation alongside live-action
material, and Disney allowed its well-known cartoon characters to serve as
spokespersons for the products being sold. In the case of some products,
92
M. COOK
the association between Disney characters and brands had an obvious rationale. For instance, Derby Foods’ Peter Pan Peanut Butter was an apt sponsor with Disney’s 1953 J. M. Barrie adaptation fresh in viewers’ minds.17
This was deemed highly effective by Television Digest, which described them
as the ‘most delightful commercials on TV’.18
There was no such obvious rationale for the association between Disney and American Motors, but this would ultimately prove to be a more
extensive collaboration, reflecting shared interests the two companies held.
The American automotive industry was undergoing considerable changes
at this time.19 American Motors was a product of this, formed in 1954 from
the merger of Hudson and Nash-Kelvinator, two longstanding automobile
manufacturers.20 Small manufacturers were struggling to compete in the
face of the oligopoly of the ‘big three’ manufacturers, Ford, Chrysler and
General Motors (GM), who controlled 94% of the market between them.21
Tied up with that consolidation was a second change in the car industry, as
manufacturers shifted from an engineering-led approach focused on technological innovation and functionality to a design-led approach dominated
by style and increasingly frequent model revisions.22 The result was the
transformation of the look of American cars, as designers such as Frank Hershey and Virgil Exner introduced stylistic flourishes inspired by jet planes,
including tail fins and wraparound windshields.23 Advertising, especially on
television, was becoming a crucial tool for automobile manufacturers at the
time of American Motors’ sponsorship of Disneyland. Television advertising could differentiate similar products and directly present the visual style
of new models. As a result, Variety reported that in the 1954–1955 season
automobile manufacturers were ‘the biggest spenders in television, even
outranking the soap, cigaret [sic] and food companies’.24
The animation industry that Disney operated in was undergoing a parallel stylistic development to that seen in the automotive industry. The
United Productions of America (UPA) studio led a development in animation design during the 1950s that Amid Amidi calls the ‘cartoon modern’
style.25 As a number of writers have observed, modern art and commercial
illustration had a significant influence on this change.26 While the Disney
studio did produce some films that responded to this new style, notably
Ward Kimball’s short Toot, Whistle, Plunk and Boom (1953), its involvement in commercial television would seem to have stimulated an embrace
of new design and style principles, both in Kimball’s extensive work on the
Disneyland show and the commercials for its sponsors.
4
MAGIC HIGHWAYS AND AUTOPIAS …
93
Of particular importance here, it was for Disney’s American Motors
advertisements that designer Tom Oreb restyled the studio’s most famous
star, Mickey Mouse.27 Oreb applied a stark graphic style to Mickey, rejecting the circles previous character models were founded on and instead using
squares and triangles that left sharp angles and points evident, including on
Mickey’s iconic ears. Just as the Nash Rambler went from a sturdy rotund
design in the late 1940s to a sleek linear design over the course of its 1950s
model revisions, so the Mickey who advertised them was similarly transformed by Oreb into an angular dapper character. Additional commercials
featured similar makeovers of other characters from Disney films, including Donald Duck, Alice and the White Rabbit, Pinocchio and Brer Rabbit.
There is a clear alignment in the incorporation of new design principles
in both animation and automobiles, but perhaps fittingly neither company
embraced the extreme stylisations of their competitors, both targeting a
family audience and restrained modernism. The immediate stimulus for
Disney adopting new 1950s cartoon styles was its commercial work and
the influence of industrial design. These commercials for American Motors
allowed modernist design principles to be extended into motion, providing
a clear rationale for American Motors’ choice to sponsor Disney’s show and
embracing animation for its car commercials. Animation offered an intermedial extension of industrial design, animating blueprints and concept
drawings.
The emphasis on style and design is evident in one of the first Mickey
Mouse Nash commercials, which opens with Oreb’s new stylish Mickey getting dressed in front of a mirror, taking care over his appearance. In addition
to his new design, this is a departure from the hard-working personality
Mickey normally performed. He converses with his reflection, seemingly
discussing an imminent date saying ‘Boy, oh boy, is she a dream, what
style…a continental beauty!’, again focusing on appearance over personality. The punchline is, of course, that Mickey is describing the 1955 Rambler
automobile from Nash, not a female companion. As well as providing a new
modern Mickey as spokesperson for the brand, the advertisement also animates industrial design in a more practical sense, as photographic footage
of an actual car is overlaid with a diagrammatic blueprint of the car’s new
internal body structure, echoing the applied form of animation Disney had
used in wartime training and propaganda films. The overall impression of
the commercial is of the way Disney’s animation brings movement and life
to what is a rather average automobile for the period, encapsulated by a
94
M. COOK
final shot of the car statically turning its wheels on a treadmill while an animated cityscape with neon-style signs passes above it, giving the impression
of the car moving through an urban space.
Disneyland and Expanded Screen Advertising
The collaboration with American Motors is not only a significant example
of Disney’s commercial television work in the 1950s, but also signals the
way advertising had a larger place in its activities at this time, especially
the Disneyland theme park. On the opening day of Disneyland, one of the
major attractions in Tomorrowland was the Circarama presentation of the
film Tour of the West sponsored by American Motors.28 Circarama was an
expanded projection system providing a 360-degree immersive image produced by eleven interlinked 16 mm projectors.29 As its title suggests, the
film took viewers on a journey through the western United States, taking
in natural sights including Monument Valley and the Grand Canyon, as
well as urban scenes of Las Vegas and Wilshire Boulevard in Los Angeles.
American Motors’ involvement was predicated on ‘the advertising value
of the show’ and the company paid the $350,000 costs for the attraction,
which did not require an entry ticket.30 The presentation served as an
advertising conduit in some obvious ways. The motor company name was
prominently displayed outside the building, and the ‘car’ in the Circarama
name was emphasised with colour. The screening space for the film contained showroom examples of automobiles and Kelvinator appliances, such
as refrigerators.31
Moreover, the attraction also promoted American Motors products in a
less obtrusive manner and associated them with intangible ideas and values.
Widescreen processes were growing in popularity in the mid-1950s, but
the immersive nature of the Circarama projection was undoubtedly still a
novelty and aimed to impress audiences with its technological innovation.32
The patent for the ‘Panoramic motion picture presentation arrangement’,
filed in 1956 by Ub Iwerks and Walt Disney, has an automobile as a crucial
part of the filming technology, as a rig of 11 film cameras was attached to
the roof of a car with controls integrated into the dashboard.33 American
Motors was thus incorporated into the technological spectacle of A Tour
of the West in both a practical physical manner and at an ideological level,
associating the company’s products with innovation and the immersive
embodied response produced.
4
MAGIC HIGHWAYS AND AUTOPIAS …
95
That ideological promotion also extended to ideas of the nation and
the ‘manifest destiny’ of western expansion, with the automobile replacing the railways as the technological agent for it.34 The production of a
panoramic image of the American west to promote a new technology of
transport clearly has antecedents in the nineteenth century-painters who
produced images promoting the railways as a fulfilment of American exceptionalism.35 Even as recently as 1947 the Advertising Council had used a
‘Freedom Train’ as a vehicle to promote free enterprise as an American
virtue, while also framing advertising as a positive democratic force.36 A
Tour of the West utilised similar iconography to promote automobiles as the
new embodiment of that national ideal. These ideas would be extended in
a subsequent Circarama presentation sponsored by Ford, The USA in Circarama, which Disney produced for the Brussels World’s Fair held in 1958.
It replaced A Tour of the West at Disneyland as the attraction America the
Beautiful, sponsored by Bell Telephone System.37
Disney, of course, has often been read in broad ideological terms, but
even where such discussions are concerned with ideas of consumption or
capitalism they rarely address Disney’s direct involvement in advertising.38
The relevance here is that the promotion of these ideas was bound up with
Disney’s advertising of automobiles as a consumer product, and also the
company’s own commercial interests. Symbolically, the location of the original Disneyland park in California placed it at the far reaches of that national
westward expansion; in practical terms, it was heavily dependent upon automobile travel and the associated highway infrastructure. Disneyland was
built close to the Santa Ana Freeway, which at the time was designated part
of U.S. Route 101. The freeway had been expanded during Disneyland’s
construction in anticipation of increased traffic, bringing rapid expansion
to the surrounding Orange County. The county included not only Disneyland and Knotts Berry Farm attractions, but also extensive industry
and an annual $120 million income from local oil and gas.39 In 1956,
American President Dwight D. Eisenhower signed the Federal-Aid Highway Act, committing $25 billion to establishing the interstate system and
expanding and improving roads.40 This signalled his belief that automobiles
meant ‘progress for our country…greater convenience…greater happiness
and greater standards of living’.41 While the act had been preceded by
many years of political wrangling, this transformative legislation reflected
an ‘American commitment to automobility’.42 Disneyland directly benefited from this, as the Santa Ana Freeway was an early incorporation into
the network, as part of Interstate 5, allowing even more people to visit the
96
M. COOK
park. It is therefore unsurprising that Disney actively promoted this vast
infrastructure project in its Disneyland television episode ‘Magic Highway,
U.S.A.’
Alongside the accounts of the past and projected future of highways,
‘Magic Highway, U.S.A.’ includes an extended presentation (around 15
minutes long) of the construction of highways, promoting their economic
and political function while assuaging fears the audience might have about
the impact upon their environment. It adopts many different strategies
to persuade the viewer of the necessity and inevitability of Eisenhower’s
interstate programme, as the act is referenced directly and described as ‘the
biggest building project in the history of man’. The show uses biological analogies, promoting the roads as the ‘arteries’ of the nation, with a
danger that if they are clogged the ‘economy will be strangled’. The military function of the expressways is also highlighted, described as ‘strategic
military highways for national defence’, echoing a shot from the start of
the programme that showed a jet plane being transported on a truck. It
is alert to the competing interest groups advocating different forms of
road building, from the need for ‘farm-to-market’ connections to faster
interstates that bypass small towns and urban congestion, each of which is
presented as a drawn caricature of the group described. The advanced technology adopted to plan and construct the highways is repeatedly shown and
emphasised, including aerial photography, electronic computers and road
building techniques.
The purported care taken to avoid disruption to existing inhabitants
is emphasised: ‘wherever possible the route is planned to bypass schools,
cemeteries, hospitals and churches’. It is notable that the shots accompanying this voice-over feature one of the few female workers we see, in an
attempt to offer a moment of stereotypical feminine care and humanity in
contrast to the rational engineers and planners who dominate the process.
This is further communicated visually, as the female planner has prominent
red lipstick and nail varnish that is matched to the ink she uses to mark out
the path of the road. The pen even resembles a lipstick or other makeup
applicator which she guides freehand rather than the careful measurement
and use of mathematical implements seen in other shots.
This example also indicates the prevailing narrative of this sequence, the
translation of drawing into built environment. We repeatedly see planners,
designers and artists holding pencils, pens, paint brushes and other mark
making tools, followed by the images they have created being translated
first into three-dimensional models and then fully realised real world spaces.
4
MAGIC HIGHWAYS AND AUTOPIAS …
97
As well as promoting Eisenhower’s road building programme, in ‘Magic
Highway, U.S.A.’ Disney was also documenting its own shift from simple animated screen advertising to the use of engineering to animate the
physical environment at the service of corporate promotion.
Advertising Beyond the Screen at Disneyland
with Richfield Oil
As well as promoting automobile manufacturing and government highway infrastructure policies, as discussed above, the opening of Disneyland
saw the studio boosting the oil industry, and in so doing it moved beyond
the screen and into a variety of expanded forms of animated advertising.
From 1955, Disneyland featured two attractions sponsored by the Richfield
Oil Corporation. The first attraction, billed as ‘The Richfield Show—The
World Beneath Us’ incorporated a traditional Disney animated film produced and projected in ‘CinemaScope’ format.43 This film included contributions from personnel who had recently completed Lady and the Tramp,
including celebrated designer Eyvind Earle, bringing a modern design aesthetic to the film.44 Character animation of a newly designed spokesperson,
Professor Rich Field, was used to create appeal as he gave a lecture on the
geological history of oil supported by diagrammatic animation that communicated factual information. Following this, the show expanded into
an animated diorama depicting the local California geography, which sat
in front of the CinemaScope screen. A domed projection screen with a
wedge indentation rose from the diorama, onto which further animated
diagrams were projected to depict the future of oil drilling.45 The Richfield Show thus incorporated in microcosm the shifts in advertising practices
Disney implemented more generally in developing Disneyland. While starting with a traditional screen-based presentation of character animation, the
show expanded onto site-specific mechanical apparatus. Furthermore, the
advertising message was increasingly and discreetly incorporated into the
entertainment, rather than standing alongside or apart from it.
Richfield Autopia was the second attraction at Disneyland sponsored by
the oil company. An antecedent to the Honda-sponsored attraction still
operating today, the ride offered both children and adults the opportunity to drive a futuristic automobile, fuelled by Richfield gasoline, round a
miniature highway system. Richfield Autopia provides another prominent
example of Disney’s site-specific integrated advertising. The oil company
name was appended to the attraction name in many official materials and
98
M. COOK
was prominent in the television broadcast of the opening of the park.46 It
was also conspicuously displayed on the ride entrance, which was modelled
on the company’s service station forecourts and featured other elements
with its name or its Eagle logo, including fuel pumps (see Fig. 4.1). Richfield not only benefitted from the promotional association with this Disney
attraction, but also became the ‘official gasoline of Disneyland’ and operated a service station at the Disneyland hotel that provided direct income.
This marketing was bidirectional, as Richfield also actively advertised the
Disneyland park through its chain of service stations, which distributed two
promotional items given to customers buying gas. The ‘Official Disneyland
Road Map—Courtesy of your friendly Richfield Dealer’ gave a schematic
view of the highway routes to the park, driving instructions from a variety
of California locations and highlighted key attractions at the park, including those sponsored by Richfield.47 The second giveaway promoting the
Disney park to Richfield customers was a children’s comic book Adventure in Disneyland by Richfield. This contained a long comic strip in which
a futuristic family from space accidentally navigate their ‘spacemobile’ to
Fig. 4.1 Photograph of Disneyland, California in July 1958, showing the Richfield Autopia attraction with its gas station design and prominent display of the
sponsor’s name. Image with kind permission and from the collection of David
Eppen (http://gorillasdontblog.blogspot.com)
4
MAGIC HIGHWAYS AND AUTOPIAS …
99
Disneyland and lose their son, resulting in a tour of the park’s different
lands to find him. When reunited with their son they refuel with ‘Richfield Ethyl Gasoline’ before leaving the park.48 A further comic book was
published in 1956 and again incorporated evidence of the cross-promotion
between Disney and Richfield (see Fig. 4.2). These joint initiatives between
Disney and Richfield clearly had an overt promotional intent and message, encouraging consumers to buy Richfield fuel and visit the Disneyland
park. However, they also saw Disney adopting forms of advertising that
were integrated into customers’ everyday environment or the theme park
experience, rather than a segregated division between entertainment and
advertising.
Richfield Autopia, like Disney’s collaboration with American Motors,
saw the animation company embrace modern industrial design and extend
it in time and space. Robert (‘Bob’) Henry Gurr, who joined Disney in
1955, designed the vehicles for Richfield Autopia.49 Gurr had worked
for both GM and Ford in the early 1950s, and wrote and illustrated a
book, How to Draw Cars of Tomorrow, that advocated the new designled approach to automobiles discussed earlier. In the book Gurr encouraged ‘designing without constraint’, allowing the designer’s imagination
to ‘go wild’ without the consideration of mundane engineering principles.50 While this may have been too radical for Detroit car manufacturers,
this visionary approach was in keeping with the intended principles of the
Tomorrowland area of Disneyland.
Gurr’s book places considerable emphasis on the development of ‘character in existing cars’ and their expression of a distinctive ‘character-line’
that distinguish and differentiate particular models.51 This emphasis on
character is suggestive of an alignment with the development of character
animation, which had established Disney as the leading animation studio
before the Second World War. Richfield Autopia would not go so far as to
feature anthropomorphised cars of the kind seen in the 1952 Disney short
Susie the Little Blue Coupe, and it was a product of mechanical engineering rather than traditional animation techniques. Nevertheless, by extending Gurr’s illustrations into three-dimensional objects and propelling them
around the attraction’s highways, Disney was offering a new form of animated drawing at the service of advertising. As well as providing a showcase
for the way Richfield gasoline animated cars, Disney brought to life Gurr’s imagination of the future, promoting a utopian vision of technological
enhancement that would recur in its 1964 World’s Fair exhibits, including
100
M. COOK
Fig. 4.2 Page from the promotional comic book Clyde Beatty’s African Jungle
Book (1956) showing extensive interaction between Disney and corporate sponsor
Richfield Oil at Disneyland, California. [Author’s collection]
4
MAGIC HIGHWAYS AND AUTOPIAS …
101
the Magic Skyway. The types of advertising offered by Disneyland attractions had proven highly successful, with International Projectionist reporting that the companies involved were ‘greatly pleased by the advertising
and publicity they receive’.52 The World’s Fair would continue and expand
this practice.
The 1964--1965 New York World’s Fair
The 1964–1965 New York World’s Fair was, in many respects, a restatement of earlier developments, and Disney’s contributions to it were no
exception. The fair was held on the same site that had hosted the 1939
New York World’s Fair.53 That fair, and others like it, had been a regular
reference point for the construction and understanding of Disneyland.54
Disney designed and engineered four major attractions for the 1964–1965
fair, all of which extensively promoted sponsoring corporations and advertised specific products. One of these, the Ford Rotunda, contained the Disney designed Magic Skyway, which reconnected Disney with sponsor Ford
following their collaboration for the Brussels Expo 58.55 As Lee Grieveson has shown, Ford had a long history of the use of film to promote its
corporate interests, including advocating for road building and reinforcing
a liberal political economy.56 Ford’s projects in conjunction with Disney
revived such goals.
Magic Skyway offered visitors a 12-minute journey back in time, using
Ford motor cars as ride vehicles, with narration and music played through
the car radio.57 The cars progressed automatically past a series of dioramas
depicting prehistoric scenes, populated with audio-animatronic dinosaurs
and cave people, leading to the development of the wheel.58 The ride
repeated many elements seen in earlier attractions: the teleological history
of The World Beneath Us, the mobile viewpoint and animation of the latest
automobile design seen in Autopia, extensive coverage and promotion in
the Disney television show.59 The name of the Ford ride, Magic Skyway,
obviously recalls the earlier Disneyland episode ‘Magic Highway, U.S.A.’
and the attraction promoted automobiles as the expression of technological
expansion and freedom. Like the Disneyland park, the fair was a product of,
and instrument for, the massive highway expansion described earlier with
the pivotal involvement of the powerful New York planner Robert Moses,
who instigated large-scale highway infrastructure projects to allow visitors
to travel by car to the site.60
102
M. COOK
Importantly, the Magic Skyway not only reiterated many of the patterns seen throughout this chapter, but also extended the idea of animated advertising through the innovation of audio-animatronics. Magic
Skyway extended the conventional cel animation, expanded screens and
environmental animation of earlier attractions into a new experience. The
animatronics allowed animated figures to extend beyond two-dimensional
screens, while spectators were immersed and propelled into a shared space.
This all served to give a practical product demonstration of the Ford convertibles guests were sat in, as well as promote the idea that automobiles were the apotheosis of human technological evolution and freedom
through its teleological historical narrative.
Magic Skyway might also be understood to have inadvertently signalled
the limits of these ideas, and the challenges of the wider social context they
sat within. The ride was plagued with excessive queues, with Business Screen
(hardly a radical critical voice) reporting simply ‘crowd lines are generally
long’.61 Once in the ride vehicle, guests had none of the control allowed
on Richfield Autopia, instead being guided automatically around the track
at a predetermined pace. Likewise, guests were directed and controlled
in their interpretation of what they saw by a narrating soundtrack played
through the car radio.62 This form of advertising would seem to have
depended on control and the restriction of animation in a wider sense.
The freedom of the automobile and the highway offered by Magic Skyway
was prophetically curtailed by congestion and predetermined itineraries.
Furthermore, opening months before the Civil Rights Act was signed into
law, the fair as a whole saw increasing unrest and protest from groups such
as Congress of Racial Equality (CORE) and the American Civil Liberties
Union (ACLU).63 While a myriad of discriminatory practices were at stake
here, among them was the way highway construction schemes ignored or
disrupted African-American neighbourhoods, and road building was often
used as a tool for social engineering, displacing or segregating people seen
as undesirable.64
Conclusion
Despite this vocal dissent, the New York World’s Fair was greeted as a great
success for Disney. It served as an important stimulus for the creation of
the Walt Disney World resort, which opened in Florida in 1971 with attractions including the Universe of Energy sponsored by Exxon for most of
its lifetime, World of Motion sponsored by GM and its replacement Test
4
MAGIC HIGHWAYS AND AUTOPIAS …
103
Track sponsored by GM and their Chevrolet brand. Disney has continued to advertise car and oil companies’ products and promote the ideals
of automotive transportation through expanded forms of animation in its
theme parks, while providing a tourist destination that depends upon and
necessitates the use of those same vehicles.
This chapter serves as a case study for a wider revision of Disney history
that shows the studio being intimately involved with advertising and promotion of other companies’ products, and the social and political principles
underlying them. This has incorporated many examples of the traditional
cel animation Disney was famous for in the twentieth century, but can also
be understood in an expanded sense. As well as selling commodities, Disney’s advertising was animating industrial design, engineering new dynamic
spaces and enlivening social and urban planning.
Notes
1. For clarity, ‘Disney’ here and throughout refers to the organisation Walt
Disney Productions. Walt Disney as an individual will be referred to by first
and last name.
2. Jeremy Groskopf, Profit Margins: The American Silent Cinema and the
Marginalization of Advertising (Dissertation, Georgia State University,
2013), 18–19; Tim Hollis, Toons in Toyland: The Story of Cartoon Character Merchandise (Jackson: University Press of Mississippi, 2015), 11–15;
A. Bowdoin Van Riper, ed. Learning from Mickey, Donald and Walt: Essays
on Disney’s Edutainment Films (Jefferson, NC: McFarland & Co., 2011).
3. Amid Amidi, Cartoon Modern: Style and Design in Fifties Animation (San
Francisco: Chronicle Books, 2006), 153; Don Hahn, Yesterday’s Tomorrow:
Disney’s Magical Mid-Century (Los Angeles: Disney Editions, 2017), 80–
83.
4. Mindy Johnson, Ink & Paint: The Women of Walt Disney’s Animation (Los
Angeles: Disney Editions, 2017), 251.
5. Jane Gaines, “Of Cabbages and Authors,” in Feminist Reader in Early Cinema, eds. Jennifer M. Bean and Diane Negra (Durham: Duke University
Press, 2002), 105.
6. Susan Ohmer, “On the Road with Disney: Standard Oil, Advertising, and
the 1939 Golden Gate Exposition (Conference Paper),” in 18th Biennial
Conference on Historical Analysis & Research in Marketing (CHARM) (Liverpool John Moores University, 2017).
7. Television Digest, with Electronic Report, 3 April 1954, 1.
8. Broadcasting Telecasting, 2 April 1956, 66–67; Motion Picture Daily, 19
May 1954, 4.
104
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
M. COOK
J. P. Telotte, Disney TV (Detroit: Wayne State University Press, 2004).
Broadcasting Telecasting, 11 October 1954, 97, 106–107.
Television Digest, with Electronic Report, 15 May 1954, 8.
Lawrence R. Samuel, Brought to You By: Postwar Television Advertising and
the American Dream (Austin, TX: University of Texas Press, 2001), 48,
106–107.
Sponsor, 28 June 1954, 1.
Broadcasting Telecasting, 11 October 1954, 97.
Television Digest, with Electronic Report, 15 May 1954, 8.
Broadcasting Telecasting, 11 October 1954, 97.
Television Digest, with Electronic Report, 12 June 1954, 7.
Television Digest, with Electronic Report, 20 November 1954, 9.
David Gartman, Auto Opium: A Social History of American Automobile
Design (London: Routledge, 1994).
Sponsor, 31 May 1954, 72.
Gartman, Auto Opium: A Social History of American Automobile
Design, 142.
Ibid., 142–143.
Ibid., 159.
Variety, 7 July 1954, 25.
Amidi, Cartoon Modern: Style and Design in Fifties Animation.
Norman M. Klein, Seven Minutes: The Life and Death of the American
Animated Cartoon (London: Verso, 1993), 231; Dan Bashara, “Cartoon
Vision: UPA, Precisionism and American Modernism,” Animation 10, no.
2 (2015).
Amidi, Cartoon Modern: Style and Design in Fifties Animation, 152; Hahn,
Yesterday’s Tomorrow: Disney’s Magical Mid-Century, 80–81.
Business Screen (16:6), 1955, 37–44 (labelled 1A–8A as ‘Special Report’).
International Projectionist, September 1955, 10–11.
Business Screen (16:6), 1955, 5A; International Projectionist, September
1955, 10.
Business Screen (16:6), 1955, 4A.
Motion Picture Herald, 2 July 1955, 13.
Walter E. Disney and Ub Iwerks, Panoramic Motion Picture Presentation
Arrangement. United States Patent 2942516. American Cinematographer
August 1955, 476, 485–486.
Sarah Nilsen, “America’s Salesman: The USA in Circarama,” in Learning
from Mickey, Donald and Walt: Essays on Disney’s Edutainment Films, ed. A.
Bowdoin Van Riper (Jefferson, NC: McFarland & Co., 2011), 243.
Tom Gunning, “Landscape and the Fantasy of Moving Pictures: Early Cinema’s Phantom Rides,” in Cinema and Landscape, eds. Graeme Harper and
Jonathan Rayner (Bristol: Intellect, 2010), 40.
4
MAGIC HIGHWAYS AND AUTOPIAS …
105
36. Dawn Spring, Advertising in the Age of Persuasion: Building Brand America
1941–1961 (Basingstoke: Palgrave Macmillan, 2011), 29–41.
37. Motion Picture Daily, 1 July 1959, 4; Business Screen (19:4), 1958, 31.
38. Eric S. Jenkins, Special Affects: Cinema, Animation and the Translation of
Consumer Culture (Edinburgh: Edinburgh University Press, 2016).
39. Broadcasting Telecasting, 30 January 1956, 90.
40. Mark H. Rose and Raymond A. Mohl, Interstate: Highway Politics and Policy
Since 1939 (Knoxville: University of Tennessee Press, 2012), 89.
41. Dwight D. Eisenhower “Remarks to the White House Conference on Highway Safety,” 17 February 1954.
42. Rose and Mohl, Interstate: Highway Politics and Policy Since 1939, 55–84,
93.
43. International Projectionist, September 1955, 32–33.
44. Business Screen (16:6), 1955, 5A.
45. Business Screen (16:6), 1955, 5A–6A.
46. Official Disneyland Road Map (Richfield Oil Corporation, 1955); Official
Driver’s License for Richfield Autopia (Walt Disney Productions, 1955).
47. Official Disneyland Road Map (Richfield Oil Corporation, 1955).
48. Adventure in Disneyland by Richfield (Disneyland Inc., 1955).
49. Hahn, Yesterday’s Tomorrow: Disney’s Magical Mid-Century, 58–61.
50. Henry Gurr, How to Draw Cars of Tomorrow (Arcadia, CA: Dan Post Publications, 1952), 6.
51. Ibid., 13.
52. International Projectionist, September 1955, 32.
53. Lawrence R. Samuel, End of the Innocence: The 1964–1965 New York World’s
Fair (Syracuse: Syracuse University Press, 2007), 4–5.
54. Business Screen (16:6), 1955, 7A; Broadcasting Telecasting, 25 July 1955,
39.
55. Business Screen (25:3), 1964, 38; Business Screen (19:4), 1958, 31.
56. Lee Grieveson, Cinema and the Wealth of Nations: Media, Capital, and the
Liberal World System (Oakland: University of California Press, 2018), 117–
157.
57. Walt Disney and the 1964 World’s Fair (Audio CD) (Burbank, CA: Walt
Disney Records, 2009).
58. Business Screen (25:3), 1964, 38.
59. Broadcasting, 22 April 1963, 56.
60. Rose and Mohl, Interstate: Highway Politics and Policy Since 1939, 95–111;
Samuel, End of the Innocence: The 1964–1965 New York World’s Fair, 4, 13.
61. Business Screen (25:3), 1964, 38.
62. Ibid.
63. Samuel, End of the Innocence: The 1964–1965 New York World’s Fair, 33–37.
64. Rose and Mohl, Interstate: Highway Politics and Policy Since 1939, 109.
106
M. COOK
Bibliography
Amidi, Amid. 2006. Cartoon Modern: Style and Design in Fifties Animation. San
Francisco: Chronicle Books.
Bashara, Dan. 2015. “Cartoon Vision: UPA, Precisionism and American Modernism.” Animation 10, no. 2: 82–101.
Disney, Walter E., and Ub Iwerks. 1955. Panoramic Motion Picture Presentation
Arrangement. United States: United States Patent Office.
Gaines, Jane. 2002. “Of Cabbages and Authors.” In Feminist Reader in Early
Cinema, eds. Jennifer M. Bean and Diane Negra. Durham: Duke University
Press.
Gartman, David. 1994. Auto Opium: A Social History of American Automobile
Design. London: Routledge.
Grieveson, Lee. 2018. Cinema and the Wealth of Nations: Media, Capital, and the
Liberal World System. Oakland: University of California Press.
Groskopf, Jeremy. 2013. “Profit Margins: The American Silent Cinema and the
Marginalization of Advertising.” Dissertation, Georgia State University.
Gunning, Tom. 2010. “Landscape and the Fantasy of Moving Pictures: Early Cinema’s Phantom Rides.” In Cinema and Landscape, eds. Graeme Harper and
Jonathan Rayner, 31–70. Bristol: Intellect.
Gurr, Henry. 1952. How to Draw Cars of Tomorrow. Arcadia, CA: Dan Post Publications.
Hahn, Don. 2017. Yesterday’s Tomorrow: Disney’s Magical Mid-Century. Los Angeles: Disney Editions.
Hollis, Tim. 2015. Toons in Toyland: The Story of Cartoon Character Merchandise.
Jackson: University Press of Mississippi.
Jenkins, Eric S. 2016. Special Affects: Cinema, Animation and the Translation of
Consumer Culture. Edinburgh: Edinburgh University Press.
Johnson, Mindy. 2017. Ink & Paint: The Women of Walt Disney’s Animation. Los
Angeles: Disney Editions.
Klein, Norman M. 1993. Seven Minutes: The Life and Death of the American Animated Cartoon. London: Verso.
Nilsen, Sarah. 2011. “America’s Salesman: The USA in Circarama.” In Learning
from Mickey, Donald and Walt: Essays on Disney’s Edutainment Films, ed. A.
Bowdoin Van Riper. Jefferson, NC: McFarland & Co.
Ohmer, Susan. 2017. “On the Road with Disney: Standard Oil, Advertising, and the
1939 Golden Gate Exposition (Conference Paper).” In 18th Biennial Conference
on Historical Analysis & Research in Marketing (CHARM). Liverpool John
Moores University.
Riper, A. Bowdoin Van, ed. 2011. Learning from Mickey, Donald and Walt: Essays
on Disney’s Edutainment Films. Jefferson, NC: McFarland & Co.
Rose, Mark H, and Raymond A. Mohl. 2012. Interstate: Highway Politics and Policy
Since 1939. Knoxville: University of Tennessee Press.
4
MAGIC HIGHWAYS AND AUTOPIAS …
107
Samuel, Lawrence R. 2001. Brought to You By: Postwar Television Advertising and
the American Dream. Austin, TX: University of Texas Press.
Samuel, Lawrence R. 2007. End of the Innocence: The 1964–1965 New York World’s
Fair. Syracuse: Syracuse University Press.
Spring, Dawn. 2011. Advertising in the Age of Persuasion: Building Brand America
1941–1961. Basingstoke: Palgrave Macmillan.
Telotte, J. P. 2004. Disney TV. Detroit: Wayne State University Press.
PART II
Intermediality
CHAPTER 5
Animation and Commercial Display in Britain
During the 1920s
Victoria Jackson
The interwar period has been described as a ‘golden age for advertising’ in
Britain, with expenditure on publicity increasing rapidly during the 1920s.1
Traditional forms of advertising media, such as posters and print advertisements, were joined by new advertising media, including the electric
sign and the animated film. These different media formed a fertile modern
advertising environment in which the consumer could be almost constantly
communicated with:
The newspaper advertising carries its message each morning into the home,
into the train, into the office; the poster makes the message inescapable outof-doors; the film carries on the message in its most entertaining form right
through the evening’s amusement up till bed-time; while in between cinema
and home, and home and cinema, there is the electric sign!2
V. Jackson (B)
Portishead, UK
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_5
111
112
V. JACKSON
Taking this sense of a multifaceted advertising environment as a starting
point, this chapter traces the intermedial influence of the poster and related
forms of print advertisements on animated films. As André Gaudreault has
demonstrated, new media often draw on existing media forms during their
period of emergence to institutionalisation.3 This was the case with early
animated advertising films, which drew heavily on the techniques, aesthetics
and form of posters and print advertisements. Furthermore, animation itself
criss-crossed advertising media, between the cinema and other spaces, in
the form of electric signs and moving displays.
Across these different media, animation was often used for spectacular and novel effects, attracting the attention of audiences, consumers
and pedestrians. But animation was also deployed to offer other values of
advertising, notably to convey advertising messages which appealed to a
consumer’s logic and emotion. This chapter explores an expanded understanding of animation and its historical role in advertising—its forms, aims
and methods—through a focus on two producers of advertising films in
Britain during the 1920s: Cinads and Adlets. Established in 1923 and 1924,
respectively, and in operation until the early 1930s, these two companies
were closely connected; they shared a number of directors, officers and,
from around 1925, were both marketed under the Adlets brand.4 These
companies were major producers of animated advertising films, with Cinads
placing adverts for its services in trade journals and securing exclusive exhibition rights with the theatre circuit, Moss Empire.5 The kinds of films
the two companies produced were distinct, with Cinads focusing on short
animated films of a minute or two, using basic forms of cut-out animation,
and Adlets producing longer films of four or five minutes, using drawn
animation and normally centred around a simple narrative. Examining the
influence of the advertising and film industries on the output of these two
companies, this chapter aims to illuminate some of the important ways in
which an intermedial context shaped animated advertising films in Britain
during the 1920s.
Intermedial Campaigns and Exhibition Spaces
In the 1920s, animation was becoming increasingly used in electric signs,
commercial displays and film. The first electric signs had been introduced in
London in the 1890s and up until the First World War movement appears to
have been limited to flashing text, while restrictions during the war impeded
the medium’s further development. However, by the early 1920s, various
5
ANIMATION AND COMMERCIAL DISPLAY …
113
forms of complicated illusions of movement, described by one commentator as ‘story signs’, began to appear.6 The most prominent site for electric
signs in the UK was, and remains to this day, Piccadilly Circus. Contemporary press and fictional accounts described the signs as a major attraction:
There is always a crowd on the southern corner of Piccadilly, staring at the
sky signs - at the car with the silver wheels; at the red crystal bottle which
pours port into a waiting glass; at the stars of Hennessey’s brandy and the
old gentleman who sees cats intermittently when the brandy stars go out; at
the baby with the illuminated forelock sucking a bottle of Nestle’s Milk.7
This sense of awe parallels the reception of animated electric signs in Times
Square and Broadway from the 1910s onwards, which has been explored
by Kirsten Moana Thompson.8
The first use of motion in British department store displays appears to
have been during the 1910s within elaborate Christmas bazaars often featuring tableaux of winter scenes. It was during the interwar period that
the use of animated displays to sell specific goods was introduced.9 These
could vary from simple displays of motion such as the agitation of a backcloth representing the sea to give the effect of waves to more complicated
forms such as W. H. E. Marsden’s ‘Shemannikin’ display cabinet depicting a woman pulling up her stocking.10 Within this context of commercial
animation in the UK, animated advertising films, mostly shown in cinemas
and entertainment venues, grew in prominence during the 1920s.11
Cinads and its sister company Adlets operated at the intersection
between the advertising and film industries.12 In their self-advertising, they
stressed that their ‘Film Producers are not only experts in Film Technique,
but are also soundly versed in modern advertising methods’.13 They also
shared links with the advertising industry through two associated companies: Glimpsograph, manufacturers of ‘automatic advertising machines’,
and Animated Pictures, who produced moving signs.14 The businesses of
all these companies were closely connected; regional sales representatives
were responsible for selling the services of all four companies to prospective
clients around the country and the companies shared stands at trade fairs.15
This alignment of companies suggests that the directors saw a shared form
and appeal for animation which they could exploit across media. Moreover,
it seems likely that this cross-industry, multimedia environment inhabited
by Cinads and Adlets informed their conception of the animated advertising film. However, the two companies developed distinctive styles and
114
V. JACKSON
approaches to animated advertising films. While Cinads fostered a style
which drew heavily on existing advertising forms and ideas, Adlets—which
is discussed later in this chapter—would develop a form which looked more
towards the evolving animated film industry.
In an advertisement from June 1924, Cinads described their films as ‘a
living advertisement’.16 However, rather than giving life to commodities
and branding or developing a new advertising form for the medium of film,
Cinads largely conceived of ‘a living advertisement’ as something that could
bring a poster or print advertisement to life. Popular contemporary trends
in poster design were moving towards a reliance on image and colour to
catch the eye and deliver the advertising message quickly. The text was
generally kept to a minimum and often limited to a memorable slogan.
Writing in 1923, the trade journal Commercial Art summed up the role of
the poster: ‘When a poster is put on the hoardings its primary object should
be to attract attention to itself, its second object to convey its message in
pithy, effective and happy manner, and its third object to leave a good and
lasting impression’.17 The films produced by Cinads were described by
one journalist in markedly similar terms, ‘Being small films, they pithily
and effectively tell the story of somebody’s goods or services…’18 As well
as sharing these qualities, the short films produced by Cinads fulfilled a
similar role in the cinema programme as a poster in the street—conveying
an advertising message quickly. Their brevity further allowed them to be
relatively unobtrusive in the film programme; they were also typically shown
at the start, intermission or end in order to minimise any disruption to the
evening’s entertainment.19
The aesthetics of surviving Cinads films indicates an emphasis on image
rather than text, much like posters at the time. As one of their advertisements noted: ‘“Cinads” present your advertisement pictorially and in
caricature-the language that all can understand’.20 This pictorial emphasis
is seen clearly in an advertisement for Clark’s Creamed Barley (1923). Lasting only 23 seconds the film presents a hungry toddler who grows rapidly
in size after their meal. It features only one caption, shown at the end of
the film, ‘Clark’s Creamed Barley Builds Growing Children’. This slogan
simply reinforces the message already conveyed by the animated images.
Other surviving Cinads films, including The Durant 15.6 Motor Car
(1923), drew on the print advertisement rather than the poster form. Print
advertisements were often designed to ‘perform a more direct selling task
than was normally the case with other forms of advertising’ and as a result
5
ANIMATION AND COMMERCIAL DISPLAY …
115
could rely on text alongside image to convey and expand on the sales message,21 although during the 1920s print advertisements with minimal text
that closely resembled posters also became established.22 For the most
part, however, contemporary print advertisements varied in form based
on the publication in which they featured. For example, newspaper advertisements relied heavily on advertising copy and usually featured only one
simple illustration, if any at all. Advertisements in illustrated newspapers and
magazines often featured more elaborate and striking illustrations, sometimes in colour, often with more emotive supporting copy to build up an
advertising message.
The Durant 15.6 Motor Car by Cinads was an animated adaptation
or ‘living advertisement’ of an existing newspaper advertisement which
although featuring an illustration of the car model was dominated by the
supporting copy. It begins, ‘the performance, the price and most of all the
amazingly good value of the 15.6 by Durant has set the experts of the
Motor world talking’, before outlining key features of the model.23 The
film provides an animated reworking of this advertising copy, featuring one
character dressed as a motoring enthusiast and a second wearing a chauffeur’s outfit with a globe for his head. In order to make the message clear,
supporting text was used: ‘The 15.6 Durant Motor Car has set the motor
world talking’. The film continues to follow the structure and content of
The Times newspaper advertisement, supplying the same technical details
and pricing information.
Unlike films produced by Cinads, most of the surviving Adlets productions were influenced more by contemporary animated film styles than
other advertising media. One notable exception was the film Mr…Goes
Motoring (1924), which used the ‘living advertisement’ form developed by
Cinads. Adlets began producing animated advertisements in 1924, collaborating with H. E. Bateman and William Heath Robinson, who were both
famous cartoonists and advertising illustrators.24 Bateman was involved
with two productions: The Boy Who Wanted to Make Pictures (1924) for
Kodak and Mr….Goes Motoring for Shell-Mex. The latter film was part
of a simultaneous illustrated poster, press and pamphlet campaign which
included a competition to name the character. The campaign presented the
character in a number of scenes. ‘Recommendation’, for example, showed
‘Mr…’ talking with another driver and gesturing at cans of Shell.25 The animated film re-enacted all of the campaign’s scenes, with each one momentarily freezing in its final image in the same pose as the press campaign.
Directly adapting these illustrated situations, animation was not used to
116
V. JACKSON
develop characters or the branding of the product but was instead used to
give life to the advertising campaign itself.
Intersections of animation and advertising form were evident beyond the
films of Cinads and Adlets, including a wider array of ‘living advertisements’
that gave motion to existing advertising forms. The animated electric sign
occupied a similar position in the urban context as poster hoardings.26 Signs
relied largely on images and needed to present relatively short commercial
messages, with the additional possibility of motion. Like films produced by
Cinads and Adlets, some signs animated print advertising campaigns. For
example, a sign by Borough Electric Signs for the News Chronicle adapted
a famous poster by H. E. Bateman to promote the newspaper. Described in
the Advertising World as an ‘animated cartoon’, the sign featured a woman
stretching her neck to astonishing lengths in order to read a copy of the
newspaper over the shoulder of a man.27 O. D. Binger, who created animated commercial displays, offered a service for ‘posters and trademarks
faithfully reproduced as mechanical window models’.28 One such display
for Armitage’s Chicken Feed featured a woman throwing food to chicken
surrounding her feet, accompanied by signs with the name of the advertiser and the tagline: ‘Get it! And You’ll Never Regret It!’ The animated
display was described as ‘reproduced from an actual poster. Instead of a
flat advert you have a window display of the real thing in motion’.29 While
highlighting qualities of novelty and realism, the display’s primary appeal
was its capacity to give motion to static forms of advertising.
A shared iconography of animation also crossed between different advertising media. Particular kinds of animated actions evoked different kinds of
products. For example, the pouring bottles used in the Cinads films Eno’s
Fruit Salts (1923) and Hennessy’s Brandy (1923) was also used in many
advertising signs, including the Sandeman’s Port sign in Piccadilly Circus.30 Revolving wheels were another popular animated form, suggesting
travel and vehicles. A Cinads advertisement for the London, Midland and
Scottish Railway (1923) foregrounded wheels of a train carriage turning
in a manner much like animated signs in Piccadilly Circus for the Overland Motor Car and Pirelli tyres. Sometimes using a similar iconography,
advertising films and signs—as well as displays—used motion as a way to
give life to posters and other forms of advertising in a dynamic landscape
of intersecting media.
5
ANIMATION AND COMMERCIAL DISPLAY …
117
Advertising Appeal
Across the different media of posters, films, electric signs and window displays there was a growing commercial interest in how motion could be used
for selling. Most obviously it was seen as a means to capture the attention
of consumers through spectacle and novelty. However, a separate concern
within the advertising industry was how animation could be linked in a
meaningful way to the product being sold, with animation being used to
directly convey a selling message to consumers. One advertising expert
noted how important this was in animated display models:
…in the use of mechanical appliances, or models, judgment and care have to
be used not to subordinate the merchandise. Mechanical displays are always
good provided they help to centre attention on the big message you want to
“put over.”31
Cinads’ self-advertising similarly promoted this dual purpose of animation
to attract and to convey a sales appeal, aiming to stimulate desire in audience
members which would lead them to purchasing the goods advertised.
Prior to the First World War two key sales approaches had emerged from
the American advertising industry which sought to create a link between a
product being advertised and consumer desire. The logical or ‘reason why’
appeal sold a product based on its ‘performance features or its ability to
solve a problem’.32 There was also emotional, atmospheric or ‘human interest’ advertising, which sold products based on the satisfaction or pleasure a
consumer would experience from owning the item. Such appeals had found
similar traction in Britain and as animation evolved in the advertising industry during the 1920s it became a distinctive means of conveying rational
and emotional motives for purchasing goods, across different advertising
media.
Cinads used animation to convey both kinds of appeals to consumers,
often in the same film. In The Durant 15.6 Motor Car advertisement, animation is used predominantly to convey logical motives for purchasing the
car—this included its performance and price. The newspaper advertisement
that the film was based upon conveys this message through text alone.33
The film version relies heavily on text to convey the sales message, while
also using animation to visualise and support this message. For example, to
illustrate the efficiency of the car’s gearbox and emphasise the functionality
118
V. JACKSON
of the car, the film animates a car driving uphill and then reversing downhill, with numbers and ‘reverse’ appearing to indicate what gear the car is
in. This practical demonstration is accompanied by a more emotive appeal:
that everyone in the motoring world is talking about the Durant 15.6.
Here, while animation is partly used for reasons of novelty and to hold the
interest of viewers, its primary purpose is tied in with the sales message
through reason why and emotional persuasion. Rather than telling a story
or developing a character, it animates advertising aims.
Moreover, the Cinads films could convey multiple emotions for example, in the Clark’s Creamed Barley advertisement, where animation visually
conveys the ‘reason why’ the consumer should buy the product: an infant
jumps into a large box of creamed barley and suddenly grows in size. However, the film also offers an emotional appeal to the viewer with the animation used to convey the toddler’s frustration at the unsuitable food offered
and their pleasure and contentment after eating Clark’s. From these very
simple events, the film deploys animation to both shows the reason for the
use of the product and the emotional value associated with its purchase.
The Adlets film Mr… Goes Motoring offered a fuller and more comprehensive use of emotional appeal through animation. The poster and press
campaigns featured cartoon drawings of the Mr… character in a series of
activities and emotional responses related to Shell-Mex, such as ‘Concentration’, ‘Fascination’ and ‘Jubilation’.34 Rather than selling Shell products by
outlining their technical qualities, the advertisements emphasised the sense
of wellbeing and confidence that using Shell products gave the motorist.
The animated film version provided a series of vignettes in which Mr….
re-enacted the same scenes from the print media campaign.35 For example, the ‘Recommendation’ vignette begins with a motorist standing by his
car on a country road, rubbing his chin in thought. Mr…. pulls up in his
car and gets out carrying two cans which are revealed to be Shell products.
He talks to the motorist while insistently and repeatedly shaking his arm
and gesturing at the cans. The caption ‘Recommendation’ appears, and the
scene freezes for a moment in an almost exact imitation of the original cartoon featured in print advertisements (Fig. 5.1). Animation was used in the
film to both add life to an existing campaign based around still images and
to develop the emotional motive for purchasing Shell products, animating
the character’s eagerness and enthusiasm for the product. The film does
not develop a story in which to embed these emotional appeals; instead, it
uses animation to directly visualize emotion.
5
ANIMATION AND COMMERCIAL DISPLAY …
119
Fig. 5.1 Frame grab from Mr… Goes Motoring (David Barker, 1924): the film
freezes in poses imitating postcards from the campaign
Animation was used in similar ways to convey emotional appeals in other
media, including animated signs. For example, the electric sign for Pinnace
cigarettes in Piccadilly Circus featured Bonzo the Pup, a well-known cartoon character who appeared in a range of books, prints, advertisements and
his own animated film series. The Bonzo sign captured the ways in which
animated advertising crossed between media and also emphasised emotional value. Animation and character demonstrated an emotional appeal
for the product: ‘An immense Bonzo… is beheld with a cigarette in his
mouth. His expression is beatific. His eyes close in ecstasy; the tobaccosmoke trickles upwards from between his lips and from the tip of the
cigarette’.36 The animation offered a moment of ecstasy for Bonzo, which
the consumer was invited to share if they too smoked Pinnace Cigarettes.
Similarly, a sign for Nestle’s milk, featuring a baby, deployed emotive animation. The sign was reportedly the most popular in Piccadilly Circus and
received a great deal of attention from commentators who delighted in its
120
V. JACKSON
depiction of the baby’s changing moods. Animation is used to convey the
reward of purchasing Nestle’s milk: ‘Suddenly the bottle becomes filled
with some luminous fluid. The pucker in the baby’s brow vanishes; the
corners of its mouth turn up: a dimple appears in either cheek; the left
eyelid is lifted knowingly, and lowered again’.37 Like the advertising films
discussed earlier, animation becomes a vital means to prompt an emotional
response in the viewer that mirrors the smiling baby’s and, by doing so,
sells the product.
Animated Advertising and Narrative
Entertainment
During the early 1920s, the advertising film form exemplified by Cinads
engaged with key forms and aims of the advertising industry. However, as
the advertising film industry continued to evolve during the 1920s and into
the 1930s, other advertising strategies were developed which instead took
inspiration from the mainstream animated film. Reflecting this trend Adlets
moved towards narrative-based animated advertising films.38 An advertisement for these production companies explicitly stated this approach in their
work, linking ‘cartoon film advertisements’ to the appeals of ‘Mutt and Jeff,
of Felix the cat, or other film cartoon characters’ while also noting that ‘a
film must be a film before it can be a successful advertisement ’.39 While this
advertisement was released at the same time as Cinads was promoting its
‘living advertisements’, this contradictory rhetoric reflects the evolving figuration of animated advertising films occurring within these two companies
at this time. One commentator noted in 1930: ‘The whole value - the whole
strength of this new means of advertising - lies in the art with which the
commercial effort is blended with the entertainment’.40 The focus on narrative entertainment ahead of advertising message is reflected in the largely
distinct forms of advertising films produced by Cinads and Adlets.
Following their collaborations with H. E. Bateman and Heath Robinson, Adlets produced advertising films with original scenarios using drawn
animation, closer in look and feel to mainstream popular animated films
of the period. Of Adlets’ later productions, at least five advertisements for
Persil washing powder survive for examination. While Cinads’ films were
animated adaptations of the poster and print advertisement form, Adlets’
films attempted to be animated entertainment films with a sales message.
Three of their productions also included a live action sequence showing
5
ANIMATION AND COMMERCIAL DISPLAY …
121
audiences how to use the product. In most surviving Adlets films, the product itself and the film’s sales message were only revealed at the end of the
film or the animated sequence. For example, in The White Wash Job (1929)
two decorators paint a drawing room in a residential property. By the end
of the day they have splashed paint everywhere. The sequence concludes
with a woman leading the decorators to the kitchen where she has spent the
day washing with Persil: ‘You call this white washing…I’ll show you white
washing’ she declares. The initial scenes of the decorators give no hint of
Persil or its purpose. This hidden or indirect style perhaps reflected trends
in the advertising industry for soft sell approaches in which advertising
message was by suggestion or association.41 It also likely reflects a desire
for the advertising film to form an unobtrusive part of the film programme
that did not disrupt the entertainment. As one commentator noted:
the cartoon advertising film is rapidly becoming a recognised medium for
publicity…although they do contain a definite commercial message, it is so
ingeniously wrapped up under a well devised sugar-coating of entertainment
value…42
In these Adlets films animated motion was less tied to advertising
appeals. For example, In Good News Travels Far (1930), an astronomer
identifies intelligent life on Mars through his telescope as he spies Persil
being used to wash clothes. While the astronomer’s reaction to his discovery is conveyed through vibrant animated motion, there is no emotional
response tied directly to the product. Instead, the film’s narrative offers
rational reasons for buying Persil delivered humorously—it is so good at
cleaning clothes that its use is a sign of intelligent life. Similarly, The Grand
Washing Contest (1930) shows a character using Persil in a washing contest. While she has time to read the newspaper her competitors furiously
scrub. Although highlighting the pleasure of reduced labour, the appeal is
conveyed through the story and scenario rather than through the animated
motion. Notably, the benefits of using Persil are shown by a character’s lack
of motion as she reads the paper, while the driving force of the sales message
is provided by the story.
Conclusion
The surviving films of Cinads and Adlets reveal an evolving conception of
what the animated cartoon advertising film could be, which was informed
122
V. JACKSON
by both the advertising and animated film industries. Animated advertising in Britain in the 1920s was an intermedial practice, with cinema
advertisements influenced by prior forms like print and posters, but also
extending beyond the screen to site-specific electric signs. While Cinads’
notion of the animated advertised film was concerned with adapting existing media, Adlets were increasingly influenced by popular animated films.
Cinads sought to bring advertisements to life, Adlets ultimately came to
embed their sales message within a humorous narrative. And while Cinads
used animated movement as a means to communicate the sales appeal,
Adlets increasingly used narrative. The two companies provide a richly
intermedial example of a changing conception of the animated advertising film in Britain during the 1920s, borrowing from both the advertising
and animated film industries. This formation of the animated advertising
film continued to develop through the 1930s and beyond as the advertising industry sought to identify and exploit the specific potentials of the
animation medium.
Notes
1. T. R. Nevett, Advertising in Britain: A History (London: Heinemann,
1982), 145.
2. “The Screen’s Place in Advertising,” Advertising World 58, no. 4 (October
1930): 328, 330.
3. André Gaudreault, Film and Attraction: From Kinematography to Cinema
(Urbana, IL: University of Illinois Press, 2011).
4. Board of Trade, Records of the Companies Registration Office for Adlets
Limited. Company No: 19115, 1923-1932, BT 31/27994/191151, The
National Archives, Kew; Board of Trade, Records of the Companies Registration Office for Cinads Limited. Company No: 186281, 1922-932, BT
31/27621/186281, The National Archives, Kew.
5. Cinads. Advertisement, Advertiser’s Weekly 42, no. 566 (4 April 1924): 40.
6. Ward Muir, “POSTERS IN FIRE: The ‘Bright’ Idea in Advertising, Which
Has Become Quite a Feature of London by Night,” The Sphere 98, no. 1287
(20 September 1924): 354.
7. Stephen Graham, London Nights: Studies and Sketches of London at Night
(New York: George Doran, 1926): 182–183.
8. Kirsten Moana Thompson, “Rainbow Ravine: Colour and Animated Advertising in Times Square, 1892–1950,” in The Colour Fantastic. Chromatic
Worlds of Silent Cinema, eds. Giovanna Fossati et al. (Amsterdam: Amsterdam University Press, 2018), 161–175.
5
ANIMATION AND COMMERCIAL DISPLAY …
123
9. “Display Aids…Continuing Shelf Appeal’s Survey of Recent Trends in Point
of Sale Publicity,” Shelf Appeal 6, no. 11 (May 1939): 40–46.
10. See Charles Cromwell Knights, More Sales Through the Window (London:
Sir I. Pitman & Sons: 1931); W. H. E. Marsden. Advertisement, Display: The
Merchant and Window Display Record 14, no. 9 (December 1932): 525.
11. “House Publicity and the Cartoon Film,” Kinematograph Weekly 78, no.
850 (9 August 1923): 48.
12. Cinads, Advertiser’s Weekly, 4 April 1924.
13. Cinads. Advertisement, Advertising World 46, no. 3 (June 1924): vii;
Cinads. Advertisement, Advertising World 46, no. 4 (July 1924): xv.
14. Board of Trade, Adlets Limited; Board of Trade, Cinads Limited; Board of
Trade, Records of the Companies Registration Office for Glimpsograph Ltd.
Company No: 186206, 5 December 1922, BT 31/27615/186206, The
National Archives, Kew; “Bakers’ and Grocer’s Exhibition. Varied Display in
Glasgow,” Scotsman, 20 March 1923: 10, The British Newspaper Archive;
Catalogue of the British Industries Fair (London: British Industries Fair,
1923): 178.
15. Classified Advertising, Daily Telegraph, 19 December 1922, 15; Catalogue
of the British Industries Fair (London: British Industries Fair, 1923): 178.
16. Cinads, Advertising World, June 1924.
17. “Impressing the Need for Better Art in Advertising,” Commercial Art 1,
no. 8 (June 1923): 145.
18. “Bakers’ and Grocer’s Exhibition.”
19. For discussions on the presence of advertising films in cinema programmes
see: Colin Bennett, “Advertising By Projection,” Kinematograph Weekly 66,
no. 799 (17 August 1922): xi; Sidney L. Bernstein, “Film Publicity Analysed:
Some of the Pitfalls Which the Wise Exhibitor Will Learn to Avoid,” Kinematograph Weekly 94, no. 922 (18 December 1924): 65; Baron Hartley,
“Film Advertising,” Advertising World 47, no. 5 (February 1925): Screen
Advertising Supplement x.
20. Cinads. Advertisement, Advertiser’s Weekly 42, no. 570 (25 April 1924):
134.
21. Hamilton, “Some Current Press Advertisements,” Commercial Art, 1, no.
1 (July–December 1926): 60–63.
22. F. A. Mercer and W. Gaunt, “Press Advertising of To-Day,” in Posters &
Publicity Fine Printing and Design ‘Commercial Art’ Annual, eds. F. A.
Mercer and W. Gaunt, 9–12. (London: The Studio, 1928).
23. Durant 15.6 Motor Car. Advertisement, Times, 4 May 1923, 19.
24. While no further reference to the planned collaboration with Heath Robinson has been found, an animated advertising film made in 1925 by Robinson
for Amplion producers of wireless loudspeakers survives. The Tale of the Amp
Lion (Adlets, 1924) has no narrative but is more playful with the animation
medium than other Adlets films.
124
V. JACKSON
25. Shell-Mex. Advertisement, Western Morning News, 24 April 1924, 3.
26. John Harrison, “Electric Sign Advertising in London,” Commercial Art 2,
no. 6 (June 1927): 244–247.
27. “The Trend Out of Doors: New Ideas and Developments in Posters and
Signs,” Advertising World 62, no. 6 (December 1932): 362, 364, 366–367.
28. O. D. Binger. Advertisement, Display: The Merchant and Window Display
Record 9, no. 12 (March 1928): 501.
29. Ibid.
30. Although it worth noting the pouring bottle was not used in Cinads’ film
advertisement for Sandeman’s Port (1923, London: Cinads).
31. E. N. Goldsman, “Action, Life and Movement,” Display: The Merchant and
Window Display Record 9, no. 6 (September 1927): 240, 242, 246, 248.
32. See Juliann Sivulka, Soap, Sex, and Cigarettes: A Cultural History of American Advertising (Wadsworth: Cengage Learning, 2012), 102–103.
33. Durant 15.6 Motor Car. Advertisement, The Times.
34. Shell-Mex. Advertisement, Aberdeen Press and Journal.
35. “Some Notes on Art Work in ‘Shell’ Advertising. An Interview with Mr.
E. W. Decalour, the Advertising Manager,” Commercial Art 2, no. 1 (1
December 1926): 41–43; Shell-Mex Ltd. Advertisement, The Observer 17
August 1924: 10.
36. Muir, “POSTERS IN FIRE.”
37. Ian Hay, “London’s Flashing Sky-Signs,” Daily Mail Atlantic Edition, 17
May 1923, 14.
38. For a history of animation in Britain from 1890s to the 1920s see Malcolm
Cook, Early British Animation: From Page and Stage to Cinema Screens
(Cham, Switzerland: Palgrave Macmillan, 2018).
39. Cinads, Advertiser’s Weekly, 25 April 1924.
40. “The Screen’s Place in Advertising,” 328, 330.
41. Sivulka, Soap, Sex, and Cigarettes, 103.
42. “The Advertising Film,” Kinematograph Weekly 115, no. 1014 (23 September 1926): 99.
Bibliography
Anonymous. 1923. Catalogue of the British Industries Fair. London: British Industries Fair.
Cook, Malcolm. 2018. Early British Animation: From Page and Stage to Cinema
Screens. Cham, Switzerland: Palgrave Macmillan.
Gaudreault, André. 2011. Film and Attraction: From Kinematography to Cinema.
Urbana, IL: University of Illinois Press.
Graham, Stephen. 1926. London Nights: Studies and Sketches of London at Night.
New York: George Doran.
5
ANIMATION AND COMMERCIAL DISPLAY …
125
Mercer, F. A., and W. Gaunt. 1928. “Press Advertising of To-Day.” In Posters &
Publicity Fine Printing and Design ‘Commercial Art’ Annual, eds. F. A. Mercer
and W. Gaunt, 9–12. London: The Studio.
Nevett, T. R. 1982. Advertising in Britain: A History. London: Heinemann.
Sivulka, Juliann. 2012. Soap, Sex, and Cigarettes: A Cultural History of American
Advertising. Boston, MA: Wadsworth Cengage Learning.
Thompson, Kirsten Moana. 2018. “Rainbow Ravine: Colour and Animated Advertising in Times Square, 1892–1950.” In The Colour Fantastic. Chromatic Worlds
of Silent Cinema, eds. Giovanna Fossati et al., 161–175. Amsterdam: Amsterdam
University Press.
CHAPTER 6
Live Electrically with Reddy Kilowatt, Your
Electrical Servant
Kirsten Moana Thompson
First created in 1926 by the commercial manager of the Alabama Power
Company, Ashton B. Collins, Sr. (1885–1976), to personify electricity for
advertising and promotional purposes, Reddy Kilowatt would become a
phenomenally successful and ubiquitous spokescharacter.1 With electrical outlets as ears, a light bulb for a nose and zigzag lightning bolts for
his body, a cheerful cartoon spokescharacter introduced himself under the
bold headline ‘Introducing… Reddy Kilowatt, Your Electrical Servant’ in
a newspaper ad for the United Illuminating Company:
Hello Folks….I’m your electrical servant. I stand right behind the switch in
your wall ready to spring out and go to work the instant you demand service.
I’m on the job twenty-four hours a day, every day in the year, Sundays and
holidays, rain or shine. I never shirk a task, never get sick, never ask for a day
off, never talk back and can be taken off a job just as easily as I’m put on one.
… My wages are the lowest of any servant, anywhere!2
K. M. Thompson (B)
Film Program, Seattle University, Seattle, WA, USA
e-mail: thompski@seattleu.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_6
127
128
K. M. THOMPSON
Through the Reddy Kilowatt Service (RKS), a licensing program
designed to promote the consumption of electricity, Kilowatt became
a public relations symbol for the electrical utility industry, promoting
rural electrification, commercial and consumer lighting (including electrical billing, wiring and safety), and electrical appliance sales, with many
tied to specific holidays. With mat or template print advertisements, as well
as newsletters, database surveys, mailings and an extensive array of promotional gifts emblazoned with the cheery spokescharacter, by 1938 Reddy
Kilowatt was everywhere, appearing on a quarter of 24 million utility customer bills and licensed by over 300 companies worldwide, from Australia
to Mexico,3 with the company boasting that their spokescharacter ‘may
even become as popular with [children] as Mickey Mouse or Popeye’.4
While Reddy never reached this level of success, Collins’ promotional zeal
ensured Reddy Kilowatt become part of popular culture, cheerily beaming
from city signs, posters, window displays and on toys, novelties and gift
items, from balloons to buttons, and candy to clothes.5 While negotiations with Disney to produce a cartoon in 1943 ultimately fell through,
Reddy did appear in Walter Lantz’s Reddy Made Magic, a 1946 Technicolor educational history of electricity, from Thales to Benjamin Franklin
and Thomas Edison.6 Costing $60,000, the 12 minute film was available
in 16 and 35 mm colour to companies for a minimum charge of $300 and
featured sequences about the natural occurrence of electricity, scientific
experimentation and the harnessing of electricity in the modern world. A
decade later the John Sutherland studio recycled sequences of Reddy Made
Magic while updating it for the nuclear era as The Mighty Atom (1959),
while Reddy also appeared in further television commercials (Paul Terry,
1957–1964) and children’s shows (Reddy and Mr. Toot , 1972, with some
international commercials as recent as 2011.7
Reddy Kilowatt was an exemplary case study for the prolific fluidity with
which sponsored animation moved between different media platforms,
from print, radio, comic book and comic strips, slide shows, film, television
and commercials to outdoor signage and shop windows, the spokescharacter appeared in electrical expositions, trade shows and in the 1939 and
1964 World’s Fairs. Indeed, Kilowatt was intermedial from the start, starring in a comic book series ‘Reddy Kilowatt and His Friends’ for New York
Power and Light Co., and a radio show for the Tennessee Electric Power
Co.8 Reddy Kilowatt translated the abstraction of electricity into an appealing and highly personable spokescharacter, targeting different rural and
industrial workplaces and consumer markets, while also cleverly presenting
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
129
power bills in labour terms as ‘cheap wages’. As an anthropomorphized,
yet gender flexible figure who was also marked by implicit notions of class
and race, Reddy paradoxically was both humanized and a mechanical symbol of modernity’s values for speed, efficiency and convenience. As both
trademark and public relations symbol for the company, Collins’ detailed
specifications for the character emphasized his ‘eye appeal’, storytelling
ability and ability to charm:
he will make himself a genial, likeable personality, ingratiate himself with the
public, become a household pet and byword and, as a common denominator
for the Industry…[will] tend to disarm the public.9
The Character of Labour
Indeed, Reddy was conceived as an anthropomorphized worker from the
beginning. In the character’s origin story, Collins wrote that he began to
get the idea when he observed that many industry leaders described electricity as ‘the God-given element, the servant of mankind…. and he began
wondering what the electrical servant should look like’. He first thought
of bellhops, English valets and maids as possible symbols, before claiming inspiration in a eureka-like moment, which was no doubt apocryphal:
‘while gazing out of his office window in Birmingham, on a stormy afternoon, a flash of lightning streaked across the sky. So the idea was born’.10
The Reddy Kilowatt program had certain unique, copyrighted features in
which power usage on utility bills was described as ‘Reddy Kilowatt--servant
hours’ and billed as ‘wages’. By marketing Reddy as an ‘electrical servant’,
Collins could promote the cheapness of electrical utility service in comparison to servant wages, through stickers on utility bills featuring Kilowatt that
said ‘My wages this month were less than 2 & 1/2 cents per hour. Quite reasonable, I’d say’.11 In advertisements Reddy’s refrain was ‘I never get tired
or weary--I’m never late--I gladly work long hours for little pay’!12 with
other ads emphasizing that Reddy never takes a vacation (see Fig. 6.1).
The catchphrase ‘Your Electric Servant’ was even copyrighted, reiterating another exemplary instance of the recurrent relationship between the
onscreen figuration of labour and the offscreen production practices of the
labour-intensive animation industry.13 As with other animation, the labour
involved in production is simultaneously revealed, yet obfuscated through
this onscreen figuration, implying an agency to animated characters that
130
K. M. THOMPSON
Fig. 6.1 Reddy Kilowatt as the ideal worker (Reddy Kilowatt Files, National
Museum of American History/Smithsonian)
was at the same time denied to the offscreen artists who produced them.
Interestingly, this quantification of electrical bills as Kilowatt hours was later
used by Collins as a strategy for rate increases after the war and pitched as
a long overdue ‘raise’, that added up to a ‘thin dime a week’.14
Reddy also helped utility companies address delinquent customers,
exclaiming ‘No Pay, No work’! with promotional literature suggesting that
‘Reddy puts the customer in the position of “firing” him--unless they pay
his wages like any other servant’.15 Collins reported that ‘people write letters of apology to him for delinquent bills, saying they are sorry to delay
payment of his wages’. In a series of comic strip panels, Reddy Kilowatt
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
131
interacted with different customers. Speech bubbles like ‘I gotta eat, don’t
I?’ are underscored with ‘Customers don’t resent a “dun” from Reddy as
they would from a Corporation--and they respond promptly’.16
The spokescharacter was not only used in external promotional campaigns, but as a company symbol to communicate internal policies and
procedures, transforming the workplace into an extension of the Reddy
Kilowatt story. The Kilowatt service began with an internal campaign introducing the other employees of the utility service to the character, thereby
extending the cartoon into the real workplace. As the RKS service advised
its licensees, ‘it is very important to interpret Reddy Kilowatt properly and
thoroughly to all employees before he is introduced to the public… by
good speakers from sales or advertising’ in meetings, and then reinforcing
that through circulars or leaflets, ‘so that [employees] can become thoroughly versed in the story’.17 Subsequent rollouts of Reddy then appeared
in ‘moving pictures, in theatres, schools, service clubs and other centers of
public activity’.18 So extensive was the construction of Kilowatt as worker
that the Mississippi Power and Light Co. described Reddy in a cover story
for their internal employees’ newsletter, as a ‘versatile, industrious young
man, full of pep, ingenuity and helpful ideas’ and a ‘most attractive little character, a congenial and clever fellow’ who ‘makes friends wherever
he goes’. Accompanying this story was a photograph of a wooden cutout
Reddy Kilowatt shaking hands with the President and General Manager
Rex Brown, who is ‘welcoming the little fellow’, as he checked into the
company as a new employee.19 Similarly, local newspapers reported Reddy
passing his ‘employee physical inspection, given by Dr. Rabinowitz, company doctor’ in a 1942 promotion for the Gloucester Power Co.20 This
transformation of the workplace into a form of expanded animation, in
which humans interacted with Reddy, was also extended into the promotional sphere with members of the public and dealers invited to interact
with several ‘talking Reddy Kilowatts’ at trade expos and world fairs.21
These proto-animatronic figures with prerecorded speech were offered for
sale or rental as ‘a WOW for Rotary, Kiwanis and other meetings’.22 Other
three dimensional Kilowatts included a marionette (1934) and those made
from pipe cleaner (20s), copper (1935) and plywood (1937).23
This interactivity between spokescharacter and members of the public
was continued in Holiday with Light , a 25 minute musical show at the
1964 World’s Fair, which was hosted by performers dressed up as Reddy
Kilowatt and Benjamin Franklin. Hosted in the beautiful Tower of Light, a
132
K. M. THOMPSON
kaleidoscopic building made up of 600 aluminum prisms with a giant projected searchlight reaching into the sky, audiences were moved on a giant
turntable through seven different electrically illuminated holiday tableaux,
including Christmas, New Year, Fourth of July and Thanksgiving. As a
form of expanded animation, the show reanimated Walter Lantz’s Reddy
Made Magic and its educational story of electricity’s experimental discoveries, while also remediating the recently opened Disney’s ‘Enchanted Tiki
Room’, with a chorus line of singing ‘kilowatt’ birds.
Reddy was a paradoxical blend of appealing personality and inhuman
efficiency, reliability and speed: from the perspective of utility companies
and corporations, the ideal modern worker, who never takes a vacation and
never calls in sick. The cheapness of Kilowatt’s hourly wages and his unrelenting capacity for work was signalled through representations that moved
between the machinic and the racially dehumanized, with one ad of an Ali
Baba-like Reddy Kilowatt saying ‘I’m your faithful slave. I stand guard
over your family’s health by furnishing real refrigeration’ (see Fig. 6.2) and
another ad’s tagline reading ‘He’ll work and work for ages at a coolie’s
meager wages’.24 Through props and costumes, the ‘Reddy Remarks’ mat
series in which these advertisements appeared showed Reddy in dozens of
different roles, from farmhands to magicians to cowboys, metonymically
suggesting that stereotypes of race, ethnicity, gender and nationality were
simple costumes, like one ad in this series which shows Reddy wearing a
Scottish kilt (‘A penny saved is a penny earned’).25 By invoking historically
specific terms of dehumanization like ‘coolie’ and ‘slave’, these representations implied that Reddy Kilowatt was an avatar for electrical modernity,
relieving (white) bodies from labour by its mechanization, and yet, paradoxically at the same time, replacing them (again) with bodies of colour.
Nestled within this discourse of utopian modernity was a deeply racist imaginary, where the consumer could bid Reddy to work for them as ‘their
faithful slave’. What’s more, as another ‘Reddy Remarks’ panel suggested,
which featured Reddy holding a director’s megaphone, ‘Only Lords and
Nobles of old had their slaves. But today every man and woman keeps his
Kilowatt ready’, it proffered these relations of power like master-slave as
cinematically mediated white fantasies.26
Wired: Better Living Through Electricity
Reddy Kilowatt first appeared in a cultural context in which electricity not
only was becoming a newly available consumer service, but also entering
popular discourse as a linguistic marker of the transformative powers of
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
133
Fig. 6.2 I’m your faithful slave (Reddy Kilowatt Files, National Museum of American History/Smithsonian)
134
K. M. THOMPSON
modernity. In the first decade of the twentieth century, newspapers and
advertisements had already begun to use electrical metaphors implying that
the energy of this new technology, or getting ‘wired’, could make humans
into something quite new, even machinic. In 1908 a Shredded Wheat ad
suggested that the standard American greeting should be ‘What’s your
horsepower?’ … because ‘This would be more in keeping with the spirit of
our modern progress; for isn’t it a fact that the human machine nowadays
is expected to develop a certain amount of Power?’27 In 1909 the J. Walter
Thompson Book announced that ‘Every American is potentially a live wire.
He lives in an atmosphere of action…’ while a Saturday Evening Post article
the next year described the Governor of New York William Barnes as having
‘the vital spark and is sparking regularly’, implying that electricity embodied
the innovations and energy of the modern age.28
By 1930, two thirds of American homes had become electrified, doubling from a decade earlier.29 Spokescharacters promoting electricity, communications, technology, automobiles and other modes of transportation,
like Elektro and Sparko (1937, Westinghouse), Abel Grasshopper (1943,
Aeronca aircraft), Danny Thunderbolt (1955, Plumbing tools) and Esso
Oil(1962), in the form of anthropomorphized thunderbolts, pistons, spark
plugs, chips, transistors, robots, gas flames and drops of oil,30 suggested
that Reddy Kilowatt was an early example of a larger phenomenon in advertising that created intermedial spokescharacters embodying energy, flow,
movement and action. With his first name indicating his ‘readiness to serve’
and his surname the metric power of the kilowatt (literally one and one half
horsepower or ‘stronger than a horse’),31 Reddy Kilowatt was a character
of ‘action and voice’, anthropomorphizing power and speed in a modern
age which discursively mechanized humans and humanized machines.32
Although the character appeared in print and comic strip form for twenty
years before appearing in an animated film, the character’s graphic design
embodied proto-animation as a priori energy, ‘a kilowatt come to life’
named Reddy because he ‘lives in a wire, ever ready, and he comes running merely at the flip of a switch to do your bidding at any moment’.33
Company literature described Reddy like this:
It is plain that this wonderful electrical servant could not look like other people. His inexplicable mystery, his untiring energy, his expertness, his power,
his gentleness could not be matched on earth. He was truly the servant of the
people. He could not take a body like ours because his body was lightning
itself.34
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
135
Second World War propaganda and educational films influenced citizens to reconceive ‘personal consumption in national and patriotic terms’35
and the proliferation of the phrase ‘Better Living’ originally developed by
the Federal Housing Association, and famously taken up and adapted by
DuPont into ‘Better Things for Better Living…Through Chemistry’ in
1935, also proliferated across heating, air conditioning, appliance and electric advertising, from Kelvinator to General Electric. Through their advertising, these companies aligned the consumption of electrical appliances
with what Andrew Shanken has called a ‘state of being, a sensual pleasure, or an anticipated standard of living’ in which admen were ‘apostles
of modernity’, who constructed consumer citizenship through allegories
of light, heat or chemistry.36 In a 1945 address to the New Jersey Utilities
Association, Collins urged utility companies to change their selling strategies from promoting electricity as cheap, to one that imagined a world of
‘full electric living’ in which ‘the more electric service they use…. the more
modern and efficiently that home is operated’. Ultimately he urged the
industry to focus on desire, not need, for ‘we are advertising and selling
the whole scale of human desire--health, comfort and convenience, twentyfour hours a day’.37 Kilowatt’s slogan ‘Live electrically and enjoy the difference’, like that of Disney’s sponsored film for Westinghouse, The Dawn of
Better Living (1945),38 addressed what Collins called ‘the wanting mind
rather than the thinking mind’, by simultaneously constructing an aspirational modernity and the means by which it could be achieved.39 This
alignment of modernity, desire and liveliness come together around the
plasmatic appeal that animation offered through its anthropomorphized
animism, as an imaginary respite from the conditions of capitalism.
Comics, Animation and Visual Education
As we saw in Chapter 1, producers like Walter Lantz drew upon their
wartime experience making educational, propaganda and training films
for the US government, arguing that filmmakers should capitalize on the
American public’s interest in comic characters, harnessing it for postwar
consumerist goals. This trend was fundamentally intermedial in nature; as
a Dallas newspaper described it, ‘some of the staidest of corporations are
distributing comic books, illustrating or cartooned reports to employees,
stockholders and the public, and using the radio, phonograph records and
lately, television to din their annual reports into the public consciousness’.40
Like Lantz, Ashton Collins also believed ‘that sound motion pictures are
136
K. M. THOMPSON
a valuable, modern method of teaching the public. The Army and Navy
have proved that’.41 In a series of speeches and articles delivered during
and after WWII to trade organizations like the Pennsylvania Electric Association, Collins suggested that the industry needed to adopt new strategies
in the face of the war’s financial constraints (with sales of appliances down
under the restrictions of wartime production) and under the continued
political threat of Franklin Roosevelt’s nationalization of power companies.
He analyzed FDR’s political success and use of emotion to appeal to the
masses, suggesting that the industry needed to adopt the same strategies
in selling:
It is like two fellows courting a girl. One does it in dignified, gentlemanly
fashion. That’s you. The other fellow appeals to her emotions. That’s the
New Deal. She, your public has a head and a heart. Which will prevail?….
The industry, as a whole, has never aimed at this large market which we call
75 percent of the people and it would be good business to get their good
will, if only to make them buy more electricity from you….Eighty percent of
them never finished high school. They are non-technical. They buy and act
on emotion and emotions elect people.42
Collins considered that the ‘study of mob or mass psychology, not only
as it affects politics, but … particularly the electric industry’, was ‘an essential part of my work’ and he repeatedly emphasized the importance of youth
as a key market, to that end establishing Reddy Kilowatt Youth Clubs in
the late 1940s. In a speech he made in 1944 before industry group the
Edison Institute, he drew attention to the importance of visual storytelling
in targeting youth, citing a study on newspaper reading habits:
96 percent of the boys and girls read the front page first, and 89 percent
then immediately turn to the comic sections…. And you can’t laugh off the
value of comic strip treatments. From the time of Mark Twain, comic strips
in America have been the forerunner of imaginative developments. … Comic
strips have been the most popular item with the soldiers at the front. Comic
strips have been approved by educators… It is a definite American habit.43
Observing that the public ‘prefer advertising of a lighter vein’,44 and
that Reddy Kilowatt brought a ‘lightness and a touch of humor that we
all need in these trying times’, Collins mentioned successful radio programs of the time like those of Bob Hope, Fibber McGee and Mollie, and
Charlie McCarthy.45 Pointing to the British Ministry of Information’s use
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
137
of cartoons to ‘illustrate the Nazi technique of falsehoods, intimidation,
barbarism’, Collins argued that ‘the Ministry felt that pictures could do
what wordy statements could not, because pictures are much the same in
all languages…’ (for more on the Ministry’s use of animation, see Price,
Chapter 7).46 Warning that ‘after each war, business is supposed to return
to normal but it never does’, and that advertisers had to adopt an aggressive
campaign and tell their story differently using these new tools, he urged
that ‘now is the time for the Electric Industry to get off the defensive, a
wonderful opportunity to tell its great story and dramatize it for the Public
at large’.47
Putting his arguments into action, Collins hired Walter Lantz to produce Reddy Made Magic in 1946 and promoted the educational cartoon as
one of the most dramatic attention-getting features of the Reddy Kilowatt
program, calling it ‘on the order of Walt Disney’s Three Little Pigs ’ and
yoking it wherever possible with Disney.48 Lantz’s film was praised by the
American Public Relations Association (APRA) as an ‘outstanding example of the best in PR films’ and selected to be shown at their All-Industrial
conference in Washington, D.C.’49 Adopting strategies from the theatrical
film industry, Reddy Made Magic was blockbooked to schools, employees
of West Penn Power, service clubs (Kiwanis, Rotary) and women’s groups.
Ads even suggested that it competed with bingo, with G. Douglas Anderson, an engineer at the Novia Scotia Power Co. reporting that:
During the past week, we have been showing Reddy Made Magic at the Lions’
Club Fair …. It has stolen the show, and has on every showing attracted so
many people that the bingo games and other money grabbing games suffered
considerably …. In order to keep everyone happy we have toned down the
volume a little and run about five shows each evening, which all attract large
audiences.50
Design
In shifting to sponsored motion pictures, comic books and comic strips,
Collins was deliberately moving away from what he called the ‘orthodox’
approach of the utility industry to something that was more appealing and
accessible. While Collins tightly controlled Reddy Kilowatt’s design, with
licensees carefully instructed through the Charts for Drawing Reddy Kilowatt, there had been modifications since the original 1926 design.51 Dick
138
K. M. THOMPSON
Lundy’s model sheets for the Walter Lantz cartoon made Kilowatt three
and a half heads high, with a globular head, light bulb nose and rubber
gloves and shoes (as required for safety), but reduced his fingers from four
to three, adding a more detailed face, with pupils in the eyes and a mouth
with a tongue (but no teeth) to increase appeal. Collins agreed with this
approach, reporting that his artists had previously drawn Reddy’s eyes as triangles, but that ‘they now lean to your goo-goo or cartoon eyes as lending
themselves to more flexibility of expression’.52 After seeing Lantz’s storyboard, Collins offered extensive detailed feedback, including suggestions
for the cartoon’s title like Stepping Stones to Wonder Homes and The Miracle Box, and other comments on design, script and musical sequences. He
pointed out that Lantz’s studio had put too many zigzags in Reddy’s body,
warned against making Kilowatt’s hair too long ‘so as to seem hornlike’
and changed the lyrics of Kilowatt’s Polka Song (removing references to
electricity causing shocks). Collins complained that Walter Tetley’s voicing
of Reddy sounded too juvenile, urging that ‘the voice should be snappy in
keeping with Reddy Kilowatt’s zippy, electrical characteristics’.53 In particular, he focused on the scale, personality and design of Reddy, wanting the
character to have ‘all the action and pull, flexibility and punch’,54 and not
be shown as too small in size:
We are just a little bit afraid that by showing Reddy Kilowatt as a little, impish
sort of person power companies in their future advertising would also make
a little imp out of Reddy. From an advertising standpoint we don’t think
this would be a good idea. Yet, on the other hand, from a motion picture
standpoint, it may be just the proper way of doing it. We…would like very
much to have your thoughts on the subject….we are still worried about the
influence it may have on future advertising techniques.
In the end, Collins suggested that Reddy could be small in scale when
coming from an electrical outlet or ‘Reddy box’, but adult size in other
tasks, such as running machinery in a factory, doing ‘heroic jobs in Superman style’. Indeed Collins’ acknowledgement of Kilowatt’s flexible scale
(‘we have always portrayed him as small one moment and large the next’)
was a tactic that suggested Kilowatt’s flexible capacity to do any job, large
or small, while preserving size as a marker of electricity’s power.55
Appeal and expressivity was also an important part of Reddy’s characterization and guidelines on the model sheet cautioned:
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
139
Reddy has a genial, likeable personality He is usually smiling and happy, but
occasionally his expression shows doubt, perplexity, determination or any
expression that a human being can show. However since Reddy is such a wellmannered, even-tempered fellow- a hard working servant- angry, defeatist,
or vicious expressions should be avoided.56
In 1957 Collins followed Lantz’s film with four 20 second television
spots to be produced by Terrytoons and in 1959, hired John Sutherland to make Reddy Kilowatt: The Mighty Atom, by recycling the historical
sequence from the 1946 film, but adding a new section promoting atomic
energy that followed Lundy’s design changes. Collins’ attention to details
in Reddy Kilowatt’s appearance was in keeping with his longstanding business practices, since he first trademarked Kilowatt eight years before he
ultimately found a paying customer for the RKS. Collins was particularly
attuned to the role that iconic trademark characters played in business, with
the Kilowatt archives holding extensive files on the Jolly Green Giant and
Elsie the Cow, amongst others, and Collins closely monitored his competitors’ use of electrical spokescharacters, vigorously challenging Willie
Wiredhand in court for trademark infringement.57
As businesses increasingly turned to comic book and animated cartoon
characters, during and after World War Two, new print and animated
spokescharacters joined Reddy Kilowatt like Tommy Telephone for the
Mutual Telephone Co. of Hawaii, Mr. Friendly for the American Mutual
Liability Insurance Co. (1943), Allegheny Al, for the Allegheny Ludlum
Steel Corporation (1947) and Danny Diesel for Caterpillar Tractor Co.
The key intermedia l role that comics and cartoons paid in visual education found its way into Collins’ sales pitch for RKS, where he emphasized
that Reddy Kilowatt ‘talks the language of the man in the street’, interests
and educates young people, ‘the customers of tomorrow’ through ‘simplified, graphic, pictorial or humorous adaptations’, while also enabling ‘more
conspicuous advertising’. Collins also anticipated animation’s anthropomorphic flexibility, for the comic spokescharacter ‘permits cartooning and
other unusual treatment’.58 As a ‘Master of Ceremony that no one can
take offence at’, Reddy Kilowatt could be coded as Dad, Mom or child,
depending upon the target audience, and sometimes as both combined
(‘I’m housemaid and butler’). In different Kilowatt ad series, a Mom could
see Reddy performing her roles as cook, cleaner, washer, baker and mother;
a Dad see Reddy supplying electricity for his razor, his morning commute
and his factory’s power; a child see Reddy running his electric train set,
140
K. M. THOMPSON
and a baby watch Reddy guarding over him in the night as a friendly light
bulb.59
Along with the youth market, Collins was particularly interested in targeting the cost-conscious female customer, observing, ‘The housewife plays
a large part in the eyes of the electric company. …She is the first to see the
electric bill…… The opinion of the woman is far more significant than the
opinion of the man. If she thinks the bill is high, the man will admit that it
is…’60 Having begun his career selling electrical appliances, in the thirties
Collins promoted Reddy Kilowatt to women as a ‘labor-saving or comfortgiving’61 avatar with slogans like ‘I’ll be your dishwashing man’ and ‘Go
Electric!’.62 In the forties Reddy appeared in a series of four-panel Reddytoon comic strips, each promoting a specific appliance like vacuum cleaners, refrigerators, dishwashers and stoves. For example, Reddy Kilowatt:
Back to Nature, contrasted ‘Anemic Elsie’ who was ‘white as a sheet, The
Boys never date her altho’ she’s quite sweet’, with ‘Nancy Noodle [who]
has a healthy tan’ and who plugs in a sun ray lamp with Reddy Kilowatt,
‘cause she knows the secret for getting her man’.63 Here, Reddy Kilowatt’s
gendered marketing aligned women with the consumption of electricity,
whereas racial representations of Reddy (as genie or ‘coolie’) were connected to the production and labour of electricity.
Created as an industrial symbol to guard against federal intervention into
the utility industry, by the late sixties and seventies, Reddy Kilowatt was
increasingly adapted to address a greater public interest in conservation and
environmentalism. After Collins’ retirement, his company was merged into
Xcel Energy in 1998, but Reddy Kilowatt’s career as spokesperson continued, mostly outside the United States, and recently appearing in Electricity
and You (2011) for the Barbados Light and Power Co.64 Reminding us
that the relationship of sponsored and theatrical entertainment may be
more closely linked than we previously realized, in his heyday from the
thirties to the fifties, Reddy played a leading role across different media
platforms as a corporate spokesperson who also entered popular culture,
and whose fame far exceeded other now forgotten spokescharacters like
Danny Diesel. While Reddy Kilowatt’s personality and anthropomorphic
design conjured a friendly charm, the character’s promotional representations and their implied audiences were deeply inscribed by cultural attitudes
around race, class and gender. Underscoring the close discursive relationship between animation and the representational politics of labour, Reddy
Kilowatt’s career revealed the ways in which sponsored animation could
transform the workplace into an extension of the comic strip and animated
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
141
motion picture, converting workers into supporting characters and power
bills into animated props for its ‘story’. Appealing to the aspirations and
desires of the contemporary consumer, Reddy Kilowatt’s embodiment of
reliability, speed and efficiency offered the promise of ‘Living Electrically’ in a discursive modernity that humanized machines and mechanized
humans, and that hinted at the future cyborgs we would all become.
Notes
1. Kilowatt was designed by Dan Clinton and later refined by children’s author
Dorothea Warren who saw herself as the ‘godmother’ of Reddy Kilowatt
and requested ‘some sort of percentage method’ to Ashton Collins. Each
of these artists would unsuccessfully claim partial ownership of the trademarked spokescharacter: see correspondence with Collins, January 15, 1934
(Dorothea Warren); February 9, 1948 (Dan Clinton), Histories and Origins of Reddy Kilowatt, 1926–1977, Series 1, Subseries 2, Reddy Kilowatt Records, 1926–1999 (hereafter abbreviated as RKR), Archives Center,
National Museum of American History/Smithsonian.
2. Series 4, Subseries 2, Advertising Materials, Promotional Ads c. 1940s, RKR.
3. It would not be until 1934 that Collins got his first paying clients signed up
to RKS, beginning with the Philadelphia Power Co. He registered his trademarks in prospective overseas markets at an early stage in Canada (1934),
Argentina (1937), Great Britain (1938), Mexico (1938) as well as Australia,
Barbados, Kenya, Mexico, South Korea, Venezuela and the Netherlands
Antilles, RKR.
4. Harold Clark Metcalfe, “Reddy Kilowatt, Your Electrical Servant” (March
25, 1938): 1–7; 5–6, Series 1, Subseries 2, RKR.
5. Promotional Materials, RKR.
6. Letter from Kay Kamen to Roy O. Disney, July 30, 1943, Jeremy Marx,
“Disney Guest Star Day with Reddy Kilowatt” (January 11, 2010). http://
www.disneyhistoryinstitute.com/2010/01/disney-guest-star-day-withreddy.html.
7. Electricity and You (Barbados Light and Power Co., 2011). https://www.
youtube.com/watch?v=OOVffAeAmII.
8. Metcalfe, “Reddy Kilowatt,” 4; 6.
9. Metcalfe, “Reddy Kilowatt,” 2; Anon, “Detailed Specifications #1: Introduction of the Reddy Kilowatt Program,” n.d.: 1–3, Advertising Materials,
RKR.
10. Anon, “The Story of Reddy Kilowatt,” 1–2; 1. Typewritten MS, n.d. Histories and Origins of Reddy Kilowatt, 1926–1977, Series 1, Subseries 2,
RKR.
11. Metcalfe, “Reddy Kilowatt,” 4.
142
K. M. THOMPSON
12. Advertising Materials, RKR.
13. For more on this relationship, see, e.g., Kirsten Moana Thompson,
“‘Quick—Like a Bunny!’ The Ink and Paint Machine, Female Labor and
Color Production,” Animation Studies 9 (February 2014). https://journal.
animationstudies.org/?s=Kirsten+Thompson.
14. Collins, “Synopsis of Reddy Kilowatt as Originated by Ashton B. Collins”
(c. 1940s): 1–3; 2–3, RKR.
15. “Reddy and How,” Reddy News (c. 1946): 1–3; 3. Walter Lantz Animation
Archive (hereafter WLA) 47, UCLA Performing Arts Special Collections,
Box 51P, Folder 6.
16. Anon, “Reddy Kilowatt: Your Electrical Servant,” MS, 1–4; 4, Series 1,
Subseries 2, RKR. Promotional literature relayed the story that ‘Mrs. ---’
phoned the Alabama Power Co. to note that “Reddy didn’t show up for
work this morning. Please be sure and send him right out here; I’ve lots of
work for him”’, Metcalfe, “Reddy Kilowatt,” 5.
17. Anon, “Detailed Specifications #1,” 1. My emphasis.
18. Anon, “Detailed Specifications #1,” 2.
19. Anon, “Meet Reddy Kilowatt: New Employee Joins Company on September
First,” Mississippi Power and Light Co., Employes’ (sic) Publication, 4, no.
6 (August 1942): 1.
20. Anon, “Introducing Reddy Kilowatt,” Daily Times (June 26, 1942): n.p.,
Advertising Materials, Business Advertising Presentation Binder, 1942,
RKR.
21. Series 3, Subseries 11, 1949–1970, RKR. See also http://americanhistory.
si.edu/collections/search/object/nmah_1333175. Accessed 1 February
2019.
22. “Own Your Own Talking Reddy Kilowatt,” Promotional Ad, Reddy Kilowatt Bulletin, 4/1/1949, n.p., RKR.
23. “Reddy Kilowatt Story,” Basic Material Files, RKR.
24. The ‘faithful slave’ image of Kilowatt was published 3/7/36 as part of
‘Reddy Remarks’, a mat service with 18 images of Reddy Kilowatt working on different tasks from 6 a.m. to 2 a.m. It was used by the Tennessee
Electric Power Co., Duke Power Co. and South Carolina Power Co. and
published in The Chattanooga Times between 9/4/35 and 6/1/36, Background Materials, RKR.
25. “Reddy Remarks,” 2/27/36.
26. “Reddy Remarks,” 1/28/36.
27. Jackson Lears, Fables of Abundance: A Cultural History of Advertising in
America (New York: Basic, 1994), 180–181.
28. Lears, Fables of Abundance, 180–181.
29. Juliann Sivulka, Soap, Sex, and Cigarettes: A Cultural History of American
Advertising (Wadsworth: Cengage Learning, 2012), 174–175.
6
LIVE ELECTRICALLY WITH REDDY KILOWATT …
143
30. Warren Dotz and Masud Husain, Meet Mr. Product: The Art of the Advertising Character (San Francisco: Chronicle, 2003), 184–213.
31. Metcalfe, “Reddy Kilowatt,” 2.
32. Anon, “Reddy Kilowatt,” 4.
33. Ibid.
34. Anon, “Story of Reddy Kilowatt,” 2.
35. Andrew Shanken, “Better Living: Towards a Cultural History of a Business
Slogan,” Enterprise and Society 7, no. 3 (2006): 1–35; 17; 7; 1.
36. Roland Marchand cited in Shanken “Better Living,” 14.
37. Ashton B. Collins, “Looking Ahead in Advertising: For Coordination of
Utility Service, Sales and Appliance Advertising for Better Public Relations,”
A Talk Before the New Jersey Utilities Association at Sea View, NJ (May 25,
1945): 193–195; 195, RKR.
38. Disney made several other titles for the electrical industry, including Prevention and Control of Distortion in Arc Welding (1945) for Lincoln Electric
Co.
39. Collins, “Looking Ahead,” 495.
40. Sam Dawson, “Cartoon Characters Held Good Business,” Dallas Daily
Times Herald (March 20, 1950); Anon, “Trend to Capitalize on Humor
Growing,” n.d.; and Sam Dawson, “Reddy Kilowatt Has Peers as Business
Discovers Comics,” Seattle Times (March 20, 1950), Press clippings, Advertising Materials, RKR.
41. Ashton B. Collins, “Proposals Presented to the Board of Directors,” Edison
Electrical Institute (December 14, 1944): 1–13; 5, RKR.
42. Collins, “Proposals Presented,” 10.
43. Collins, “Proposals Presented,” 5.
44. Ashton Collins, “Address at the Public Utilities Advertising Association
Convention,” New York (June 23, 1947): 1–9; 7; Speeches; RKR.
45. Collins, “Address at the Public Utilities,” 7.
46. Ibid.
47. Collins, “Address at the Public Utilities,” 8.
48. “Detailed Specifications #2: Application of Reddy Kilowatt to Various Advertising and Promotional Media,” 1–3; 2; Values in the Reddy Kilowatt Program, RKR.
49. “APRA Selects Reddy Kilowatt Film,” n.d., Promotional Media, WLA.
50. Promotional Materials, 1940s, WLA.
51. Charts for Drawing Reddy Kilowatt (1942), 1–20, RKR; How to Draw
Reddy Kilowatt, 1–19, WLA.
52. Letter, Ashton Collins to Walter Lantz, Section IV, 1 (February 24, 1945),
WLA.
53. Ibid.
54. How to Draw Reddy Kilowatt, 15, WLA.
55. Letter from Collins to Walter Lantz, ibid.
144
K. M. THOMPSON
56. How to Draw Reddy Kilowatt, 10.
57. Reddy Kilowatt, Inc., Appellant, v. Mid-Carolina Electric Cooperative, Inc.,
and National Rural Electric Cooperative Association, Inc., Appellees, 240
F.2d 282 (4th Cir. 1957). Copyright, Trademark and Other Legal Materials,
1926–1994, Series 6, RKR.
58. “Guide Chart of the Reddy Kilowatt Program,” n.p., Advertising Materials,
RKR.
59. “Put in Plenty of Reddy Boxes,” Wisconsin Power Co. Booklet, Advertising
Materials (1946), RKR.
60. “Values in the Reddy Kilowatt Program,” RKR.
61. Collins, “Looking Ahead in Advertising,” RKR.
62. Reddy Kilowatt Ads, 1953, WLA.
63. Reddytoon 79, Comic strip Series G, 1946, WLA.
64. Barbados Power and Light Co. https://www.youtube.com/watch?v=
OOVffAeAmII. Accessed 1 February 2019.
Bibliography
Primary
Reddy Kilowatt Records, 1926–1999, Archives Center, National Museum of American History/Smithsonian (abbreviated as RKR).
Walter Lantz Archive, 1927–1972, UCLA Performing Arts Special Collection,
Young Research Library, Reddy Made Magic Files, Collection 47, Box 51P,
Folders 1–9 (abbreviated as WLA).
Secondary
Dotz, Warren, and Masud Husain. 2003. Meet Mr. Product: The Art of the Advertising Character. San Francisco: Chronicle.
Leach, William. 1993. Land of Desire: Merchants, Power and the Rise of a New
American Culture. New York: Pantheon.
Sivulka, Juliann. 2012. Soap, Sex, and Cigarettes: A Cultural History of American
Advertising. Boston, MA and Wadsworth: Cengage Learning.
CHAPTER 7
‘A Very Flexible Medium’: The Ministry
of Information and Animated Propaganda
Films on the Home Front
Hollie Price
Filling the Gap (1942), the first of Halas and Batchelor’s films released for
the British Ministry of Information (MoI), promoted digging for victory
and growing vegetables in all available gardens and allotments. Documentary News Letter—an in-house journal for the documentary movement
that closely followed the work of the MoI’s Films Division throughout the
war—approved of Filling the Gap’s ‘pleasing’ combination of animated
diagrams and cartoons, concluding that it ‘will probably command more
attention in the cinema than most’.1 The review also indicates ‘an unpleasant change of style at the end in the drawing of the gathering of vegetables’,
suggesting that this ‘smacks of advertisements for Heinz 57 varieties’.2
In other words, the closing image reinforcing the film’s official message
belonged to the visual language of commercial advertising, rather than the
H. Price (B)
University of Sussex, Sussex, UK
e-mail: h.price@sussex.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_7
145
146
H. PRICE
more subtle, indirect form of public relations that the documentary movement championed. Drawing on a range of archival evidence of the MoI’s
work, this chapter explores and expands on the claim that Filling the Gap’s
ending ‘smacks of advertisements’ by highlighting the burgeoning relationship between animated propaganda films and practices in film advertising
and public relations in this period.3 Through an examination of the Films
Division’s programme for film propaganda, its distribution schemes and
the films themselves, I demonstrate how the MoI’s use of animation developed alongside different forms of animated advertising and that its flexible
use is indicative of the intersecting functions of MoI films as propaganda,
publicity and education in wartime Britain.
The MoI Films Division
In January 1940, Kenneth Clark—the newly appointed head of the Films
Division at the MoI—circulated a memorandum that presented some ideas
on the uses of film for propaganda. Though he was not a film specialist,
he suggested that animated cartoons could be ‘a very flexible medium of
propaganda’, which would be particularly useful for showing ‘What Britain
is fighting for’.4 Drawing on Disney for inspiration, Clark emphasised that
animated cartoons ‘have the advantage that ideas can be inserted under
cover of absurdity’, detailing how cartoons ‘can present (as in Mickey
Mouse) a system of ethics in which independence and individuality are
always successful, bullies are made fools of, the weak can check the strong
with impunity, etc’.5 For Clark, the value of animated cartoons was that
entertaining narratives could camouflage propaganda messages and he optimistically proposed that he knew of ‘several artists in England who can do
[animated cartoons] really well’.6
Clark’s tenure as head of the Films Division was short-lived (he was
promoted within the Ministry in April 1940) but he had ‘created a healthy
atmosphere which prompted film-makers to approach the division’ and
his idea of animation as a ‘flexible medium of propaganda’ was taken up
in the work of the Division’s final head, Jack Beddington.7 During the
interwar years, Beddington was the General Manager and Director of Publicity at Shell-Mex and BP, where he built a reputation as an advertising
man par excellence. He was responsible for Shell’s enlightened policy on
publicity, characterised by an understanding of the expressive potential of
British art and film in advertising. On his appointment, Advertiser’s Weekly
announced:
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
147
Shell-Mex have always been classed […] as one of the pioneers of a high
standard of commercial advertising and Mr. Beddington has been largely
responsible for their enlightened policy. He has had experience of propaganda
film work through his connection with the Shell-Mex film unit, who have
produced a number of excellent publicity films.8
Under Beddington, the MoI Films Division built up its networks for film
distribution. This included a scheme of short films and trailers shown by
theatrical exhibitors for free, and its non-theatrical distribution scheme
whereby MoI films, as well as documentaries and instructional films
acquired from other ministries and studios, were shown in village halls,
social clubs and factories using a fleet of mobile film units, projectors and a
film lending service based at the Central Film Library.9 In the early 1940s,
these avenues for distributing propaganda films on the home front offered
opportunities for animators also working on films for the purposes of commercial advertising and public relations to make films for the Ministry.
Some of the most prolific animators commissioned to make MoI films
were Halas and Batchelor, and Francis Rodker at the Shell Film Unit (SFU).
John Halas and Joy Batchelor made approximately 70 cartoon films and
trailers for a variety of wartime campaigns and also short films for commercial sponsors including Kellogg’s, Lux and Rinso. Francis Rodker’s
diagrammatic sequences were a key feature of numerous MoI documentaries and instructional films made by the SFU, building on his interwar
work on educational films made as publicity for Shell. As the following
sections on Halas and Batchelor’s drawn animations and Rodker’s diagrammatic sequences explore, the MoI’s animated films encompassed both
the entertaining Disney-influenced narratives that Clark had envisaged and
more directly didactic animated diagrams encouraged by the documentary movement. According to several accounts, Beddington cultivated a
spirit of experimentation and freedom for filmmakers during this period
and, through the Division’s growing film distribution networks, the propaganda work undertaken by these studios offered opportunities for their
different styles of animation to develop and flourish.10
Halas and Batchelor
In 1940, the MoI introduced a series of five-minute films shown in cinemas that would ‘help people to remember government messages by
putting them in dramatic form’.11 Shortly following the introduction of
148
H. PRICE
this series, documentary filmmaker Paul Rotha wrote to Sidney Bernstein,
the Ministry’s resident specialist in commercial film distribution, detailing some ideas and drawing connections between the Ministry’s work and
advertising:
The 5-minute film is not new. Some of the very best examples of elementary
film technique – particularly as regards timing and cutting values – often
appears in what are commercially called Trailers […] the new series of M. of
I. 5-minute films offers remarkable chances for similar experiment.12
In 1942, the MoI replaced the five-minute films with longer 15-minute
films released monthly that allowed for more information to be relayed to
cinema audiences, accompanied by trailers—with the same aim of conveying official information in a ‘dramatic form’ albeit in a tighter time frame.
In the early years of the war, Halas and Batchelor were ideally placed to
contribute to these short film schemes. John Halas had previous experience
of making animated commercial films and the Halas and Batchelor studio
was formed under the banner of the J. Walter Thompson (JWT) advertising agency to continue this work, aided by ideas and scripting from JWT
writer Alexander Mackendrick—who had scripted and storyboarded a successful series of cinema advertisements for Horlicks (animated by George
Pal, these are discussed further by Mette Peters in Chapter 2). Paul Wells
emphasises how Halas and Batchelor usefully ‘deployed some of the strategies they used in the advertising films they made for the J. Walter Thompson
agency’ in their MoI films: using entertainment first and mention of the
advertised product second.13
In two commercials for Lux soap, Carnival in the Clothes Cupboard
(1941) and Fable of the Fabrics (1942), Halas and Batchelor experimented
with just such techniques aimed at ‘building up the goodwill of the audience through entertainment’.14 Both films were fairytale stories set in the
mundane, domestic settings of a clothes cupboard and laundry basket: they
each focus on a group of characters from the designs and patterns on various garments coming to life, a narrative showing their magical renewal by
soap flakes, and a final reveal of the Lux product as the ‘pay off to the story
climax’.15 Carnival in the Clothes Cupboard features a ‘dingy and drab’
clown who, unpopular with the other characters in the cupboard, attempts
to drown himself before being happily transformed by Lux flakes. In Fable
of the Fabrics , a cupid from the embroidered corner of a handkerchief stands
up to eerie figure ‘Old Father Time’, using Lux flakes to preserve the other
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
149
characters’ youth and vibrancy. In both productions, recognisable elements
from Disney animations—using characters’ personalities to provoke ‘pathos
as well as humour’ and semi-magical settings—imbue ordinary, domestic
landscapes with this sense of possibility, simultaneously entertaining potential customers and endowing Lux with powers of transformation.16
Some of Halas and Batchelor’s MoI trailers took a similar tack, depicting wartime domestic transformations in a fairytale style. In From Rags to
Stitches (1944), Cinderagella, a rag forlornly mopping the floor in a drab
interior is transformed into a nurse’s uniform by a trip to the salvage factory
with a ‘Fairy Rag Bag’—an informative fairy godmother in the form of an
anthropomorphic cloth bag. The story is resolved with a trip to the ‘War
Service Rag Time Ball’ and the message: ‘when sorting salvage, don’t forget the rag bag’. In Mrs Sew and Sew (1944), a resourceful housewife—the
face of the Board of Trade’s ‘Make Do and Mend’ campaign—has a magical
touch that makes the different components of her sewing kit come to life
and get to work on making new clothes out of old. Rather than revealing a
product at the end of the film as the reason for the aesthetic renewal as in
the Lux films, the ‘Fairy Rag Bag’ and the resourceful ‘Mrs Sew and Sew’
drive the narrative and make contributions to the war effort seems more
appealing (and quasi-magical).17 In doing so, they aligned alterations to
everyday life demanded of audiences with optimistic possibilities of transformation in the language of advertising. By adapting the techniques with
which they presented commercial products, these films offered entertaining narratives that would light-heartedly inform audiences of the ways that
they could be involved in the war effort.
Another tale of renewal, Halas and Batchelor’s five-minute film Dustbin Parade (1942) focuses on a group of anthropomorphised household
objects—a spinning top, a bone, a tin can and an empty toothpaste tube—
thrown out onto the street and intent on making use of themselves. Made
to encourage audiences to recycle household waste in aid of munitions production, it tracks the items’ journey: from receiving advice from a nearby
fencepost, signing themselves up at the local ‘recruitment centre’ (recycling
boxes outside a front door) to their eventual, communal metamorphosis
into an artillery shell. It uses the same idea of enlivening a mundane domestic task by creating the objects to be recycled as distinctive characters and
emphasising their transformation. Described by Wells as a film in which
‘optimism is allied with efficiency as “Disney” meets “Documentary”’, this
tale of transformation has a realist edge.18 Rather than a magical, immediate metamorphosis, Dustbin Parade displays the mechanics of the objects’
150
H. PRICE
change into munitions. In factory scenes, the objects are transferred onto a
conveyer belt: the paper-characters are compressed into cartridges, rubber
hot water bottles clamped into tyres and bones into uniforms, and—in perhaps the most visually striking act of self-sacrifice—a row of tin cans dives
into the hot liquid in a melting pot, which is poured out into shell moulds.
For Wells, the cartoon also ‘softens the effect that a necessary “transformation” might have’ and ‘the sacrifice is one of “change” and not potential
endangerment or death’.19 Employed to soften the potential threat of the
war effort, Halas and Batchelor’s use of commercial tropes sold the everyday, exigent and dangerous wartime activities in the form of lively, visually
arresting cartoon transfigurations.
In 1942, a Mass-Observation report on the reception of the Ministry’s
five-minute films in cinemas highlighted the important (and difficult) balance between propaganda and entertainment, suggesting that such official
films were ‘liable to be resented or rejected if they are too much propaganda, and loved but ignored as propaganda if they are too much entertainment’.20 Halas and Batchelor’s films had to tread a fine line between entertainment and information in order to avoid derision and to communicate
propaganda messages effectively. The transformation-narratives developed
in their advertising work offered a way to do this, using an entertaining format but incorporating a more didactic function in various different ways.
For instance, these included cartoon characters offering instructions or
advice, such as an outraged talking bin who details how to recycle scrap
materials in Model Sorter (1943); a dancing wireless advising animate fuelusing domestic appliances in Cold Comfort (1944); and a cartoon incarnation of popular gardening expert C. H. Middleton who, in the company
of a thankful vegetable, explains the importance of the compost heap as a
‘plant canteen’ in Compost Heaps (1943). As in Dustbin Parade, these characters and narratives illuminate and explain ideas, demonstrating what John
Halas describes as animation’s ‘penetrative’ potential for unveiling hidden
processes.21 For example, in Compost Heaps , Middleton’s suggestion ‘suppose we get down to the root of the matter’ is followed by a combination
of pictorial illustrations of a plant, its roots and a compost heap with comic,
character-driven animations to symbolise the work of producing nutrients.
Revealing this process, the compost heap illustration fades to an x-ray-style
image of its interior, where a series of kinetic, anthropomorphised figures
work on assembly lines, one of them peddling a cart labelled ‘delicious
nitrogen potash phosphates’ under the earth to deliver to hungry roots.
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
151
Filling the Gap also embodies the combination of the ‘transforming,
penetrating and symbolising powers’ attributed by Halas and Batchelor to
animation.22 Commissioned by the Ministry of Agriculture, the film uses
cartoon characters and diagrams to encourage audiences to use all available land to grow vegetables in the face of diminishing levels of imported
food. Depicted in a more simple, diagrammatic style, its central character
is a silent line-drawn figure, which is used to symbolise the food intake of
the national population: the figure’s chewing mouth expands into a funnel
shape and the rest of its body into the base of a vessel with three empty compartments, accompanied by graphic symbols for vegetables, milk and other
foods such as meat and grains—a sack, a bottle and a box—to represent
the nation’s food supply needs. As a result of the central character’s gardening efforts, a series of anthropomorphised vegetables—in a closer style
to the personality-animations in Dustbin Parade and others—are shown
joyously springing from branches and bouncing from the soil, before they
march together with the central figure and are diagrammatically shown filling the gaps left by reducing imports (Fig. 7.1). Although Documentary
News Letter had qualms about this ending and its proximity to commercial
advertisements, it conceded that ‘animated diagram and cartoon meet in
this film on common ground’.23 The review suggests that ‘by adopting
the cartoon’s flexibility and some hint of its inconsequent gaiety in their
diagram sequences, and by retaining something of the diagram’s essential simplicity in their pure cartoon sequences, the makers have achieved
a lively and entertaining film’.24 Through adapting and developing the
Fig. 7.1 Cartoon characters combine with diagrams in Filling the Gap (John
Halas and Joy Batchelor, 1942)
152
H. PRICE
tropes of transformation, escapism and sympathetic characters that they
were simultaneously using in their commercial work, Halas and Batchelor maintained a focus on conveying information in an entertaining way.
Filling the Gap, though, incorporates a more didactic approach and a diagrammatic style later developed in their sponsored films in the immediate
postwar period. For the MoI, such animated diagrams represented a useful mode of propaganda and this educational function of the animation
medium was cultivated, in a different style, in Shell Film Unit documentaries and instructional films.
Francis Rodker and the Shell Film Unit
Based at the SFU from the 1930s, Francis Rodker was a technical animation
specialist whose diagrams appeared in the majority of Shell’s wartime output. His wartime diagrammatic sequences were characterised by an austere,
realist style, emphasising their straightforward intent as part of the MoI’s
film propaganda. For instance, Ack-Ack (1941)—a five-minute film sponsored by the War Office to stress how British forces were hitting back against
bombing—explains the work of a group of anti-aircraft gunners. It features
live-action sequences that capture the nightly activities of their station in
an observational style—including manning the guns, plotting courses and
recreational time, as well as a simple, graphic diagram to explain the exact
nature of their work. The voiceover commentary—ostensibly provided by
one of the gunners themselves—evokes a direct, down-to-earth approach,
which explains how the trajectory of the anti-aircraft guns is calculated.
With the instruction to ‘look at this diagram’, a scene fades to an illustration of a German plane annotated with white dotted lines to show both
its trajectory and that of the shell fired by the gunners. The sequence is
characterised by a sombre visual style: its grey sky background evokes the
realist depiction of the station in the film’s other scenes and its simple style
of white lines (evocative of chalk ones) denotes its didactic function.
In the 1930s, the SFU specialised in documentary films exploring different technological and scientific themes, which were made as a form
of indirect, prestige publicity for the company and which began with a
programme of educational films recommended by John Grierson. These
early films included Power Unit (1937), which explains the principles of
the internal combustion engine illustrated using animated diagrams and
model work, and Springs (1938), which used animated diagrams to show
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
153
the working parts of a car. Any branding was kept discreet: consultant producer Arthur Elton established that ‘Shell films were in no way to be classed
as advertising films. There was to be no heavy-handed waving of the product or the Company name’.25 The aim of the films were that they would
be used within the company ‘to improve the efficiency of the Shell organisation by creating a greater knowledge of the products marketed and of
the organisation’; and outside ‘to improve the demand for Shell products’
and, through the provision of an educational service, ‘to create general
goodwill’.26 Having trained as an engineering draughtsman at Shell with
a self-confessed ‘flair for fine art’, Rodker’s factual animations played a
significant role in illustrating and explaining technical processes and mechanisms.27 With the outbreak of the war and the government sponsorship
of SFU productions, Rodker’s experimentation with animation techniques
was shaped by wartime constraints of time, costs and the new practical considerations of working during air raids.28 His graphic, mechanical style of
animation was adopted as a medium for both visual education and propaganda, proving valuable in a number of different forms for the MoI.
Three of the SFU’s early five-minute films—War in the East (1941),
Middle East (1942) and Naval Operations (1941)—used animated maps
to explain different aspects of the war effort. A simple diagrammatic style—
using arrows and symbols to indicate trade routes and raw materials, battleships and trajectories, and national relationships—emphasises the educational or informational role of these films, distinguishing them from other
five-minuters using dramas and cartoons to enliven propaganda messages.
An austere style of information design is particularly evident in War in the
East . Interwoven with animated maps, a man moves labels on printed maps
to show the movement of Allied forces in the Middle East; compasses are
used to draw a pencil line around Singapore to show the line of British
defence; and a hand reaches in to the frame and pulls down string lines to
visually illustrate the Allies’ stop to their supplies. The analysis of War in the
East in Mass-Observation’s 1942 report concludes that ‘the informative
film […] aims to impart facts’ and ‘is more likely [….] to succeed in its
job than the more “propagandist” film’.29 Shell’s emphasis on ‘imparting
the facts’ in the map films is characterised by a symbolic system that reinforces their nationalistic propaganda function. For instance, in War in the
East , dark colouring and black arrows are used to portray Japan as aggressive and threatening and, in Middle East , this propagandistic symbolism is
taken further with graphic symbols for Axis soldiers with guns at the ready
154
H. PRICE
flashing over a map of the Middle East and casting looming shadows over
a brightly lit white space indicative of the Allied ‘stronghold’.30
Further demonstrating their educational focus, many of Rodker’s
animated sequences were made for training films distributed using the Ministry’s non-theatrical circuits. Initially headed by the documentary movement’s distribution expert, Thomas Baird, the MoI’s network for nontheatrical distribution served as an avenue for ‘background’ propaganda in
the form of film education.31 As such, a number of Shell’s educational films
were released as part of the general programmes shown to audiences in village halls and social clubs. For instance, Airscrew (1940)—which explains
the production of aeroplane propellers using diagrammatic sequences combining basic line diagrams with more sophisticated, realist illustrations and
models—was included in general programmes on ‘Men and Armaments’.32
Animated sequences were also used as illustrative asides in training films targeted at specialised groups, often alongside live-action scenes. For example, Debris Tunnelling (1943) details processes for digging through rubble
through a combination of live-action shots of a group of wardens with line
diagrams, smudged with charcoal and accompanied by hand-written labels,
to show the structures needed to do so. Similar combinations were used
in SFU films for the National Fire Service, including more formal black
and white line and letter diagrams to show the NFS chain of command
in Mobilising Procedure (1942), and the same style to depict the calculations for getting water to bomb damaged sites in Model Procedure for Water
Relaying (1942).
The integration of Rodker’s animated sequences is particularly inventive in Control Room (1942), a film made for the Civil Defence Service in
order to explain the chain of communication activated in the event of an
air raid. Control Room uses a system of bold graphic symbols to denote the
different stations and officers involved in this emergency system. A shot of
a chain linking these stations is first introduced as a ‘simple plan’ of communications, which over the course of the film is illustrated by live-action
sequences depicting the different sections of the Civil Defence Service in
Bristol, accompanied by complementary diagrams to explain their role as
part of the system as a whole. Using sound bridges, transitions including
wipes and fades, and visual congruences between live-action scenes and animated sections, the diagrams are closely interwoven into the action of the
documentary-style sequences—serving as the film’s ‘connective tissue’.33
Rodker himself emphasised that animated diagrams—carefully planned
to be entertaining and closely integrated into the rest of the film—would
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
155
ensure effective education. In a piece on the ‘Diagram Sequence’ published
in the Documentary News Letter in 1941, Rodker draws attention to the
change of medium when a diagram comes up on the screen and ‘the
subconscious schoolroom feeling we get […] reminiscent of school, where
uninteresting drawings were chalked up on blackboards, and textbook
illustrations were devoid of interest and life’.34 He suggests that this feeling
could be avoided by ‘weaving diagrams into actuality in such a way as to
make the audience unconscious of the change of medium, thus retaining
uninterrupted attention’: for example, by depicting the live-action and
diagrams from a similar angle. Rodker’s technique of creating visual
congruence between diagrammatic sequences and others is evident in a
number of his SFU films: in Control Room, a shot of a warden in her ‘W’
helmet fades to a graphic symbol depicting the warden’s office with a large
W emblazoned on a helmet; in Debris Tunnelling , a shot of the wooden
tunnel structure being built on a bombsite fades to a hand-drawn diagram
of the different parts of the same wooden structure from the same angle,
visually connecting the real clearance of rubble in practice (highlighted by
the realist, documentary style used) with the theory and planning behind it.
Rodker’s educational animations were not simply used to explain ideas
and processes, but simultaneously served as visual systems for propaganda.
Rodker’s animated diagrams, a communications network themselves, were
used to convey the strength and efficiency of British wartime networks:
from the calculations behind anti-aircraft guns in Ack-Ack to the organisation of sea battles in Naval Operations ; from hose pipe routes and measurements in Model Procedure for Water Relaying to the civil defence communications network in Control Room. The starkness of his diagrams, while
simple and educational in purpose, was also developed as a realistic interpretation of information that was closely in tune with the realities of their
subjects. The smooth visual integration of diagrams into the depiction of
communications networks illuminated in Control Room—and the proximity between visual representation through animation and wartime life—is
particularly dramatic. In a sequence depicting the destruction of the central
control room in the network, civil defence workers are shown crawling out
from rubble and fallen rafters, followed by an iris shot which reveals the
animated diagram of the emergency communications system. The damaged control room remains at the centre of the diagram until it becomes a
dull black scorch mark on the diagram itself, replacing a symbol formerly
denoting the control room. Accompanied by the ominous sound of an
156
H. PRICE
aeroplane overhead (and the dramatic silence of the control centre’s communications), the sections of the diagram immediately surrounding the
scorch mark start to blur and the lines connecting different sections of the
network become duller to visually convey a loss of communications. The
diagram of the civil defence communications network is visibly damaged,
seemingly as a result of bombing. The animated diagrams are therefore
deployed as a visually symbolic system representative of the communications network explained throughout the film: the diagrams are carefully
integrated into the film’s action with the aim of maintaining the audience’s
attention and fulfilling the Control Room’s educational function.
‘A Very Flexible Medium of Propaganda’
From Disneyesque marching vegetables to black and white diagrams charting hose pipe measurements, the animation styles of Halas and Batchelor
and Francis Rodker were visually very different. In an interview with Kay
Mander in 1972, Joy Batchelor said that they didn’t come into contact at
all, and Halas’ co-authored 1959 book on animation technique drew attention to Rodker’s ‘specialized technical animation’ as a ‘radically different
method’ from others detailed.35 Jez Stewart has noted Halas’ publicly dismissive attitude towards his advertising work and Halas’ published writing
emphasises a clear distinction between animation for advertising films in
theatres and for public relations, propaganda, instructional and educational
films.36 However, the animated films made for the MoI by both studios
offer a more nuanced picture of the relationship between advertising and
animation in wartime. The MoI films made throughout the war indicate
the studios’ creative blurring of such distinctions—in terms of style, format and distribution—in an effort to use animation as a ‘flexible medium
of propaganda’. Influenced by aesthetic styles and modes of distribution
developed for the purposes of film advertising in their respective fields, both
studios developed mutable modes of address in films distributed via cinemas
and non-theatrical circuits: creating narratives and offers of transformation;
incorporating documentary influences and providing specialised information; and combining entertainment with education in different permutations and with different aims. As such, the studios’ distinctive animation
styles developed according to the fluctuating needs of wartime propaganda
and, in doing so, advanced a flexible system for visual communication.
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
157
Acknowledgements Many thanks to the staff at the Imperial War Museum Film
archive for all their help with accessing some of the films consulted and to Colin
Burgess for his advice and assistance on the Shell Film Unit.
Notes
1. Documentary News Letter, April 1942, 55.
2. Documentary News Letter, April 1942, 55.
3. The chapter relies on records of the Films Division’s work held at the
National Archives in Kew, UK (TNA) and in the Sidney Bernstein collection
at the Imperial War Museum (IWM), as well as contemporary publications,
reports and interviews with the animators in question.
4. TNA INF 1.867 Ministry of Information—Co-ordinating Committee Minutes and Papers, Programme for Film Propaganda, October 1939–April
1940.
5. TNA INF 1.867 Ministry of Information—Co-ordinating Committee Minutes and Papers. In 1940, when the MoI sent a film expert to the US to report
on the possibilities for film propaganda targetting US audiences, liaising with
Walt Disney was a high priority. At the same time, Disney characters were
discussed elsewhere at the Ministry as a potentially valuable ‘medium’ of
‘world wide appeal’ (TNA INF 1.536 Export Publicity Scheme: Utilising
the Disney Characters).
6. TNA INF 1.867 Ministry of Information—Co-ordinating Committee Minutes and Papers.
7. Anthony Aldgate and Jeffrey Richards, Britain Can Take It: British Cinema
in the Second World War (London: I.B. Tauris, First Published 1986, 2007),
7.
8. Advertiser’s Weekly, 18 April 1940, 74.
9. TNA INF 1.126 Re-organisation of Films Division, 1940–1946.
10. See Charles Drazin, The Finest Years: British Cinema of the 1940s (London:
I.B. Tauris, First Published 1997, 2007), 177–185; Ruth Artmonsky, Jack
Beddington: The Footnote Man (London: Artmonsky Arts, 2006).
11. Kenneth Clark quoted in Jeffrey Richards and Dorothy Sheridan, MassObservation at the Movies (London: Routledge, 1987), 424. On the fiveminute film scheme and its reception, see: James Chapman, The British at
War: Cinema, State and Propaganda, 1939–1945 (London: I.B. Tauris, First
Published 1998, 2000), 86–113.
12. IWM 65.17.2 Sidney Bernstein Collection. Letter from Paul Rotha—Notes
on M. of I. 5-Minute Films, 18 August 1940.
13. Paul Wells, “Dustbins, Democracy and Defence: Halas and Batchelor and
the Animated Film in Britain 1940–1947,” in War Culture: Social Change
and Changing Experience in World War Two, eds. Pat Kirkham and David
158
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
H. PRICE
Thoms (London: Lawrence & Wishart Ltd., 1995), 64–65. This stress on
entertainment in animated advertising films in cinemas is noted in Jez Stewart, “Robin Hood and the Furry Bowlers: Animators vs. Advertisers in Early
British Television Commercials,” in Films That Sell: Moving Pictures and
Advertising, eds. Bo Florin, Nico De Klerk, and Patrick Vonderau (London: Palgrave Macmillan, on behalf of the BFI, 2016), 245.
John Halas and Roger Manvell, The Technique of Film Animation (London:
Focal Press, 1959), 114.
Halas and Manvell, 115. This technique was developed in the studio’s later
commercial advertising work, as examined in Paul Wells, “Joy, Britain Needs
You,” in A Moving Image: Joy Batchelor 1914–1991, Artist, Writer and Animator (London: Southbank Publishing, 2014), 69.
Wells, 63–66.
For further discussion of the role of fairy tales as a model for advertising, see
Tashi Petter’s analysis in Chapter 3.
Wells, 66–67.
Wells, 66–67.
“M-O File Report 1193 ‘Report on Ministry of Information Shorts, 1 April
1942’,” in Mass-Observation at the Movies, eds. Jeffrey Richards and Dorothy
Sheridan (London: Routledge, 1987), 455.
John Halas referenced in Paul Wells, “The Beautiful Village and the True
Village: A Consideration of Animation and the Documentary Aesthetic,”
Art and Animation 12, no. 3/4 (March–April): 41.
John Halas and Joy Batchelor, “European Cartoon,” in The Penguin Film
Review (1949), 15.
Documentary News Letter, April 1942, 55.
Documentary News Letter, 55.
Norman Vigars, History of the Shell Film Unit: 50th Anniversary (1984), x.
Grierson’s memorandum on SFU production (1937) quoted in: Norman
Vigars, History of the Shell Film Unit: 50th Anniversary (1984), ix.
Francis Rodker, Transcript of an Interview Recorded in April, Shell International Archive, London (1983), 14. For context, see: Colin Burgess, “Sixty
Years of Shell Film Sponsorship, 1934–94,” Journal of British Cinema and
Television 7, no. 2 (2010), 215–218.
Rodker, 20–21.
“M-O File Report 1193 ‘Report on Ministry of Information Shorts, 1 April
1942’,” in Mass-Observation at the Movies, eds. Jeffrey Richards and Dorothy
Sheridan (London: Routledge, 1987), 451.
This is a graphic language shared with the Why We Fight series, as examined in
Annabelle Honess Roe, “Interjections and Connections: The Critical Potential of Animated Segments in Live Action Documentary,” Animation: An
Interdisciplinary Journal 12, no. 3 (2017), 274.
7
‘A VERY FLEXIBLE MEDIUM’: THE MINISTRY OF INFORMATION …
159
31. Documentary News Letter, September 1941, 170. IWM 65.17.4 Sidney
Bernstein Collection. Memorandum on British Non-theatrical Film Distribution, 1 April 1940.
32. IWM 65.17.4 Sidney Bernstein Collection. British Non-theatrical Film Distribution Scheme—Progress Report, November 1940.
33. Annabelle Honess Roe, “Interjections and Connections: The Critical Potential of Animated Segments in Live Action Documentary,” 273, 282.
34. Francis Rodker, Documentary News Letter, July 1941, 138.
35. Joy Batchelor, BECTU History Project—Interview No. 294, Transcript of
Interview in May 1972. Halas and Manvell, 234.
36. Jez Stewart, “Robin Hood and the Furry Bowlers: Animators vs. Advertisers in Early British Television Commercials,” in Films That Sell: Moving
Pictures and Advertising, eds. Bo Florin, Nico De Klerk, and Patrick Vonderau (London: Palgrave Macmillan, on behalf of the BFI, 2016), 246–247;
John Halas and Roger Manvell, The Technique of Film Animation (London:
Focal Press, 1959), 107–148.
Bibliography
Aldgate, Anthony, and Jeffrey Richards. 2007. Britain Can Take It: British Cinema
in the Second World War. First Published 1986. London: I. B. Tauris.
Burgess, Colin. 2010. Sixty Years of Shell Film Sponsorship, 1934–94. Journal of
British Cinema and Television 7, no. 2: 213–231. https://doi.org/10.3366/
jbctv.2010.0003.
Chapman, James. 2000. The British at War: Cinema, State and Propaganda, 1939–
1945. First Published 1998. London: I.B. Tauris.
Halas, John, and Roger Manvell. 1959. The Technique of Film Animation. London:
Focal Press.
Richards, Jeffrey, and Dorothy Sheridan. 1987. Mass-Observation at the Movies.
London: Routledge.
Roe, Annabelle Honess. 2017. Interjections and Connections: The Critical Potential of Animated Segments in Live Action Documentary. Animation: An
Interdisciplinary Journal 12, no. 3: 272–286. https://doi.org/10.1177/
1746847717729552.
Stewart, Jez. 2016. Robin Hood and the Furry Bowlers: Animators vs. Advertisers
in Early British Television Commercials. In Films That Sell: Moving Pictures and
Advertising, eds. Bo Florin, Nico De Klerk, and Patrick Vonderau, 239–250.
London: Palgrave Macmillan, on behalf of the BFI.
Vigars, Norman. 1984. History of the Shell Film Unit: 50th Anniversary.
Wells, Paul. 1995. Dustbins, Democracy and Defence: Halas and Batchelor and
the Animated Film in Britain 1940–1947. In War Culture: Social Change and
160
H. PRICE
Changing Experience in World War Two, eds. Pat Kirkham and David Thoms,
61–72. London: Lawrence & Wishart Ltd.
Wells, Paul. 1997. The Beautiful Village and the True Village: A Consideration of
Animation and the Documentary Aesthetic. Art and Animation 12, no. 3/4
(March–April): 40–45.
Wells, Paul. 2014. Joy, Britain Needs You. In A Moving Image: Joy Batchelor 1914–
1991, Artist, Writer and Animator, 59–79. London: Southbank Publishing.
PART III
Brands
CHAPTER 8
Animation Across Borders: Schicht Fat
Factory and Its Transmedia and Transnational
Advertising Strategies
Lucie Česálková
It is significant that the first preserved animated film associated with
the Czech territories is an advertisement for a pencil. Based in České
Budějovice, the Koh-i-noor Hardmuth Company (still in operation), manufactured writing and art supplies. In 1925 it ordered Der Zauberblau /
The Magic Pencil , an animated sketch by Bruno Granassfrom the Berlinbased Deulig, who used the assignment to experiment with the possibilities
of animation. As a film produced in Berlin for a Viennese company based
in Czechoslovakia, it illustrated the multinational and multilingual market
that was so important for advertising in the region. It also surpassed its
utilitarian function to be self-reflexive as it was based on the key metaphor
of the magical pencil, and it emphasized the traditional theme of the invisible hand of the artist and metamorphosis.1 As such, The Magic Pencil
L. Česálková (B)
National Film Archive Prague, Prague, Czech Republic
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_8
163
164
L. ČESÁLKOVÁ
identifies several levels of transgression that can be considered representative of Czechoslovak animated advertising from the interwar period: it was
international, intermedial, and self-reflexive. This chapter takes up another
Czech case study, focussing on the ways in which the Schicht Company,
originally an Austro-Hungarian business, organized its animated advertising on a transnational and intermedial basis as a key tool for the company to maintain a unified, yet variable visual campaign in print and film
in a complex multilingual European market. Furthermore, the use of animated advertising was bound up with an expression of the specific products
and brands of the company, with the transformative powers of animation
reflecting the malleable and adaptable commodities made from fat that the
company produced.
The Multinational Market, the Mass Viewer,
and ‘Serial Advertising’
Originally an Austro-Hungarian business, Schicht’s international business
strategy successfully supported a sophisticated advertising policy. Specializing in the processing of fat, this family company relocated at the end
of the nineteenth century from the North Bohemian town of Liberec to
the nearby Ústí nad Labem closer to water and railroad transportation
by the German border. At first the key products of the gradually expanding Schicht concern included candles, glycerin, and cooking fats, which
were later expanded to include detergents—soap and laundry detergent—
and cosmetics. Even before the First World War, Schicht actively did business between Prague, Vienna, and Budapest; in other words, across all of
Austria-Hungary, but also in Italy. For this purpose, they issued multiplelanguage versions of their traditional promotional materials, which included
the Schicht calendar, the Schicht bulletin, and promotional fairy-tales.2
These early print advertisements indicate that, from the beginning, Schicht
was already using a transnational business strategy that eliminated linguistic
and cultural differences. During the course of the early twentieth century
it issued only minor linguistic variations of the posters, brochures, and
aforementioned print materials and regularly tested the visual identity of
the individual products. Product logos and their relationship to the overarching Schicht brand were gradually developed in the direction of ever
greater simplicity and above all intermedial brand consistency. There was
a close connection between specific products and visual elements, such as
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
165
spokescharacters and simple slogans, traveling from packaging across various promotional media (leaflets, calendars, cookbooks, table games, fairy
tales, print advertising, street advertising, posters, slides, and films).3 Each
Schicht product had its own distinctive visual design, but was always associated with a specific figure or spokescharacter (Smart Housewife, Uncle
Boby, or a ‘Bublín’—Bubbleman) and often incorporated a reference to
the master Schicht brand through the big letter S, which was reminiscent
of a swan’s tail. Product figures had distinctive graphic features (the big
hat of the Smart Housewife, big glasses and three hairs of Uncle Boby, the
Bubbleman’s body) which enabled easy reproduction and made these figures a key unifying element circulating across all Schicht advertising media
related to the particular product. It was these practices that later in the
1920s helped Schicht expand into other international markets and establish itself as the leader of the multinational concern, Unilever.4
Schicht advertising in the 1920s clearly transformed as a result of the
postwar breakup of the Austro-Hungarian monarchy and the emergence
of independent nation-states. The new Czechoslovak Republic was considered by advertising experts of the time to be problematic terrain in terms of
options for developing effective advertising. Advertising and sales expert,
member of the Advertising Club of Czechoslovakia, and head editor of the
advertising magazine Typ, Jan Brabec stated ‘In our country we have a relatively small market. It is weak in numbers and advertising activity is further
hindered by the fact that the citizenry of our nation speaks various different
languages, which of course is not an insurmountable obstacle, but which
represents a certain complication in advertising’.5 The nation and its market
on the one hand were small, but at the same time multinational and diverse
in its languages—besides the Czech majority, the population was 23% German, 6% Hungarian, and 4% Russian, with numerous persons of Jewish
and Polish nationality.6 For this reason the advertising industry hoped to
turn this feature into an advantage—a hope for this small but multilingual country/market was in the conquering of foreign markets.7 As more
recent research has confirmed, Schicht’s decision to homogenize the multinational market through standardized advertising showed great foresight
particularly because it was commodities like soap, detergents, cosmetics,
and toothpaste that were at the core of Schicht’s production, that ranked
with tobacco, non-perishable groceries, beer, and non-alcoholic beverages
as the most easily transportable and most profitable goods in multinational
markets.8 For this reason, Schicht’s business and its advertising targeted
traditional business relationships between Austria, Hungary, and Italy in
166
L. ČESÁLKOVÁ
the wider space of Central Europe that had been developed during the
Austro-Hungarian monarchy, as well as with opening new business with
the west, primarily with Germany.
The key obstacle posed by the multinational market of Czechoslovakia
from the advertising perspective, namely the linguistic and cultural diversity of the audience, also opened up the doors to international business in
the minds of advertising experts. The need to appeal to a wide range of
consumers already in the domestic market was reflected by research on the
mass audience that recommended using the United States’ approach, in
Brabec’s words, that targeted not ‘the customer, but […] the mass of customers’9 basing advertising on these principles. Following period theories
of the mass audience Czechoslovak advertising practitioners and psychologists asserted that ‘an idea can take effect only if it is frequently repeated’.10
According to these ideas, the effects of repeated messaging on human attention and memory were greatest if the advertising included both familiar and
new features at the same time.11 As a key trend of Czechoslovak advertising practice at the turn of the 1920s and 1930s, ‘serial advertising’ was
then applied to the mass audience of the multinational market through the
integration of new and old visual and linguistic components of advertising
messages. The motto ‘each advertisement is different, but one recalls the
other’ in practice meant attempting an advertising campaign in the widest
possible media spectrum (print, posters, brochures, displays, slides, films,
and walking advertisements) and seeking new ways of integrating the individual advertising channels with one another.12 As such, serial advertising
was essentially a transmedial concept. This idea of repetition and variation
of key advertising elements (logos, product figures/characters, slogans,
etc.) fundamentally affected both the advertising industry and advertising
aesthetics.
The requirement for repetition and variation of visual and textual motifs
in the wide media market in Czechoslovakia at the turn of the 1920s
and 1930s produced an increased demand for professionalization of the
field and the expansion of the advertising industry.13 In the 1930s Prague
became a crossroads of artistic and business pathways, when the active
advertising industry attracted new agencies, offering more opportunities
for artists in the field of functional graphic design. Advertising agencies
mostly operated on an international level with contracts for both national
and transnational advertising campaigns.14 It was Schicht that took the
most systematic advantage of these conditions in the Czech territory in its
advertising strategy. For this reason, its film/advertising portfolio was more
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
167
diverse in type, including, for example, films by Berlin based Deulig company, and several films by Karel Dodal. It also included the entire Prague
work of György Pál (who adopted the anglicized name George Pal when
he moved to Eindhoven, and is discussed further in Chapter 2), which consisted of two animated and one live-action film with animated elements.
Schicht’s transmedial advertising campaigns were based on the development of product figures or spokescharacters across media. The basic features of the figure were established in print advertising, where their potential for transposition into audio-visual media was already evident, as the
characters addressed the customer with direct speech and were associated
with movement. Uncle Boby was presented as a traveler, a Smart Housewife danced and Bubbleman washed the clothes and fluttered with clean
towels. Raw materials or products were represented with the potential for
change/metamorphosis and therefore movement was already present in the
printed version (fats changed into food, the hen and the cow had human
bodies and animal heads). This made it easy to translate into radio and
film advertising, and to develop basic characteristics and slogans in small
narratives. It was an animated film that, at the beginning of the 1930s
when photography in advertising was only just becoming established, that
presented the simplest tool for transposition of graphic elements of print
advertising into film.
The Mechanized Language of Advertising
and the Magic of Animated Film
Animated film was also easily integrated into the vision of ‘serial advertising’, just as the concept of varied repetition was entrenched in the rhetoric
of advertising with key aspects of modernity: speed, automation, and mechanization. Jan Brabec perceived advertising explicitly as the language of
modernity as well as of a time marked by the expansion of consumer culture,
and spoke of it repeatedly as a ‘machine’ or ‘directly mechanical sales language’.15 This perspective nonetheless was not as exclusively utilitarian in
its productivism as it initially might seem. Just as it was meant to be mechanical, reliant on scientific foundations, rational and effective, advertising was
also meant to be suggestive, poetic, and appealing to emotions. The harmony of these contradictions in its self-presentation was aptly expressed
by the advertising expert Jiří Solar, who was described as follows in the
advertising strategy of his company: ‘Solar is a technician and a poet. Solar
has joined the cold, realist mind of the technician with the ardent heart of
168
L. ČESÁLKOVÁ
the poet and the dynamism of a good salesman. He knows how to evaluate facts and ciphers, to evaluate them and present them in an elevated
manner, with a new, warm word, and a passionate idea’.16 Animated film
in the same period was described as the ‘poetry of [the] unreal’,17 as it
managed in a ‘playful’ and simple manner to demonstrate and explain the
mystery of the invisible world of science, to be magical and explanatory at
the same time, and therefore to ideally fulfill the ideals of poetic and rational
advertising.18 The poetic magic can be compared to the very definition of
animation described by Tom Gunning as ‘the ability of the image to transform’, which creates a specific experience of time and movement using technology.19 The potential of the ‘wonder of transformation’20 in animation
could already be seen by early Czech commentators, who expressed amazement over the miracle of transformation and movement, primarily with
inanimate objects. Concealing the actual process of its creation, animation
itself appeared mysterious, even though in certain cases, particularly in its
popular/scientific use, it removed the mystery of particular phenomena—
and enabled it to penetrate the ‘realm of technique’ and ‘the mystery of
biological relationships’.21
Yet animation remained internally paradoxical, rational, and magical at
the same time, even from the perspective of popular science, whose representational system was based on a ‘dialectic of indexicality and artificiality’,
combining the indexical mode of the documentary image with an abstract
objectivity of the animated depiction of science, such as diagrams.22 Animation evokes the automation of a machine in its magical simplicity. As
such it perfectly suited Czech advertising experts of the 1930s, for ‘Taylorist production is superseded by images and beings that seem to generate spontaneously’,23 and is therefore a perfect fulfillment of the ideal
of ‘mechanized language’ or the ‘sales machine’ of advertising. The animator Karel Dodal considered animated advertising to be an adventure in
which ‘anything is possible’ and in keeping with this illusion of playful simplicity he built his own creative vision of slapstick animated advertising.24
Slapstick animated advertising in the Czech environment found a wider
application because, as Paul Flaig states, it allowed the ‘reflection, sublimation, and satire of Fordism’.25 Karel Dodal in his adverts, for example,
explicitly mocked the principles of factory production and at the same time
exploited its rhythmical potential. Slapstick animated advertising was thus
considered to best suit the requirement of mechanical and concurrently
poetical language of the varied repetition of ‘serial advertising’. Combining the explanatory framework of the lecture about the product with typical
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
169
slapstick features such as physical humor and illogical gags, animated advertising at the turn of the 1920s and 1930s became a format that captured
the tension between advertising’s educational and humorous objectives.26
Varied repetition, self-reflexivity and a mixture of scientific and magical
approaches were also key to Schicht’s aesthetic strategies.
Transformative Repetition and Instruction
for the Advancement of Schicht Film Advertising
Schicht film advertising formed one element in a complex intermedial
portfolio in which newspaper inserts dominated along with brochures and
posters. In addition, Schicht appealed to its customers through direct mail,
calendars, and its own magazine (Schichtův posel / Schicht’s Courier), promotional toys (cutout books, marionette theaters) for children, electrical
advertising and slides, as well as many forms of live advertisements associated with sales—such as advertising cars in which sales staff traveled the
region and organized lectures with product demonstration. At the same
time the last two formats offered other opportunities (in addition to visits
to the cinema) during which the customer could encounter film advertising. The different form and focus of films associated with Schicht also
corresponded to these different dispositifs.27
The company had a range of industrial films available representing both
the history of the company and the workflow of processing the fats from
which most of their products were produced,28 and these were used in a
variety of exhibition contexts. Some films were included in the educational
framework of in-person lectures and demonstrations. These lectures had a
very complex structure—not only did they present the Schicht brand and
explain the benefits of the goods and the principles of their use, but also
entrenched the products of Schicht into wider frameworks of a modern
lifestyle. Along with the product, they therefore sold modern consumer
behavior—given Schicht’s focus, this consisted primarily of lectures on the
lifestyle of the modern woman and her work (with grocery and toiletry
products) in the modern household. Emphasis on the moment of change
played a significant role in the rhetoric of the lectures, where the lecturer
could accentuate the benefits of the new product and associate the Schicht
brand with modernity. The tried and tested model of emphasizing the
change was used to advantage by Schicht advertising in a refined way on
170
L. ČESÁLKOVÁ
multiple levels—change entered as a significant topic into advertising slogans and the plots of advertising films and was also a key principle of their
animation devices and methods of ‘serial advertising.’
Film and its techniques (particularly sound and animation) were presented to viewers as another example of modernization and technological change and progress. One part of the lecture was a screening of two
Schicht advertising films, one of which was accompanied with a gramophone sound, while the other was a sound film. The lecturer explicitly
encouraged the viewer to compare them and experience the thrilling technological progress in cinema. This enjoyment was then compared to the
enjoyment of Vitello lard: ‘And just as you welcome this advancement of
film and sound engineering, nothing in your kitchen will stand in the way
of modern food product Vitello’.29 The first film, Dobrá kuchyně Vitello /
Vitello, the Good Cuisine (Excentric Film Berlin, 1930), used cel animation
to show the process of baking a chocolate cake. Eggs, flour, chocolate,
and other ingredients enter as anthropomorphic figures that pour, sift,
and grate themselves into the mixing bowl. The second film, Klip—Klap
(1934), in contrast carried the subtitle ‘rhythmic sound film’, and had
the sound/rhythmic concept incorporated directly into the text. In this
live-action film with elements of animation of physical objects, the familiar
figure of the Smart Housewife (with the typically large hat) was portrayed
by film star Světla Svozilová, who with clogs and an accordion around her
neck played a simple melody that provided rhythm to a child’s day from
breakfast to lunch. Vánočka bread, bábovka cake, and potatoes with meat
and cauliflower moved on the table in rhythm through the unseen hand of
animation, while at the end the words promoting Vitello were accompanied by animated cubes of lard. Both films were rather entertaining, in the
direct comparison demanded by the lecturer, however, the sound film was
far more convincingly captivating. Giving the instruction for reading the
advertising film as part of the development of the cinematographic technique the lecturer fundamentally shaped the viewing experience. Schicht
products were introduced as a part of technological progress and a modern
lifestyle, represented through the cinema. This was but one type of reflexivity we can reveal in Schicht film/advertising strategy. In addition the
display of technological innovations was common in early Czech animated
advertising. This allowed the creation of a world of modernity typified by
the presence of media—turntables, telephones, and radios were frequent,
and even early television was evident.30
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
171
Other types of reflexivity included the representation of product demonstrations and lectures directly in animated advertisements, as was the case
for the Schicht films Jája miluje čistotu / Johnnie Loves It Clean (1932)
and Prací přehlídka / A Washing Parade (1937). In the film Hanibal v
pralese / Hannibal in the Virgin Forest (1932), the character of the monkey
promoting Schicht products demonstrates specific processes self-reflexively.
Here the animated film is transformed many times through the film screen
into an ethnographic documentary (showing old washing techniques of
African native women), only to return once again to animated format.
This depicts both the very technique of promotion via lecture and film, as
well as the popular Schicht hybrid combination of film formats—animation and documentary, more frequently animation and live-action film (for
example in the films Schichtal, or Radion [1925], and Bílý jelen / White
Deer [1932]). Switching between the modes of live-action, animated, and
documentary film prepared the viewer for various types of depictions (photographic image, film image, illustration, and animation), the various types
of frameworks in which they could encounter Schicht products and in the
spirit of ‘serial advertising’ informed them about their encounters with various graphical variations of the same across different media. Both the emphasis on change and various types of self-reflexivity fulfilled serial advertising’s
requirement of transformative repetition—Schicht’s advertising strategy
was to repeat, but with some differences (Fig. 8.1).
A telling application of this strategy was the use of figures/characters,
of whom the one who achieved the greatest utilization was Uncle Boby.
Boby was a character associated with the promotion of Vitello lard and
was presented as a well-traveled older gentleman who, thanks to his globetrotting, could identify the best products and therefore recommend Vitello
lard to the modern housewife. Boby persuaded the viewer by comparing
Fig. 8.1 Frame grabs from Hannibal in the Virgin Forest (1932)
172
L. ČESÁLKOVÁ
and gauging the exceptional qualities of Vitello against foreign products, as
well as through his familiarity with the pulse of the time: ‘Vitello is cheaper
and nowadays makes more sense than butter’. Boby’s commentary also
indirectly referred to the rhetoric of Schicht industrial films, founded on
depictions of hygienic and modern industrial processing. As a spokescharacter Uncle Boby appeared across various media from print to posters
and slides to films, and in the hands of various artists he acquired a variety of graphical forms. Boby’s potential to travel across media was supported by the unchanging nature of certain basic contours—a round head
with three strands of hair, large glasses and a suit with a tie—otherwise,
however, Boby transformed in minor ways even across individual newspaper inserts. In film he appeared once as a marionette (Proměna strýčka
Bobyho / The Metamorphosis of Uncle Boby, Excentric Film Berlin, 1930),
as well as a drawing (Všechno pro trhanec / Everything for a Scrambled Pancake, IRE-film, Karel Dodal 1937) and as a live actor (Strýček Boby podniká
cestu aeroplánem / Uncle Boby Takes a Plane Trip, 1930). Schicht replicated this template only in the typography of the individual brands, while it
switched out other elements in keeping with the principles of ‘serial advertising’—consequently the character of Uncle Boby was a collective product
by artists operating in film and print media, and as such, exemplified universal advertising strategies for the multinational market (Fig. 8.2).
In addition, the ever varying Boby explicitly referred to the transforming
capacity of animated advertising as a magical machine. In the film The Metamorphosis of Uncle Boby, Boby must transform into a housewife, because
as an old man he does not seem trustworthy to a cow and chicken who
do not wish to give him fresh milk and eggs (the only things from which
the quality Vitello lard can be made). The transformation of Boby into a
housewife is supplied in spirit by the fairy tale tradition of the fairy godfather. The transformation of the ingredients into fat occurs through a
similar miracle, but this time in the equipment of a large factory, whose
values include not only efficiency, but also perfect sterility. As a miraculous
mechanism the factory stands out in the range of other advertisements by
Schicht; it acquires an almost demonic character in the film by Karel Dodal
Nezapomenutelný plakát / The Unforgettable Poster (1937). The fairytale,
the factory and animation have a compelling correspondence here: they
are each seemingly self-sufficient instruments of transformation, metamorphosis, and modification, which thematizes progress and change as a part
of modern life. The transformative potential of fat became a key narrative
principle of Schicht advertising. Both simple substances, like soap bubbles,
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
173
Fig. 8.2 Clockwise from top left: Everything for a Scrambled Pancake (1937), The
Metamorphosis of Uncle Boby (1930), Uncle Boby in a press advertisement, Uncle
Boby Takes a Plane Trip (1930)
and simple stories, like baking with lards, highlighted the gap between
presence and absence and revealed the effect of dis/appearance, essential
for the im/material rhetoric of animation.
Conclusion
The subversive potential of hyperbole, humor, and fairy tales allows slapstick animated advertisements to lampoon and thereby familiarize the
mechanical character of machines—and, by extension, Schicht Company’s
open appeal to progress, rationalization, and modernization, without seeming too abstract. In its advertising strategy, Schicht purposefully developed
the core property of its key product. The fat is always changing with its
use. It dissolves in food preparation, it dissolves as a soap or detergent, and
174
L. ČESÁLKOVÁ
therefore it disappears and/or transforms. Transformation then served as
a crucial idea of Schicht’s advertising strategy both on the level of culture
and industry, when the advertising, together with commodities, traveled
across borders and languages, as well as on the level of media, when the
spokescharacter appeared in a range of advertising media. Schicht, however,
avoided standardization and complete homogeneity. Its advertising commented on and reflected modern industrial principles and advertising techniques, using both humor and exaggeration. Moreover, Schicht defined
its spokescharacters through distinctive visual features and manners in any
medium. Nevertheless, Schicht was not interested in buying a license and
replicating the character in exactly the same form. Just the opposite—its
product-characters, their stories and related advertising messages traveled
across various media and collaborated in a complex transmedial advertising
campaign, varying according to the style of a particular artist. This specific
concept enabled Schicht to be familiar and new at the same time and to
move easily across transnational markets.
Notes
1. See Crafton, Before Mickey, 87–88. Elaborated in Cowan, “Advertising and
Animation,” 95.
2. See Setuza Enterprise Archive. Collection of Promotional Material. The
State Regional Archives Litoměřice. Box No. 9.
3. Ibid.
4. Martin Krsek, “Transfery lidského potenciálu” [Transfers of the Human
Potential], in Region na hranici [Border Region], eds. Tomáš Velímský and
Kateřina Kaiserová (Ústí nad Labem: Univerzita Jana Evangelisty Purkyně,
2015), 285–310.
5. E. Millerová and Jan Brabec, Působivá reklama a jak ji psáti [Impressive
Advertising and How to Write It ] (Praha: Sfinx, 1929), 335. Jan Brabec
added the experience from the Czech context to the translation of an originally English text. The same thesis, including the concept of serial advertising, was outlined by Brabec in his earlier text: Jan Brabec, Zásady výnosné
obchodní reklamy [Profitable Business Advertising Policies ] (Praha: Sfinx,
1927).
6. Census figures from 1921 and 1930 are similar in the distribution of these
national minorities. See Andrej Tóth, Lukáš Novotný, and Michal Stehlík,
Národnostní menšiny v Československu 1918–1938. Od státu národního ke
státu národnostnímu? [National Minorities in Czechoslovakia 1918–1938:
From the Nation State to National State] (Praha: FF UK, 2012).
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
175
7. František Uhlíř, Učebnice racionelní reklamy [Textbook of Rational Advertising ] (Praha: František Uhlíř, 1923), 4.
8. See Noreene Z. Janus, “Advertising and the Mass Media: Transnational
Link Between Production and Consumption,” Media, Culture and Society
3 (1981): 13–23.
9. E. Millerová and Jan Brabec, Působivá reklama, 334.
10. Alfred Fuchs, “Tisk” [Press], Našinec (October 25, 1927): 1.
11. Rudolf Souček, Kapitoly z praktické psychologie [Chapters from Practical Psychology] (Praha: Melantrich, 1930), 88; Vojta Holman, Reklama a život
[Advertising and Life] (Praha: Vojta Holman, 1909); František Uhlíř,
Učebnice racionelní reklamy, 5; Jan Brabec, Reklama a její technika [Advertising and Its Technique] (Praha: Orbis, 1946), 102.
12. E. Millerová and Jan Brabec, Působivá reklama, 355–360; Jan Brabec,
Reklama a její technika, 102.
13. František Munk et al., Tři roky Reklubu [Three Years of Advertising Club]
(Praha: Reklamní klub Československý, 1931).
14. See for example Piras, a. s. The State Regional Archives, Prague.
15. Jan Brabec, Zásady výnosné obchodní reklamy, 116; E. Millerová and Jan
Brabec, Působivá reklama, 333.
16. Jiří Solar, Reklamní příručka [Advertising Guide] (Praha: Jiří Solar, 1938).
17. -nk-, “Kreslený film—poesie neskutečna” [Cartoon—Poetry of Unreal],
Večerník Práva lidu (August 2, 1936): 3.
18. R. Říha, “Filmové zázraky” [Film Wonders], Kinorevue (August 4, 1937):
474–475.
19. Tom Gunning, “The Transforming Image: The Roots of Animation in Metamorphosis and Motion,” in Pervasive Animation, ed. Suzanne Buchan (New
York and London: Routledge, 2013), 52–70.
20. Ibid.
21. R. Říha, “Filmové zázraky,” 474.
22. For a discussion on animation and scientific representation see the work of
Kirsten Ostherr, especially Chapter 2 in Kirsten Ostherr, Cinematic Prophylaxis: Globalization and Contagion in the Discourse of World Health (London
and Durham: Duke University Press, 2005).
23. Scott Bukatman, “Disobedient Machines: Animation and Autonomy,” in
Beyond the Finite: The Sublime in Art and Science, eds. Roald Hoffmann and
Iain Boyd Whyte (New York: Oxford University Press, 2011), 128–148.
24. Karel Dodal, “Reklama kresleným filmem (Trikfilm),” Zpravodaj zemského
svazu kinematografů v Čechách (September 10, 1927): 5–6.
25. See Paul Flaig, “Slapstick After Fordism: WALL-E, Automatism and Pixar’s
Fun Factory,” Animation: An Interdisciplinary Journal 11 (2016): 56–74.
26. Jan Brabec, Zásady výnosné obchodní reklamy, 290–291.
176
L. ČESÁLKOVÁ
27. According to Frank Kessler, the concept of dispositif helps to focus on different uses of the same text within changing exhibition settings and institutional framings. Frank Kessler, “Notes on Dispositif,” Unpublished paper,
Utrecht Media Research Seminar, 2006. See also Frank Kessler, “The Cinema of Attractions as Dispositif,” in The Cinema of Attractions Reloaded, ed.
Wanda Strauven (Amsterdam: Amsterdam University Press, 2006), 57–69.
28. For example Apollo Candels Manufacturing, Manufacturing of Margarine,
Manufacturing of Coconut Oil, etc.
29. Lectures of a four-day course on the rationalization of household spending within the Ceres and Vitello advertising campaign. Setuza Enterprise
Archive. Collection of Promotional Material. The State Regional Archives
Litoměřice. Box No. 17.
30. See for example Karel Dodal’s movies What’s New on TV (IRE-film, 1936)
or The Secret of the Lucerna Palace (IRE-film, 1936), but also Kalodont
toothpaste advertising What We Miss and What We Have (IRE-film, 1935).
Bibliography
Brabec, Jan. 1927. Zásady výnosné obchodní reklamy [Profitable Business Advertising
Policies]. Praha: Sfinx.
Brabec, Jan. 1946. Reklama a její technika [Advertising and Its Technique]. Praha:
Orbis.
Bukatman, Scott. 2011. “Disobedient Machines: Animation and Autonomy.” In
Beyond the Finite: The Sublime in Art and Science, eds. Roald Hoffmann and
Iain Boyd Whyte, 128–148. New York: Oxford University Press.
Cowan, Michael. 2016. “Advertising and Animation: From the Invisible Hand to
Attention Management.” In Films That Sell: Moving Pictures and Advertising,
eds. Bo Florin, Nico de Klerk, and Patrick Vonderau, 93–113. London: BFI—
Palgrave.
Crafton, Donald. 1993. Before Mickey: The Animated Film 1898–1928. Chicago:
University of Chicago Press.
Flaig, Paul. 2016. “Slapstick After Fordism: WALL-E, Automatism and Pixar’s Fun
Factory.” Animation: An Interdisciplinary Journal 11: 56–74.
Gunning, Tom. 2009. “The Transforming Image: The Roots of Animation in Metamorphosis and Motion.” In Pervasive Animation, ed. Suzanne Buchan, 52–70.
New York and London: Routledge.
Hediger, Vinzenz, and Patrick Vonderau, eds. 2009. Films That Work: Industrial
Film and the Productivity of Media. Amsterdam: University of Amsterdam Press.
Holman, Vojta. 1909. Reklama a život [Advertising and Life]. Praha: Vojta Holman.
Janus, Noreene Z. 1981. “Advertising and the Mass Media: Transnational Link
Between Production and Consumption.” Media, Culture and Society 3: 13–23.
8
ANIMATION ACROSS BORDERS: SCHICHT FAT FACTORY …
177
Kessler, Frank. 2006a. “Notes on Dispositif.” Unpublished paper, Utrecht Media
Research Seminar.
Kessler, Frank. 2006b. “The Cinema of Attractions as Dispositif.” In The Cinema
of Attractions Reloaded, ed. Wanda Strauven, 57–69. Amsterdam: Amsterdam
University Press.
Krsek, Martin. 2015. “Transfery lidského potenciálu” [Transfers of the Human
Potential]. In Region na hranici [Border Region], eds. Tomáš Velímský and
Kateřina Kaiserová, 285–310. Ústí nad Labem: Univerzita Jana Evangelisty
Purkyně.
Millerová, E., and Jan Brabec. 1929. Působivá reklama a jak ji psáti [Impressive
Advertising and How to Write It]. Praha: Sfinx.
Munk, František et al. 1931. Tři roky Reklubu [Three Years of Advertising Club].
Praha: Reklamní klub Československý.
Ostherr, Kirsten. 2005. Cinematic Prophylaxis: Globalization and Contagion in the
Discourse of World Health. London and Durham: Duke University Press.
Solar, Jiří. 1938. Reklamní příručka [Advertising Guide]. Praha: Jiří Solar.
Souček, Rudolf. 1930. Kapitoly z praktické psychologie [Chapters from Practical
Psychology]. Praha: Melantrich.
Tóth, Andrej, Lukáš Novotný, and Michal Stehlík. 2012. Národnostní menšiny
v Československu 1918–1938. Od státu národního ke státu národnostnímu?
[National Minorities in Czechoslovakia 1918–1938: From the Nation State to
National State]. Praha: FF UK.
Uhlíř, František. 1923. Učebnice racionelní reklamy [Textbook of Rational Advertising]. Praha: František Uhlíř.
Wells, Paul. 2011. “The Chaplin Effect: Ghosts in the Machine and Animated
Gags.” In Funny Pictures: Animation and Comedy in Studio-Era Hollywood, eds.
Daniel Goldmark and Charlie Keil, 15–28. London and Los Angeles: University
of California Press.
CHAPTER 9
Just Do It, Impossible Is Nothing: Animation
and Sports Commercials
Paul Wells
Calling Forth
The first Nike ‘Just Do It’ advertisement in 1988 featured 80-year-old Walt
Stack, a renowned American athlete, still running 17 miles each morning.
His run across the Golden Gate Bridge epitomized the idea of transcending
apparent or expected limitations to achieve self-determined ends. If an 80year-old former athlete could still do it, it implied, it was merely a matter of
just doing it, and with that, the idea that any younger, reasonably fit person,
could do it. Goldman and Papson argue the phrase speaks to ‘the restraint
and inhibition in everyday life that keep people from the experience of
transcendence. Nike provides a language of self-empowerment—no matter
who you are, no matter what your physical, economic or social limitations.
Transcendence is not just possible, it is waiting to be called forth’.1 In this
chapter I wish to argue that animation and animated visual effects are also
an act of ‘calling forth’ that produces transcendent, or at the very least
P. Wells (B)
Loughborough University, Loughborough, UK
e-mail: p.wells@lboro.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_9
179
180
P. WELLS
alternative narrative, meaning and affect as it is presented in commercial
sport campaigns.
Crucially, even in its most conservative applications, animation’s rhetorical condition always calls material reality and its ideologically charged construction into relief, offering at minimum, a possible ‘thinking space’ in
which revision, reflection or intervention is implied. Animation’s capacity
to enunciate its own self-referential ‘difference’ in essence insists upon an
alternative ‘register’ of expression in whatever technique or approach is
employed. When used in deliberately politically or commercially charged
contexts, animation can suggest alternative perspectives, and in the case
of its use in Nike and Adidas commercials often encourages a philosophic engagement with moral and ethical discourses outside mere market
imperatives.
Though these ‘philosophic’ agendas are not innocent or neutral, and
work singularly in the service of selling things, it is nevertheless pertinent
to suggest that the very embeddedness of the advertising ‘text’ in the crossplatform mediated deliveries in contemporary culture renders it likely to
co-opt trends, emergent identities and fresh social concepts as part of its
agenda and message. As such, it operates as a site in which a seamless
integration of cultural forms and practices is assumed and naturalized as
a model of consumption. Further, such texts are the embodiment of the
normalization of a late industrial capitalism with a global infrastructure.
I wish to suggest that the use of both classical animation and its digital
applications within visual effects place into relief these issues of normalization and naturalization, and may be viewed as a way to assess social values
and ideological perspectives as they have been inculcated in conventional
representation.
This becomes especially pertinent when related to sports advertising
because it is often freighted with related political discourses about race, gender, celebrity, health and well-being, but crucially, about physical activity.
As Boyd has noted, for example, ‘Much like musicians who talk about their
“music” or filmmakers discussing their “films”, basketball players regard
their abilities in much the same way as a craft. This definition of physical
activity as art is a radical departure from the elitist definitions often associated with the concept of art in Western Culture’.2 I wish to argue then,
that animation and animated visual effects are also both a further recognition of ‘physical activity as art’ and an extension of its potentially radical
possibilities.
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
181
Alluring Plays, Animated Anarchy
Nike first produced basketball icon Michael Jordan’s ‘Air Jordan’ shoes in
1985, and benefited from the fact that the red and black shoes violated
the NBA’s dress code. The subsequent ban on the shoes (or specifically the
Nike ‘air ship’ that promoted them), and Jordan’s defiance in wearing them
(Nike paid his fines), led to unprecedented sales for the shoe now dubbed
‘Banned’. From 1987, Nike’s iconic ‘Air Jordan’ ads featuring fan-boy,
Mars Blackmon, played by director, Spike Lee, and Jordan himself, were
filmed in black and white, and crucially, associated Jordan with the Nike
‘swoosh’. The ‘swoosh’ was at first an intentionally ‘empty signifier’ without
specific meaning.3 In line with McFall’s view, though, this simply meant
that rather than imposing meaning at the semiotic level, the ‘swoosh’ itself
took on meaning through its use in social practices and other means of
cultural production.4 It was Jordan’s very ‘movement’ that was essentially
defining a product and ultimately, a brand. As Boyd remarks ‘basketball
was a game perfectly suited to the fast-paced visual culture that television
now offered on a regular basis, a visual style which had a lot to do with the
spectacle of music videos…basketball’s spectacular nature works perfectly
when distilled to the most visually alluring plays’.5
Lee was clearly aware of these shifting trends but, conversely, based
his commercials on rapid editing and comic repetition that clearly drew
upon Looney Tunes cartoons in pacing, editing, and exaggerated expression, rather than ‘alluring plays’. The sheer athleticism of Jordan’s leaps
was often recorded in ‘human highlight’ films and stressed—often in slow
motion—the sheer lyricism of his motion.6 Lee’s aesthetic leaned more to
the rapid-edit-as-animation like those in animated shorts by Jan Svankmajer, including Muzné Hry / Virile Games (Jan Svankmajer, 1988), and
particularly featured in Nobody, Nobody, Nobody (Spike Lee, Wieden and
Kennedy Agency, 1988), You Cannot Do This (Spike Lee, Wieden and
Kennedy Agency, 1989) and Kapeesh ? (Spike Lee, Wieden and Kennedy
Agency, 1989), which all adopted the indirect reverse psychology of suggesting that even if someone purchased these shoes, they could never play
like Jordan. No Mars (Spike Lee, Wieden and Kennedy Agency, 1990) even
goes so far as to include a disclaimer, ‘Mr. Jordan’s remarks do not represent those of Nike Inc’, when he constantly denies that all the equipment
he wears enables him to play well.
182
P. WELLS
Crucially, these light-hearted commercials were memorable for the relationship between Lee and Jordan, and ultimately become about the problem of actually representing Jordan’s extraordinary ability. Action Photos
(Spike Lee, Wieden and Kennedy Agency, 1991) uses a series of polaroids
of Jordan’s feet supposedly in flight to signify his prowess; A Scientific
Explanation (Spike Lee, Wieden and Kennedy Agency, 1991) uses a college professor to explain Jordan’s physical prowess; while Little Richard
the Genie (Spike Lee, Wieden and Kennedy Agency, 1992), featuring rock
‘n’ roll veteran Little Richard as a genie, actually turns Mars Blackmon
into Jordan, referencing Muhammed Ali in the process by saying ‘I am the
Greatest’. These shorts signal Lee’s urgency in pushing the limits of the cinematic apparatus, especially as it had been used in commercials, towards the
condition of animation, in which apparently hyper-realist imagery, through
some of the first deployments of the Adobe Digital non-linear editing techniques, took on a ‘cartoonal’ veneer.
It was clear, however, that extending and redefining Jordan’s skills was
only possible by placing Jordan within a classical animation environment
and exaggerating the characteristics of sporting aesthetics by using classical
cartoon conventions. It was this that drew animation and sport into closer
alliance. As a forerunner of Space Jam (Joe Dytka, 1996), Nike paired
Jordan with Bugs Bunny in a 90 second commercial, also featuring Marvin
the Martian, but enhanced the importance of the concept in a commercial
made for Super Bowl 1992, by suggesting Jordan had been reunited with
‘one of the most powerful icons of the twentieth century’ in Warner Bros.’
most famous star. It should be remembered that the general public would
not have recalled the early cartoon experiments by Disney and the Fleischer
brothers mixing cartoon and live-action, and further that even if this mix
was recalled from films like Dangerous When Wet (Charles Walters, 1953),
when Tom and Jerry swim with Esther Williams, the idea was seen as novelty
not innovation. While there is self-evident hyperbole and irony in making
a grandiose statement about Bugs’ significance, especially given Jordan’s
own status as a sporting superstar, Bugs possesses a major recognition factor
as an animated character whose identity has passed seamlessly into popular
culture. After Mickey Mouse, Bugs had become the cartoon’s most wellknown signifier and ambassador.
The 60 second spot shows Bugs and Jordan—‘Who’d ja expect, Elmer
Fudd?’—taking revenge on four villains at basketball in a plot that echoed
Bugs’ standard narrative set-up in his cartoons, in which he is disturbed
from sleep in his underground warren, then provoked and attacked, before
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
183
declaring ‘you know, of course, this means war’. Thereafter, the ad includes
a compendium of cartoon sight gags, including slam-dunking an anvil, a
cross-dressing Bugs, the Tex Avery patented holding-a-sign-out-with-acomment-directed-straight-to-the-audience (‘silly, aren’t they?) and Jordan
pulling back the shrinking black ‘iris’ that concludes the commercial to say
‘That’s all folks’, only to be interrupted by an irate Fudd insisting that this
is his line.
This idea of featuring both animation and sports stars proved very significant in that professional sport was successfully integrated with another
medium, simultaneously making it accessible to a children’s audience, but
also speaking to the affection with which Looney Tunes were held by those
adults who had enjoyed cartoons since their own childhoods. Professional
sport took on new identity in the TV era moving from its status as a mass
spectating social practice to a mass viewing cultural practice7 —a process
interestingly recorded in the Goofy sports cartoons made between 1941–
1951.8 Importantly, too, it was also proving necessary to actually feature
and reinvent sport to sell sports products, and this crossover approach
to aspirant youth and middle-class adults, with considerable investment in
leisure time, and disposable income to pay for it was highly successful. It also
spoke directly to the split marketplace noted earlier—sports equipment (for
dedicated professional and amateur athletes and participants), and sport
related coverage (for the committed viewers of Saturday morning cartoons,
adult and child). This also chimed with Be Like Mike (Bernie Pitzel, Bayer
Bess Vanderwarker Agency, 1991) the now iconic Gatorade commercial,
featuring Jordan, whose original song was only written because the Disney
studio charged too much to use a rewritten version of ‘I Wanna Be Like
You’. The commercial was later reconfigured as an animation called Groove
Like Mike (Henri and Sebastian, TBWA/CHIAT/DAY Agency, 2015).
Jordan’s currency as an athlete, and importantly, as a Black athlete,
aligned with Lee’s urban, independent identity, and spoke directly to Black
audiences. Lee’s auteur persona very much associated him with the emergent rap, hip-hop and R&B music defined by Black urban artists, and the
always ‘live’ race-related discourses in the United States. Jordan, however,
epitomized excess in sporting talent—it was the Warner Bros. cartoon texts
that ultimately exaggerated his abilities into the super-iconic and superheroic. While this was valuable for Nike’s overall investment in Jordan as
its leading figure, it arguably divided audiences. On the one hand, this
diluted Jordan’s effect by making him a more universal figure and less of
a Black icon; on the other, amplifying him as the most celebrated Black
184
P. WELLS
athlete operating as the most aspirational figure for Black (and White) audiences. The animation in the Nike commercials in essence ‘called forth’ these
discourses for the first time, as the ‘cartoon’ had essentially drawn Jordan
into a mainstream visual aesthetic. There is some irony here, in that normative White audiences—despite the cartoon’s affiliation with jazz, and the
Black idioms drawn upon by the Fleischers and Warner Bros. in the 1930s—
essentially saw cartoons as free from ‘identity politics’. Disney, even in spite
of its own gothic idioms, had inculcated the cartoon as a somehow innocent medium. By drawing upon the more adult stylings and pacing of the
Fleischers and Warner Bros. Lee’s interventions made Black culture more
familiar through cartoon idioms familiar to White audiences. Boyd argues
that Jordan embodied a ‘fusion of the formal and the vernacular’,9 combining ‘textbook’ basketball skills with an accessible grasp of Black idioms
that spoke to Black audiences. His identity within ‘the cartoon’, however,
helped to broker his identity with a wider audience, and seal his cultural
function as a role model for all.
Role models come with different identities, though, and if Jordan spoke
to clean-cut, positive values, and a more benign version of Black culture,
Phoenix Suns’ basketball star, Charles Barkley’s I Am Not a Role Model
(Michael Owens, Wieden and Kennedy Agency, 1992) took a more abrasive stance, once more adopting the ironic tactics of denial used by Jordan
and Lee earlier. Barkley simply asserts ‘I am not a role model. I am not
paid to be a role model. I am paid to wreak havoc on the basketball court.
Parents should be role models. Just because I can dunk a basketball doesn’t mean I should raise your kids’. This assertive resistance to the implicit
moral and ethical coding of ensuring that as a superstar athlete and celebrity,
behaviour on and off the field, carried positive connotations, Barkley cast
himself as a streetwise, urban sceptic. This ultimately enabled him to actually play a villain in Space Jam, and to be on the opposition team to Jordan
and Warner Bros’. roster of cartoon stars, Bugs and Lola Bunny, Daffy
Duck and Porky Pig. Crucially, this once again, pushed the boundaries in
reaching different market sectors, and allowed both ‘heroes’ and ‘villains’
to assume some notion of ‘cool’. Though Barkley’s commercial was not
animated, it drew into relief the complexity of politicized Black identity,
which sometimes needed to accommodate more aggressive engagements
with play, and advance a cultural mythology that included resistance and
ambivalence. Once more, it was animation that enabled these contradictory
and contrary positions to find a place in mainstream discourses.
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
185
This approach, accommodating both Jordan’s and Barkley’s persona,
was both a vindication of Black culture, and an implied critique of an
inhibiting White patriarchal thinking, and was fully played out in Nike’s
first puppet stop-motion animation, L’il Penny (Stacy Wall, Wieden and
Kennedy Agency, 1995), in which Chris Rock voices a small puppet ‘alter ego’ of Anfernee ‘Penny’ Hardaway, the Orlando Magic point guard.
Hardaway was viewed as the heir apparent to Jordan’s mantle as basketball’s superstar figure, but his public persona was of a quiet, modest man that
neither spoke to the universal reach of Jordan, or to established models of
urban ‘cool’. The marketing of Hardaway allowed Nike to return to both
the principles of ‘Just Do It’—Hardaway’s civility makes him seem disinterested in the hype that might surround him, and heightens his dedication
to just playing the game—and to a new model in which animation could be
used as a playful filter for oppositional discourses to core ‘White’ ideologies.
Boyd suggests that a clear ‘Afro-American aesthetic’ defined basketball, part
informed by ‘nigga’ politics, gangsta culture, and new Black identities, epitomized in the increasingly controversial figure of Dennis Rodman.10 Nike
embraced this through the figure of ‘L’il Penny’, knowing that once again,
animation dilutes as it may amplify—the puppet’s comic identity renders
this radical discourse overtly but filters its potential threat to mainstream
audiences.
Rock, as the puppet ‘alter ego’ articulates what the shy Hardaway does
not, wisecracking critiques of other players and teams, using Black urban
idioms, and playing out the trappings of the celebrity ‘party-animal’. The
use of the animated puppet, made by M5i, the San Francisco based VFX
company, who made puppets for James and the Giant Peach (Henry Selick
1996) and remote controlled shoes for Nike, enables Hardaway to sustain
his authenticity, while also enabling the overall discourse of the commercials to satirize conventional models of representation. In one commercial,
Living Room (Stacy Wall, Wieden and Kennedy Agency, 1995) Hardaway
and his puppet alter ego watch a commercial on television, which shows
Hardaway as a gold-suited lounge entertainer, promoting Nike shoes, but
with old school, mainstream show business values. L’il Penny stares sceptically at an embarrassed Hardaway, and using a Nike in-joke, says ‘Well,
I guess Spike Lee wasn’t available’. The puppet facilitates the re-dismissal
of mainstream advertising by ‘calling forth’ the resonance of the original Air Jordan ads, and the meaning and affect that comes from knowing that this culturally embedded concept transcends conservative models
of White representation. This transcendence by implication is reinforced
186
P. WELLS
by the very ordinariness of watching a superstar basketball player sitting
at home watching TV, in essence taking the place of the assumed White
viewer, yet reasserting the cultural impact of Black culture through the
medium of animation. While all these identities are cultural fabrications,
Hardaway’s apparent domesticity also acknowledges the audience’s particular relationship to the television culture and mainstream conservative
advertising—now appropriated by Nike.
It is a domesticity signified again in another commercial, That Was Tyra
Banks, Fool ! (Stacy Wall, Wieden and Kennedy Agency, 1996) when Hardaway is merely out driving with his alter ego puppet, and it is the puppet who
reminds him ‘you know what your problem is? You’re too modest. Hey, I
give good quotes’, at which point he notices supermodel, Tyra Banks, in
an adjacent car, and starts showing off to her in order to win her affections.
While ‘calling forth’ celebrity culture and the mediation of identity in the
text of the advertisement, the animation itself permits L’il Penny to voice
some of the assumed clichés of less conservative representations of Black
culture, and call forth a critique of these discourses to vindicate Hardaway’s
‘authenticity’ outside the social and cultural constructions these perspectives and exchanges evidence. More importantly, by giving voice to less
conservative notions of Black identity, and Hardaway’s seemingly ‘authentic’ persona, this prompts recognition of an African-American aesthetic that
is cool, urban but non-threatening that revises White constructs of Blackness both in sport and animation. Such was the success of the campaign
in selling Air Penny shoes, L’il Penny commercials ran for two more years,
and gained considerable cult following.
Three Circles of Influence
It is this sense of authenticity that Nike also sought to promote in their
2008 campaign entitled ‘Here I Am’ to encourage wider participation and
interest in sport by young women. Though again, it seems necessary to
qualify that the campaign is intrinsically a commercial, I wish to argue that
the act of selling is not necessarily without value, nor always an apparently
exploitative act. Equally, new campaigns are inevitably in competition with
other campaigns informed by a particular outlook and ethos, and must
necessarily speak to what Conlon describes as ‘the three circles of influence’: ‘the first circle relates to understanding an underlying social tension
that desperately requires resolving. The second circle relates to the core
brand that expresses reasons for the brand’s very existence. And the third
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
187
circle connects a specific unmet customer need in a way that the brand
can legitimately address’.11 When establishing the ‘Just Do It’ campaign,
for example, Nike was speaking to the effect of economic recession and
its impact on sports programmes in schools; increasing obesity in young
people; and Reebok’s hold on the concept of promoting ‘fitness’ and successfully reaching the female market. All future campaigns would thereafter
seek to play out concepts that were both market-centred and competitive,
but also in some way socially redemptive, in order to transcend the commonly held view that money-making is the central, and only imperative of
all commercial activity. Arguably, in a late capitalist global economy, where
this is the only imperative, to have a ‘bigger’ message that speaks to people
first, and profit later, may well stand out as even more commercially sound
outlook.
The first product of the ‘Here I Am’ campaign was a limited edition
coffee table book featuring graphic narratives of twenty-two ‘journeys to
confidence’ experienced by the young woman athletes, each expressed in
a different illustrative style to stress the individuality of each athlete and
specificity of sport.12 Five stories became animated films, featuring judo
practitioner Delphine Desalle (Here I Am: Do Judo, Adam Marko-Nord,
2008), tennis player Maria Sharapova (Here I Am: Be Your Own Fan, Sophie
Gateau, 2008),13 sprinter and hurdler Nicola Sanders (Here I Am: Conversations from the Inside, Luis Nieto, 2008), triathlete Nicola Spirig (Here I
Am: Show Me Your Dark Side Mother Nature, Edouard Salier, 2008) and
long jumper Simona La Mantia (Here I Am: A Short Story of a Tall Girl,
Luis Nieto, 2008), each ultimately becoming a vindication of the synthesis between the sporting narrative defining each athlete and the animation technique employed. Sharapova’s trajectory from a schoolgirl tennis
player born in Siberia to mass-mediated global icon is played out in clashing
drawn lines, one colour-coded blue for images delineating key moments
in her development and success, one colour-coded red for the sexist and
prejudicial judgements and criticism she encounters along the way.
The theme of triumph over adversity is embedded in these symbolic
visual motifs, suggesting that success for a woman in sport, and by extension, life itself, is perpetually challenged by patriarchal culture, and its inherently reactionary stance. It is a perspective shared by the animation featuring Delphine Desalle in which she defeats Vikings, Hells Angels, ninjas,
construction workers, robot toys and action figures as judo combatants
in a flowing and seamless bout that concludes with her fending off all
opposition, removing her black belt and saying ‘Too macho?, I don’t think
188
P. WELLS
so’. The animation here has physically empowered Desalle so that she can
make her point about the physical presence and cultural impact of masculine stereotypes, without being compromised by her actual size. Though
in the material world Desalle may well still be able to engage in a real
encounter, her representation in animated form elevates the fight between
a woman and hyper-muscular foes to a metaphoric level, simultaneously
foregrounding female identity, promoting greater integration for modern
womanhood, and in a similar vein to Sharapova, countering the patriarchal
norm of viewing women as sexual objects. In the latter context, the sporting
body can take on fetishistic allure, but its re-presentation in animation—
Sharapova as a drawn graphic, Desalle as a plastic action figure—permits
each to have an alternative and potentially radical social identity. Again,
‘physical activity as art’ radicalizes the presentational space, and offers alternative social perspectives, even while selling material culture.
The film featuring sprinter and hurdler Nicola Sanders takes this to its
logical conclusion. The use of animation enables Sanders not to be defined
by her external appearance but by her internal organs, which are not only
rendered visible, but take on human characteristics. This anthropomorphic
strategy, common in animated film, is both comic and alludes to other kinds
of motion aesthetics in animation from video games to medical imaging.
Leg muscles cry out in pain; the ear responds to a starting gun; the brain
rationalizes the body’s physical health; the heart becomes emotional, all
in the service of the physical limits that must be transcended to secure
victory. The commercial effectively dramatizes biometric tension as the
running figure exhibits the interplay between straining organs, muscles
and bloodlines on the inside of the body. Sanders, then, is less defined by
the narrative of the external world of commercial and celebrity culture, and
more by the understanding of the interior feelings and capabilities of her
body; feelings and capabilities only readily exposed by animation.
Triathlete Nicola Spirig’s trials as a swimmer, cyclist and runner are presented as a journey through a brutal science-fictional terrain, populated
by monstrous robots and reptilian clouds. Spirig has the strength and skill
to endure this terrain, quietly negotiating the obstacles, immune to the
excesses of ‘mother nature’ and the more violent attentions of machines
and the elements. Again, animated narratives enable and enact this analogy. If Sanders’ experience is presented as an internal landscape, Spirig’s
becomes an external landscape, both dramatizing sport as conflict and challenge. This is illustrated further in the film featuring long jumper, Simona
La Mantia, who in animation can literally leap across impossible landscapes
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
189
(space) and through day and night (time) to prove that ‘Not fitting in gave
me a reason to stand out’. The film presents La Mantia as a giant figure
among her peers, a social outcast, who mobilizes her talent to transcend
the limits of her situation. While the use of animation encourages aspirational and affective appeal, it nevertheless places issues of authenticity into
relief as acts of political and ludic agency. By placing these women in animated scenarios in which their sport is not merely seen as an act of physical
labour but as a metaphoric act, they each take on a radical social identity. In
permitting amplification of this sort, ‘calling forth’ a literal interpretation
of a metaphoric act, animation encourages an empathy with both an idea
and a feeling simultaneously. As such the concept and the context precede
commerce while ultimately reinforcing it.
Nike’s aspirational philosophy was equally matched by Adidas in their
slogan, ‘Impossible is Nothing’, although the company outlook in the first
instance was entirely pragmatic in wanting durability in their equipment and
the protection it provided for athletes. The phrase was attributed to one of
Muhammad Ali’s renowned rants in advance of the second Ali versus Joe
Frazier encounter in 1974, but it is likely that it was actually created by the
advertising agency, 180/TBWA in Amsterdam or TBWA/CHIAT/DAY
in San Francisco. The phrase is part of a longer text: ‘impossible is just
a big word thrown around by small men who find it easier to live in a
world they’ve been given than to explore the power they have to change
it. Impossible is not a fact. It’s an opinion. Impossible is not a declaration. It’s a dare. Impossible is potential. Impossible is temporary. Impossible is nothing’ (see Impossible Is Nothing [Sean Flores and Aimee Lehto,
180/TBWA/CHIAT/DAY Agency, 2004]). The early commercials supporting this idea showed a young Ali apparently fighting his daughter, Laila
Ali (Ali vs Ali, Lance Acord, 180/TBWA/CHIAT/DAY Agency, 2004),14
while in another later commercial (The Long Run, Sid Lee Agency, 2011)
contemporary athletes like Zinedine Zidane, David Beckham, and Tracy
McGrady appear to accompany Ali on an early morning run he made in
1974. These animated visual effects employing digital layering make the
idea of ‘impossible is nothing’ a literal outcome—once again, time and
space has been transcended to apparently evidence the proof that nothing
is impossible if it can be effectively and persuasively visualized in animated
interventions.
These more hyper-realistic animated effects persist throughout Adidas’
campaigns and, in the same way as classical cartoon animation, create
an alternative visual regime that refuses normalization and naturalization.
190
P. WELLS
‘Physical Activity as Art’ continues as a presiding theme, even transcending the nature of physical activity itself, and reinventing the parameters of
animated art. This is evidenced in Impossible Field (Daniel Kleinman, 180
Amsterdam Agency, 2005) a match seemingly played out on a raised metal
framed pitch, where high energy soccer is executed acrobatically in midair,
sliding tackles are made on precarious beams, shots aimed with adventurous leaps. This approach permits a hyper-aestheticism that emerges from
hyper-athleticism—the body and the game is re-contextualized in a way
that moves beyond its material limits and imagines a challenging, yet freer
state of play. In order to prove ‘impossible’ can be overcome, it must be
first created, and then made to seem ordinary in some way—again, animation can dilute one aspect of the image while amplifying another. The very
‘gesture’ of the action is heightened in order to vindicate and verify the
ways in which the seemingly non-negotiable terrain has not merely been
naturalized, but made to operate as a context that has become ‘nothing’ in
the face of the talent that may be seen playing within it.
Adidas was careful to recognize, however, that such science-fictional
trappings can also serve to de-humanize and distanciate physical capability
and achievement even if it seems that the ‘before-our-very-eyes’/‘cameranever-lies’ imagery seems to authenticate experience. In a similar fashion to
Nike, this was all about finding particular kinds of relatable narratives in the
actions and lifestyles of athletes that would appeal to viewers. This resulted
in a number of commercials in the ‘Impossible is Nothing’ campaign in
2007, in which an athlete would draw their earliest formative memory of
childhood engagement with what they ultimately achieved as professional
and world-class performers. These drawings then become animated narrating the athlete’s story, but more significantly prompting a certain empathy
and emotional affect in viewers as they recall their own childhoods and
embrace the apparent simplicity of the expression. Animation is particularly conducive at communicating memory in this sense, as a memory is
not only something that has happened in the past, but can be rendered in a
form familiar to anyone who as a child sought to apprehend the feelings and
events of existence in naïve ‘stick’ drawings. This aesthetic seems embedded with the visual vernacular of innocence and inexperience; a formative
sense of the untrained and natural that all might share and take inspiration
from. In this it echoes the idea of ‘the formal and the vernacular’ that Boyd
saw in Jordan’s public persona and market identity and, arguably, may be
central to sporting figures in these texts, and to the use of animation as a
form.
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
191
England footballer David Beckham, for example, draws himself at the
moment when he was sent off for pettily kicking out at Diego Simeone
when playing for England against Argentina in the quarter-final of the
World Cup in 1998, and the viewer sees his lonely, embarrassed and painful
trudge from the pitch into the tunnel and then into a dark forest populated
by monsters (Impossible Is Nothing: David Beckham, Sean Thompson and
Dean Maryon, 180 Amsterdam, 2007). This gothic scenario in many ways
overstates the importance of the incident but emphasizes the emotional
impact felt by Beckham, something similar to Spirig’s narrative cited earlier.
In the voice-over he describes the extent of the critical backlash from sports
commentators and the public alike, even resulting in death threats. This
mood and tone is relieved when we see the same figure scoring a free
kick in the final moments of the 2002 World Cup qualifying game against
Greece, a red ball in the corner of the goal replacing the earlier red card
of his dismissal. Beckham stresses how necessary it is to stay strong in
the face of adversity and overcome setbacks. In a quasi-fairytale narrative,
Beckham is ‘out of the woods’, having overcome his demons, and in a rite
of passage, secured maturity and salvation from the despair that came out
of his earlier naivety and inexperience as a 23-year old. The ‘impossibility’
of coming to terms with what went wrong and the public approbation
Beckham received is made ‘nothing’ by his perseverance and the eventual
triumph of his skill and quality as a footballer, but more significantly, as a
person. Innocence is metaphorically replaced by experience; public error
corrected by enhanced self-knowledge; life events animated into a story
with narrative and counter-narrative.
Physical Activity as Art
These narratives—like those in all the commercials addressed here—hint at
the idea that they operate as secular folk-tales; personal mythologies that
vindicate a moral and ethical stance against the injustices or inhibitions of
everyday life. By employing an ‘ugly duckling to proud swan’ story arc,
and playing this out in the child-related idioms of illustrative drawing and
animation, the commercials cease to directly sell sport, but sell through
sport, making it less about spectacles of play, and more about rites of passage
experiences, and familiar narrative themes and concepts.
Animation, whether used as the fantasy of performance in a hyperrealistic manner or in more personalized hand-drawn animation of
childhood-expression, shifts the properties of material space to those of
192
P. WELLS
a more psychological and emotional space, and is particularly pertinent in
enabling sport to be seen as social metaphor and as cultural iconography.
While more obviously ‘cartoonal’ animation makes this explicit, the ‘invisible’ currencies in hyper-realistic animation implicitly reinforce ‘impossible’ imagery, both aesthetic strategies elevating the ‘idea’ of sport and not
merely its execution. Instead of being read singularly as an act of athletic
performance—the province of broadcast sport—animation and animated
visual effects insist sport is a rhetorical enactment of affective life choices and
lifestyles. These are normally about the ways in which animation permits the
depiction of the ‘idea’ of aspiration in the service of elevating self-esteem
and personal identity by playing or identifying with sport. It permits the
expression of scenarios in the service of promoting sport as a quasi-utopian
phenomenon translating commercial imperatives into expressions of fantasy and empathy, disguising hard sell as soft power, and promoting sport
as a means and a method for reconciliation, and radicalism.
Notes
1. Robert Goldman and Stephen Papson, Nike Culture (London: Sage, 1998),
19.
2. Todd Boyd, Am I Black Enough For You? Popular Culture from the ‘Hood
and Beyond (Bloomington: Indiana University Press, 1997), 111.
3. Robert Goldman and Stephen Papson, Nike Culture, 17.
4. See Liz McFall, Advertising: A Cultural Economy (London: Sage, 2004).
5. Todd Boyd, Am I Black Enough For You? Popular Culture from the ‘Hood
and Beyond, 117.
6. Ibid., 108.
7. See Steven Barnett, Games and Sets: The Changing Face of Sport on Television
(London: BFI, 1990).
8. Paul Wells, Animation, Sport & Culture (Basingstoke: Palgrave Macmillan,
2014), 78–96.
9. Todd Boyd, Am I Black Enough For You? Popular Culture from the ‘Hood
and Beyond, 111.
10. Ibid., 119–127.
11. See J. Conlon, “The Brand Brief Behind Nike’s Just Do It Campaign,”
August 5, 2015. brandingstrategyinsider.com. Last Accessed August 5,
2018.
12. Paul Wells, Animation, Sport & Culture, 170–176.
13. Interviews with Directors, Adam Marko-Nord and Sophie Gateau about the
films, feature in the catalogue for The Beautiful Frame: Animation & Sport
Exhibition (Loughborough University/National Football Museum, 2017).
9
JUST DO IT, IMPOSSIBLE IS NOTHING …
193
14. See E. Neel, “New Adidas Ad Lands the Perfect Combo,” espn.com. Last
Accessed August 5, 2018.
Bibliography
Barnett, Steven. 1990. Games and Sets: The Changing Face of Sport on Television.
London: BFI.
Boyd, Todd. 1997. Am I Black Enough For You? Popular Culture from the ‘Hood
and Beyond. Bloomington and Indianapolis: Indiana University Press.
Conlon, J. 2015. “The Brand Brief Behind Nike’s Just Do It Campaign.” Branding
Strategy Insider, August 6, 2015. https://www.brandingstrategyinsider.com/
2015/08/behind-nikes-campaign.html.
Goldman, Robert, and Stephen Papson. 1998. Nike Culture. London and Diamond
Oaks: Sage.
McFall, Liz. 2004. Advertising: A Cultural Economy. London and Diamond Oaks:
Sage.
Neel, E. “New Adidas Ad Lands the Perfect Combo.” ESPN.com, February 23,
2004. http://www.espn.com/espn/page2/story?page=neel/040223.
Wells, Paul, 2014. Animation, Sport & Culture. Basingstoke and New York: Palgrave Macmillan.
CHAPTER 10
‘Don’t Mind Me, I’m Just a Dermatophyte’:
The Use of Animation in Direct-to-Consumer
Pharmaceutical Television Advertising
Janelle Applequist and Matthew P. McAllister
Prescription drugs are a product category that poses various levels of inherent risk for consumers, including at a level that can literally be life and death.
A striking number of these ads use some form of animation.1 Using content and textual analysis, this chapter argues that animation in these ads
constructs different elements such as medical conditions, the brand, and
even the world we live in, in ways that offer the best possible image of
J. Applequist (B)
Zimmerman School of Advertising & Mass Communications,
University of South Florida, Tampa, FL, USA
e-mail: applequist@usf.edu
M. P. McAllister
Bellisario College of Communications, University Park, PA, USA
e-mail: mattmc@psu.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_10
195
196
J. APPLEQUIST AND M. P. MCALLISTER
the drugs, their effectiveness, and their potential dangers. This has implications for how we understand prescription drugs, their risks, and even what
it means to have a happy life.
The development of prescription drugs ideally supports medicine in
its quest for cures, treatments, and knowledge. However, in a for-profit
medical and media system, pharmaceuticals exist in a mix of biomedical
complexity, ambiguity, and a persuasive context in which drug companies
encourage the consumer-patient to ask their doctor to prescribe branded
drugs, to enhance the companies’ bottom line. Often, a consumer’s awareness of a drug is through pharmaceutical advertisements seen on television,
in magazines, or online. The various techniques that are used to advertise
these drugs, including animation, attempt to influence how consumers
relate to a drug, understand its use and side effects, or define what it means
to be healthy. Animation in advertising may simplify medical conditions,
contributing to portrayals of advanced medical technology that can make
otherwise confusing and alienating treatment options seem friendlier and
more accessible for consumers.2 But such portrayals are also self-serving.
For example, not all medical treatment options are discussed in commercials, only those chosen by the branded companies. In addition, how advertisers personify difficult concepts through such techniques as animation can
lead to more positive emotions for the consumer, meaning a greater connection with the brand and greater likelihood of the intent to purchase.3
Diagnoses and conditions may be framed as especially frightening or allencompassing in commercial contexts, exploiting a vulnerable consumer
group facing an uncertain medical future.
The United States and New Zealand are the only two industrialized
nations in the world that permit advertising of prescription drugs. Whereas
New Zealand practises industry self-regulation of such ads, the United
States mandates that its pharmaceutical ads be under the purview of the
FDA.4 Compared to other product categories, direct-to-consumer ads
(DTC) for prescription drugs arrived late in the history of advertising,
with the first US print advertisements being published in magazines in the
early 1980s (although before then there were ads for these drugs that targeted physicians). Beginning in 1997, the FDA permitted pharmaceutical
advertisements to be aired in broadcasting. This began a debate of whether
such ads inform or persuade audience members, and who benefits from this
balance.5 At this time the FDA released guidelines for televised pharma ads,
and the first US television commercials were broadcast in 1999.6 Animation was used nearly from the beginning, most notably in a long-running
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
197
commercial for Zoloft that debuted in 2001 (and discussed later in this
chapter), directed by animator Pat Smith (Daria [MTV, 1997–2002]).7
By 2016, nearly 20% of total US health care spending went towards prescription drugs, signifying that the nation prioritizes these medications as
the most sought-after treatment option for various ailments and diseases.
Approximately $5.2 billion was spent on pharmaceutical advertisements in
2015, up 19% from the previous year.8 Whereas overall advertising spending in traditional media has been decreasing, ‘big pharma’ has consistently
increased its marketing budget. This results in viewer exposure to a high
frequency and variety of prescription drug ads.9
Beginning in 2016, the FDA expressed its concern over the use of animation in DTC advertising, announcing a series of studies to be conducted
with the aim of determining whether animated ads have a detrimental effect
on viewers’ recollection of important safety and side effect information.10
Specifically, the FDA called for studies (yet to be conducted) that address
whether consumers process ads with animation differently and whether
consumer understanding is impacted in cases where animation is used to
personify a disease, drug benefit, or a patient. The pharmaceutical industry
responded by arguing that the FDA’s proposal unfairly simplified animation’s role.11 Given regulatory uncertainty, and the high-stakes involved
with DTC ads, it is important to investigate the ways in which animation
is being used in broadcast prescription drug advertising, and how these
animated worlds may visually romanticize the benefits of the drugs while
minimizing their risk.
Method and Sample
This chapter defines animation liberally: any text or imagery (e.g. characters, logos) created via line drawings, stop-motion, and 2D/3D computer
animation. The FDA conceptualized animation as encompassing varying
modes, including the use of rotoscoping (an early cinematic technique
where animators trace over motion picture footage), humans being transformed into cartoons via rotoscope animation, and anthropomorphized
objects meant to represent the patient, disease, or benefits of a medication.12
Fifty-four animated DTC (Direct to consumer) ads that spanned several years and represented 37 unique medications were examined.13 Of
particular focus in the analysis was how animation represented the narrative elements in the ads, how these elements changed before and after the
198
J. APPLEQUIST AND M. P. MCALLISTER
drug’s use, the various warnings and disclaimers mandated in DTC commercials, and the overall brand image of the drug. Understanding how
animation constructs these elements to enhance the benefits of the drug’s
efficacy and reduce concerns about dangers was a key goal of the analysis.
Animation in drug ads, then, do not simply explain the drugs—they construct images of what people should value, how they should live, and what
makes them happy. Thus, we have commercial stories of trials, tribulations,
and triumphs in which the branded drugs often are celebrated as the literal
remedy for good health and happiness. These ads are therefore ideological; they are embedded in relations of power between consumer/patients,
physicians, and drug companies, with the former often searching for help
in a medical crisis, and the latter having the resources to construct persuasive and multimodal commercial messages. In such ads, medical conditions
may be personified as monsters, drugs (or their beneficial effects) appear as
wings and umbrellas, hand-drawn landscapes serve as serene video wallpaper while alarming side effects are narrated and body parts talk directly to
viewers. Animation is used as a key vehicle for selling the positive transformative effects of these drugs.
More specifically, the study interrogated five animated categories present
in broadcast DTC advertisements: ailment, drug, effect, body, and world.
Although analysed separately, sometimes these categories overlap: ailments
may be represented as animated unruly body parts, for instance.
The Animated Ailment
A common animated element in the commercials is the ailment or medical
condition that the brand is purported to treat. Such animated ailments were
used in 34 of the 54 ads (63%). This element typically anthropomorphizes
the ailment, where the condition or its symptom(s) ‘come to life’ with
demonstrative human-emotional qualities. In this way, the ads narrativize
the medical and social problems of the ailment by having the negative
consequences of the ailment become a character in the commercial’s story.
Such animated spokescharacters have been found to be more favourable
to consumers who have less experience with the brand being portrayed.14
This is particularly important for pharmaceutical advertising in the United
States, given the large number of brands and the frequency with which new
brands are released. This may be a reason why big pharma uses animation in
its ads: visually striking iconography creates brand distinctiveness. It’s Alive
(Phil Robinson, Deutsch Inc. NYC, 2003), an ad for Lamisil, features an
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
199
animated yellow demonic-looking creature who informs viewers, ‘Oh, hey,
I’m Digger. Don’t Mind Me, I’m Just a Dermatophyte. You know, a nail
infection. All I want is to get in here and live under your nails’. As he says
this he lifts up a toenail and crawls underneath it, and we see him walking in
the body of the person, turning skin from pink/smooth to yellow/cracked
as other demons turn the skin landscape into a brown, desolate setting.
Some animated representations of medical conditions are even more
abstract and emphasize a starker version of the condition. In an ad titled
Multiple Symptoms (Auge Reichenberg, McCann HumanCare, 2016) for
Trintellix, a medication for the treatment of depression, various characters are shown with their heads surrounded by animated lined streaks that
represent the ‘tangle of symptoms’ associated with depression. Within the
red, blue, and yellow tangled lines are large words associated with depression (e.g. ‘sadness’, ‘loss of interest’, ‘indecisiveness’, and ‘tiredness’). Each
tangled web has a physical presence in the world of the ad and makes it
difficult for each character to function throughout the day; the lines surround the live-action characters, overwhelming them as indicated by their
blank facial expressions and disengagement from their work or leisure setting. The lines represent the figurative weight of depression by making it a
literal impediment in the physical environment. Expressionistic music and
a sombre male narrative voice reinforce the serious nature of the emotional
states represented by the tangles. Other ads in the sample, such as Zoloft
Dot (Pat Smith, Deutsch Inc. NYC, 2001) and Cloud (Pat Smith, Saatchi
& Saatchi, 2011) presented dark clouds, whereas another for Abilify titled
Add Abilify (Neil Boyle, th1ng London, 2001) featured a black hole, to
represent depressive symptoms.
The Animated Drug
In this category the product itself such as the pill or pill bottle becomes
animated, with emphasis often placed on a brand name. The animation
of the drug is often done in ways that personify its abilities, encouraging
the consumer to assign physical or emotional attributes to the brand. This
category appeared in nearly one-fourth (22%) of the sample, and often
alongside other animated categories. Predictably, the animated drugs were
presented as the best options for relief, cast as heroes in the commercial
narrative to indicate a better life is within reach if the drug is obtained.
200
J. APPLEQUIST AND M. P. MCALLISTER
Consistent with previous research investigating attributes of likeable animated spokescharacters in advertising, the majority of the ads used characters that had distinct, identifiable traits that exemplified the positive aspects
of each brand overall.15 One prominent example is the gentle, fluorescentgreen animated butterfly in Wings (Ken Aldrige, Grey New York, 2011)
for Lunesta, prescribed for insomnia. The ad features characters having
difficulty falling asleep, but once they take Lunesta, an animated butterfly,
representing the drug, enters their bedroom. The butterfly lands on the
back of the characters as they begin to drift off to sleep, with the narrator
describing their ‘restful, rejuvenating’ slumber. The commercial portrays
the Lunesta users sleeping on their sides with smiles on their faces, as the
lighted wings pulsate gently. The ad paints a very different picture from the
reality of taking this medication, which is considered a strong, potentially
lethal sedative-hypnotic that could increase the risk of suicidal thoughts.16
The FDA even placed stronger warning labels on the bottles of Lunesta
following this ad’s airing, citing possible ‘sleep eating’ or ‘sleep driving’
incidents, where users woke to find themselves in unfamiliar territory with
little to no recollection of their activity.17
Other ads represent the actual branded artefact in animated form. In
both ads for Trulicity—Restoration (Ken Aldrige, Grey New York, 2016)
and Jerry (Ken Arlidge, Grey New York, 2016)—which is a medication
for Type II diabetes, the environment and characters are live-action, yet
the medication delivery system (an injectable pen) is digitally animated as a
green dot to look more like a pill—rather than a potentially alarming injection pen—as you hear it ‘click’ to indicate the medication being dispensed.
Upbeat music plays in the background when the animated drug-symbol
glides across the screen, leaving a trail of bright green dots behind it to
symbolize the medication being dispensed. As the medication ‘clicks’, the
main character Jerry discusses how Trulicity allows his body to activate
what’s already within him. Immediately following the introduction of the
brand name, viewers see the patient’s ability to ‘have a better life’ with the
drug, as he completes an entire home renovation. The main character ends
the ad by saying ‘with Trulicity, I click to activate what’s within me’, where
the animated drug again ‘clicks’. Here, the commercial offers a better life
within reach and in a way that deemphasizes the reality of the device. The
bodily effect signified by the use of animation is the internal release of
insulin, using green dots that are offered as more benign than an injection.
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
201
The Animated Effect
Connected to both categories above is the idea of a cure promised by the
branded drugs. The animation of positive or negative outcomes associated
with a health condition and/or its corresponding prescription treatment
occurred in more than half (56%) of the sample. Most often (in 44% of
the total category), these ads featured a juxtaposition of the negative consequences associated with a condition or ailment, followed by the positive
benefits that could be expected with the prescribed treatment option. In
one ad, an altered colour scheme and facial expression of animated characters drive home the claimed benefits of a drug. Intermezzo (Jerry Riscoe,
AbelsonTaylor Chicago, 2013), a commercial for the prescription sleepaid by the same name, shows a smiling blue-tinted light bulb for those
able to sleep because of the drug, and a sad-faced, bright yellow light bulb
for those not. Here, specific hues are used to signify sadness, grumpiness,
and tiredness (blue), whereas the upbeat, refreshed, and happy experiences
receive brighter tones (yellow).
A live-action ad titled Feeling Wound Up (Bob Tabor and Mari Helen
Bohen, JWT, 2010) for Pristiq features a woman describing her experience
with depression. Next to her is a 3D CGI animated wind-up doll, used
to illustrate her experience. She says that often, with depression, it feels
as though you have to ‘wind yourself up’ just to get out of bed. As she
continues to describe the experience of having to continue ‘winding yourself up’ just to accomplish daily tasks, the doll is shown being wound up
and initially walking in a slouched position, with a frown on its face. The
narrator then introduces Pristiq, and following a description of how the
drug works, the main character looks at the doll as its posture improves, a
smile forms on its face, and it walks across the table. The ‘wind up’ key on
the doll’s back has disappeared, and eventually, the doll’s movements are
replaced by the woman experiencing more of her life (e.g. talking with her
friends, visiting a glassware store).
One irony is that while animation is used to highlight the potential positive effects of the drugs’ use, it may also be used to distract from or downplay the mandated disclaimers and warnings about these products’ dangers
to our health. In the Improve (Auge Reichenberg, McCann HumanCare,
2016) Trintellix commercial, while product users master their psychological environment by walking through tangles (thus visually emphasizing an
improvement in health and depressive symptoms), the voiceover describes
the risk of potential side effects, ranging from an increase in depression or
202
J. APPLEQUIST AND M. P. MCALLISTER
thoughts of suicide. Such a strategy was a common occurrence among the
sample of ads, with animated ailments visualizing improvement with the
medication while the voiceover lists serious side effects. In this sense, it is
possible that animation is being used as a form of distraction, with objects,
words, and personified illness being used in ways that shows an improvement in life overall while diverting attention away from the important risk
information being presented.
The Animated Body
Animated constructions of the body that appear in ads, either in totality
or as an animated organ/part of the body, can serve multiple purposes: to
show the way a medication works, or to provide a visual representation of
symptoms associated with an ailment within the body. This bodily representation was present in half (50%) of the sample, and most often with an
animation of a specific body process illustrating how a medication works
within one’s system. The FDA’s legal justification for the existence of prescription drug ads is based on the assumption that they play a role in educating the consumer about various conditions and ailments, above simply
promoting brand name medications.18 This sample revealed, however, that
in many instances where animation was used seemingly as a form of education, it placed the product at the forefront of the message as opposed to the
ailment, potentially blunting their educational efficacy. Previous research
in the field of consumer psychology has shown that priming consumers
with such personified connections via animation shifts their attention away
from important, pragmatic considerations, such as a drug’s functionality or
associated risks.19 One study found that viewers practised poorer encoding of drug side effects when animation was used.20 The commercial titled
Red Fish (Jon Parkinson, GSW New York, 2016) for Pradaxa, intended for
reducing the risk of heart attack and stroke, presented a school of red fish
(symbolizing blood platelets) swimming through an animated diagram of
the body’s bloodstream. Rather than showing how the condition of heart
disease impacts this process, the ad instead emphasizes how Pradaxa enables
the body’s processes to allow blood through the system, reducing the likelihood of a clot. Here, it would be most appropriate for the ad to educate
about heart disease and its subsequent increased risk of heart attack or
stroke, but instead, the product and brand name are highlighted.
Other ads also animate the body to legitimize the drug’s effectiveness,
yet offer little in specifics. For example, in an ad titled Texting (Joe Vitale,
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
203
Roska Healthcare Advertising, 2016) for Myrbetriq (an overactive bladder
medication), the patient is shown discussing Myrbetriq with her doctor. He
shows her an iPad with an animated graphic of the body’s bladder, with text
underneath that reads ‘getting started with Myrbetriq’. Yet, when looking
closer at the graphic, it is clear it does little in terms of informing one about
one of the processes associated with the drug’s entrance to the body. It
only features three arrows pointing towards the bladder. Particularly when
providing this animation in the context of one’s conversation with their
doctor, this practice offers superficial infographics and diagrams to give
the product medical credibility when little helpful medical information is
actually offered.
The Animated World
This animated category included perhaps the largest degree of animation,
where the main character/patient’s experience is presented as part of an
animated environment. Greater than one-quarter of this sample featured
an animated world (28%). In such cases, a main character’s surroundings
were entirely or largely constructed via animation. A notable example is the
original ad for Zoloft, Zoloft Dot (Pat Smith, Deutsch Inc. NYC, 2001),
which begins with a sparse world, mostly in black and white. The person
is represented as an oval on the ground, with a worried facial expression
and a bluebird next to it. Grey clouds are in the air, and the narrator states
‘you know when you feel the weight of sadness. You may feel exhausted,
hopeless, and anxious’. The oval slides along the ground, away from the
chirping bird. The cloud continues to follow the oval. More upbeat music
begins to play as the narrator explains (and a drawing illustrates) the chemical imbalance from one nerve to another in depressed patients. Soon after,
the focus is back on the oval, showing it smiling as the cartoon cloud breaks
up and yellow flowers appear next to the oval. The oval then begins following the bird by bouncing and moving faster. The bird then lands on the ‘z’
of the Zoloft logo at the end of the ad, showing the animated characteristics interacting with one another and the merging of the animation and
product’s logo.
In another ad for Botox, titled Refuse to Lie Down (Kent Swell, Pacific
Communications, 2017), a live-action character is actually inserted into
the animated world around her. She remains human, yet her surroundings
are composed entirely of colourful line drawings. The ad begins with her
lying on her bed, discussing how she will not take her migraines ‘just laying
204
J. APPLEQUIST AND M. P. MCALLISTER
down’. The narrator then introduces Botox for chronic migraine use, and
the woman is able to stand up because the animated bed rotates from
horizontal to vertical, creating the impression that she is lifted out of bed.
Suddenly feeling better, she walks around her home, interacting with her
family members, neighbours, and strangers, all of whom are animated but
her. This becomes a portrayal of the ways in which the patient is ‘standing
up’ to her pain and taking charge of her own patient journey but still visually
implies it is done for her, and she is placed in this world by Botox. The ability
of the animated world used in particular pharmaceutical ads is apparent,
with the tones conveying happy, upbeat, and colourful representations of
what it means to have a health condition, disease, or ailment.
Conclusion
Given the economic, ethical, and health implications of DTC advertising,
the ways in which the pharmaceutical industry advertises this product class
to consumers merits analysis, as animation attempts to influence views of
health issues, drug risks and benefits, patient–physician relationships, and
definitions of a good life. This analysis examined the ways in which DTC
advertising uses animation to construct medical conditions, branded products, potential effects, the body, and the world in ways that place these
elements in the best rhetorical light for the brand. Complex science and
medical elements are reduced to simplified drawings, cartoons, or graphics
that frame such elements either in stark ways when presenting life without
drugs, and in romanticized ways with drugs. This research suggests that animation connects affectively to the promise of a ‘better life’ by dramatizing
health conditions, sanitizing the risks associated with particular drugs, simplifying complexities, and inflating the role pharmaceuticals should play in
our health and well-being. Ideologically, such portrayals construct a message that the pharmaceutical industry is philanthropic and does not put
its profits and reputation above consumer education and health, ultimately
persuading consumers to want brand name drugs above other less expensive
or homoeopathic treatment options. For those using the branded drugs,
they can conquer demons, be helped by magical beings, and experience
transcendent worlds. Previous research has demonstrated, however, that
the use of animation in pharmaceutical advertisements does not always
enhance its effectiveness in terms of consumers’ ability to interpret information about a drug.21 The use of animation can capture the attention of
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
205
consumers, but also raises problematic issues in terms of patient education
and understanding given such a serious product category.
Modern forms of animation in pharmaceutical advertisements are often
presented via personification, whereby the representation of an object, ailment, person, or treatment is presented as a person. In this sense, consumers are able to ‘get to know’ products and services being advertised on
a more intimate level, ultimately assigning human-like characteristics and
attributes to commodities.22 Using such strategies in personifying various
medical concepts is more than likely beneficial for the pharmaceutical industry. Research has shown that when compared with a human spokesperson
in the same print advertisement, the use of animated spokescharacters leads
to more positive consumer perceptions of the ad, brand, and an increased
intention to purchase.23 It is therefore important for future studies to
investigate this influence in the realm of pharmaceutical advertising and
to consider the ways in which such animation impacts one’s ability to learn
about a medication, understand its risk information, and embrace reasonable expectations about its efficacy.24
While animation can equally help communicate complex information in
accessible ways to help consumers make informed decisions, this analysis
showed that in most instances, such tactics are used to further position
these brands as medical authorities, leading to promising consumers better,
happier lives. Animation has become an important tool for drug marketers,
but often in ways that may blunt understanding of conditions, treatment
efficacy and risks. It may point to the reason why, since 2016, the FDA
has remained interested in studying these areas and their impact on the
consumer’s ability to process this information, and why the use of cartoons
in ads is not always such a lighthearted technique. As previous research
has primarily focused on the animated spokescharacters in pharmaceutical
advertising, this study expanded the knowledge base to include all forms of
animation used in various modes. Consistent with the findings of Pashupati,
this case study shows that there continues to be substantial variation in
the use of animation across pharmaceutical brands; however, the use of
animation is most often associated with the affirmation of positive traits
associated with the product or brand rather than being used to educate
consumers on conditions, treatments, or bodily functions.25
206
J. APPLEQUIST AND M. P. MCALLISTER
Notes
1. Janelle Applequist, Broadcast Pharmaceutical Advertising in the United
States: Primetime Pill Pushers (Lanham: Lexington Books, 2016), 56.
2. Phillip M. Hart, Shawn R. Jones, and Marla B. Royne, “The Human
Lens: How Anthropomorphic Reasoning Varies by Product Complexity and
Enhances Personal Value,” Journal of Marketing Management, 29, nos. 1–2
(2013): 105–121.
3. Marjorie Delbaere, Edward F. McQuarrie, and Barbara J. Phillips, “Personification in Advertising: Using a Visual Metaphor to Trigger Anthropomorphism,” Journal of Advertising 40, no. 1 (2011): 121–130.
4. Hazel Phillips, Sell! Tall Tales from the Legends of New Zealand Advertising
(Auckland: Penguin Group New Zealand).
5. Applequist, Broadcast Pharmaceutical Advertising, 5–6.
6. Applequist, Broadcast Pharmaceutical Advertising, 6.
7. Kate Aurther, “Little Blob, Don’t Be Sad (or Anxious or Phobic),” New
York Times (January 2, 2005), https://www.nytimes.com/2005/01/02/
arts/television/little-blob-dont-be-sad-or-anxious-or-phobic.html.
8. “U.S. Measured Ad Expenditures Declined 3.9% in Q3 2015 to
$36 Billion,” Kantar Media (2015), http://www.kantarmedia.com/us/
newsroom/press-releases.
9. “Observations on Trends in Prescription Drug Spending,” Department of
Health and Human Services, 2016, http://www.aspe.hhs.gov.
10. Kevin McCaffrey, “Drugmakers Spar with FDA Over Proposed DTC Animation Study,” MMM Online (October 27, 2016), http://www.mmm-online.
com.
11. Zachary Brennan, “Drugmakers Criticize FDA’s Plan to Research Animation in DTC Drug Ads,” Regulatory Focus (October 24, 2016), https://
www.raps.org/regulatory-focus%E2%84%A2/news-articles/2016/10/
drugmakers-criticize-fda%E2%80%99s-plan-to-research-animation-in-dtcdrug-ads.
12. “Comment Request: Animation in Direct-to-Consumer Advertising,” Food
and Drug Administration, 2016, https://federalregister.gov/d/201625727.
13. Two data collection strategies were used. First, animated ads on the YouTube
playlist “Prescription Drug Commercials” were collected, which included
several older commercials. Second, SnapStream Express, a television recording software, was used to record and collect daytime and primetime television content from the four major broadcast networks (ABC, CBS, NBC,
and FOX) for a 15-week period (12-weeks at the end of 2016 and 3-weeks
at the beginning of 2017).
14. Judith A. Garretson and Ronald W. Niedrich, “Spokes-Characters: Creating
Character Trust and Positive Brand Attitudes,” Journal of Advertising 33,
no. 2 (2004): 25–36.
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
207
15. Margaret F. Callcott and Barbara J. Phillips, “Observations: Elves Make
Good Cookies: Creating Likable Spokes-Character Advertising,” Journal of
Advertising Research 36, no. 5 (1996): 73–79.
16. Stephanie Saul, “F.D.A. Warns of Sleeping Pills’ Strange Effects,” New
York Times (March 15, 2007), http://www.nytimes.com/2007/03/15/
business/15drug.ready.html.
17. W. Vaughn McCall, Ruth M. Benca, Peter B. Rosenquist, Mary Anne Riley,
Laryssa McCloud, Jill C. Newman, Doug Case, Meredith Rumble, and
Andrew D. Krystal, “Hypnotic Medications and Suicide: Risk, Mechanisms,
Mitigation, and the FDA,” American Journal of Psychiatry 174, no. 1
(2017): 18–25.
18. “Prescription Drug Advertising: Questions and Answers,” Food and
Drug Adminstration (June 19, 2015), http://www.fda.gov/drug/
resourcesforyou/consumers/prescriptiondrugadvertising.
19. Jesse Chandler and Norbert Schwarz, “Use Does Not Wear Ragged the
Fabric of Friendship: Thinking of Objects as Alive Makes People Less Willing
to Replace Them,” Journal of Consumer Psychology 20 (2010): 138–145.
20. Russell B. Clayton and Glenn Leshner, “The Uncanny Valley: The Effects
of Rotoscope Animation on Motivational Processing of Depression Drug
Messages,” Journal of Broadcasting & Electronic Media 59, no. 1 (2015):
57–75.
21. Nilesh S. Bhutada, Brent L. Rollins, and Matthew Perri III, “Impact of
Animated Spokes-Characters in Print Direct-to-Consumer Prescription
Drug Advertising: An Elaboration Likelihood Model Approach,” Health
Communication 32, no. 4 (2017): 391–400.
22. Barbara Stern, “Other-Speak: Classical Allegory and Contemporary
Advertising,” Journal of Advertising 19, no. 3 (1990): 14–26.
23. Robert S. Heiser, Jeremy J. Sierra, and Ivonne M. Torres, “Creativity via Cartoon Spokespeople in Print Ads: Capitalizing on the Distinctiveness Effect,”
Journal of Advertising 37, no. 4 (2008): 75–84.
24. J. T. Luo, Peter McGoldrick, Susan Beatty, and Kathleen M. Keeling,
“On-Screen Characters: Their Design and Influence on Consumer Trust,”
Journal of Services Marketing 20, no. 2 (2006): 112–124.
25. Kartik Pashupati, “Beavers, Bubbles, Bees, and Moths: An Examination of
Animated Spokes-Characters in DTC Prescription Drug Advertisements and
Websites,” Journal of Advertising Research 49, no. 3 (2009): 373–393.
Bibliography
Applequist, Janelle. 2016. Broadcast Pharmaceutical Advertising in the United
States: Primetime Pill Pushers. Lanham: Lexington Books.
208
J. APPLEQUIST AND M. P. MCALLISTER
Aurther, Kate. 2005. “Little Blob, Don’t Be Sad (Or Anxious or Phobic).”
New York Times, January 2. https://www.nytimes.com/2005/01/02/arts/
television/little-blob-dont-be-sad-or-anxious-or-phobic.html. Accessed 15
October 2017.
Bhutada, Nilesh S., Brent L. Rollins, and Matthew Perri III. 2017. “Impact of
Animated Spokes-Characters in Print Direct-to-Consumer Prescription Drug
Advertising: An Elaboration Likelihood Model Approach.” Health Communication 32: 391–400.
Brennan, Zachary. 2016. “Drugmakers Criticize FDA’s Plan to Research Animation in DTC Drug Ads.” Regulatory Focus, October 24. https://www.raps.org/
regulatory-focus%E2%84%A2/news-articles/2016/10/drugmakers-criticizefda%E2%80%99s-plan-to-research-animation-in-dtc-drug-ads. Accessed 18
September 2018.
Callcott, Margaret F., and Barbara J. Phillips. 1996. “Observations: Elves Make
Good Cookies: Creating Likable Spokes-Character Advertising.” Journal of
Advertising Research 36: 73–79.
Chandler, Jesse, and Norbert Schwarz. 2010. “Use Does Not Wear Ragged the
Fabric of Friendship: Thinking Objects as Alive Makes People Less Willing to
Replace Them.” Journal of Consumer Psychology 20: 138–145.
Clayton, Russel B., and Glenn Leshner. 2015. “The Uncanny Valley: The Effects
of Rotoscope Animation on Motivational Processing of Depression Drug Messages.” Journal of Broadcasting & Electronic Media 59: 57–75.
Comment Request: Animation in Direct-to-Consumer Advertising. 2016.
Food and Drug Administration. https://federalregister.gov/d/2016-25727.
Accessed 15 July 2017.
Delbaere, Marjorie, Edward F. McQuarrie, and Barbara J. Phillips. 2011. “Personification in Advertising: Using a Visual Metaphor to Trigger Anthropomorphism.” Journal of Advertising 40: 121–130.
Garretson, Judith A., and Ronald W. Niedrich. 2004. “Spokes-Characters: Creating
Character Trust and Positive Brand Attitudes.” Journal of Advertising 33: 25–
36.
Garreston, Judith A., and Scot Burton. 2005. “The Role of Spokes-Characters as
Advertisement and Package Cues in Integrated Marketing Communications.”
Journal of Marketing 69: 118–132.
Hart, Phillip M., Shawn R. Jones, and Marla B. Royne. 2013. “The Human Lens:
How Anthropomorphic Reasoning Varies by Product Complexity and Enhances
Personal Value.” Journal of Marketing Management 29: 105–121.
Heiser, Robert S., Jeremy J. Sierra, and Ivonne M. Torres. 2008. “Creativity via
Cartoon Spokespeople in Print Ads: Capitalizing on the Distinctiveness Effect.”
Journal of Advertising 37: 75–84.
10
‘DON’T MIND ME, I’M JUST A DERMATOPHYTE’ …
209
Luo, J. T., Peter McGoldrick, Susan Beatty, and Kathleen M. Keeling. 2006. “Onscreen Characters: Their Design and Influence on Consumer Trust.” Journal of
Services Marketing 20: 112–124.
McCall, W. V., Ruth M. Benca, Peter B. Rosenquist, Mary Anne Riley, Laryssa
McCloud, Jill C. Newman, Doug Case, Meredith Rumble, and Andrew D. Krystal. 2017. “Hypnotic Medications and Suicide: Risk, Mechanisms, Mitigation,
and the FDA.” American Journal of Psychiatry 174: 18–25.
McCaffrey, Kevin. 2016. “Drugmakers Spar with FDA Over Proposed DTC Animation Study.” MMM Online, October 27. http://www.mmm-online.com.
Accessed 5 October 2017.
“Observations on Trends in Prescription Drug Spending.” 2016. Department of
Health and Human Services. http://www.aspe.hhs.gov. Accessed 10 October
2017.
Pashupati, Kartik. 2009. “Beavers, Bubbles, Bees, and Moths: An Examination of
Animated Spokes-Characters in DTC Prescription Drug Advertisements and
Websites.” Journal of Advertising Research 49: 373–393.
“Prescription Drug Advertising: Questions and Answers.” 2015. Food and Drug
Administration.
http://www.fda.gov/drug/resourcesforyou/consumers/
prescriptiondrugadvertising. Accessed 30 June 2017.
Saul, Stephanie. 2007. “FDA Warns of Sleeping Pills’ Strange Effects.” New York
Times, March 15. http://www.nytimes.com/2007/03/15/business/15drug.
ready.html. Accessed 30 June 2018.
Stern, Barbara. 1990. “Other-Speak: Classical Allegory and Contemporary Advertising.” Journal of Advertising 19: 14–26.
“U.S. Measured Ad Expenditures Declined 3.9% in Q3 2015 to $36 Billion.” 2015. Kantar Media. http://www.kantarmedia.com/us/newsroom/
press-releases. Accessed 3 September 2018.
PART IV
Television
CHAPTER 11
Beyond Anime? Rethinking Japanese
Animation History Through Early Animated
Television Commercials
Jason Cody Douglass
Rhythmic ticks and tocks accompany a female voiceover in the opening
seconds of what is often regarded to be Japan’s first television advertisement.1 A corporate logo and animated text morph from Roman alphabet
into Japanese characters to spell out the product, a Seikō timepiece, as the
speaker informs the viewer that this is Nihon Terebi (the television network
now known as NTV).2 The commercial, Seikōsha no Tokei / Seikō Watch
(Yuhara Hajime, Dentsū Eigasha, Dentsū, 1953),3 clocks in at 30 seconds,
the shortest length of advertisement time made available on Japanese television until the formalization of 15-second blocks in 1961.4 Following the
title card, a black-and-white animated sequence features a rooster meandering up to a clock to wind its gears. Revved and ready for service, the clock
reveals an anthropomorphic face in a friendly exchange with the rooster
J. C. Douglass (B)
Yale University, New Haven, CT, USA
e-mail: jason.douglass@yale.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_11
213
214
J. C. DOUGLASS
before transforming back into its original form. Three cuts announce a succession of ever-larger Seikō timepieces chiming to mark the arrival of seven,
culminating with the emblematic Wakō department store clock tower in
Ginza. This advertisement, and many others like it, can be considered an
important, albeit ignored, part of anime history, predating most accounts
of the origins of anime.
Unlike clockwork, marking the arrival of anime within the longer history
of Japanese animation has proved an imperfect science. As Rayna Denison
begins her recent book, ‘anime seems to defy easy definition’.5 Despite
such persistent defiance, several recent English-language publications have
endeavoured to pin-down and historicize anime, a term that long ago solidified its position within the lexicon of the English-speaking world. While the
various textual, cultural, and industrial approaches proposed by influential
voices within the field of anime studies differ substantially, scholarship by
Tsugata Nobuyuki serves as a common point of departure. Marc Steinberg,
Jonathan Clements, and Denison each cite Tsugata in their introductory
chapters, foregrounding his belief that the practice of anime began with
Tetsuwan Atomu / Astro Boy (Tezuka Osamu, Mushi Production, 1963–
1966),6 one of the first Japanese television series, created by means of ‘limited’, cel-based animation. To this, Steinberg adds, ‘anime is, in its initial
form, primarily organized around television’7 ; Clements emphasizes Tsugata’s delineation between ‘anime’ (‘TV cartoons’) and ‘Japanese animation’ (‘full animation films’)8 ; and Denison proposes, ‘anime still normally
retains aspects of its limited animation roots’.9
What remains largely absent from this linkage between ‘anime’ and the
‘televisual’ is a large amount of animation airing during the earliest years of
Japanese television, namely commercials. Hundreds of animated advertisements—frequently non-narrative and sometimes non-cel-based—appeared
on television in the ten years before the debut of Tetsuwan Atomu, and as
such I will argue that the frequent omission of animated commercials within
histories of anime betrays a scholarly overreliance on narrative media such
as television shows. The dearth of research on early animated television
advertisements is by no measure limited to the Japanese context: despite
comprising ‘somewhere between a quarter and a third of all productions
[in Britain between 1955 and 1965]’, Jez Stewart attributes the underrepresentation of animated advertisements in both British archives and scholarship to a ‘dismissal of their work [that] has directly affected the survival of
such works for advertising researchers today’.10 Patrick Vonderau similarly
suggests that only in recent years have researchers and archivists begun to
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
215
‘establish new explanatory frameworks for films that never were meant to
be interpreted, let alone preserved’.11
In this chapter, I aim to re-evaluate the relationship between ‘anime’ and
‘television’ by considering early animated and partially animated advertisements on Japanese television as productive, historically undervalued sites
for critical exploration. Among the questions driving my research, I ask:
How might the forms and functions of early animated advertisements corroborate or contradict prevailing accounts of anime’s history? To what
extent have notions of ‘television’ been projected onto histories of anime?
And, in light of Denison’s concession ‘that anime is a category that has
emerged out of the erasure of historical complexity’, how might the relative absence of television commercials within scholarship on Japanese animation betray the underlying cultural politics that shape the popular and
scholarly images of anime and its dominant aesthetic?12
Chronicling the Emergence of Anime
From its inception, television viewing in Japan was more than watching
shows, with commercial networks marketing goods to generate revenue.
Looking beyond shows reveals the abundance of animation rounding out
1950s programming: by Tsugata’s count, of the 480 commercials created
by the Television Corporation of Japan (operating at that time as Nihon
Terebijon) during the first five years of broadcasting, more than 70% incorporated animation.13 Clements, citing Tsugata, also makes note of this
‘vast and largely unchronicled market for Japanese animation’ but ultimately refrains from exploring the aesthetic and industrial nuances of such
works.14 Considering that animated commercials exemplify the bulk of
domestic animation and advertising media on television during the inaugural years of Japanese broadcasting, the paucity of animated commercials
in configurations of anime’s history calls for a pause.
Despite her deft mapping of anime as a complex constellation of television series, feature films, industry periodicals, and trade shows, Denison
has sparse analysis in Anime: A Critical Introduction of animated televisual
works before 1963. Given that Denison periodically grants credence to the
‘consideration of anime’s early life as a television format’, this absence must
not be overlooked.15 The stakes of such an omission are raised in Steinberg’s conceptualization of anime’s ‘media mix’, in which he focuses on
the evolution of the Tetsuwan Atomu franchise in order to sketch anime as
a network of consumable worlds, with merchandisable characters serving
216
J. C. DOUGLASS
as key points of access. Whereas Steinberg privileges franchises as his central
node, Denison considers televisual ‘brand entities’, such as the amorphous
and ever-popular Gundam series, as crucial to understanding anime’s shifting genres.16 For both scholars—and others within the field of anime studies—‘the rise of television’ proves ‘necessary to the birth of what we now
think of as “anime”’.17 However, such evocations of ‘television’ as fundamental to the formation of anime tend to implicitly reference cel-based, limitedly animated, character-oriented, and narratively driven dramatic series.
In fact, animated advertisements airing on Japanese television in the
years before Tetsuwan Atomu exhibited a diversity of material and stylistic forms. Consider, for instance, the first Japanese Coca-Cola commercial, broadcast in 1962 as Coca-Cola was installed in vending machines
across the country.18 The commercial’s stop-motion animation, featuring
an ensemble of doll-like characters constructed from Coca-Cola bottles and
adorned in festive sweaters, demonstrates remarkable stylistic similarities
with contemporaneous projects directed by renowned animator Mochinaga Tadahito, who began working with puppets in 1947. Blended in with
the animation, a number of live-action shots zoom in on and linger upon
the product, which remains centred within the frame. The first twenty-five
seconds of the soundtrack are consumed by a repetitive commercial song
performed by the ‘Four Coins’ choir: in English, the lyrics would read,
‘let’s drink Coca-Cola, chill the Coca-Cola, Coca-Cola, Coca-Cola, everyone
all together Coca-Cola, refreshing Coca-Cola’. The song’s circularity augments the product-centric aesthetics to drive home a single message in a
variety of ways. Narrative developments are minimized and human bodies are excluded so that the world of the commercial can be constructed
by means of the product. Whether one sees or hears the commercial, the
message remains intact.
Similar stylistic gestures assume a different material form in the aforementioned Seikōsha no Tokei, which aired during television broadcasting’s
inaugural year in Japan (1953), setting the pace for many animated commercials in the 1950s and 1960s. In the commercial, the material commodity, once introduced, remains central throughout the scene. The organizing logic of time pushes the commercial forward visually and aurally as
a repetitive display of clocks striking seven reminds the viewer not only
of their utility, but also of the unremitting flow of time which typifies the
‘live’ broadcast. The constructed nature of animation allows for a precise
synchronization between image and soundtrack, and the employment of
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
217
a nondescript animal rather than a live-action human insures against distracting gestures or disembodied limbs (Fig. 11.1).
Both the Seikō and Coca-Cola commercials serve to catch the eye and
lure the ear of the potential consumer by means of repetitive spectacle and
melody. If one were to consider Coca-Cola as a brand entity, or the introduction of the Wakō department store clock tower as part of a broader commodified media ecology, the inner workings of early animated commercials
begin to echo prevailing accounts of anime’s industrial logic, but complicate those same arguments through their disparate aesthetic and material
forms. Because the inclusion or exclusion of these works from histories of
anime currently hinges upon their creation for television, I dedicate the next
section to the consideration of an important underlying issue: what, exactly,
was ‘television’—or the ‘televisual’—within the first decade of broadcasting within Japan, and how does this relate to cel-based, character-driven
limited animation series?
Fig. 11.1 As the commercial progresses, Seikō products remain centred within
the frame. Seikōsha no Tokei / Seikō Watch (Dentsū, 1953)
218
J. C. DOUGLASS
Thinking Through Television
Like anime, television also defies easy definition, and it is not my intention
in this chapter to comprehensively define what television may or may not
be, given its complex history and ever-changing forms. Instead, I argue
that understanding early discourses on the medium of television—that is,
what television seemed to have been to some—during its arrival and proliferation within Japan can serve as a linchpin to analysing early animated
commercials and the role they might perform in fleshing out anime’s historical complexities. As mentioned earlier, scholars in Japan, Europe, and
North America periodically trace the emergence of anime to the early years
of Japanese television without sufficiently considering the forces working
to define television at that time.
Within early Japanese discourses on television, critics and scholars alike
frequently define television by directing attention towards what it is not:
film. Iijima Tadashi concludes his essay on the ‘Braun Tube and Screen’
with an emphasis on television’s soundscapes.19 Of utmost importance to
Iijima is volume:
In particular with television, one must emphasize the issue of sound. […] As
mentioned earlier, television’s voice is not loud, like that of a film’s; rather, it
is not very different from the voice of a family member within the home.20
Given the predominance of aesthetic analyses of televisual content, Iijima’s
insistence on a theorization of television’s sound in addition to image production or visual montage resonates with the cacophony of most animated
commercials.
Consider Kuroi Otoko no Burūzu / Black Man’s Blues (Uchida Kentarō,
Tōei Dōga, Asatsū, 1964), an award-winning advertisement for the Asahi
Pentax wide-angle camera.21 In a mere thirty seconds, the eponymous man
manages to babble ‘Pentax’ more than fifteen times, with as many visual
occurrences of the word flashing around the character as he wanders into
and out of the frame. From beginning to end, the commercial exhibits an
awareness of how words sound and how images look. To accentuate one of
the camera’s key selling points—long-range visibility, or bōen in Japanese—
the man marches a Pentax camera with an elongated lens across the screen
while stretching out his declaration, ‘bō----en de, bō---en de, bō--en de, bōen de, bōen de’. The commercial message, ‘this camera can see far into
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
219
the distance’, can thus be conveyed even if the viewer is listening without
watching, or watching without listening.
Graphic and acoustic content within Kuroi Otoko no Burūzu march
along in lockstep precisely because the word or the image may be functioning alone, depending upon the type of attention granted by the viewer.
Despite Iijima’s scrutiny of the acoustic role of television within the home,
it would be nearly a decade after television’s inaugural year within Japan
until more than half of households nationwide had acquired a set, with
potential consumers in the meantime more likely to encounter commercials through televisions installed on the street or in public spaces. 22 Thus,
the commercial intent of Kuroi Otoko no Burūzu needed to remain cogent
if broadcast through a muted television set within the home, but also compete for attention within the riotous soundscape of a train station.
While many animated commercials from the first fifteen years of television within Japan possess a repetitive, product-oriented function and
exhibit conceptual reinforcement between graphic and acoustic elements,
there remains wide-ranging variability in terms of aesthetics, soundscapes,
and technological means of production. Mō Ichido Mitai: Nihon no CM
50-nen / I Want to Watch Once More: Fifty Years of Japanese Commercials, a standout compilation of seventy-eight award-winning commercials
broadcast during the half-century following the inception of the Zennihon
Shiiemu Hōsō Renmei (‘All Japan Radio & Television Commercial Council’, abr. ACC) in 1960, contains a number of visually disparate animated
advertisements.23 More than one-third of all the commercials within the
collection, as well as the lion’s share of animated works, are the creation
of Dentsū, a colossal advertising and public relations conglomerate and
household name. The two earliest Dentsū animated ads on the DVD made
for Mitsubishi’s Uni P pencil (Nagai Kyōji, Nihon Animēshon Eigasha,
Dentsū, 1961)24 and Rohto’s Rōto Megusuri eye drops (Ōkuma Takafumi, Shiba Production, Dentsū, 1962),25 both sixty seconds in duration,
exemplify this diversity of aesthetics.
The former, partially hand-drawn and in clear homage to Oskar
Fischinger’s visual music, summons the hand of the animator, as a line
traced by the artist with a Mitsubishi pencil takes on a life of its own.
In the latter, a pair of wide-eyed puppets dance about a Ferris wheel as
a commercial song praises the rejuvenating benefits of the eye drops. In
each case, the visual composition foregrounds the product and its function, yet, at a technological level, differ substantially. These two examples,
when considered alongside Seikōsha no Tokei, Kuroi Otoko no Burūzu, and
220
J. C. DOUGLASS
the aforementioned chorus of Coca-Cola bottles, display but a sampling of
the varied approaches employed in the creation of contemporaneous commercials. Thus, documenting early Japanese televisual animation in terms
of a dominant aesthetic or technological process—as is often the case in
anime studies—obscures the breadth of practices on display. This scenario
begs a number of questions: how can all of these be televisual ? Might it
remain possible to detect a unifying characteristic between such disparate
works?
Writing on the characteristics of hōsōjin (a term coined to broadly denote
those working in the television industry) in the first decade of Japanese
television,26 influential anthropologist Umesao Tadao proposes a polemic
idiosyncrasy:
In my contacts with young hōsōjin, I found one thing to be particularly
interesting: that is, hōsōjin do not think of their work in broadcasting as a
specialized occupation (senmonteki na shokugyō). As I have heard it, ‘as long
as they are cultured, anyone can do this type of work’. […] Compared to
[the case of the newspaper writer], everything created by broadcast people
(hōsō no kata) has an amateur look.27
For scholars and fans of television, Umesao’s ethnographic argument may
sound all too familiar: because television—especially live television—does
not appear as polished as film or other well established mass media, televisual content should be characterized across the board as amateurish.
However, while Umesao offers this notion of amateurism as a means of
justifying his later claim that, ‘therefore, the work of broadcast people is
not an acquired skill’,28 he celebrates television’s amateurism as ‘great’
(idainaru), pondering at length the potentially democratizing possibilities
offered by a highly accessible job market within the media industry.
Though Umesao does not write specifically about animation, many of
his insights prove apt when applied to animated commercials. For instance,
while the advertisements included on Mō Ichido Mitai are produced by
a limited number of agencies and studios, rarely does the name of the
same writer, director, or camera operator appear on multiple works, especially in the earliest years. Thus, the variety of animation techniques may
be explained in part by the number of individuals creating these works.
Clements echoes this sentiment in his claim that ‘the more crucial issue
[for early animated commercials] is one of a vast and largely unchronicled
market for Japanese animation, aesthetically unappealing and industrially
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
221
uncommemorated, which nevertheless provided significant work for many
animators’.29 Perhaps what Clements finds to be ‘aesthetically unappealing’ is precisely the aura of ‘amateur’ lauded by Umesao. If so, the same
reasons why television was once overlooked within media history—as something lowbrow or amateur—now contribute to the downplaying of early
animated commercials within histories of anime.
In a seminal 1958 edition on television of the philosophical journal
Shisō, Shimada Atsushi begins to formulate a medium-specific definition
for television while simultaneously disclaiming that television, as art and
industry, remains in flux.30 Crucial to Shimada’s piece is his construction
of televisual specificity:
Without exception, it is already clear that that which is channeled through
the semiotic mechanism of television must be more or less reconfigured.
Therefore, if a drama broadcast on television is interesting, that is not because
the live dramatic action performed within the studio is interesting, but rather
because the televisual drama – filtered through and configured by the semiotic
mechanism of television – is interesting. Even a broadcast of a theatrical
performance is no exception. […] The play viewed from the theater seat
and the play dissected and transmitted by the camera are each received by
the spectator in ways quite different than one might imagine. Supposing the
broadcast of the live performance is interesting, this is due to the camera, from
inside the theater, skillfully capturing the dramatic elements most suitable for
television and reconfiguring them.31
For Shimada, the uniqueness of television—that is, where it differs
from other pre-existing media, lies in its semiotic mechanism (kigōteki
mekanizumu), which captures (toriageru) elements of other arts and then
reconfigures (saikōsei) those elements into something distinctly televisual.
Because Shimada believes television to possess a combinatory relationship
with other arts—including ‘dramas, shows, manga, and dance’32 —he cites
Sergei Eisenstein’s work on cinematic montage as a theoretical model that
could be expanded upon to articulate the televisual. Montage, as applied to
television, functions on multiple levels: as a ‘synthetic art’ (sōgō geijutsu),
television combines various elements of other arts, but also combines various genres and entire programs to construct the programming schedule. If
one entertains Shimada’s version of televisual specificity, it becomes necessary to consider the place of commercials within television programming.
222
J. C. DOUGLASS
Shimada’s ambitious theory as contained within his Shisō essay remains
preliminary. As Aaron Gerow points out, it displays an amnesia of similar movements played out in earlier Japanese film theory.33 Nevertheless,
Shimada’s characterization of the synthetic function of television can be
adapted to make the argument that all animated content broadcast during the emergent years of television can be deemed equally televisual: all
animated commercials and shows, stop-motion or cel-based, ‘aesthetically
unappealing’ or scholastically commemorated, are functioning as television at the level of content and programming unit. In such a scenario,
it would be difficult to state, as Steinberg does, that ‘anime is, in its initial form, primarily organized around television’,34 without then considering the forms and functions of early animated commercials in addition
to franchises such as Tetsuwan Atomu. In my next section, I examine two
long-running, character-based animated commercials as possible exemplars
of anime’s dominant aesthetic while interrogating the cultural politics at
work in the enshrinement of limited animation as standard-bearer.
Norihei and Uncle Torys: Two Early ‘Anime’
Characters?
Both Clements, in his expansive history of ‘anime’s first century’,35 and
Nakai Kōichi, in his doorstop of a book on 120 years of Japanese advertisements,36 devote considerable space to a discussion of Uncle Torys, the
Caucasian-looking recurring character appearing in animated commercials
for Suntory’s Torys Whiskey as early as 1958. While Nakai heralds the
debut Torys Bar (Yanagihara Ryōhei, 1958) commercial as the ‘first masterpiece’ on Japanese television, Clements points to an earlier series of
alcohol-hawking, adult-oriented advertisements, Beer Mukashimukashi /
Beer Long, Long Ago (Iizawa Tadasu, Nihon Animēshon Eigasha, Dentsū,
1956),37 comprised of segments animated by the likes of Ōfuji Noburō,
Kawamoto Kihachirō, and Mochinaga Tadahito, to propose that Nakai’s
source—the character’s designer, Yanagihara Ryōhei—overstates his case
when claiming his work single-handedly pioneered ‘cartoon[s] that grownups could enjoy’.38
This quibble draws attention to an important aspect of the Uncle Torys
commercials. Unlike Beer Mukashimukashi, Torys Bar registers unquestionably to the eye as a variant of UPA-style limited animation. The impact
of American animation flooding the Japanese television market during the
mid-to-late 1950s has been noted in histories of anime not only in terms of
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
223
aesthetic influences, but also with regard to lasting industrial effects. The
prime example is ‘Tezuka’s curse’, succinctly summarized by Steinberg and
cited later by Denison:
Aiming to quell the TV station’s anxiety about the cost of animation production and undersell the [American-made] competition in advance, Tezuka
sold each episode [of Tetsuwan Atomu] for less than it cost Mushi Production
to make it. (There is some dispute about the actual amount Tezuka asked
for, but the most commonly cited sum is 550,000 yen, while it is said to have
cost 2.5 million yen to produce each episode.) This fateful move—known
to the animation industry today as Tezuka’s curse—guaranteed that anime
would develop as a transmedia system.39
The narrative of Japanese animation as a labour-intensive undervalued
medium economically dependent upon profit from a transmedia system
supports Steinberg’s overarching investment in limited animation (which
yields the ‘dynamic immobility of the image’)40 and character franchising
(fuelled by the consumption of character goods)41 as fundamental tenets of
the anime ‘media mix’. It is not hard to imagine, then, that the Uncle Torys
commercials would represent the pre-history of anime as defined by Steinberg (‘pre-history’, in this case, because Torys Bar does not yet fit within a
transmedia system or market a post-Fordist immaterial commodity).
Permitting even one early animated commercial into a categorization of
anime that privileges two-dimensional limited animation unleashes a host
of unresolved issues because, first and foremost, ‘advertising command[ed]
high fees’.42 Though many early animated Japanese television series may
have been dependent upon alternative channels of income to cover production costs, Tsugata, Yamaguchi Yasuo, and Takano Kōhei, among others,
have noted the financial benefits animated advertisements offered to both
corporations and artists. ‘Art-house animations’, as Clements describes certain works by Kuri Yōji, Manabe Hiroshi, and Yanagihara, the trio of artists
operating under the banner Animēshon Sannin no Kai (‘Animation Association of Three’) in the early 1960s, ‘were often funded by day jobs in
the advertising world’.43 Conversely, animated commercials allowed companies to construct their brand images from scratch, featuring visually consistent characters that would not age. 44 These advertisements were ‘often
considerably more accomplished and better funded’, and also ‘more widely
seen—Torys Bar might have only lasted sixty seconds, but a viewer who saw
224
J. C. DOUGLASS
it once a night, every night, would have sat through a feature film’s worth
of content in barely eight weeks’.45
While this supposition requires speculation about reception practices
and programming schedules, there is another recurring animated character
that has literally appeared in a feature film’s worth of commercials since
his televisual debut in 1958. Norihei, the spectacled comic created by food
manufacturer Momoya, has starred in more than 120 animated advertisements, the first forty of which were broadcast between 1958 and 1969.
Mapping the complexity of the Norihei character and his humour, as well
as the breadth of pop-cultural and literary references embedded within the
commercials, requires a significant familiarity with Japanese history. Fortunately, streaming video files for all of the commercials, many accompanied by detailed descriptions of each work’s intertextual allusions, remain
enshrined in the Momoya website in a sprawling section dedicated to the
history of Norihei productions.46
The Norihei character was created as an animated doppelganger of prolific actor Miki Norihei, whose appearances by that period already included
countless films and radio programmes, in addition to theatrical productions
and television shows. Viewers of the first Norihei commercial, Sukeroku
(1958), would have recognized Miki Norihei’s comedic voice and signature
circular glasses. The title and narrative structure of the commercial are also
products of parody, as Norihei performs a number of parts from Sukeroku,
one of the famed ‘Eighteen Great Kabuki Plays’ (Kabuki Jūhachiban).
In the guise of samurai Sukeroku and courtesan Agemaki, among others, Norihei describes the deliciousness of his product, Edo Murasaki, a
flavoured paste made with seaweed (‘nori’). Throughout the sixty-second
advertisement, two-dimensional limited animation is combined with photographic collage featuring jars of Edo Murasaki. Aesthetically, the commercial draws upon earlier renditions of Norihei from manga-like newspaper
advertisements created by Momoya from 1953. Though Momoya had produced simpler, non-character-based televisual commercials between 1953
and 1957, the use of the Norihei character and a parodic format in Sukeroku
proved popular and financially successful, remaining mainstay elements of
Momoya commercials ever since. In fact, written in the opening section
of Momoya’s webpage ‘Momoya and Miki Norihei’ is the phrase ‘Norihei
toieba Momoya. Momoya toieba Norihei’: essentially, to speak of one is to
speak of the other.
Arguably, Torys Bar and Sukeroku could fit comfortably within the early
history of anime as it is currently constructed. The American-influenced
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
225
limited animation of Uncle Torys, in addition to the intertextuality and
manga-like aesthetics of Norihei commercials, predate similar trends traced
back to Tetsuwan Atomu by many within anime studies. Yet, acknowledging
such conditions calls for a re-evaluation of Tezuka’s industrial ‘curse’ as
artistic ‘choice’, championing limited animation not only out of necessity
but also (and, I argue, primarily) out of stylistic flourish. Historians must
grapple with works such as Torys Bar and Sukeroku complicating origin
stories centred on Tetsuwan Atomu and exposing industrial and scholastic
forces which espouse anime’s thriftiest mode of production at the expense
of a variety of costlier, more labour-intensive techniques and aesthetics on
display in the early days of animated television.
Conclusion
On the preceding pages, I have suggested a need to re-evaluate the relationship between ‘anime’ and ‘television’ in light of the vast number of
animated commercials broadcast during the emergent years of television
in Japan. As a result of the marginalization of advertising media within
histories of anime, the characteristics of many early animated commercials
remain unaccounted for in theorizations of anime centred on television
series and limited animation. In order to contest notions of ‘television’
projected from the present back onto the past, I turned to select early
discourses on television within Japan in order to explore alternative conceptual methods that might better account for the utility of stop-motion
and other non-cel-based animated commercials. Finally, I documented two
character-based works of limited animation, the Uncle Torys and Norihei
series, as a means of pinpointing a fruitful site of intersection between anime’s dominant image and early animated commercials.
This chapter has analysed key aspects of several early animated commercials, but it has by no measure exhausted their richness. Future studies
should endeavour to rethink prevailing accounts of anime through the close
investigation of advertising media. Early animated advertisements, flowing
through television sets and supporting the work of animators in Japan long
before the premiere of Tetsuwan Atomu, represent a dynamic field of texts
that will enable scholars to restore to anime some of its long-erased historical complexity.
226
J. C. DOUGLASS
Notes
1. Kōhei Takano, “Terebi CM no kōkogaku” [An Archaeology of Television
Commercials]. Shisō 956 (2003): 133–142; 135.
2. Such early commercials can often be found on YouTube. For instance,
see OmoshiroCM (‘Interesting Commercials’). YouTube. https://www.
youtube.com/watch?v=vunisyzDy10. Accessed 25 April 2017.
3. All translations by author unless otherwise noted.
4. Takano, 136.
5. Rayna Denison, Anime: A Critical Introduction (London: Bloomsbury,
2015), 1.
6. Nobuyuki Tsugata, Nihon animēshon no chikara: 85-nen no rekishi o
tsuranuku futatsu no jiku [The Power of Japanese Animation: Two Axes
Running Through 85 Years of History] (Tokyo: NTT Shuppan, 2004),
150–152.
7. Marc Steinberg, Anime’s Media Mix: Franchising Toys and Characters in
Japan (Minneapolis, MN: University of Minnesota Press, 2012), 8.
8. Jonathan Clements, Anime: A History (London: BFI Palgrave, 2013), 1.
9. Denison, 9.
10. Jez Stewart, “Robin Hood and the Furry Bowlers: Animators vs Advertisers
in Early British Television Commercials,” in Films That Sell: Moving Pictures and Advertising, eds. Bo Florin, Nico de Klerk, and Patrick Vonderau
(London: British Film Institute, 2016), 239–250; 246, 247.
11. Patrick Vonderau, “Introduction: On Advertising’s Relation to Moving Pictures,” in Films That Sell: Moving Pictures and Advertising, eds. Bo Florin,
Nico de Klerk, and Patrick Vonderau (London: British Film Institute, 2016),
1–20; 4.
12. Denison, 6.
13. Nobuyuki Tsugata, “Anime no rekishi” [A History of Anime], in Animegaku
[Anime Studies], eds. Takahashi Mitsuteru and Tsugata Nobuyuki (Tokyo:
NTT Shuppan, 2011), 24–44; 26.
14. Clements, 86.
15. Ibid., 70.
16. Ibid., 93.
17. Ibid., 75.
18. See Koka kōra CM 1962 (‘Coca-Cola Commercial 1962’). YouTube.
https://www.youtube.com/watch?v=cmwr3H5_j0Y. Accessed 2 May
2017.
19. Tadashi Iijima, “Terebi to eiga” [Television and Film]. Terebi Dorama 2,
no. 7 (1960): 14–18.
20. Ibid., 18.
21. See “Pentakkusu ‘kuroi otoko no burūzu’” [Pentax’s “Black Man’s
Blues”]. Advertising Museum Tokyo official website. http://www.admt.
jp/collection/treasure/detail.php?id=3&ad=3. Accessed 2 May 2017.
11
BEYOND ANIME? RETHINKING JAPANESE ANIMATION …
227
22. Kenji Iwamoto and Mamoru Makino, eds. Eiga nenkan [Film Almanac] 21
(Tokyo: Nihon Tosho Sentā, 1993) 357.
23. See Discography. Avex Io. http://avex-io.com/others/IOBD-21064.
html. Accessed 8 May 2017.
24. See “CM 1957-nen ~ 1962-nen” [Commercials from 1957–1962]
starting from 04:38. YouTube. https://www.youtube.com/watch?v=
Jkvuh6Jc9ZM. Accessed 8 May 2017.
25. Ibid., starting from 10:50.
26. Tadao Umesao, “Hōsōjin, idainaru amachua” [Broadcast People, Great
Amateurs]. Hōsō Asahi 89 (1961): 8–15.
27. Ibid., 14.
28. Ibid.
29. Clements, 86.
30. Atsushi Shimada, “Terebi geijutsu no kiso” [The Foundations of Televisual
Art]. Shisō 413 (1958): 232–239.
31. Ibid., 236.
32. Ibid.
33. Aaron Gerow, “From Film to Television: Early Theories of Television in
Japan,” in Media Theory in Japan, eds. Marc Steinberg and Alexander
Zahlten (Durham, NC: Duke University Press, 2017), 33–51; 41.
34. Steinberg, 8.
35. Clements, 85–86.
36. Kōichi Nakai, Nihon kōkoku hyōgen gijutsushi: kōkoku hyōgen no 120-nen o
ninatta kurieitātachi [A Technical History of Japanese Advertising: The
Creators Who Shouldered 120 Years of Advertising] (Tokyo: Genkōsha,
1991), 734–737.
37. See “Beer mukashi mukashi” [Beer Long, Long Ago]. YouTube. https://
www.youtube.com/watch?v=c6WdIOhtfr4. Accessed 9 May 2017.
38. Clements, 85.
39. Steinberg, 39–40.
40. Ibid., 6.
41. Ibid., 200.
42. Clements, 85.
43. Ibid., 87.
44. Nakai, 735–736.
45. Clements, 87.
46. See Natsukashi no norihei anime CM (lit. ‘Dear Old Norihei Anime Commercials’). Momoya official website. http://www.momoya.co.jp/gallery/
norihei/cm/. Accessed 10 May 2017.
228
J. C. DOUGLASS
Bibliography
Denison, Rayna. 2015. Anime: A Critical Introduction. London: Bloomsbury.
Gerow, Aaron. 2017. “From Film to Television: Early Theories of Television in
Japan.” In Media Theory in Japan, eds. Marc Steinberg and Alexander Zahlten,
33–51. Durham, NC: Duke University Press.
Iwamoto, Kenji, and Makino, Mamoru, eds. 1993. Eiga nenkan [Film Almanac]
21. Tokyo: Nihon Tosho Sentā.
Nakai, Kōichi. 1991. Nihon kōkoku hyōgen gijutsushi: kōkoku hyōgen no 120-nen o
ninatta kurieitātachi [A Technical History of Japanese Advertising: The Creators Who Shouldered 120 Years of Advertising]. Tokyo: Genkōsha.
Shimada, Atsushi. 1958. “Terebi geijutsu no kiso” [The Foundations of Televisual
Art]. Shisō 413: 232–239.
Steinberg, Marc. 2012. Anime’s Media Mix: Franchising Toys and Characters in
Japan. Minneapolis, MN: University of Minnesota Press.
Stewart, Jez. 2016. “Robin Hood and the Furry Bowlers: Animators vs Advertisers
in Early British Television Commercials.” In Films That Sell: Moving Pictures
and Advertising, eds. Bo Florin, Nico de Klerk, and Patrick Vonderau, 239–
250. London: British Film Institute.
Takano, Kōhei. 2003. “Terebi CM no kōkogaku” [An Archaeology of Television
Commercials]. Shisō 956: 133–142.
Tsugata, Nobuyuki. 2004. Nihon animēshon no chikara: 85-nen no rekishi o
tsuranuku futatsu no jiku [The Power of Japanese Animation: Two Axes Running Through 85 Years of History]. Tokyo: NTT Shuppan.
Tsugata, Nobuyuki. 2011. “Anime no rekishi” [A History of Anime]. In Animegaku [Anime Studies], eds. Takahashi Mitsuteru and Tsugata Nobuyuki, 24–
44. Tokyo: NTT Shuppan.
Umesao, Tadao. 1961. “Hōsōjin, idainaru amachua” [Broadcast People, Great
Amateurs]. Hōsō Asahi 89: 8–15.
Vonderau, Patrick. 2016. “Introduction: On Advertising’s Relation to Moving Pictures.” In Films That Sell: Moving Pictures and Advertising, eds. Bo Florin, Nico
de Klerk, and Patrick Vonderau, 1–20. London: British Film Institute.
Yamaguchi, Yasuo. 2004. Nihon no anime zenshi [A Complete History of Japanese
Animation]. Tokyo: Ten Bukkusu.
CHAPTER 12
The ‘Quasi-Artistic Venture’: MTV Idents
and Alternative Animation Culture
Lilly Husbands
Introduction
American and European audiences who watched the Music Television
channel (MTV) from the 1980s to the early 2000s will likely recall being
intrigued, disturbed or delighted by the ten-second animated network identifications (idents)1 that showcased the channel’s logo amidst the flow of
commercials, music videos and VJ monologues. Since the earliest days of
broadcasting, idents have served not only to help audiences distinguish
between channels but also to symbolise and promote their associated brand
values and characteristics. The appeal and sophistication of these idents
became increasingly significant as competition for viewers grew in the early
1980s with the proliferation of niche cable networks like MTV, Cable
News Network (CNN), Nickelodeon and Black Entertainment Television
(BET).2 MTV’s first creative director Fred Seibert broke with established
broadcast orthodoxies when the channel first aired in 1981 by deciding to
have the animated idents continuously change in ‘brand-new and cuttingedge’ ways.3 The MTV logo in the idents could be transformed, deformed,
L. Husbands (B)
Middlesex University, London, UK
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_12
229
230
L. HUSBANDS
exploded and reconfigured in any material, colour or style, ultimately rendering it a highly adaptable ‘anti-logo’4 that conveyed MTV’s core principles of rebelliousness and innovation. Despite initial resistance from executives at MTV’s parent company Warner-Amex, Seibert pioneered a new
style of television channel branding with these idents, initiating a new industry norm in the form of what Naomi Klein has described as its ‘model of
medium-as-brand’.5 She notes that the channel was not only a ‘marketing
machine’ for products (via commercials) and albums (via music videos), it
was also ‘a twenty-four-hour advertisement for MTV itself’.6 The idents
were integral to establishing MTV’s identity for its target audience ages
15–34 as the embodiment of rock and roll’s irreverent ideology, and their
constant variation enabled MTV to spearhead and respond to changes in
popular music and culture throughout its first decades.7 The decision to
commission small studios and independent animators to make the hundreds of idents for MTV and MTV Europe between 1981 and the early
2000s served not only to create a unique brand for the channel but also
to expand the visual language of popular culture by exposing millions of
viewers around the world (including a generation of future animators, illustrators, graphic artists and designers) to innovative and experimental animation styles and techniques.
Scholars have noted the influence of experimental film techniques on
music videos and television commercials in the 1980s and 1990s,8 yet little attention has been paid to the ways that independent and experimental animators helped shape the face of the MTV Generation by lending
their personal aesthetics and techniques to the brand in the form of idents
and promos. This chapter will explore the intersection of independent animation and television branding that characterised this particular period
of the channel’s history, focusing on the variety of alternative animation
techniques and styles found in the two decades leading up to what Lev
Manovich calls the ‘Velvet Revolution’, or ‘the new hybrid visual language
of moving images’ brought about by the dissemination of Adobe After
Effects in the mid-1990s.9
MTV’s desired public image of trailblazing unconventionality created a
consistent need for animation that showcased clever new ideas and styles.
Animators such as George Griffin, Frank and Caroline Mouris, Deanna
Morse, Marv Newland, Bill Plympton, Henry Selick, Caroline Leaf and Bob
Sabiston made animated promos for MTV in its first two decades, creating
idents, ‘Art Breaks’, social issue awareness campaigns or other promotional
packaging like ‘Top Twenty Countdown’ or ‘Dial MTV’ introductions.
12
THE ‘QUASI-ARTISTIC VENTURE’ …
231
When commissioned, ident animators were given extensive artistic licence
as long as the animation finished on a recognisable version of the bold sans
serif ‘M’ and graffitied ‘TV’ of the MTV logo, initially designed by Seibert’s friends Frank Olinsky, Pat Gorman and Patty Rogoff at their small
agency Manhattan Design (1979–1991).10 Ten seconds is a uniquely challenging time constraint, which artists responded to in multiple ways. Idents
exhibited an array of materials and techniques, including 2D hand-drawn,
object and puppet animation, clay animation, pixilation, collage, cut-out,
hand-coloured Xeroxed photographs, back light photography, video compositing, mixed media and live action. Some exhibited a cartoon style and
others made use of experimental animation techniques like sliced wax, pinboard animation, scratch or paint on filmand sand or paint on glass. Idents
ranged in tone from parodic, quirky and grotesque to stylish and abstract.
Many took the form of micro-narratives or scenarios that were structured
around a single idea or gag (where the logo often acted as the punch
line). Others exhibited a graphic or thematic associational logic that used
the logo as a central point of resolution. The brand’s emphasis on being
humorously irreverent, provocative and visually innovative lent itself to
formal experimentation, and the shortness of these interstitial animations
and their positioning between programmes and commercials freed them
from the expectations associated with longer programming. That they were
selling an attitude rather than a specific product further opened up their
expressive possibilities.
Even though other television channels quickly began to take more
creative approaches to interstitials, MTV idents exhibited an exceptional
degree of formal experimentation and expressive freedom.11 In his examination of the cultural significance of moving image adverts, Patrick Vonderau connects ‘the ways screen advertisers have nested into institutional
forms and routines’12 to anthropologist George E. Marcus’s notion of
the ‘para-site’, or a cultural ‘site of alternativity in which […] something
different […] could happen’.13 Marcus’s notion of ‘alternativity’ here is
particularly apt when applied to the animated MTV idents in that it refers
to cultural producers and products that do not necessarily oppose mainstream culture but nevertheless present ‘ambiguously alternative perspectives’ within ‘major institutional powers’.14 The creative directors who
commissioned most of the early idents in the United States and Europe—
Seibert, Judy McGrath, Abby Terkuhle, John Payson, Jon Klein and Peter
Dougherty—carved out an ‘ambiguously alternative’ space for technical
232
L. HUSBANDS
and stylistic exploration within the institution of broadcast television that
eventually became a significant component of the mainstream.
The ‘Quasi-Artistic Venture’
MTV’s animated idents are an underexamined part of the larger imbricated
histories of experimental animation and advertising. Animation’s close links
with the graphic arts have always challenged neat modernist bifurcations
between mass culture and the avant-garde, aligning the art form with the
long history of commercial artists and graphic designers adapting avantgarde styles and techniques in the service of industry. In the United States,
the use of modernist design aesthetics on television in the 1950s and 1960s
further disseminated styles derived from avant-garde art movements to a
wide audience.15 By the 1970s, socio-economic transformations such as a
decrease in public funding for the arts in New York led experimental animators to take commissions from supportive producers like Arlene Sherman
at the Children’s Television Workshop’s ‘Sesame Street’.16 Increasingly, as
Robert Russett and Cecile Starr noted, young animators who previously
‘might have devoted themselves to purely artistic projects [were] focusing
their creative abilities on the production of high-powered television advertising, free-form music videos, and other quasi-artistic ventures’.17 Experimental animation in this period had begun to diversify beyond its canonical
associations with abstraction, and independent and commercial animators
alike were influenced by contemporary art movements such as Pop Art, Op
art, performance and conceptual art as well as subcultural graphic art styles
like graffiti, underground comix and fanzines, psychedelic album cover art
and concert posters. Most of these styles later appeared in MTV idents.
In fact, Seibert initially conceived of idents as album cover art for a new
generation of music fans, intending them to attain a similar cultural significance.18 As the channel and its brand increased in popularity, the kind
of formal and stylistic experimentation exhibited in these short animations
became associated with youthful style, pop culture and commercialism.
The Idents: An Overview
Research into the MTV channel idents presents numerous challenges, primarily due to their brevity, quantity, uncredited anonymity and the lack
12
THE ‘QUASI-ARTISTIC VENTURE’ …
233
of accessible and official archives.19 One way to gain some perspective on
the array of animated works that appeared on the channel over its first two
decades is to focus on the primary creative directors who commissioned
them, in particular Seibert (1981–1984), Abby Terkuhle (1986–1997,
when he became head of MTV Animation) and Peter Dougherty (1990–
2001) at MTV Europe. Each creative director brought their own tastes
and commissioning styles to the channel, working under different executive management teams and responding to changing historical and cultural
contexts. However, across all of their tenures the underlying criteria for
selecting idents remained ‘humour, risk-taking, unpredictability, irreverence’ and visual unconventionality.20 Seibert and his creative partner Alan
Goodman sought out smaller graphic design collectives and advertising
agencies to create idents because they were interested in using animation
styles that ‘everybody else was absolutely ignoring’.21 Part of the incentive behind approaching independent animators and smaller commercial
studios, especially during the channel’s early years, was the relatively small
budgets allocated for promotional work.22 The resulting animations had an
offbeat, DIY aesthetic; what had begun as an economic constraint thus ultimately supported the channel’s contrarian, youth-orientated identity. Later
creative directors like Terkuhle and Dougherty, who had a specific interest
in alternative forms of animation, were keen to actively support—and make
use of—more independent work. As these short idents were relatively lowrisk and inexpensive commissions, the creative directors were able to offer
artists extraordinary creative freedom in terms of fulfilling the brief.
MTV’s first ident, the thirty-second One Small Step ‘Top of the Hour’
animation, which featured archival footage of the 1969 Apollo 11 moon
landing, set the tone for future idents both in terms of its hip, lo-fi, handmade aesthetic and its hubristic and irreverent attitude in comparing the
moon landing with the launch of a music television channel. Seibert and
Goodman commissioned the animation in 1981 from New York-based
commercial studio Perpetual Motion Pictures (later BuzzCo Associates),
then owned by Buzz Potamkin and Hal Silvermitz.23 It was directed, illustrated and animated by Candy Kugel, an animator who straddled both
the independent and commercial worlds of animation. In order to create
the ‘Man on the Moon’ idents (and later the well-known 1984 ‘I Want
My MTV!’ national campaign) as quickly and cheaply as possible, Kugel
and her team used a technique involving Xeroxed photographs and Photostats that were hand-coloured with watercolour markers. The ident began
234
L. HUSBANDS
with footage of the rocket launch, followed by Buzz Aldrin’s leap from
the spaceship and a series of shots of Aldrin and Neil Armstrong standing around the staked American flag, whose stars and stripes were replaced
with the MTV logo. The ident ends with a close up on the logo as it kaleidoscopically cycles through coloured patterns that flicker and swipe across
the image in synchronisation with the electric guitar riff on the soundtrack.
In her history of the creation of the iconic ident,24 Kugel notes that she
drew inspiration from NYU students and independent animators in New
York who were experimenting with Xerox technology, and she was equally
inspired by the postmodernist mixture of brightly coloured designs coming
out of the Memphis Milano art movement.25 These ‘Top of the Hour’ and
‘Bottom of the Hour’ animations played continuously until 1986 when the
Challenger space shuttle exploded during its launch. They were estimated
to have aired over seventy five thousand times.26
Between 1981 and 1984, Seibert and Goodman commissioned idents
primarily from three small commercial studios: Perpetual Motion Pictures,
Colossal Pictures27 (founded in 1976 by Drew Takahashi and Gary Gutierrez in San Francisco) and Broadcast Arts (founded by Steve Oakes and
Peter Rosenthal in 1981 in Washington, DC and later named Curious
Pictures in New York). A number of the artists working at these small
commercial studios had made and continued to make independent, personal or experimental animations that were screened at animation festivals
and elsewhere. Indeed, independent animators such as Ken Brown and
Lisa Crafts, Sky David (aka Dennis Pies), Jerry Lieberman, Eli Noyes, Jr.
and Tony Eastman designed or worked on MTV idents and promotions
at points throughout the 1980s. Later, during McGrath’s and Terkuhle’s tenures as creative director, small studios like The Ink Tank (founded
by animator and illustrator R. O. Blechman in 1978), Olive Jar Studios
(founded in 1984 in Boston by Mark D’Olivera and Bill Jarco), International Rocketship Limited (founded by Marv Newland in 1975) and
Cat & Crossbones Productions (founded by designer/animator Graham
Elliott) created a variety of animated idents. Although the majority of the
idents during this period were made using analogue techniques, some commercial studios used programmes like Quantel Paintbox to create vibrant
computer-animated idents, such as Silver Cloud Production’s Dot to Dot
(1982).
A studio’s creative team would determine the animation’s technique
and style on a case-by-case basis, selecting an appropriate aesthetic for the
pitch’s central theme or idea.28 Takahashi notes that Colossal Pictures, who
12
THE ‘QUASI-ARTISTIC VENTURE’ …
235
produced some of the channel’s most self-reflexive and tongue-in-cheek
idents, worked primarily with artists from different artistic backgrounds
who were interested in coming up with unusual ways of making animation.29 Especially evident in the early studio-made idents are the influences of various underground and ‘lowbrow’ graphic art subcultures. Suzy
Prince and Ian P. Lowey describe these subcultures as drawing from ‘low’
cultural forms like graffiti, ‘erotica, surfing and skateboarding, soft porn, Bmovies, horror film, manga, carnival and fairground signage, kitsch, tattoos,
tiki, retro advertising graphics, pulp fiction, and hot rod and Kustom Kulture’.30 These alternative approaches were often influenced by the reflexive
consciousness of punk graphic design, which was often ‘distinctly postmodern in its ability to both self-consciously “quote” its early twentiethcentury reference points and to critique its own position as an element of
marketing’.31
When Terkuhle was hired as creative director in 1986, he began to commission idents from independent and experimental animators in addition
to small commercial studios. With a background in film and art, his interest in animation began when he was a student at Loyola University where
his professor Bill Kuhns, who helped found the Ottawa International Animation Festival in 1976, introduced him to the different visual styles and
thematic content of Eastern European animation.32 This interest eventually led Terkuhle to commission idents by such well-known animators as
Jan Svankmajer and the Quay Brothers.33 He attended animation festivals
like Ottawa and Annecy to scout for animators and established an opendoor policy where independent artists and designers could pitch ideas for
idents and other promotional work for MTV. Terkuhle and John Payson
held international competitions for idents, simultaneously offering emergent artists and students a chance to have their work aired on MTV affiliates around the world (Sheila Sofian and Nicholas Jennings were among
the winners) while soliciting fresh creative input for the brand.
An example of one of Terkuhle’s commissions was Flip Johnson’s formally experimental ident called Amazing Place (1991) (Fig. 12.1). The
landscape-like imagery was hand-drawn and combined with silkscreen
prints on 16 mm with an Oxberry animation stand to create a dual-layered
cacophony of vibrant colour, superimposed shapes and movement that
passes through several abstract phases, including a composite of landscape
background, coloured spots and a rotating MTV logo (Fig. 12.2).
236
L. HUSBANDS
Fig. 12.1 Amazing Place (1991) Director and Producer, Flip Johnson; Designer,
Bradley Gake; Animation, Julie Zammarchi, Bradley Gake, Flip Johnson; Frame
grab in collaboration with Dae Lee
Dougherty, who had worked in the on-air promotions department at
MTV in New York since 1982, took over for Jon Klein as creative director at MTV Europe in 1990. He was known for his personal connections
to the underground arts and music scenes in New York in the 1970s
and 1980s, and contributed significantly to shaping the channel’s identity in its early years.34 Credited with introducing hip-hop to MTV in the
form of ‘Yo! MTV Raps’ (1988–1995), he commissioned promotions like
the ten-second ‘Art Break’ featuring artist Jean-Michel Basquiat in 1985
(these were intended to demonstrate MTV’s artistic credibility by spotlighting vanguard New York artists like Robert Longo, Kenny Scharf, Charles
Clough, Keith Haring, Doug Aitken and Richard Prince). Dougherty preferred a ‘rough around the edges’ aesthetic with an ‘intentionally handmade, tactile feel’,35 and he explicitly nurtured non-computer based animation in his commissions for MTV Europe in the 1990s and early 2000s.36
12
THE ‘QUASI-ARTISTIC VENTURE’ …
237
Fig. 12.2 Amazing Place (1991) Director and Producer, Flip Johnson; Designer,
Bradley Gake; Animation, Julie Zammarchi, Bradley Gake, Flip Johnson; Frame
grab in collaboration with Dae Lee
Unlike his colleagues in the United States, Dougherty faced a different set
of challenges in terms of designing and commissioning idents that would
be accessible to viewers from all over Europe. He and his creative team
turned to ‘more abstract, stylized graphics’, believing that design was ‘a
common frame of reference’ that was based on a ‘strong graphic tradition
in rock and roll’.37 In this way, the aspirations of early experimental animators like Viking Eggeling, Hans Richter and Oskar Fischinger to have
Visual Music act as a ‘universal language’ can be seen to have reemerged in
MTV Europe’s animated idents, albeit shaped by the consumerist logic of
late capitalism.38 Towards the end of Dougherty’s time at MTV Europe,
several extracts from Len Lye’s Rainbow Dance (1936), The Birth of the
Robot (1936), Colour Flight (1938), Swinging the Lambeth Walk (1939)
238
L. HUSBANDS
and Colour Cry (1952) were used (with credit) as idents, at least implicitly acknowledging the debt the channel owed to the early traditions of
experimental animation (and these works’ commercial origins).
Dougherty, and Klein before him, took advantage of the fine arts tradition of animation in Europe, commissioning work from animators such as
Jiří Barta, Piotr Dumala and Jerzy Kucia in Eastern Europe and Ged Haney
and Emma Calder, Stuart Hilton, Jonathan Hodgson, Neil Bousfield, Phil
Mulloy, Osbert Parker, Paul Vester and Run Wrake in the UK. Experimental and fine art animation techniques frequently appeared in the idents he
and Klein commissioned; for example, Welsh experimental animator Clive
Walley used his signature multiplane camera and paint on glass technique
for the abstract ident Phase Change in 1996. Another ident called Emulsion
(1988), made by Marc Kitchen Smith at the Film Garage studio, presented
vibrantly coloured imagery that was bleached, painted and stamped directly
onto 16 mm film.
In the late 1980s, animation festivals began to offer awards for commissioned work, and a number of MTV idents and short animations won international recognition. For instance, Dougherty commissioned the metamorphosing, hand-drawn Pets (1993) from Sarah Cox and John Parry,
recent graduates from the Royal College of Art in London, which became
an official selection at Annecy in 1995. As MTV became more popular
and well known for its exhibition of unorthodox and cutting-edge animation, young animators saw the potential for their work to reach a broad
audience and sought commissions for idents. Initially shaped by individual
animators’ creativity, MTV itself eventually became a major influence on
the animation industry and on evolving conceptions of animation as art.
One-Dimensional Animation
MTV first went on air as a subsidiary of Warner-Amex Satellite Entertainment Company and then was purchased by Viacom in 1984—facts
which highlight the paradoxical nature of its marketing itself as an ‘antiauthoritarian’ and ‘anti-establishment’ music television channel. MTV’s
corporate rhetoric of rebellion reflects Marxist theorist Herbert Marcuse’s
notion of contemporary consumer culture’s ‘one-dimensionality’—that is,
the inability of critical thought or opposition to escape commodification in
late capitalism.39 This view is aligned with critical theories of how MTV’s
postmodern co-optation of avant-garde techniques and subcultural styles
emptied them of their oppositional social and political power.40 While these
12
THE ‘QUASI-ARTISTIC VENTURE’ …
239
arguments are compelling critiques of the anchoring of certain experimental techniques to commercial meanings, this way of thinking fails to
acknowledge experimental animation’s intersections with commercial art
since early modernism. It is also based on a somewhat teleological view of
the channel’s success and the effects of mass exposure, ignoring the experimentation and innovation that characterised its fledgling years.41 MTV
and in particular the creative teams that commissioned idents can be seen
as both proponents and products of the cultural and economic landscape
of an increasingly postmodern and neoliberal era.
MTV was one of the first companies in the United States to consistently commission work from independent animators during a period
when unions were failing and animation work was increasingly being outsourced to other countries. The ‘ambiguously alternative’ spaces carved
out by MTV’s creative directors offered animators financial and creative
freedom to explore new styles and techniques.42 However, the negative
connotations conjured by Marcus’s term ‘para-site’ also correspond to the
ambivalent economic relationships established between a powerful mass
media corporation and the often young and up-and-coming independent
artists who made idents. Young animators graduating from art schools with
interesting personal styles sold their aesthetics (without credit) to be used
in service of the brand. For instance, John Schnall used the stop motion
animated still photograph technique that he developed for his animation
Frankenstein (1992) for an ident called X-Ray (1993). The ident features a
man sitting at a table preparing to eat a roasted pig when rips in the image
begin to reveal the man’s skeleton, whose ribcage forms the ‘M’ of the
logo and his heart the ‘TV’. The skeleton then ‘pulls’ the photograph of
the man down over itself like a window blind, only to reveal that the pig has
now turned into a skeleton. Because of MTV’s pop-cultural influence, after
creating an ident for MTV, artists would sometimes see their techniques
copied by advertising agencies in commercials elsewhere on television.43
In his study of the infiltration of countercultural anti-commercialism into
the rhetoric of 1960s advertising, cultural historian and critic Thomas Frank
notes that advertisers’ self-conscious, critical rebellion against the formulaic and paternalistic tone of their predecessors started a cycle of knowing,
nonconformist ‘hipness’ that has continued to evolve with each new generation of advertisers.44 He also notes that the ‘creative revolution’ was for
the most part actually driven by ‘hip’ young people working at advertising
agencies. MTV’s creative teams were similarly comprised of young people who were enthusiastically participating in the culture they were selling.
240
L. HUSBANDS
Television scholar Catherine Johnson observes that a key aspect of MTV’s
marketing strategy was its emphasis on young staff members, ‘proclaiming that there is no boundary between the executive, the brand and the
audience—they all embody the same values and experiences’.45 Seibert,
Goodman and MTV’s first director of programming Robert Pittman were
in their mid-twenties when they started working for the channel, and from
the very beginning Seibert and Goodman looked to their friends in various
creative industries to help create the channel’s visual branding. Many of
the independent animators and small commercial studios that contributed
idents were young, emergent artists, illustrators and animators that were
responding to the financial realities of the era and directly engaging with
the cultural zeitgeist of postmodernism. Artists who worked in-house for
MTV often came from art school backgrounds and were admirers of avantgarde art and cinema. In the mid-1990s, when MTV began phasing out
music videos, some of these artists became increasingly disenchanted with
the channel’s role in the culture industry.46
This highlights the ambivalences of these cultural industries’ relationships to emergent underground, subcultural and avant-garde art forms.
As Frank suggests, the ‘myths of authenticity and co-optation’ are inadequate for a full understanding of cultural history.47 By the beginning of the
1980s, preconceptions of the avant-garde as synonymous with esotericism
and alienation from popular culture had been significantly broken down.
MTV certainly played an active part in the further disintegration of these
artistic boundaries; however, the political, economic and cultural context
out of which it arose was already challenging the binaries of art and commerce.
Conclusion
The digital revolution and the rise of the Internet cued many stylistic and
technical changes to the ways that animation was made and exhibited both
on television and online. By the early 2000s, changes in executive management had brought the era of the animated ident largely to a close in
the United States and, a bit later, in Europe.48 Despite the ambivalences
inherent in these commercial exchanges, the creative directors’ support of
independent animators during this period ended up disseminating an alternative visual language that significantly impacted popular culture and the
status of animation as an art form.
12
THE ‘QUASI-ARTISTIC VENTURE’ …
241
Notes
1. Network idents normally take the form of a visual graphic or animation
depicting the channel’s logo and name and are related to other ‘paratextual’
forms of interstitial promotional materials such as spot adverts, programme
trailers and teasers, announcements, contests and sponsorship ‘bumpers’.
2. Catherine Johnson, Branding Television (London: Routledge, 2012).
3. Candy Kugel, “The Creation of an Icon: MTV,” Animation World Magazine 2, no. 10 (January 1998), http://www.awn.com/mag/issue2.10/2.
10pages/2.10mtv.html.
4. Sue Apfelbaum and Laura Forde, “22 Iconic New York Music Logos
Explained,” Red Bull Music Academy Daily 12 (June 3, 2013), http://
daily.redbullmusicacademy.com/2013/06/iconic-logos.
5. Naomi Klein, No Logo (London: Fourth Estate, 2010), 44.
6. Ibid.
7. See Lida Hujić, The First to Know: How Hipsters and Mavericks Shape the
Zeitgeist (London: Bubble Publishing, 2010).
8. See Greg S. Faller, “From Sitney to TV: Classical Experimental Style in
Contemporary Music Videos,” Popular Music and Society 20, no. 1 (1996):
175–189. William Fowler, “The Occult Roots of MTV: British Music Video
and Underground Film-Making in the 1980s,” MSMI 11, no. 1 (Spring,
2017): 63–77.
9. Lev Manovich, “After Effects, or the Velvet Revolution (Part I),” 2006,
http://manovich.net/index.php/projects/after-effects-part-1.
10. Frank Olinsky, “MTV Logo Story,” http://www.frankolinsky.com/
mtvstory1.html.
11. Seibert initiated similar changes to idents and promos on MTV’s sister channels Nickelodeon (1977-present), Nick at Nite (1985-present), and VH1
(1985-present).
12. Patrick Vondereau, “Introduction: On Advertising’s Relation to Moving
Pictures,” in Films That Sell: Moving Pictures and Advertising, eds. Bo Florin,
Nico de Klerk, and Patrick Vondereau (London: Palgrave BFI, 2016), 13.
13. George E. Marcus, “Introduction,” Para-Sites: A Casebook Against Cynical
Reason, ed. George E. Marcus (Chicago: University of Chicago Press,
2000), 7.
14. Marcus, “Introduction,” 5.
15. Michael Betancourt, The History of Motion Graphics: From Avant-Garde
to Industry in the United States (Maryland: Wildside Press, 2013), 103.
Lynn Spigel, TV By Design: Modern Art and the Rise of Network Television
(Chicago: University of Chicago Press, 2008): 64–66.
16. Mo Willems, “A Conversation with: Arlene Sherman and Abby Terkuhle,”
Animation World Magazine 2, no. 6 (August 6, 1997), https://www.awn.
com/mag/issue2.6/2.6pages/2.6wilhelmctw.html.
242
L. HUSBANDS
17. Ibid., 24.
18. Fred Seibert in discussion with author, June 2017.
19. See Fred Seibert, “MTV: Music Television,” http://fredseibert.com/
tagged/MTVposts; Jean Bergantini Grillo, “New Network Look: Hairy,
Fat,” Cablevision Magazine (June 7, 1982), 4–11.
20. Willems, “A Conversation with: Arlene Sherman and Abby Terkuhle”.
21. John Canemaker, “Over the Edge with MTV,” Print Magazine 46, no. 5
(1992), 24.
22. Fred Seibert in discussion with author, June 2017.
23. David Sameth produced the animation, and John Petersen and Jonathan
Elias composed the iconic guitar riff.
24. Kugel, “The Creation of an Icon: MTV”.
25. Popular throughout the 1980s and 1990s, the Memphis Milano style was
based on an Italian design and architecture group founded by Ettoree
Sottsass and was known for its mix of Art Deco, Pop Art and kitsch in
its furniture and design objects.
26. Fred Seibert, “More Than 75,000 Times,” http://fredseibert.com/post/
184137950/more-than-75000-times.
27. As discussed in Chapter 15, Colossal would play an important role in Pixar’s
forays into advertising.
28. J. J. Sedelmaier in discussion with author, June 2017.
29. Drew Takahashi in discussion with author, August 2017.
30. Suzy Prince and Ian P. Lowey, The Graphic Art of the Underground: A Countercultural History (London: Bloomsbury, 2014), 190–192.
31. Ibid., 110.
32. Willems, “A Conversation with: Arlene Sherman and Abby Terkuhle.” I am
grateful to Chris Robinson for confirming this connection.
33. Terkuhle commissioned these idents through Keith Griffiths at Koninick
Studios in the UK. Abby Terkuhle in discussion with author, September
2017.
34. Jon Caramanica, “Peter Dougherty, Who Brought Rap to MTV, Dies at
59,” The New York Times (October 27, 2015), https://www.nytimes.
com/2015/10/28/arts/music/peter-dougherty-who-brought-rap-tomtv-dies-at-59.html?mcubz=3.
35. Joanna Norland, “Peter Dougherty: The Tunes (and Graphics) They Are
a-Changin’,” Ithica College Quarterly (Spring 1997), https://www.ithaca.
edu/icq/1997v2/mtv2.htm.
36. Ruth Lingford, email message to author (September 27, 2017).
37. Peter Dougherty, quoted in Norland, “Peter Dougherty: The Tunes (and
Graphics) They Are a-Changin’.”
38. Hans Richter, “Easel-Scroll-Film,” Magazine of Art (February 1952), 79.
39. Herbert Marcuse, On-Dimensional Man: Studies in the ideology of advanced
industrial society (London: Routledge Classics, 2002), 93.
12
THE ‘QUASI-ARTISTIC VENTURE’ …
243
40. See E. Ann Kaplan, Rocking Around the Clock: Music, Television, Postmodernism and Consumer Culture (London: Routledge, 1987); Lauren Rabinovitz, “Animation, Postmodernism, and MTV,” The Velvet Light Trap
(Fall, 1989): 99–112; Dana Polan, “SZ/MTV,” Journal of Communication Enquiry 10, no. 1 (1986): 48–54; David J. Tetzlaff, “MTV and the
Politics of Postmodern Pop,” Journal of Communication Enquiry 10, no. 1
(1986): 80–91.
41. See Andrew Goodwin, Dancing in the Distraction Factory (Minneapolis:
University of Minnesota Press, 1992) for a more materialist approach to
MTV’s cultural history.
42. Chris Robinson, “CTW and MTV: Shorts of Influence,” Animation World
Network, Profiles, Monday, September 1, 1997, https://www.awn.com/
animationworld/ctw-and-mtv-shorts-influence.
43. John Schnall and Steven Dovas, “The Vague Rumor of Independence in
New York Animation,” Animation World Magazine 4, no. 2 (May 1999),
https://www.awn.com/animationworld/vague-rumor-independencenew-york-animation.
44. Thomas Frank, The Conquest of Cool: Business Culture, Counterculture,
and the Rise of Hip Consumerism (Chicago: University of Chicago Press,
1997), 28.
45. Johnson, Branding Television, 20.
46. Chris Harvey in discussion with author, September 2017.
47. Frank, Conquest of Cool, 8.
48. In 2015, MTV International’s creative agency World Creative Studio
launched an online rebrand campaign that reintroduced the commissioning of idents by emergent experimental animators. The largely computeranimated idents maintain the abstract, offbeat, humorous and creative logic
of their forebears. See http://wcs-mtv.com/projects/artist-idents/.
Bibliography
Apfelbaum, Sue, and Laura Forde. 2013. “22 Iconic New York Music Logos
Explained.” Red Bull Music Academy Daily 12, June 3. http://daily.
redbullmusicacademy.com/2013/06/iconic-logos. Accessed April 2018.
Betancourt, Michael. 2013. The History of Motion Graphics: From Avant-Garde to
Industry in the United States. Maryland: Wildside Press.
Canemaker, John. 1992. “Over the Edge with MTV.” Print Magazine 46, no. 5:
21–31.
Caramanica, Jon. 2015. “Peter Dougherty, Who Brought Rap to MTV, Dies at
59.” The New York Times, October 27.
Colpan, Selma, and Lydia Nsiah. 2016. “More Than Product Advertising: Animation, Gasparcolor and Sorela’s Corporate Design.” In Films That Sell: Moving
244
L. HUSBANDS
Pictures and Advertising, eds. Bo Florin, Nico de Klerk and Patrick Vondereau,
114–130. London: Palgrave BFI.
Faller, Greg S. 1996. “From Sitney to TV: Classical Experimental Style in Contemporary Music Videos.” Popular Music and Society 20, no. 1: 175–189.
Fowler, William. 2017. “The Occult Roots of MTV: British Music Video and
Underground Film-Making in the 1980s.” MSMI 11, no. 1 (Spring): 63–77.
Frank, Thomas. 1997. The Conquest of Cool: Business Culture, Counterculture, and
the Rise of Hip Consumerism. Chicago: University of Chicago Press.
Goodwin, Andrew. 1992. Dancing in the Distraction Factory. Minneapolis:
University of Minnesota Press.
Grillo, Jean Bergantini. 1982. “New Network Look: Hairy, Fat.” Cablevision
Magazine, June 7, 4–11.
Hujić, Lida. 2010. The First To Know: How Hipsters and Mavericks Shape the
Zeitgeist. London: Bubble Publishing.
Johnson, Catherine. 2012. Branding Television. London: Routledge.
Kaplan, E.Ann. 1987. Rocking Around the Clock: Music, Television, Postmodernism
and Consumer Culture. London: Routledge.
Klein, Naomi. 2010. No Logo. London: Fourth Estate.
Kugel, Candy. 1998. “The Creation of an Icon: MTV.” Animation World Magazine 2. no. 10, January. http://www.awn.com/mag/issue2.10/2.10pages/2.
10mtv.html Accessed 24 April 2018.
Manovich, Lev. 2006. “After Effects, or the Velvet Revolution (Part I).”
Manovich.net. http://manovich.net/index.php/projects/after-effects-part-1.
Accessed June 2017.
Marcus, George E. 2000. “Introduction.” In Para-sites: A Casebook Against Cynical Reason, ed. George E. Marcus. Chicago: University of Chicago Press, 1–13.
Marcuse, Herbert. 2002. On-dimensional Man: Studies in the Ideology of Advanced
Industrial Society. London: Routledge Classics.
Norland, Joanna. 1997. “Peter Dougherty: The Tunes (and Graphics) They Are
a-Changin’.” Ithica College Quarterly, Spring. https://www.ithaca.edu/icq/
1997v2/mtv2.htm. Accessed September 2018.
Olinsky, Frank. n.d. “MTV Logo Story.” Frank Olinsky.com. http://www.
frankolinsky.com/mtvstory1.html. Accessed July 2017.
Polan, Dana. 1986. “SZ/MTV.” Journal of Communication Enquiry 10, no. 1:
48–54
Prince, Suzy, and Ian P. Lowey. 2014. The Graphic Art of the Underground: A
Countercultural History. London: Bloomsbury.
Rabinovitz, Lauren. 1989. “Animation, Postmodernism, and MTV.” The Velvet
Light Trap 24 (Fall): 99–112.
Richter, Hans. 1952. “Easel-Scroll-Film.” Magazine of Art, February, 78–86.
Robinson, Chris. 1997. “CTW and MTV: Shorts of Influence.” Animation World
Network, Monday, September 1. https://www.awn.com/animationworld/
ctw-and-mtv-shorts-influence. Accessed July 2017.
12
THE ‘QUASI-ARTISTIC VENTURE’ …
245
Schnall, John, and Steven Dovas. 1999. “The Vague Rumor of Independence
in New York Animation.” Animation World Magazine 4, no. 2 (May).
https://www.awn.com/animationworld/vague-rumor-independence-newyork-animation. Accessed July 2017.
Seibert, Fred. n.d. “More Than 75,000 Times.” Fred Seibert.com. http://
fredseibert.com/post/184137950/more-than-75000-times. Accessed July
2017.
Spigel, Lynn. 2008. TV By Design: Modern Art and the Rise of Network Television.
Chicago: University of Chicago Press.
Tetzlaff, David J. 1986. “MTV and the Politics of Postmodern Pop.” Journal of
Communication Enquiry 10, no. 1: 80–91
Vondereau, Patrick. 2016. “Introduction: On Advertising’s Relation to Moving
Pictures.” In Films That Sell: Moving Pictures and Advertising, eds. Bo Florin,
Nico de Klerk and Patrick Vondereau, 1–18. London: Palgrave BFI.
Willems, Mo. 1997. “A Conversation With: Arlene Sherman and Abby Terkuhle.”
Animation World Magazine 2, no. 6, August 6. https://www.awn.com/mag/
issue2.6/2.6pages/2.6wilhelmctw.html. Accessed September 2018.
CHAPTER 13
‘Stupid Little Stories’: Television Interstitial
and Advertising Style in the Professional
Culture of Indian Animation
Timothy Jones
India’s economic liberalisation in the early 1990s had dramatic consequences for television animation, and advertising in particular. A proliferation of cable and satellite services not only created opportunities for
transnational networks, it also fostered an urgent demand for branded content, soon to be met by a cluster of boutique animation studios. The station identifiers, and soon after commercials, these studios produced for an
ever-expanding number of channels sought to replicate the success of small
Western studios—like Aardman Animations—in the 1980s. Indian animators seized on these examples, even including their ‘handmade’ often stopmotion aesthetics, but adapted to recognisably Indian—sometimes overtly
orientalist—subjects and themes; blending the traditional with the postmodern, and juxtaposing global brands with local artisanship.
T. Jones (B)
Robert Morris University, Moon Township, PA, USA
e-mail: jonest@rmu.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_13
247
248
T. JONES
This expansion in animated advertising is important for several reasons: it
represented a major departure from both historic and contemporary Indian
animation practice, organised around either small-scale government communication or large-scale outsourcing; the growth of numerous new small
firms to produce animated advertising; and within these, increasing experimentation in hybrid western and local aesthetic traditions, creative autonomy, and the social organisation of production.
The continuing presence of small studios in media spaces dominated by
large conglomerates has been the subject of considerable scrutiny across
media industry studies. Both the persistence of boutique firms and the role
they play in the evolution of the cultural industries have complicated analyses of organisational management and content.1 Calling upon cultural
associations such as creative autonomy, innovation, and aesthetic practices
that attend to local tradition, their significance cannot be reduced merely
to market rationality. As Raymond Williams noted in 1961, it is difficult
to even conceive a negative characterisation of creativity, so it follows that
romantic notions of cultural labour remain extremely potent.2 Nonetheless increasing ethnographic production culture scholarship suggests that
celebration of entrepreneurism belies wide variation in the labour conditions that creative workers in small firms regularly experience today.3 What
then does investigating the practice and self-reflection of boutique studio
participants add to an understanding of Indian animation? In this chapter
I investigate practitioner accounts alongside the animation practice they
describe, revealing the role of animated advertising as simultaneously a
laboratory of both localised Indian style and organisational culture, at a
crucial moment in the indigenisation of global brands.
Practitioners single out interstitials—short-duration advertising between
programmes—as especially fertile ground for experimentation. Consider
how animation director Arnab Chaudhuri describes his first job out of
the National Institute of Design (NID), as Creative Director at the music
television network Channel [V] in 1994:
It was promo idents, channel idents, logo formation, so just stupid little
stories… but it was good learning. It was just basically very dirty hands; no
technology, no money, just cheap and cheerful production.4
Here Chaudhuri establishes the cheapness, speed, and overall crudity of
production not simply as obstacles, but rather as virtues, specifically the
opportunity to develop skills across the whole range of production. Station
idents are short, inexpensive, and can be produced in a virtually unlimited
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
249
range of styles. In return, television networks have gained one-stop venues
for distinctive animation content that is not only cost-effective to purchase
locally, but also associates their brands with an explicitly indigenous aesthetic. The modes of production established in this interstitial practice have
proven remarkably durable, becoming house styles and practices boutique
studios have since maintained across a wide portfolio of digital practices in
advertising and more recently long-form animation.
Drawing on interviews, I identify the resurgence—in the late 1990s
into the 2000s—of a more artisanal mode of animation production, and
a corresponding narrative of practitioner self-sufficiency compared to the
much larger Indian outsourced animation and visual effects sectors.5 Characterised by their relatively small size and varied output, such boutique studios are aided by industrial innovations and new organisational practices
that have both reduced cost and further increased their access to niche
advertising markets. In turn, the testimony of ‘neo-artisanal’ production is
both illustrated and sustained by the association of creative freedom with
the flexibility of short-term projects, and the latitude to subsidise other
endeavours, increasingly in long-form animation production, that remains
informed by the same stylistic sensibilities.6 I argue that, just as the aesthetic of interstitial production now extends to other forms of animation,
the director-driven organisational practices resulting from advertising work
also have social impacts far beyond the boutique studios that produced
them—most notably on the long-term coherence of the wider animation
production community.
Approach
The core research data for this chapter is coded from interviews with twelve
key participants—animators, designers, directors, and studio heads, representing seven different companies and two independents, from relatively
diversified firms with forty or more staff like Mumbai’s Studio Eeksaurus
to microenterprise design partnerships like Delhi’s Vivi5, and the independent filmmaker Gitanjali Rao. Where possible, I let individuals speak
for themselves by engaging with quotations that reflect the many different
voices in a diverse cultural environment, recognising that they are active
agents in their own culture of production.7 Accordingly, my analysis draws
from what participants understand and say about the conditions of their
animated advertising practice, while also placing the resulting works in
contemporary stylistic and industrial context.
250
T. JONES
Animation in India
For most purposes, studio animation in India began in 1956 with the formation of a Government animated film unit under the Government Ministry of Information. Early animation produced by the Films Division Cartoon Unit, under the guidance of Disney animator Clair Weeks, adopted
a recognisable Disney style of animation, with subjects adapted to Indian
literature, and the needs of public communication.8 In 1972, veteran Films
Division animator Ram Mohan started Ram Mohan Biographics in Mumbai to produce commercials.9 However, animation remained very much a
cottage industry until the early 1990s with the arrival of outsourcing contracts. In 2005, approximately 90% of revenue for Indian animation companies came from ‘global services’, dominated by major international players
like Disney, DreamWorks, Rhythm & Hues, and their large local partners.10 However, largely obscured are a growing number of much smaller
producers as well.
The key factor that unites boutique producers is the premise that they
can operate in market niches that larger studios cannot. Consider the following definition of ‘artist-driven boutique studios’ by writer, designer,
and community organiser Akshata Udiaver:
With teams from five to fifty artists, they are buoyed by the burgeoning
demand for animation and visual effects in domestic advertising, television
and regional film industries. While the big studios were preoccupied with
riding the outsourcing wave, the small studios took on projects that were
too small to interest the big guys.11
By targeting local projects, they are freed from the necessity of operating
only in global hubs and more able to target customers in regional markets
and languages. In short, they are presented as everything that outsourcing studios are not: dynamic and both locally situated and managed. The
degree of artist discretion within these types of firms, as well as the social
networking between them, has been termed by Eberts and Norcliffe, neoartisanal animation production.12 In India, as in other industrial contexts,
this is perhaps most evident in the dramatic growth of television advertising.
Although India’s early 90s economic liberalisation had dramatic consequences across the cultural industries, changes in television were especially
drastic, from two national channels and a handful of regional language
options in 1991 to 500 channels in 2010, and well over 800 today.13 Ever
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
251
since the introduction of television to India in 1959, the governmentrun national station Doordarshan had enjoyed a broadcast monopoly. In
1991, the Hong Kong-based satellite network StarTV introduced the first
transnational network, with five channels, notably including MTV Asia.14
The subsequent proliferation of cable and satellite services not only created
opportunities for major networks: like Viacom’s MTV India and Nickelodeon, twenty-first-Century Fox’s Channel [V], and later Cartoon Network and Disney, it also created a niche demand for animated content in
the form of distinctive station branding. Simple station idents made at studios like Mumbai-based Famous’s House of Animation [sic], including V
Kathakali (Kumaresh, 1999) for Channel [V] and Poga: Free Your Life
(Oshidar and E. Suresh, 2001) for MTV India created the initial public
and client exposure, learning opportunities, and organisational conditions
that allowed this and other studios to survive, setting the scene for the digital practice of successor firms like Studio Eeksaurus and Vaibhav Studios
today.
‘Indianising’ MTV and Channel [V]
This has happened before, most prominently in New York. In many
respects, commercial work and high-visibility interstitials for the everexpanding number of domestic television channels, especially Channel [V]
and MTV India, replicated the success of small Western studios for the
same types of clients in the early 1980s.15 MTV has been associated with
a revival of television animation into the 90s, from Beavis and Butthead
to The Simpsons , a renaissance with its origins in interstitial branding.16
Not coincidentally, as Malcolm Cook has demonstrated, advertising in this
period was also central to the growth of prominent ‘artist-driven’, that is,
neo-artisanal firms, from Aardman Animation’s Lurpak Butter Man (Gold
Greenlees Trott, 1985) to Will Vinton Studios’ California Raisins (Foote,
Cone and Belding, 1986).17 A decade later, Indian animators were quick
to embrace these precedents, in some instances even their look, feel, and
modes of production—in pursuit of similar stylistic and economic results.
MTV launched in India in 1991 as MTV Asia, part of StarTV—for
the most part featuring American, European, and East Asian music and
content. This programming was, as later MTV India vice president and
executive producer Natasha Malhotra would describe, ‘not convincing’
and clearly understood as a cultural incursion from the West.18 In 1994
MTV left the Star Platform, now owned by News Corporation, which then
252
T. JONES
launched its own pan-Asian music network, Channel [V]. However, the
struggles of MTV quickly allowed Channel [V] to brand itself as a localised
alternative featuring Bollywood film music, domestic music videos, and
even local interstitials.19
V Kathakali, Famous’s House of Animation’s first foray into interstitial
work in 1999, is exemplary of Channel [V]’s push towards local cultural
relevance (see Fig. 13.1). Created by animator Vaibhav Kumaresh in just
two days, the 30-second station identifier represents the movements, music,
and distinctive costume of Kathakali dance, one of India’s major classical
Hindu performance art forms with origins in the South-western state of
Kerala. The figure is rough and handmade. Both the makeup and recognisably stylised hand movements of the costumed clay kathakali dancer
are adapted to form the network’s signature V logo. While the imagery
is overtly traditional, the animated creation of the logo closely evokes the
structure and logic of the familiar MTV animated logo. The clear message
conveyed by the ad is that this is a multinational music network made from
local ingredients.
At first MTV followed an extremely cautious strategy towards localisation. Marginalised to a small programming block on Doordarshan, MTV
relaunched in 1996 as MTV India, bringing in Malhotra as Executive
Producer and returning expatriate Cyrus Oshidar as Creative Director.20
Through parent company Viacom, MTV India had the budget to outspend
Channel [V], but also switched to localised formats, 70% Hindi film music,
and increasingly local VJs. As at Channel [V], this rebranding coincided
Fig. 13.1 V Kathakali (1999) Famous’s House of Animation, animated and
directed by Vaibhav Kumaresh for Channel [V] (Courtesy of Vaibhav Studios)
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
253
with the introduction of locally produced interstitial content, again often
produced by Famous’s House of Animation.
Writing about MTV India’s late nineties turn towards cultural nationalism, Jocelyn Cullity writes that animated graphics were not only integral to
the replication of MTV’s signature seamless stream of branded imagery, it
was also critically important to ‘Indianise’ the humour used in that branding.21 Two years after V Kathakali and far more ambitious in scope, the
Poga series of station identifiers, made for MTV India promote the unusual
mind and body benefits of juxtaposing yoga and pogo sticks. Directed by
Oshidar and animated by Kumaresh and E. Suresh, these thirty-seconds
to one-minute shorts combine rhyming voiceover with traditional imagery
and droning music, affecting a deliberately orientalist style.22 In Heal Your
Life, the afro’d yogi extols, ‘Many ways to find universal peace, best of all
do Poga with the head between the knees’.23 As observed by Harvey Deneroff in 2003, this fast morphing of rough clay forms, immediately evoke
early commercials created by Will Vinton.24 Not coincidently, the character’s rapid-fire metamorphosis from lion, to elephant, snail, and finally the
MTV logo—insert as much Indian iconography as possible.
These idents led to Famous’s being ‘swamped with a whole season of
clay animation’, including television commercial campaigns for Amaron
batteries, Smirnoff Vodka, Top Ramen, and Brooke Bond Tea. Kumaresh’s
Vaibhav Studios, founded in 2003, continues to produce similar ads today.
One campaign in particular, promoting the localised Indian production of
Sesame Street (Sesame Workshop 1969–) demonstrates Kumaresh’s continuing stylistic affinity with previous well-known artisanal studio practice. Gali Gali Sim Sim—Abrahams (Vaibhav Studios, Turner International India, 2011) is in several respects homage to Aardman Animation,
and as such bears more than a passing resemblance to Creature Comforts
(Nick Park, 1989). He adopts both a similar visual style and production
approach—utilising hand-shaped clay characters with recognisably Aardman-like eyes. More so, he even adapts the central conceit of animating
over spontaneous interview recordings—parents discussing their favourite
Gali Gali Sim Sim characters. The significance of the subject matter itself is
also striking. It seems unlikely to be a coincidence that, like so many western commercial animators since 1969, Vaibhav Studios and other Indian
boutiques—like Delhi’s Vivi5—make content advertising numbers and letters for Sesame Street . As will be addressed below, this similarity in practice
has not only informed the visual style of Indian animation advertising but
254
T. JONES
also had substantial impact on the organisation and production culture of
small animation studios that produce it.
Learning Autonomy
The benefits of niche interstitial practice far exceeded the economic impact
of exposure. Rather, this practice also put in place the conditions for artisanal production to take hold by creating a learning environment for a new
generation of animators to practise producing original content, particularly
the skills to develop a project from scratch. Growth in short-term work for
station idents and other short-form branded content created employment
opportunities for recent design graduates, as part of a generation that had
grown up with Anant Pai’s Amar Chitrakatha comics, attended design
schools like the NID, and were now interested in learning to create their
own characters and stories. One of the most vocal exemplars is Vaibhav
Studios founder Kumaresh, who stressed the importance of advertising
practice during his time at Famous’s House of Animation (1998–2003)
in learning to execute each stage of production from conception to final
delivery:
The best part about Famous is that we had to do everything ourselves… That
is something that we had learned, to make films and tell our own stories. I was
very happy that this was a place that we could continue doing that. In fact,
eventually we had to go and get the jobs. We had to meet with clients. We
had to pitch concepts. We had to bring work in. We were doing everything.
We had to create the scripts in many cases. We had to produce it.25
Here we perceive the basis for a trade narrative of self-sufficiency. This
account, describing the work of producing advertising content in the 1990s
‘design boom’, is effectively an origin story for a distinctive kind of animation practice. As such, it emphasises common attributes and legitimises
strategic practices shared by boutique and independent animators—selfmanagement, customer support, and most importantly, ownership of the
entire project. Like Chaudhuri, Kumaresh reflects on both the crudeness of
early productions like V Kathakali and the creative freedom they offered,
but also focuses on how this has represented a substantial departure from
contemporary practice, wherein, ‘The homework was done by someone
else and given to us, and we only executed the film’.26 Key to this account is
the artisanal—specifically discretionary—control boutique animators have
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
255
been able to exercise over pre-production in advertising work. This conceptual ‘homework’ is a critical link in Kumaresh’s model for a self-sufficient
ecosystem, and he asserts these are practices conspicuously absent in the
outsourcing sector. Gernot Grabher, writing on the British advertising
industry, notes that such a correlation of boutique firms with both creativity and autonomy has significant socio-economic implications. ‘Even if
this association were hardly more than a kind of trade folklore, the career
decisions of people in the trade are based largely on these perceptions’.27
In other words, the entrenchment of this kind of reflexive narrative has
consequences for both economic strategy and cultural organisation.
It is significant that the other consistent attribute of this narrative is the
centrality of learning. On the one hand, this reflects similar educational
backgrounds among the specific individuals I spoke to, most prominently
the NID. On the other, these values reinforce a career progression for boutique production that explicitly links creative skills and professional authority to a particular set of experiences, acquired gradually over time, or what
Animagic director Chetan Sharma terms ‘submitting to the process’.28 By
this means artisanal practices are positively associated not only with originality but also with acquired ‘patience’, in contrast to outsourcing which
they characterise by impatience, boom, and bust.
Given the asserted differences between them, it may seem incongruous that, like larger globally engaged Indian animation firms, many of
the boutique animation studios are also organised on a service model of
production, providing clients with a variety of bespoke design products.
Boutique animators, comparable to other artisanal symbol creators, have
largely flourished in niches that depend on novelty—distinction in either
form or process of production—in order to sell products. Integration of
different kinds of production demonstrates the often-permeable boundary
between animation and other forms of design, from advertising to illustration. Designers have strongly asserted their own individuality within the
confines of a creative services framework, having experienced considerable
autonomy in both conceiving and executing project work.
A good example of this balance is Famous’s 2009 two-minute commercial short film for the Indian yellow pages company Sulekha.com, Arjuna
the Archer (Suresh, FHOA, J. Walter Thompson, 2009). As in the case of
the earlier music channel idents, the design of the commercial is a hybrid
of traditional Indian characters and design with overtly digital representations of global consumer culture. Facing a scolding from his girlfriend,
Arjuna, the protagonist of the Hindu epic Mahabharata and Bhagavad
256
T. JONES
Gita scripture, replaces his traditional arrows with a quiver of mouse cursors, that he fires to acquire a series of useful commodities and services: a
bicycle, motorcycle, numerous gifts—and soon after—wedding, car, modern apartment, flat screen television, and family, all equipped with similar
cursors. The short ends with the whole city and gods in the sky shopping
online. The ease of juxtaposition of a traditional illustration aesthetic and
digital iconography is largely distinctive to animation. The effect is to stress
the growing confidence and purchasing power of the Indian middle class.29
While lucrative for the advertiser, it is at least also compelling for the artisan. The depicted buffet of consumerism nonetheless provides numerous
opportunities for the animators to practise ever more digital inflections of
traditional Indian design, evoking both illustration and puppetry, applied
to contemporary objects and situations.
Self-Funding
For some, this unique ability to move between contract and self-funded
work from project to project relieves inevitable tensions that grow out of
the relationship between practitioner and client, as Gitanjali Rao describes:
If you look for personal space [in ad work], you are just doing the wrong
thing, which we all do in our young age. We all want to create the best
animation for this client who doesn’t want it most of the time. He just wants
his product to sell but you want to create that animation for it, which is
going to make you famous. It’s like a personal agenda. It is healthy. It has to
happen, but it clashes.30
For Rao, the crucial response is to ‘compartmentalise’ the commercial
and the personal. While Rao’s commercial practice, for brands like Hutch
mobile phones, demonstrates a range of visual styles, having an outlet to
produce her own films removes potential conflict with clients who have different commercial objectives, such as avoidance of sexual content. Accordingly, she conceives films like Orange (2006) as an ‘indulgent reaction’ to
those limitations.31 However Rao’s work also clearly complicates such a
simple binary division. Her eclectic and increasingly ambitious film work—
from the Cannes award-winning short Printed Rainbow (2006) to her
recent feature Bombay Rose (2019)—blends visual styles and traditions that
themselves range from the commercial to the devotional—matchbox art,
truck decoration, and Patua picture scrolls.32
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
257
A narrative of self-sufficiency extends to strategies for implementing
change in the production environment. This is possible as the growth of
the boutique design sector has not only provided a platform for experimentation, but also new practices and organisational structures. As they have
become more established, many animators who built their reputations in
advertising are now making forays into their own original content. As in
other industrial contexts, it is increasingly common for Indian animators
to use advertising contracts to subsidise in-house projects. It is also these
efforts that animators present as their lasting contributions to the culture of
production. Three leading boutique firms in Mumbai, Studio Eeksaurus,
Vaibhav Studios, and Animagic have all pursued variations on this strategy.
To underscore the risk of such an endeavour, in 2011 Vaibhav Studios
entirely ceased taking on commercial work in order to concentrate on a 90minute spec. film Return of the Jungle (2018), which represents a dramatic
increase in the scope and scale of production. Although like much of Vaibhav Studios’ more recent work, Return of the Jungle adopts 3D computer
animation, it maintains much the same art and character designs of earlier
commercial work as well, including Aardman-influenced clay animation.
Organisational Authority
Self-funding is part of a wider discourse of control in boutique production, not only limited to personal creative autonomy, but also organisational authority. This testimony poses an increasing emphasis on continuous relationships. Rather than structure boutique production around temporary social arrangements between autonomous artisans, as is common in
advertising work—what Grabher terms the logic of a ‘project ecology’—
boutique producers describe a shift towards varying degrees of organisational coherence between projects.33 Whereas project ecologies cultivate
diversity through rivalry and the constant negotiation of control between
participants, long-term relations foster the evolution of practices over time
through organisational learning. At one end of the spectrum are individual
practitioners, often working with an evolving network of trusted collaborators on a project basis. Vaibhav Studios consists of a core team of seven
augmented with a pool of freelance collaborators. As Kumaresh explains:
As a filmmaker, I have a certain style/flavour of working. Over a period of
time that flavour tends to get a bit monotonous. Therefore, working with
258
T. JONES
different artists with different flavours is the best way to constantly refresh
yourself.34
By deliberately disrupting established ways of working, he foregrounds
improvisation through temporary collaboration.
In contrast E. Suresh, founder and director at Studio Eeksaurus manages
a larger permanent staff that offers him greater consistency over time.35
This approach trades a degree of creative insularity for a more consistent
internal evolution, less reliant on the strength of a nascent local network:
I need to have people on board all the time, so that even if there is no work,
there are people here… what happens with our people, they are adaptable.
They adapt and they become malleable because they have been with me.36
While large studios display a sometimes substantial disconnect between creative leadership and organisational management, in smaller-scale advertising production the distinctions between these roles may be blurred, or even
erased. As Suresh puts it, ‘I don’t have a management guy who is running
the company. Fortunately or unfortunately, it is me… [who] has worked
for the last 12 years’.37 These accounts present the boutique studio as in
many respects an extension of the individual artisanal director, the arbiter
of creativity and authority within the—quite-often eponymous—firm.
Communality
To paraphrase Sherry Ortner, ‘independence does not [always] mean isolation’, but instead membership in a community may be defined by opposition to ‘mainstream commercial practice’.38 While individual Indian animators do invoke just such a ‘fraternity’, the coherence of this is open to
debate. Despite similarities in localised aesthetic, production approach, and
tentative steps towards the development of an embedded social economy,
what remains lacking is the persistent collaboration that often accompanies project ecologies in contemporary artisanal clusters, like Toronto’s
computer animation scene.39 Practitioners advocate efforts to increase the
impact of small-studio production through subcontracting work locally,
developing a mutually self-supporting social and economic structure. Digitales’ R. K. Chand makes the comparison to the project ecologies of the
advertising industry explicit:
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
259
Advertising has created a supply chain of the agency, production house, animation house, sound house, TV crew, voicing, as different sectors. And they
do a full project and still there’s entire different subsections of the industry
cater[ing] to itself.40
Conclusions
Since the late 1990s, animated advertising at boutique studios has been
the setting for some of the most significant experimentation in the style,
practice, and organisation of Indian animation. The creative autonomy that
artisanal symbol creators have experienced has led them to innovate and
address new niche markets but has also encouraged them to explore new
ways of interpreting the conditions of that practice as well. Indeed, given the
tenuous balance of creativity and risk inherent to advertising practice, such
reflexive strategising would seem to be an essential part of their work. I have
observed how the theorisation of self-sufficiency is inclusive of a wide area
of cultural practice, comparable to extant academic theories of industrial
ecology, addressing complex patterns of collaboration and competition in
a dynamic cultural and economic environment—yet framed by practitioner
understandings, uniquely grounded in local conditions.
It is somewhat paradoxical to observe that the same conditions that
have produced such innovative creative practices as well as the network
effects of that innovation—increasing social capital and opportunities for
engagement—also offer the biggest challenges to the cultural and economic
cohesion of a boutique production sector, that a narrative of self-sufficiency
provides both a template for introspective evolution and community development. As a result, those best positioned to empirically interpret these
experiences and resolve the tensions between risk and reward, commercial
viability and cultural relevance, creative freedom, and collaborative engagement—are the practitioners themselves. This provides an opportunity to
observe the creation of animator discourse, moving from private to public,
migrating to new areas of practice, and helping define the order of that
practice within the bounds of an emerging culture of production.
260
T. JONES
Notes
1. These attributes have been of particular interest to geographers studying
the management of creativity in mutually-interdependent clusters (see Grabher 2002). This has given rise to analysis of distinct spatial distributions or
‘ecologies’ of creativity and cultural production.
2. Raymond Williams, The Long Revolution (London: Chatto and Windus,
1961).
3. This ranges from freelancers by necessity—termed ‘survival entrepreneurs’—
to those who deliberately embrace greater risk for creative reward (see Davis
2011, 167).
4. Arnab Chaudhuri (former Creative Director Channel [V] and Disney India),
interviewed by Timothy Jones in Mumbai, India, 4 November 2011.
5. Derek Eberts and Glen Norcliffe, “New Forms of Artisanal Production in
Toronto’s Computer Animation Industry,” Geographische Zeitschrift 86, no.
H.2 (1998): 120–133.
6. David Hesmondhalgh, The Cultural Industries, 3rd ed. (Los Angeles, London, New Delhi, Singapore, Washington, DC: Sage, 2013), 210.
7. John Thornton Caldwell, “Industrial Geography Lessons,” in MediaSpace:
Place, Scale and Culture in a Media Age, eds. Nick Couldry and Anna
McCarthy (New York: Routledge, 2004), 163–189.
8. Stephen Worth, “Animation History: Clair Weeks—Pioneer of Indian Animation,” Animation Resources, 2016. https://animationresources.org/
history-clair-weeks-pioneer-of-indian-animation-2/. Accessed 10 October
2016.
9. Mohini Kotasthane, “Ram Mohan,” Design Thoughts: Series on Design
Masters in India, 2012. http://www.designinindia.net/design-thoughts/
masters/ram-mohan/. Accessed 5 June 2012.
10. “Colours Fade for Animation Sector,” The Economic Times—Bangalore Edition (September 1, 2009). http://www.nasscom.in/Nasscom/templates/
NormalPage.aspx?id=57536. Accessed 5 June 2012.
11. Akshata Udiaver, “How Small Animation Studios Are Drawing in Regional
Films,” Daily News and Analysis (October 9, 2011).
12. Eberts and Norcliffe (1998, 122).
13. Press Trust of India, “23.77 mn DTH Subscribers by June 2010: Trai,”
Business Standard (October 5, 2010). http://www.business-standard.
com/article/technology/23-77-mn-dth-subscribers-by-june-2010-trai110100500228_1.html. Accessed 5 June 2012.
14. Jocelyn Cullity, “The Global Desi: Cultural Nationalism on MTV India,”
Journal of Communication Inquiry 26, no. 4 (October 2002): 408–425,
411.
15. Harvey Deneroff, “Famous’s House of Animation: Creativity and Independence in Indian Animation,” Asian Cinema (Spring/Summer 2003): 120–
132, 128.
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
261
16. See Lilly Husband’s chapter on MTV in this volume, also Lauren Rabinovitz
(1989).
17. Malcolm Cook, “‘All You Do Is Call Me, I’ll Be Anything You Need’: Aardman Animations, Music Videos and Commercials,” in Aardman Animations: Beyond Stop-Motion, ed. Annabelle Honess Roe (London: Bloomsbury,
forthcoming).
18. Cullity (2002, 412).
19. Vamsee Juluri, “Music Television and the Invention of Youth Culture in
India,” Television and New Media 3, no. 4 (2002): 367–386, 371.
20. In 1997, MTV India timed its new ‘Indianisation’ specifically to coincide
with the 50th anniversary of independence (Juluri 2002, 371).
21. Cullity (2002, 415).
22. Leela Fernandes, “Nationalizing ‘the Global’: Media Images, Cultural Politics, and the Middle Class in India,” Media, Culture and Society 22 (2002):
611–628.
23. Cyrus Oshidar, “MTV Poga: Heal Your Life,” Youtube.com, 2001,
published December 17, 2014, https://www.youtube.com/watch?v=
0xpNkgCXSq8. Accessed 10 October 2016.
24. Deneroff (2003, 125).
25. Vaibhav Kumaresh (Founder and Director—Vaibhav Studios and Board
member—The Animation Society of India) interviewed by Timothy Jones,
Mumbai India, 31 October 2011.
26. Ibid.
27. Gernot Grabher, “Ecologies of Creativity: The Village, the Group, and the
Heterarchic Organisation of the British Advertising Industry,” Environment
and Planning A 33 (2001): 351–374, 356.
28. Chetan Sharma (Director—Animagic Studios) interviewed by Timothy
Jones in Mumbai India, 3 November, 2011.
29. Fernandes (2002, 618).
30. Gitanjali Rao (Independent animator) interviewed by Timothy Jones in
Mumbai India, 16 October 2011.
31. Gitanjali Rao, “Shorts—Orange,” published January 22, 2013. http://
www.gitanjalirao.com/orange.html. Accessed 10 October 2016.
32. Rao, “About,” published January 22, 2013, http://www.gitanjalirao.com/.
For part of her career Rao was represented by the same US commercial
studio as Chris Landreth, Caroline Leaf, Bill Plympton, and others (Acme
Filmworks 2014).
33. Gernot Grabher, “The Project Ecology of Advertising: Tasks, Talents and
Teams,” Regional Studies 36, no. 3 (2002): 245–262.
34. 11 Second Club, “Vaibhav Studios Interview,” The 11 Second Club
Blog (May 7, 2012). http://blog.11secondclub.com/2012/05/vaibhavstudios-interview.html. Accessed 10 October 2016.
262
T. JONES
35. Suresh was previously the founder and director of Famous’s House of Animation.
36. Suresh Eriyat (Founder and Director, Studio Eeksaurus) interviewed by
Timothy Jones in Mumbai India, 2 November 2011.
37. Ibid.
38. Sherry Ortner, Not Hollywood: Independent Film at the Twilight of the American Dream (Durham and London: Duke University Press, 2013), 33.
39. Eberts and Norcliffe (1998).
40. R. K. Chand (Business Director, Digitales Studios) interviewed by Timothy
Jones in Mumbai India, 31 October 2011.
Bibliography
11 Second Club. 2012. “Vaibhav Studios Interview.” The 11 Second Club Blog,
May 7. http://blog.11secondclub.com/2012/05/vaibhav-studios-interview.
html. Accessed 10 October 2016.
Acme Filmworks. 2014. http://www.acmefilmworks.com/directors/. Accessed
10 October 2016.
Caldwell, John Thornton. 2004. “Industrial Geography Lessons.” In MediaSpace:
Place, Scale and Culture in a Media Age, eds. Nick Couldry and Anna McCarthy,
163–189. New York: Routledge.
“Colours Fade for Animation Sector.” 2009. The Economic Times—Bangalore Edition, September 1. http://www.nasscom.in/Nasscom/templates/
NormalPage.aspx?id=57536. Accessed 5 June 2012.
Cook, Malcolm. Forthcoming. “‘All You Do Is Call Me, I’ll Be Anything You
Need’: Aardman Animations, Music Videos and Commercials.” In Aardman
Animations: Beyond Stop-Motion, ed. Annabelle Honess Roe. London: Bloomsbury.
Cullity, Jocelyn. 2002. “The Global Desi: Cultural Nationalism on MTV India.”
Journal of Communication Inquiry 26, no. 4 (October): 408–425.
Davis, Charles. 2011. “New Firms in the Screen-Based Media Industry: Startups,
Self-Employment, and Standing Reserve.” In Managing Media Work, ed. Mark
Deuze, 165–177. London, Thousand Oaks, Delhi, and Singapore: Sage.
Deneroff, Harvey. 2003. “Famous’s House of Animation: Creativity and Independence in Indian Animation.” Asian Cinema (Spring/Summer): 120–132.
Eberts, Derek, and Glen Norcliffe. 1998. “New Forms of Artisanal Production
in Toronto’s Computer Animation Industry.” Geographische Zeitschrift 86, no.
H.2: 120–133.
Fernandes, Leela. 2002. “Nationalizing ‘the Global’: Media Images, Cultural Politics, and the Middle Class in India.” Media, Culture and Society 22: 611–628.
13
‘STUPID LITTLE STORIES’: TELEVISION INTERSTITIAL …
263
Grabher, Gernot. 2001. “Ecologies of Creativity: The Village, the Group, and the
Heterarchic Organisation of the British Advertising Industry.” Environment and
Planning A 33: 351–374.
Grabher, Gernot. 2002. “The Project Ecology of Advertising: Tasks, Talents and
Teams.” Regional Studies 36, no. 3: 245–262.
Hesmondhalgh, David. 2013. The Cultural Industries. 3rd ed. Los Angeles, London, New Delhi, Singapore, Washington, DC: Sage.
Jones, Timothy. 2016. “Rhythm to Reliance: The Globalized Discourse of Indian
Animation.” Animation Studies Journal, 11.
Juluri, Vamsee. 2002. “Music Television and the Invention of Youth Culture in
India.” Television and New Media 3, no. 4: 367–386.
Kotasthane, Mohini. 2012. “Ram Mohan.” Design Thoughts: Series on Design Masters in India. http://www.designinindia.net/design-thoughts/masters/rammohan/. Accessed 5 June 2012.
Kumaresh, Vaibhav 1999. “V Kathakali.” Youtube.com. Published December
17, 2014. https://www.youtube.com/watch?v=hd70w7EgvRU. Accessed 10
October 2016.
Ortner, Sherry. 2013. Not Hollywood: Independent Film at the Twilight of the American Dream. Durham and London: Duke University Press.
Oshidar, Cyrus. 2001. “MTV Poga: Heal Your Life.” Youtube.com. Published
December 17, 2014. https://www.youtube.com/watch?v=0xpNkgCXSq8.
Accessed 10 October 2016.
Press Trust of India. 2010. “23.77 mn DTH Subscribers by June 2010: Trai.”
Business Standard, October 5. http://www.business-standard.com/article/
technology/23-77-mn-dth-subscribers-by-june-2010-trai-110100500228_1.
html. Accessed 5 June 2012.
Rabinovitz, Lauren. 1989. “Animation, Postmodernism, and MTV.” The Velvet
Light Trap 24: 99–113.
Rao, Gitanjali. 2013a. “Shorts—Orange.” Published January 22. http://www.
gitanjalirao.com/orange.html. Accessed 10 October 2016.
Rao, Gitanjali. 2013b. “About.” Published January 22, 2013. http://www.
gitanjalirao.com/.
Udiaver, Akshata. 2011. “How Small Animation Studios Are Drawing in Regional
Films.” Daily News and Analysis, 9 October.
Williams, Raymond. 1961. The Long Revolution. London: Chatto and Windus.
Worth, Stephen. 2016. “Animation History: Clair Weeks—Pioneer of Indian Animation.” Animation Resources. https://animationresources.org/history-clairweeks-pioneer-of-indian-animation-2/. Accessed 10 October 2016.
PART V
Digital and Contemporary
CHAPTER 14
Promoting Computer Graphics Research:
The Tech Demos of SIGGRAPH
Jordan Gowanlock
Technological displays and demonstrations in contexts such as international
expositions and world’s fairs have played an important part in media history
for over a century. William Boddy argues that nineteenth-century technological spectacles and ‘scientific demonstrations’ influenced the development of cinema and broadcast media.1 Examples that involve moving
images and animation also abound in this context, a form of cinema Haidee
Wasson refers to as ‘exhibitionary cinema’.2 This chapter concerns a particular example of technology demonstration in the context of computer
graphics research, the computer graphics ‘tech demos’ exhibited at the
annual conference of ACM SIGGRAPH: the Association for Computing
Machinery’s Special Interested Group on Computer Graphics and Interactive Techniques. This association, which has introduced countless influential tools for making digital images, has a rich visual culture of promotion
and explanation.
J. Gowanlock (B)
University of California, Berkeley, CA, USA
e-mail: jgowanlock@berkeley.edu
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_14
267
268
J. GOWANLOCK
Covering a period of dramatic change in the 1980s, this chapter observes
both the changing function and aesthetics of tech demos at SIGGRAPH
in light of the ascendant influence of media industries at the conference.
While the tech demo was always used to demonstrate potential applications
of new technologies, applications for media industries became a primary
concern during this period. This shift in function had a visible effect on
the aesthetics of tech demos, with conventional formal constructions of
space and time found in film and television slowly becoming the norm, to
the point that tech demos became indistinguishable from animated shorts
and feature film clips. This offers important context on an era when animated and visual effects-laden feature films were increasingly functioning
as technology demonstrations themselves.
The unique position of the computer graphics tech demo warrants a
hybridized methodological approach. On one hand, tech demos are very
clearly functional moving images. In this sense, they fit within the categories established in recent work like Haidee Wasson and Charles Acland’s
Useful Cinema, and Patrick Vonderau and Vinzenz Hediger’s Films that
Work. Wasson and Acland write that ‘useful’ films are ‘more involved with
functionality than beauty’,3 and Hediger and Vonderau write that these
films are not concerned with ‘an aesthetic experience of the artistic kind’.4
This is a key conceptual component of their respective projects of widening
film studies beyond its narrow focus on theatrical cinema. Of course, many
examples do not fit neatly into a functional or theatrical category. Vonderau
acknowledges this when discussing promotional media, arguing that they
are ‘best represented as a spectrum, rather than a binary division between
the institutional/noninstitutional and the theatrical/nontheatrical’.5 Thus,
this chapter will take time to note both the function of various computer
graphics tech demos within their institutional context and also their aesthetic form. These two methods can elucidate each other, with institutional
changes helping to explain aesthetic changes and vice versa.
It is worth briefly establishing some key features of the computer graphics tech demo before examining its transformation in the 1980s. Douglas
Engelbart’s demonstration of the oN-Line System at the 1968 ACM/IEEE
Fall Joint Computer Conference in many ways defines the early computer
graphics tech demo.6 So influential was Engelbart’s demonstration that
co-founder of SIGGRAPH Andries Van Dam would later refer to it in
retrospect as ‘the mother of all demos’, a term now used in virtually any
mention of the event.7 Engelbart’s tech demo established two key concepts that would influence all that came after it. First, is the principal of
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
269
show, don’t tell. In his introduction to the oN-Line System demo Engelbart
says to the audience, ‘The products of this program, the technology of it,
lends itself well to an interesting way to portray it for you. So we are going
to show you rather than tell you…’ In other words, because the technology
he is demonstrating ultimately outputs to a screen, he can demonstrate the
technology simply by showing the screen. The demonstration is also the
product; the two are one and the same. This logic of show, don’t tell would
prove to be fundamental to future demos.
There is one other important tacit feature of Engelbart’s demo that
proved influential. The oN-Line System demo is remembered today for
the way it demonstrated concepts like the computer mouse, windows,
and collaborative editing.8 All of these things would someday become a
technological reality, but in 1968 some were decades away. Much of the
functionality Engelbart demonstrated did not actually ‘function’. Rather,
it had to be partially faked for demonstration purposes by teams of technicians working in the background.9 In other words, Engelbart was not just
demonstrating function but also demonstrating potential; he was demonstrating a vision for the future. The computer graphics tech demo thus had
a clear promotional function even in this very early, very academic context.
The promotional and explanatory function of the tech demo would make
it an increasingly important institution as the field of computer graphics
grew over time, particularly as private interests, including media industries,
began to play a greater role. Nowhere is this more evident than at the Joint
Computer Conference’s successor, ACM SIGGRAPH.
SIGGRAPH started as a seminar and newsletter in 1967, with the first
annual conference held in 1974.10 The first five years of SIGGRAPH saw a
variety of paper presentations on new computer graphics technologies, but
only some integrated moving images as demonstrations. Examples include
University of Utah researcher Frederic Parke’s demonstration of 3D facial
animation in 1974,11 and Nicholas Negroponte and Guy Weinzapfel’s MIT
Architecture Machine Group demo in 1976.12 In 1978, the directors of
SIGGRAPH decided to formally include video and film in future conferences ‘to serve the membership and further the state of the art’,13 and
1979 was the first time there was a ‘call for slides, videotapes, and films’
as well as a call for papers.14 University of Illinois researcher Tom DeFanti
organized this first Film & Video Show, which played in a theater setting
at the conference.15 The Film & Video Show consisted of a variety of tech
demos focused on different applications of computer graphics. Examples
in the first two years included Nelson Max’s DNA with Ethidium (1979),
270
J. GOWANLOCK
funded by the Lawrence Livermore National Laboratory, which featured
a three-dimensional visualization of molecular structures; Jim Blinn’s visualization for the Jet Propulsion Laboratory, Voyager 2 Encounters Jupiter
(1979); a demonstration of Ivan Sutherland and David C. Evan’s CT5
Flight Simulator (1980), produced by their company Evans and Sutherland; and Turner Whitted’s demonstration of ray-tracing technology The
Compleat Angler (1979), funded by Bell Laboratories.
The first tech demo at SIGGRAPH to elicit a comparable reaction from
the computer science community as Engelbart’s oN-Line System demo
was Boeing researcher Loren Carpenter’s 1980 demo Vol Libre. Vol Libre
demonstrated Carpenter’s technique for drawing naturalistic geological
topographies using a combination of fractals and nonlinear computational
processes. By inputting a few parameters, Carpenter could automatically
generate a naturalistic landscape of mountains and valleys. According to
one account, when Carpenter showed Vol Libre the crowd erupted in
applause and demanded a second viewing, and after his talk he was immediately offered a job at the Computer Division of Lucasfilm by Alvy Ray
Smith and Ed Catmull.16 Like the oN-Line System demo, Vol Libre did
not describe how Carpenter’s software worked, it showed what it could
do. The explanatory details of his technique were presented in his separate peer-reviewed paper presentation.17 This was also an effective case of
demonstrating potential, particularly for emerging media industries applications. Although Carpenter was working for Boeing at the time, the demo
clearly made an impression on the people at Lucasfilm. Indeed Carpenter’s
technology would soon be put to work animating a sequence for Star Trek
II: The Wrath of Khan (1982).
Vol Libre is also a prime example of the aesthetics of early threedimensional computer graphics tech demos. It consists of a single long
shot, beginning with a flat polygonal surface. The surface gradually grows,
developing features and facets that begin to resemble a mountain range.
The camera then begins to fly through three-dimensional space, rotating
and turning at will before it enters a black void populated by moving fractal
shapes suspended in space. These aesthetics are important to note because
the aesthetic norms and conventions of computer graphics demos would
soon change along with other institutional changes at SIGGRAPH.
Over the 1980s a marked change started to take place, both in terms
of the institutions involved in SIGGRAPH and the tech demos on display. This began with the proliferation of computer graphics animation
studios. Rather than bringing demonstrations of research, these studios
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
271
brought demo reels, edited shorts that exhibited the work they were doing
for clients. The first such company to bring a demo reel to SIGGRAPH was
Information International Inc. (1979), followed by Digital Effects (1980),
MAGI (1980), Robert Abel and Associates (1981), Image West (1981),
Real Time Designs (1982), Marks and Marks (1982), Pacific Data Images
(1983), Cranston-Csuri Productions (1984), Digital Productions (1984),
and Omnibus Computer Graphics (1985). The work these studios did was
almost exclusively creating three-dimensional logos for companies such as
ABC, Gillette, Tide, South Western Bell Telephone, and AT&T.
Toward the mid-1980s studios such as Robert Abel and Associates
started demoing full-length commercials. In 1985 they showed a fully
animated three-dimensional television commercial titled Brilliance, which
aired the same year during the Superbowl. An advertisement for the Canned
Food Information Council, Brilliance is noteworthy not just for the public audience it reached but also for its aesthetics. Three-dimensional logo
work typically consisted of a single short shot where the virtual camera fliestoward or rotates-around the logo. This aesthetic of the long take, where
the virtual camera flies into space, is consistent with that of Vol Libre and
other early examples. Brilliance, by contrast, is framed and cut in a style
more reminiscent of a film or video shoot. The commercial consists of a
total of six cuts in thirty seconds, although in certain shots the virtual camera does move at angles reminiscent of their earlier logo work (Fig. 14.1).
The appearance of Brilliance coincided with several other events
between 1984 and 1986. Following the paradigm set down by Engelbart’s
oN-Line System demo, tech demos at SIGGRAPH had always demonstrated the technical potential of a given technology. They offered compelling and often spectacular examples of what a new piece of software or
hardware could do for certain scientific or industrial applications. During
this period though, tech demos were increasingly focused on demonstrating creative potential for media industries applications.
In 1984, Lucasfilm Computer Graphics Group released The Adventures
of Andre and Wally B at SIGGRAPH to demonstrate Alvy Ray Smith’s
paper on an algorithmic technique for drawing branches and leaves.18 As
the title indicates though, this demo was more than just a demonstration of a technology. In addition to the naturalistic digital foliage, the
demo features two cartoon-like characters in an exchange reminiscent of
mid-century MGM or Warner Bros. animation. The soundtrack also features clear references to Chuck Jones’ Looney Tunes shorts Long-Haired
272
J. GOWANLOCK
Fig. 14.1 Brilliance (Robert Abel and Associates, 1985)
Hare (1949) and Rabbit of Seville (1950). Like Brilliance, Wally B features numerous cuts, and here the virtual camera moves even less, never
moving forward into three-dimensional space. Beyond demonstrating new
technology, Wally B was demonstrating the viability of Lucasfilm’s technology for media industries. It was still demonstrating what new technology
could do, but what it could do now includes the idea of making a cartoon.
In 1985 a group from the Université de Montréal, Pierre Lachapelle,
Philippe Bergeron, Pierre Robidoux, and Daniel Langlois, premiered a
demo at SIGGRAPH titled Tony De Peltrie. De Peltrie accompanied a paper,
titled ‘Controlling Facial Expressions and Body Movements in the Computer Generated Animated Short Tony De Peltrie’, and the team had also
developed animation software, named TAARNA, in the process of making
De Peltrie.19 Yet, like Wally B, it is abundantly clear that De Peltrie is doing
more than simply demonstrating their technology. It demonstrates creative
potential and arguably media industrial potential as well. The aesthetics of
De Peltrie are similar to Brilliance. The demo opens with cinematic framing
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
273
and a static camera. As De Peltrie plays the piano there are close-up shots
of his feet pressing the pedals and of his fingers pressing the keys. There
is also a countershot between De Peltrie and an audience member who
winks at him. As the tenor of the demo picks up though, the style loosens
somewhat, allowing the camera to move into space and rotate. Like Wally
B, De Peltrie is situating itself in the context of existing media industries
and their aesthetic conventions. Like Brilliance, De Peltrie also served an
immediate commercial function. Lachapelle would go on to use the model
of De Peltrie to make a commercial for Optrex eye drops.
In 1986 Lucasfilm returned, now under the name Pixar, with the now
iconic Luxo Jr., a demo that features a brief interaction between two desk
lamps. Luxo Jr. was a demonstration of new shading and shadow-casting
technology being developed at Pixar. The choice of desk lamps, which act
as moving light-sources, serves this purpose. But like other examples from
the mid-1980s, the demo also served several other functions. According
to period accounts from director John Lasseter, Luxo Jr. was meant to
demonstrate that computer animation could be used to create Disney-like
animation.20 Rather than attempting to produce detailed character models,
they focused on bringing relatively simple shapes to life with detailed gesture and movement in the tradition of hand-drawn cel animation. Indeed,
the most striking aesthetic aspect of Luxo Jr. is how two-dimensional it is.
It consists of a single shot with a completely static camera, and the characters move exclusively on a perpendicular axis to the camera. It is staged
as though it was drawn on an animation stand. Perhaps more than any
other examples from the mid-1980s, this was a demonstration of the creative potential of the tools they were building, rather than a demonstration
of their technical potential. It showed how Pixar’s tools could be used to
imbue objects with character and emotion, and, importantly, to tell a story.
It is debatable whether a company like Pixar would have had aims of
becoming an animation studio to rival Disney at this point. Luxo Jr. was the
first project former Disney animator John Lasseter worked on as director.21
Furthermore, key figures at Pixar had also been at the New York Institute
of Technology during the failed attempt at making an animated feature
there, titled The Works. So clearly the idea was on some individuals’ minds.
But as Malcolm Cook points out, and as Christopher Holliday discusses in
Chapter 15, Pixar was named after their hardware product, the Pixar Image
Computer, and they were owned by Apple, a computer company.22 Furthermore, they marketed their technology for various computer imaging
applications, such as medical and scientific imaging. This suggests they were
274
J. GOWANLOCK
aiming to sell hardware and software rather than become a film studio.23
Tony De Peltrie presents a similarly complex case, with some team members going on to work in film and animation, while Daniel Langlois went
on to develop Softimage 3D animation software. Softimage would prove
to be an extremely important piece of software for animation and visual
effects in the years that followed. These demos thus cannot be reduced
to a single function. They were part animated short, part advertisement,
and part technical demonstration, both in terms of their function and their
aesthetics.
The demos of the mid-1980s need to be understood in the context of
institutional and economic changes. Up to this point computer graphics
research had been mostly funded and facilitated by university computer
science departments (for example Frederic Parke’s work at University of
Utah School of Computing), military research funding agencies like ARPA
(for example the oN-Line System), technology companies associated with
the military–industrial complex (for example Loren Carpenter’s early work
at Boeing), and often some combination thereof. However, the shape of
research and development funding was beginning to change in the United
States. Over the period of 1981–1994, Cold War era federal defense funding began to wane and was replaced by corporate tax credits for ‘research
and experimentation’.24
Lucasfilm Computer Graphics Group was the first Hollywood entity
to sponsor sustained computer graphics research and development. Other
companies were just beginning to find economic viability in media industries through making corporate logos and television commercials. Computer Graphics were also beginning to appear in feature films such as Tron
(1982) Wrath of Khan (1982), The Last Star Fighter (1984), and 2010: The
Year We Make Contact (1984), all of which had clips exhibited in the Film
& Video Show. Other businesses affiliated with media industries would soon
follow in Lucasfilm’s path. These studios were not just making images with
computers, they were funding basic research, and this research was being
conducted by many of the leading experts in the field. The function and
aesthetics of the tech demo at SIGGRAPH were changing in response to
these institutional changes. As a result the line between animated shorts
and tech demos started to become very blurred.
In 1984 festival chair Maxine Brown changed the Film & Video Show
into the Computer Animation Festival. Along with the name change the
new festival was broken into two theaters, the ‘Electronic Theater’ and the
‘Animation Theater’.25 This reorganization seems to have been a response
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
275
to the problem presented by demos like Wally B, Luxo Jr., and Tony De
Peltrie. Some distinction needed to be drawn between animated shorts
and tech demos. But there was only so much the organizers could do
to separate animation from tech demos. More and more examples came
along that seemed to confound a stable dichotomy between the two. Tech
demos produced by research labs at universities and technology companies
appeared in the animation theater, and the work of animation studios and
visual effects studios appeared in the electronic theater.26
As media industries’ involvement grew and grew during the 1990s, the
importance of the visual communications of SIGGRAPH continued to
grow as well. Organizers started archiving the Computer Animation Festival
and Art Show as ‘Visual Proceedings’ in 1992, first on CD-ROM, then on
the internet later on.27 The centerpiece of SIGGRAPH had always been
the scientific paper proceedings, but now visual communications finally
seemed to be rivaling these in terms of importance.
The Computer Animation Festival continued to feature content from
commercials, television and feature films throughout the 1990s, and the
aesthetics of these demos became more and more deeply merged with
the conventions of those medial traditions. For example the 1997 festival featured fully rendered clips from Hollywood films like Dante’s Peak
(1997), which demonstrated Digital Domain’s new technique for animating lava flows, and Crimson Tide (1995), which demonstrated Dream
Quest Images’ technique for animating bubbles underwater.28 The following year featured examples from the DreamWorks animated feature Antz
(1998) and the disaster film Deep Impact (1998).29 In these examples the
spectator cannot differentiate the specific technology being demonstrated
from the total composited image and sound, which consists of a multitude
of other production elements attributable to different studios and workers.
Following the paradigm of the mid-1980s, these clips function as demonstrations of creative potential, media industries potential, and technological
potential.
Charting various examples from the first Film and Video Show in 1979
into the Computer Animation Festival of the 1990s, a clear aesthetic trend
emerges across all demos. Organizers observed this trend at the time and
made sense of it mostly in terms of technological progress. The chair of
the 2002 festival John McIntosh notes with admiration how high the standard of production values had become, observing, ‘Scientific and medical
visualizations require good science, great animation, and near broadcastready presentations’.30 He also notes how many shots each clip contained,
276
J. GOWANLOCK
taking the higher number as a sign of increased sophistication and ‘production values’. But these features that McIntosh observed so favorably in
scientific and medical tech demos have clear antecedents. This is what the
explanatory and promotional function of the tech demo looks like in an
era where media industries are a prime source of research investment. The
tech demos were taking on established media industry conventions found
in television and film.
Camera movement, framing, and shot length are all examples of this
trend. Early examples such as Frederic Parke’s facial animation demo and
Vol Libre all consistently feature long (often single) shots, where the virtual
camera flies into three-dimensional space. These early examples put what
Lev Manovich refers to as the ‘automated digital nominalism’ of computed
perspectival geometry on display.31 This trend continues in the early logo
animation of the first computer animation studios. Starting in 1984 one can
see changes in cases like Brilliance, Wally B, Luxo Jr., and Tony Del Peltrie.
Although Luxo Jr. does consist of a single shot, the camera does not move
at all. Conversely, while Brilliance, Wally B, and Tony Del Peltrie do feature somewhat mobile virtual cameras, they feature high shot counts, constructing space with cuts rather than camera movement, obeying rules and
conventions that are hallmarks of the ‘classic Hollywood cinema’ form.32
The inclusion of fully composited visual effects sequences and clips from
animated features in the 1990s represents an endpoint of this trend, where
the aesthetics of tech demos and feature films become one and the same.
While the juries may have observed this as a sign of progress, this was the
‘progress’ of the influence of the film industry and other media industries.
Conclusion
As industries like Hollywood began to feature more and more spectacular
digital images and tech demos began to look more and more cinematic,
films themselves began to function much like demos, promoting new technologies. Scholars have noted how spectacular digital visual effects and animation sequences have a particular presentational modality. Tom Gunning
suggests that the cinema of attractions of early cinema reappears in special
effects sequences of this period.33 Gunning writes, ‘early audiences went to
exhibitions to see machines demonstrated… rather than to view films’, and
much the same could be said of digitally animated features and visual effects
sequences of the 1980s and 90s.34 Furthermore, Michael Allen argues spectacular sequences in Hollywood blockbusters often function to introduce
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
277
new filmmaking technologies and ‘renegotiate the industry status’ of Hollywood,35 while Leon Gurevitch argues that animated features produced
by studios such as DreamWorks and Pixar effectively function as advertisements for the processes that created them. Gurevitch writes, ‘CG animated
features constitute a relationship between processes of manufactured imaging and processes of imaging manufacture that go beyond product placement. Where product placement took the industrial object and ‘inserted’
it into the filmic narrative, the CG feature is the industrial object around
which the narrative is constructed’.36 One can see the promotional logic of
the tech demo at work here. This is not to say that the computer graphics
tech demo determined the presentational logic of animated features and
visual effects sequences during this key period of change, but rather that the
theatrical and institutional context need to be considered together. Clearly
there is no distinct line to be drawn between them. In the same way Luxo
Jr. or Tony De Peltrie blurs the line between animated short and promotional demo, the animated feature or visual effects sequence blurs the line
between cinema and industrial promotional demos. Over the 1980s one
can see this hybrid logic emerge in the form and function of the tech demos
of SIGGRAPH as media industries began to play a greater role in computer
graphics research.
Acknowledgements This research was supported by funding from the Fonds de
Recherche du Québec - Société et Culture (FRQSC).
Notes
1. William Boddy, “Early Cinema and Radio Technology in the Turn of the
Century Popular Imagination,” in The Cinema: A New Technology for the
Twentieth Century, eds. Andre Gaudrealt, Catherine Russell, and Pierre
Veronneau (Editions Payot Lausanne, 2004), 289.
2. Haidee Wasson, “Selling Machines: Film and its Technologies at the New
York World’s Fair,” in Films That Sell, eds. Bo Florin, Nico de Klerk, and
Patrick Vonderau (BFI Palgrave, 2016), 54–55.
3. Haidee Wasson and Charles R. Acland, “Introduction: Utility and Cinema,” in Useful Cinema, eds. Charles R. Acland and Haidee Wasson (Duke
University Press, 2011), 2.
4. Vinzenz Hediger and Patrick Vonderau, “Introduction,” in Films That Work:
Industrial Film and the Productivity of Media, eds. Patrick Vonderau and
Vinzenz Hediger (Amsterdam University Press, 2009), 10.
5. Vonderau, “Introduction,” 7.
278
J. GOWANLOCK
6. As a sign of its importance, in 2015 Stanford University hosted an opera
commemorating the oN-Line System demo, simply titled ‘The Demo’. See
https://live.stanford.edu/calendar/april-2015/demo.
7. Thierry Bardini, Bootstrapping: Douglas Engelbart, Coevolution, and the Origins of Personal Computing (Stanford University Press, 2000), 139.
8. Brad Myers, “A Brief History of Human-Computer Interaction Technology,” Interaction 5, no. 2 (1998): 45–51, https://doi.org/10.1145/
274430.274436.
9. It should be noted Engelbart was very upfront about the fact that there was
a team of technicians making all of the functions he was demoing possible.
10. Judy Brown and Steve Cunningham, “A History of ACM SIGGRAPH,”
Communications of the ACM 50, no. 5 (2007): 55.
11. Frederic I. Parke, “A Model for Human Faces That Allows Speech Synchronized Animation,” in SIGGRAPH ‘74 Proceedings of the 1st Annual Conference on Computer Graphics and Interactive Techniques (Association for
Computing Machinery, 1974), 1–2, https://doi.org/10.1145/563182.
563183.
12. Nicholas Negroponte and Guy Weinzapfel, “Architecture-by-Yourself: An
Experiment with Computer Graphics for House Design,” in SIGGRAPH
‘76 Proceedings of the 3rd Annual Conference on Computer Graphics and
Interactive Techniques (Association for Computing Machinery, 1976), 74–
78.
13. Association for Computing Machinery, “1978–1979 Objectives/Goals,”
Computer Graphics 11, no. 4 (1978): 6–7.
14. Association for Computing Machinery, “Calls for Papers and Meetings,”
Computer graphics 12, no. 4 (1978): 32.
15. Association for Computing Machinery, “SIGGRAPH Departments,”
Computer Graphics 11, no. 4 (1978): 8–9; Heather Kenyon, “SIGGRAPH 2008’s Expanded Computer Animation Festival: Interview with
Carlye Archibeque,” https://www.awn.com/vfxworld/siggraph-2008sexpanded-computer-animation-festival.
16. Michael Rubin, Droidmaker: George Lucas and the Digital Revolution
(Gainesville: Triad, 2006), 163–178.
17. Loren C. Carpenter, “Computer Rendering of Fractal Curves and Surfaces,”
in Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques (Association for Computing Machinery, 1980), 9.
18. Alvy Ray Smith, “Plants, Fractals, and Formal Languages,” in Proceedings of
the 11th Annual Conference on Computer Graphics and Interactive Techniques
(Association for Computing Machinery, 1984), 1–10.
19. Phillippe Bergeron and Pierre Lachapelle, “Controlling Facial Expressions
and Body Movements in the Computer Generated Animated Short ‘Tony
14
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
PROMOTING COMPUTER GRAPHICS RESEARCH …
279
de Peltrie’,” in SIGRAPH ’85 Tutorial Notes, Advanced Computer Animation Course (Association for Computing Machinery, 1985), 1–3; Tom Sito,
Moving Innovation (MIT Press, 2013), 68.
John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation,” Computer Graphics 21, no. 4 (July 1987): 35–44; Harry
McCracken, “Luxo Sr. An Interview With John Lasseter,” http://www.
harrymccracken.com/luxo.htm.
Lasseter had worked on Wally B, but at the time he job title was ‘interface designer’. Richard Neupert, John Lasseter (University of Illinois Press,
2016), 31.
Malcolm Cook, “Pixar, ‘The Road to Point Reyes’, and the Long History
of Landscapes in New Visual Technologies,” in Animated Landscapes, ed.
Chris Pallant (Bloomsbury, 2015), 65.
Ibid.
National Science Foundation, “Chapter 4: U.S. and International Research
and Development: Funds and Alliances: R&D Support in the United
States,” http://wayback.archive-it.org/5902/20150817205722/http://
www.nsf.gov/statistics/seind02/c4/c4s1.htm.
Kenyon, “SIGGRAPH 2008’s Expanded Computer Animation Festival”.
It is worth noting that there has been an Art Show at SIGGRAPH since
1981. But the division between the Art Show and the Computer Animation
Festival has been relatively stable: the Art Show is for theoretical artistic
experimentation and the Computer Animation Festival is industry oriented.
“Computer Animation Festival,” SIGGRAPH 92 Visual Proceedings (Association for Computing Machinery, 1992), CD-ROM.
“Computer Animation Festival,” SIGGRAPH 97 Visual Proceedings (Association for Computing Machinery, 1997), CD-ROM.
“Computer Animation Festival,” SIGGRAPH 98 Visual Proceedings (Association for Computing Machinery, 1998), CD-ROM.
John McIntosh, “Introduction to the 2002 Computer Animation Festival,”
in SIGGRAPH Electronic Art and Animation Catalogue (Association for
Computing Machinery, 2002), CD-ROM, 149–150.
Lev Manovich, “The Mapping of Space: Perspective, Radar, and 3-D Computer Graphic,” http://manovich.net/content/04-projects/003-article1993/01-article-1993.pdf.
David Bordwell, Janet Staiger, and Kristin Thompson, The Classic Hollywood
Cinema: Film Style and Mode of Production to 1960 (Columbia University
Press, 1987), 42–87.
Tom Gunning, “The Cinema of Attractions: Early Films, Its Spectator and
the Avant-Garde,” in Early Cinema: Space, Frame, Narrative, eds. Thomas
Elsaesser and Adam Barker (BFI, 1990), 58.
Gunning, 61.
280
J. GOWANLOCK
35. Michael Allen, “Talking About a Revolution: The Blockbuster and Industrial Advancement,” in Movie Blockbusters, ed. Julian Stringer (Routledge,
2013), 101.
36. Leon Gurevitch, “Computer Generated Animation as Product Design Engineered Culture, or Buzz Lightyear to the Sales Floor, to the Checkout and
Beyond!” Animation 7 no. 2 (2012): 147.
Bibliography
“1978–1979 Objectives/Goals.” 1978. Computer Graphics 11, no. 4: 6–7.
Able, Robert, et al. 1985. Visual Pathfinders. https://archive.org/details/
visualpathfinders.
Allen, Michael. 2013. “Talking About a Revolution: The Blockbuster as Industrial
Advertisement.” In Movie Blockbusters, ed. Julian Stringer, 101–114. Taylor and
Francis.
Bardini, Thierry. 2000. Bootstrapping: Douglas Engelbart, Coevolution, and the Origins of Personal Computing. Stanford University Press.
Bergeron, Phillippe, and Pierre Lachapelle. 1985. Controlling Facial Expressions
and Body Movements in the Computer Generated Animated Short ‘Tony de
Peltrie’. SIGGRAPH ’85 Tutorial Notes, Advanced Computer Animation Course.
Association for Computing Machinery.
Boddy, William. 2004. “Early Cinema and Radio Technology in the Turn of the
Century Popular Imagination.” In The Cinema: A New Technology for the Twentieth Century, eds. Andre Gaudrealt, Catherine Russell, and Pierre Veronneau,
285–294. Editions Payot Lausanne.
Bordwell, David, Janet Staiger and Kristin Thompson. 1987. The Classic Hollywood
Cinema: Film Style and Mode of Production to 1960. Columbia University Press.
Brown, Judy, and Steve Cunningham. 2007. “A History of ACM SIGGRAPH.”
Communications of the ACM 50, no. 5: 54–61.
“Calls for Papers and Meetings.” 1978. Computer Graphics 12, no. 4: 32.
Carpenter, Loren C. 1980. “Computer Rendering of Fractal Curves and Surfaces.”
In Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques, 1–9. Association for Computing Machinery.
Computer Animation Festival. 1997. SIGGRAPH 97 Visual Proceedings. Association for Computing Machinery. CD-ROM.
Computer Animation Festival. 1998. SIGGRAPH 98 Visual Proceedings. Association for Computing Machinery. CD-ROM.
Cook, Malcolm. 2015. “Pixar, ‘The Road to Point Reyes’, and the Long History
of Landscapes in New Visual Technologies.” In Animated Landscapes, ed. Chris
Pallant, 51–72. Bloomsbury.
14
PROMOTING COMPUTER GRAPHICS RESEARCH …
281
Engelbart, Douglas, and William English. 1968. A Research Center for
Augmenting Human Intellect. https://archive.org/details/XD30023_
68HighlightsAResearchCntAugHumanIntellect.
Florin, Bo, Nico de Klerk, and Patrick Vonderau. 2016. Films That Sell: Moving
Pictures and Advertising. BFI Palgrave.
CHAPTER 15
‘Movin’ to a Different Beat’: Commercial
Pixar and the Simulated Ordinary
Christopher Holliday
Introduction
Over a seven-year period between 1989 and 1996, Pixar Animation Studios
was responsible for producing seventy-nine computer-animated advertisements for a number of eminent North American companies and global
brands. Beginning with a contract for the Japanese printing company Toppan Printing, and following interest from worldwide advertising agencies,
Pixar were quickly hired to develop computer-animated ads for clients such
as Tropicana, Listerine, Coca-Cola and Levi’s, before leaving commercials
in the early 1990s for highly-successful feature-film production. Many critical accounts of Pixar and broader histories of CG effects technology, as
well as popular and press representations of the company tracing their journey from visual effects facility to major Hollywood animation studio, have
regularly side-lined the company’s brief ‘commercial break’, often framing
their turn to lucrative advertising work as necessary economic insurance in
C. Holliday (B)
King’s College London, London, UK
e-mail: christopher.holliday@kcl.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_15
283
284
C. HOLLIDAY
the face of financial downturn. The New York Times reported as early as
April 1991, for example, that Pixar had experienced a ‘difficult time converting technical leadership into profits’ following their separation from
Lucasfilm Ltd. in 1986, yet one area of the company ‘that has been profitable […] is its animation group, which makes television commercials’.1
More recent examinations of the studio’s commercial projects have further framed them as requisite reactions to company deficits.2 Across the
growing scholarship on Pixar and its production culture, their advertising campaigns remain largely understood in this way, positioned as a set of
ancillary projects caught between short and feature production, and serving
only to generate much-needed financial revenue for the company during
its formative period.3
Pixar’s collaboration with the advertising industry was undoubtedly a
major source of income at a moment when ‘computerised commercials’
on U.S. television (heavily indebted to digital effects) offered speciality
animation companies regular business.4 Yet it equally marks a significant
period in Pixar’s stylistic and formal development far beyond simply securing their economic fortunes. The success of their commercials moved the
studio away from their business identity as a hardware and software computer company, while the hiring of animators Andrew Stanton, Pete Docter, Joe Ranft, Jan Pinkava and Bob Peterson stabilised a set of working
relationships that have firmly supported Pixar’s more recent filmmaking
achievements. Most significantly, between the release of their short Knick
Knack (John Lasseter, 1989) and feature-film debut Toy Story (John Lasseter, 1995), Pixar were largely producing television commercials, often at
the rate of 15 per year. They would not return to shorter form production until the 37-episode Toy Story Treats (1996) television series for ABC,
and the release of Geri’s Game (Jan Pinkava, 1997) towards the end of the
nineties.5 Alongside the parallel development of their proprietary RenderMan software system, Pixar’s shift towards commercial projects therefore
represents their primary activity and professional identity as an animation
studio between 1989 and 1995.
This chapter seeks to interrogate the dominant perception threaded
throughout Pixar’s critical and popular history that has positioned the
studio’s commercial ventures (unlike their Academy Award-winning short
films) as nothing more than an economically-driven stepping stone, quickly
forgotten on the way to feature production. Indeed, the story of how Pixar’s
commercial projects became spaces where the studio worked through elements of its house style and particular ‘hyperreal’ visual illusionism is one
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
285
that remains largely untold.6 However, a closer look at a cross-section of
advertisements produced in this period reveals their importance to Pixar’s
digital aesthetic, which emerged out of a number of important collaborations with brands, companies, corporations and advertising agencies. Not
only can this phase of ‘promotional Pixar’ be historicised against the increasing use of ‘digital editing and computer-generated images’ in advertising
throughout the early 1990s, but also alongside the emergence of computer
graphics within mainstream Hollywood cinema.7 In place of any regularised
short film programme, Pixar’s commercials (running anywhere between a
few seconds to two minutes) honed their particular formal style and creativity in storytelling. At the same time, they also refined a new kind of ‘ordinary’ digital aesthetic that would come to function as a clear counterpoint
to the dominant currents of effects-laden Hollywood blockbuster cinema
of the early 1990s. The studio’s treatment of computer graphics across its
numerous advertisements can therefore be understood as presenting a style
of digital animation that—as the tagline to their ‘dancing candy’ advert for
the Life Savers confectionary company (Dance Club [John Lasseter, Pixar,
FCB/Leber Katz, 1991]) put it—would ‘move to a different beat’. Conventional critical histories of CGI and special effects have certainly argued
that convincing photographic verisimilitude developed during the 1990s,
following an earlier phase of spectacular science-fiction imagery rooted in a
scientific imagination of hyperreality. However, Pixar’s advertising projects
both complicate and contradict this historical narrative of digital image
processing, as the studio’s simulation of the ‘ordinary’ in what was otherwise a period of CG ‘technofuturism’ conveyed the aesthetic potential
of computer graphics through a less dramatic handling of technological
possibility.8
Before the Buzz
The Pixar studio’s transition from their highly-successful short film programme to the production of commercial projects was inaugurated in
September 1989 by a deal with San Francisco-based entertainment and
effects studio Colossal Pictures. Pixar’s earlier cycle of shorts Luxo Jr.
(John Lasseter, 1986), Red’s Dream (John Lasseter, 1987) and Tin Toy
(John Lasseter, 1988) had already promoted the studio’s activities and CG
productions at a number of industry and international computer graphics events.9 Yet announcing the Pixar/Colossal deal in July 1989, Richard
Goldrich recognised that Pixar would now gain ‘the marketing and production wherewithal to make its first foray into tv commercials’.10 Founded in
286
C. HOLLIDAY
1976, Colossal’s experience in broadcast media (with clients that included
Nickelodeon, Coca-Cola, Levis and as discussed in Chapter 12, MTV)
would certainly help to move Pixar headlong into television advertising.
Pixar’s then-director of animation production Ralph Guggenheim noted
in 1991 their ‘strategic collaboration’ with Colossal would allow Pixar
‘resources we had been lacking to effectively break into the commercial
market’.11 However, as Colossal’s incumbent ‘computer graphics arm’,
Pixar would also provide their partner with access to their ‘creative people’
trained in traditional animation techniques as part of their joint commercial
ventures.12
Pixar’s customised advertising projects have been widely understood
as helping the studio smooth over the financial and industrial obstacles
(company size, lack of revenue produced by animation division, focus on
hardware and software sales) that had prevented their transition to featurelength production. Karen Paik explains that it had always been Pixar’s intention to work on commercials over a predefined two-year period, and ‘then
produce a half-hour computer-animated TV special that would convince
Hollywood studios that the company could tell longer stories’.13 David A.
Price also notes that Pixar’s ‘three-step plan’ involved the company’s cycle
of commercial projects, leading to television specials, before they would
‘finally graduate to a full-length feature-film’.14 The chronology of Pixar’s
advertisements between their shorts (that were themselves produced at
the rate of one per year between 1986 and 1989) and the release of Toy
Story in November 1995 has certainly worked to frame their commercial output as an essential step towards their business goal of producing
a computer-animated feature-film. The role of Pixar’s commercials within
their business strategy would, however, appear something of a teleological assumption sanctioned by, and promoted across, more recent company
accounts. When Pixar was first spun off from Lucasfilm, for example, there
was no mention of a possible commercial future or even feature-film production. Variety predicted the company ‘will become an independent company engaged in the design and marketing of state-of-the-art computer
graphics and image processing systems and technology’.15 Even Price’s
retrospective company history emphasises a degree of ambivalence felt by
Pixar employees in reorienting production towards commercial projects for
external clients. He recognises their doubts at the lack of creative latitude
afforded by commercials when offset against their Academy Award-winning
short film programme.16
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
287
It is tempting to view Pixar’s commercials as tied only to economic
imperatives, and retroactively cast to veil what was an altogether more
chaotic era of false starts, trials and errors. Yet there is some evidence
among the Hollywood trade press that situates full-length film production within Pixar’s initial business pursuits, and also suggests that smaller
commercial projects were considered vital in developing character animation, which could be then scaled up for feature-films. Soon after Pixar’s deal
with Colossal was signed in September 1989, Guggenheim claimed that
‘For some time, we had been considering getting into commercial production’ with the anticipation of ‘longer-form projects’ a viable prospect for the
studio’s growing portfolio.17 The following year, The Hollywood Reporter
noted in a similar vein that Colossal had ‘an agreement to work with Pixar’s
animators on various commercial and feature projects’.18 As demonstration
animations that showcased the limits and possibilities of digital technology,
these commercial projects do appear to have formed part of an overarching business model backing Pixar’s desire to be a self-supporting company.
Furthermore, Pixar would continue to produce computer-animated content for television commercials even after they signed a $26 million threefeature distribution deal with Walt Disney Pictures in 1991.19
In the most robust account of Pixar’s advertising projects to date,
Richard Neupert supports the view that their move away from computeranimated shorts towards television commercials in the late-1980s was perhaps one in excess of necessary economic dependence, and defends the
idea that it was simply a calculated business move designed to provide
relief from Pixar’s ‘financial predicament’.20 Neupert argues that, on the
one hand, these new commercial income streams would provide business
security for the company’s animation unit (allowing them to hire more animators) and accumulate up to $2 million in revenue. But despite low sales
of the Pixar Image Computer (Pixar would sell its hardware business to
Viacom in 1990), the studio’s decision to shift focus onto commercial production marketed the representational possibilities of the emergent digital
technology, just as much as it helped to solidify Pixar’s business profits or
promote ancillary global brands.
If Pixar’s commercial projects contributed to the mainstreaming of digital imagery, then they equally functioned as test spaces in which the studio
could trial their technical breakthroughs in graphics technology through a
steady programme of advertising campaigns. For Neupert, Pixar was ‘a leading player in making this digital transition part of the everyday experience
of media production and consumption’.21 Audiences were presented with
288
C. HOLLIDAY
convincing reality effects that would rapidly define the visual style of digital
imagery well into the 1990s, and publicise Pixar as attractive to high-profile
collaborators. In 1991, Michael Lev noted the increasing use of ‘computergenerated effects and animation for television commercials’, including work
by Pixar, Pacific Data Images Inc. and the Rhythm and Hues company,
enabled ‘clients to get more and better effects’, and gave greater control
over ‘shadow and light’ to create ads that copywriters ‘could only dream
of seeing on television’.22 Beyond the revolutionary 3D software RenderMan—that in time would become central to Pixar’s business model—the
studio’s advertisements functioned as testing grounds for innovative product lines. It was during the creation of Pixar’s commercials that ‘software
engineers perfected additional programmes to sell to graphic artists and
desktop publishers’, while the resultant adverts were—as with the studio’s
earlier computer-animated shorts—screened at the annual computer technology convention SIGGRAPH.23 Developments included the Computer
Animation Production System (CAPS) licenced to Disney for The Little
Mermaid (Ron Clements and John Musker, 1989); the ‘blendo’ style combining animated media; and the IceMan (Image Computing Environment)
image editing tool used to model and render advanced 3D graphics.
Pixar would demonstrate their capabilities in convincing light and
shadow manipulation using their RenderMan software in Cracks (Flip
Phillips, Pixar, J. Walter Thompson Company, 1992), an advertisement for
Egg Beaters, a low-fat, healthy substitute for chicken eggs manufactured
by Fleischmann’s. The advertisement begins with a single egg illuminated
under a spotlight, which cracks as the shell collapses and the pieces scatter
in the limelight. The voice-over describes the health ‘flaw’ in eggs (high
cholesterol and fat content), as the fallen pieces of shell begin to slowly
rise and reform in the shape of a carton of Egg Beaters. Reminiscent in
its visual design and fixed camera set-up to Luxo Jr., this one-shot commercial provides a showcase for Pixar’s lighting effects, shadow detailing
and texture mapping. The first wave of Pixar ads would embrace a range
of materials to fully exhibit the mixed media potential for computer graphics. Lasseter’s Tropicana adverts (the first of which debuted in 1989, with
another three following in 1991) all recreated natural textures using complex surface shaders, colour variation and light patterning to model the
dancing citrus fruits.24 By comparison, Pixar’s Toys ‘R’ Us commercial
Grand Opening (Andrew Stanton, Pixar, 1991) recalled their short Tin
Toy in depicting numerous plastic dolls, metal bicycles and furry animals—
objects entirely appropriate to the stock held at ‘The World’s Biggest Toy
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
289
Store’—as they escape their packaging and assume their position on the
superstore’s shelves.
In their many collaborations with popular brands (Tropicana, Volkswagen, Kellogg’s, Levi’s, McDonald’s and Coca-Cola), Pixar revealed their
investment in the spectacle of the manufactured object as commodity.
The precision with which a range of mass-produced consumer products
were visualised using RenderMan—from aluminium cans to plastic-coated
packaging—recalls the impact of computer-aided design (CAD) processes
upon engineering in the industrial sector. The studio’s first wave of short
films featuring a lamp (Luxo Jr.), unicycle (Red’s Dream) and snow globe
(Knick Knack) anticipated the kinds of products that would feature in
their later commercial projects. In Pixar’s 1992 advert for Kellogg’s AllBran titled Hourglass (Galyn Susman & Andrew Stanton, Pixar, Leo Burnett, 1992), a flexing hourglass gyrates, hops and flips as if animated into
life, while a 15-second commercial produced for Arm & Hammer Fridge
Fresh Refrigerator Air Filter (About to Uncover [Mike Belzer, Pixar, Kelly,
Nason Inc., 1994]) shows a plastic carton in ways that evoke two-point
perspective drawing. Paik notes how the Pixar Imaging Computer ‘was
an obvious attraction for companies working on computer-aided design’
given the system’s capabilities for volumetric rendering and its capacity
to rotate an object in three-dimensions.25 Many of these design features
central to Pixar’s proprietary hardware found their way into the formal
repertoire of the studio’s adverts. In Pin Box (Bob Peterson, Pixar, Creative Artists Agency, 1995), one of Pixar’s three adverts for Coca-Cola, the
virtual camera rotates fully around a Pin Art box (a toy involving moveable pins that can be pressed against a surface to create three-dimensional
imprints). With a visual style that recalls the versatility of solid modelling
within computer-aided design and manufacture systems, the Pin Art advert
permits the viewer to take in all sides of the digitally-produced threedimensional object.
Pixar’s advertisements were certainly highly technologised spaces in
which the studio matured new aesthetic possibilities for computer graphics
using their advanced RenderMan software. However, with an emphasis on
everyday (often domestic) locations and a fidelity to mimetic realism, they
ultimately stake out a very different territory to that of popular Hollywood
genre cinema of the period. From fighting fridge magnets (Hallmark—
Magnets [Bob Peterson, Pixar, Leo Burnett, 1996]) to those commercials
promoting Tetrapak drinking boxes—including two ads directed by Docter
in 1991 and 1992—and at a time ‘when Hollywood was still suspicious of
290
C. HOLLIDAY
the market potential of a technology’, Pixar’s advertisements would provide
computer graphics with an alternate set of aesthetic priorities.26
From the Wonder Years to the Ordinary
Beginning with their Dance of the Waterlilies (John Lasseter, Pixar, Toppan
Printing Co., Ltd., 1989) advertisement for Toppan Printing and culminating in 1996 with collaborations with Rosarita, Levi’s and Nickelodeon,
Pixar’s commercial projects run almost exactly parallel to what Michele
Pierson has called the ‘wonder years’ of North American art direction. This
was a period of popular Hollywood cinema, bookended by the release of
two feature-films The Abyss (James Cameron, 1989) and Johnny Mnemonic
(Robert Longo, 1995), in which visual effects imagery was largely put to
use in big-budget science-fiction blockbusters.27 The simultaneous output
of Pixar’s commercial division during the same period offers a significant
corrective to the aesthetic project of the ‘wonder years’, in which the emergence of computer graphics stabilised into a relatively homogenous set of
visual practices. The synthetic, glossy ‘technofuturism’ aesthetic (often representing cyberspace itself) celebrated the fantasies of the hyper-visible to
define early-1990s science-fiction cinema. Such a visual regime is, however, almost completely sidestepped by Pixar’s ulterior visual focus on an
early ‘simulationist’ register across its commercials, or what Stephen Prince
has called ‘perceptual realism’, as an investment in ‘the phenomenological
simulation of photographic or cinematographic reality’.28 Produced using
RenderMan, Pixar’s ‘realist’ commercials deviated strongly from the electronic aesthetic of the ‘technofuturist’ imperative, despite Pierson’s suggestions that the ‘simulationist’ style would actually come much later in
the decade. In fact, the dominant formal techniques and aesthetic qualities that loomed large over early ‘technofuturist’ effects cinema (mutation,
morphing, liquidity, heterogeneity, warping, reconfiguration) are all countered by Pixar’s animated advertisements of this same period, which instead
prioritised the tribulations of everyday objects and ordinary products.
Whether showing a set of dancing playing cards that flex and shuffle in
unison (California Lottery—Dancing Cards [Flip Phillips, Pixar, Dailey &
Associates, 1990]), or a piano-playing ice cube (Trident Freshmint Sugarless Gum—Quite a Package [Andrew Stanton, Pixar, J. Walter Thompson,
1990]), Pixar’s adverts plot an alternative path for how digital imagery
was being explored both across popular genre cinema and effects-driven
commercials. Paik argues that ‘at the time, computer graphics, especially in
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
291
commercial work, was used primarily to create effects: flying logos, “gleams
and glows,” and especially morphing (the hot new use of CG). But Pixar
carved out a different niche for itself’.29 Not only was Pixar embracing
the kinds of visual realism central to the ‘simulationist’ aesthetics of latenineties Hollywood, but they were also operating at a distance from other
digital effects used in television advertising. As Guggenheim puts it, when it
came to the aesthetic principles and formal style of the studio’s commercial
programme, ‘we were the guys who didn’t do morphing’.30
From plastic Listerine bottles to dancing Christmas trees, Pixar’s ability to bring ‘character and emotion to inanimate objects’ across their
short films would attract regular commercial work for North American, French and Mexican television markets.31 With ‘Every new ad contract […] perceived as an opportunity to develop further Pixar-styled
character animation’, their celebration of the everyday object ‘in performance’ across their commercials refined and reflected the studio’s welldocumented principles of characterisation.32 Lasseter developed nuanced
forms of character animation (personality, weight/volume, timing and
anticipation of movement, following through and overlapping/secondary
actions), matched with ambitious and highly-sophisticated visualisations
of three-dimensional space.33 Animation’s long-standing anthropomorphic tradition is evidenced throughout several Pixar adverts, not least in
those that personify food and, most notably, confectionary, as in the campaigns for Pillsbury Grands Biscuits (Pump [Henry Selick & Flip Phillips,
Pixar, Leo Burnett, 1990]), Carefree chewing gum (Bursting [Pete Docter, Pixar, 1993]) and Hershey’s (Amazin’ Straws [Andrew Schmidt, Pixar,
1995]). Lasseter’s early Babies (Pixar, FBC/Leber Katz, 1990) advert for
Life Savers depicted colourful flavoured candy at the park (on swings, playing hopscotch, skipping), actions that provided a backdrop for the translucent effect of the sweets that would be revisited in three other Life Savers
commercials produced in 1991 and 1994.34
The movement central to the Babies commercial reflects several of Lasseter’s principles in character animation, not least his suggestion that character appeal is ‘a quality of charm, pleasing design, simplicity, communication or magnetism’.35 The construction of adult/child candy through
differing ‘bodily’ proportions and speed of movement (including posing)
illustrates how the application of personality transformed unspectacular
objects into expressive and appealing figures undertaking actions in virtual space. Following the debut of Lasseter’s first advertisement for Tropicana, Cary Potterfield, a producer at Leo Burnett (Tropicana’s ad agency),
292
C. HOLLIDAY
argued that ‘At first, we hadn’t planned on eyes and mouth on the straw, but
Pixar suggested that it would make the character come alive faster’.36 Similar regimes of anthropomorphic representation mark Pixar’s first advert for
Tropicana—in which the fruit juice’s tagline ‘taste for adventure’ is realised
through erratic dancing fruit—and Twizzlers’ Pull n’ Peel (Check Me Out
[Jan Pinkava, Pixar, 1996]), one of only a handful of advertisements produced following the release of Toy Story. In an earlier Nutri Grain cereal
advert (We’ve Got Taste [Roger Gould, Pixar, Leo Burnett, 1993]), clusters
of raisins, almonds and bran flakes are launched from a cereal box to conduct a Busby Berkeley-style choreographed dance routine, before a final
dismount into a breakfast bowl.
In its divergent mode of ‘domesticated’ digital spectacle rooted in a
‘simulationist’ visual register, Pixar’s short-lived commercial cycle ultimately helps to secure a kind of ‘simulated ordinary’ far removed from
the ‘technofuturist’ imperative of mainstream Hollywood. If ‘technofuturism’ as an aesthetic ‘can barely be imagined’ outside of science-fiction cinema, then Pixar’s ‘simulationist’ brand of CG hyperrealism is anchored to
the convincing representation of recognisable locations rendered in threedimensions (the supermarket, the kitchen, the office, the playground).37 As
part of Pixar’s focus on the phenomenologically and perceptually ordinary,
industrial commodities are represented to cleanly accentuate the software’s
photo-realistic capabilities while avoiding the compositional unruliness or
‘boiling’ effects of traditional cel-animated techniques.38 This persuasive
simulation of ordinary objects situated in everyday spaces is typically framed
by a reorientation in dramatic narrative value. The crescendo moments in
many of Pixar’s commercials are disclosed through the advertised product
(coerced into a new extraordinary identity as characters with a personality)
suddenly occupying and moving through ordinary, quotidian or domestic
environments.
The possibilities engendered by Pixar’s simulation of the ordinary are
illustrated in two adverts that premiered in 1993 for the colour-changing
Jordan Magic Toothbrush (Launching Magic [Roger Gould, Pixar, 1993])
and popular citrus-flavoured soft drink Fresca (Chuckling Straws [Andrew
Schmidt, Pixar, 1993]). In the former, the virtual camera tracks slowly
down a toothbrush’s ‘body’ from the bristles, observing its sleek lines
and moulded plastic edges, but also taking in the extraordinary surface
detail achievable in hyperreal CG that is ‘just too pristine’.39 As the plastic
toothbrush transforms from red to yellow, it then writhes in all directions,
sporadically laughing and giggling at its own visual transformation. Pixar’s
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
293
thirty-second Fresca commercial is similarly committed to a practical understanding of the everyday, providing spectators with astonishing visual detail
in colour, lighting, and texture to fully support its depiction of uneventful, ordinary activity. Designed to narrativise the ‘irresistible’ taste of the
Fresca drink, the thirty-second advert is plotted around a (purportedly
male) anthropomorphic drinking straw, who follows up his desiring gaze
of another (female) straw by leaning in and, rather predatorily, drinking the
soft drink from ‘her’. The camera then pulls back to reveal another, much
larger (male) red drinking straw, ready and waiting to relieve the smaller
male of his liquid contents.
These largely silent commercials reflect the capacity of animation to
create different kinds of characters, both in their anthropomorphic register but also via the ability of the virtual camera to take in new angles
and perspectives. Each advert mines the fantasy of animation to accentuate
mundane details in ways that evoke cinema’s historical potential for ‘undramatic achievement’, activating ‘life experiences based around the routine
or repetitive, the apparently banal or mundane, and the uneventful’.40 In
many of Pixar’s commercials, everyday situations are made strange through
discourses of personification and mise-en-scène, which come together to
afford a more unusual depiction of a household object. This would, of
course, appear to challenge the de-dramatisation of narrative and stillness
normally associated with ‘undramatic’ cinema. But what Pixar’s commercials achieve is the control and intensification of everyday events, occurrences, interactions and objects. The playful treatment of domestic, massproduced products indicates that their elevation of the everyday is a highly
reflexive preoccupation with the very rhetoric of expressivity. Pixar’s commercials are alert to the dramatic possibilities of asserting significance by
stating their triumphs through the medium of animation. Actions and
objects based on realism, routine, repetition, the ‘banal or mundane, and
the uneventful’ are made culpable in helping spectators understand the
potential of the still-new medium.41 The playful movement of objects-ascharacters becomes part of the style and execution of the ordinary, rather
than necessarily a threat to it. This is because Pixar’s advertisements represent a meaningful confrontation with the everyday through these same
devices, part of how their commercials transform the quotidian through
alternative forms of organisation that invite spectators to feel greater connection with the ordinariness of the object. This is, consequently, effective
marketing: a new kind of attractive spectacle that quickly catches the eye
not through distraction, but through attention.
294
C. HOLLIDAY
A Pixar advert created for the Sun Microsystems company in 1996—
who specialised in information technology services (providing 100 highpowered computers to render images for Toy Story)—achieves a similar
effect.42 The ad depicts lively paperclips dancing in unison across a desktop workspace, before coming together to form the Sun Microsystems
logo. The paperclips’ dizzying spectacle of performance is here countered
by the cluttered workspace, while the choreographed conduct of this office
stationary is a reminder of Pixar’s focus on the abstract qualities of everyday consumer objects. As Brad Fornaciari (of ad agency Dailey & Associates) put it regarding Pixar’s style of commercial in 1990, ‘people notice
this advertising. But it’s not a case of it being too creative; they [Pixar]
really do connect it to the product’.43 The attribution of dramatic personality to the otherwise undramatic paperclips installs a spectacular visibility
within prosaic, commonplace objects. Yet here the normalisation of spectacle becomes its reduction to the tabletop, now displaced onto and filtered
through the objects and spaces of the everyday. The spectacular is both
tempered and controlled by its very interplay with the banality of the location, transformed into a spectacle that self-consciously plays with its very
identity as a spectacle at all.
Conclusion
In swerving Hollywood’s historical devotion to traditions of the spectacular in their investment in the ‘simulated ordinary’, Pixar’s commercial
projects stand as important formal explorations into the proficiencies of
computer animation. But they also illustrate how the studio’s computeranimated commercials provide the ‘missing link’ between their Academy
Award-winning shorts of the late-1980s and equally lauded feature-film
canon. When taken together, these adverts plotted an ulterior trajectory for
computer graphics, one not in thrall to the ‘technofuturism’ that defined
the comparable period of blockbuster cinema, but rooted instead in the
persuasive rendering and reproduction of everyday objects.
Beyond their contribution to Pixar’s financial and production structures, these computer-animated advertisements made in the early 1990s
ultimately inform the way we think about—if not where we look to discern—cinema’s often ambivalent relationship to technology. Pixar’s advertisements epitomise a highly chaotic period of experimentation within
the newly intersecting fields of advertising, computer graphics and popular North American cinema. In their recourse to simulating the ordinary,
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
295
Pixar’s computer-animated commercials ultimately represent a key vote in
a wider ballot on a new set of industrial practices and illustrative tools.
They bear out not just the push/pull relationship between ‘technofuturism’ and ‘simulationist’ that splintered early effects imagery, but their shift
away from Hollywood’s ambitious electronic hyperreality popularised an
aesthetic style that many commentators note would not fully arrive in mainstream cinema until later in the decade. Pixar’s adverts embody a divergent logic of representation, perhaps even a forgotten space where digital imagery hardened into new aesthetic horizons. In his account of the
progressive ‘digitising’ of moving image culture, Andrew Darley argues
that it was the ‘technical groundwork’ of Pixar’s successful short films that
paved the way for their move into feature-length computer-animated filmmaking.44 However, Pixar’s many computer-animated commercial projects
can also be understood as equally preparatory and highly significant works
important to the development and accomplishments of computer imaging
technologies.
Notes
1. Lawrence M. Fisher, “Hard Times for Innovator in Graphics,” New York
Times (April 2, 1991): D5.
2. Dietmar Meinel argues that once Pixar gained a ‘foothold in the market
for television advertisements’ in the late-1990s, they were able ‘to create
and increase revenue […] to offset its losses in the hardware and software
business’. Dietmar Meinel, Pixar’s America: The Re-Animation of American
Myths and Symbols (London: Palgrave Macmillan, 2016), 5.
3. See Karen Paik, To Infinity and Beyond!: The Story of Pixar Animation Studios (London: Random House, 2007); Eric Herhuth, Pixar and the Aesthetic
Imagination: Animation, Storytelling, and Digital Culture (Berkeley: University of California Press, 2016); and Lawrence Levy, To Pixar and Beyond
(Boston, MA: Houghton Mifflin, 2016).
4. Michael Lev, “Special-Effects Wizards Are Putting in the Overtime,” New
York Times (September 10, 1991): D17.
5. In 1991, Pixar did create four educational segments for the children’s television programme Sesame Street (Joan Ganz Cooney & Lloyd Morrisett,
1969–) all featuring the Luxo lamps from the studio’s debut short.
6. For an examination of Pixar’s ‘hyperreal’ aesthetic style of computer graphics, see J. P. Telotte, “‘Better Than Real’: Digital Disney, Pixar, and Beyond,”
in The Mouse Machine: Disney and Technology (Urbana and Chicago: University of Illinois Press, 2008), 159–178.
296
C. HOLLIDAY
7. Anon., “Commercials’ Production Sold on New Technologies,” Variety (March 24, 1993), available at: http://variety.com/1993/tv/news/
commercials-production-sold-on-new-technologies-105289/.
8. Michele Pierson, Special Effects: Still in Search of Wonder (New York:
Columbia University Press, 2002), 101.
9. See Jordan Gowanlock’s discussion in Chapter 14 of this collection for further discussion of this.
10. Robert Goldrich, “Colossal, Pixar Ink Production/Sales Agreement,” Back
Stage 30, no. 28 (July 14, 1989): 1.
11. Qtd. in Goldrich, “Colossal, Pixar Ink Production/Sales Agreement,” 25.
12. Goldrich, “Colossal, Pixar Ink Production/Sales Agreement,” 25.
13. Paik, To Infinity and Beyond! 70.
14. David A. Price, The Pixar Touch: The Making of a Company (New York:
Alfred A. Knopf, 2008), 110–111.
15. Bill Daniels, “Lucasfilm Sells Pixar Graphics,” Variety 322, no. 3 (February
12, 1986): 7.
16. Price, The Pixar Touch, 110–111.
17. Qtd. in Goldrich, “Colossal, Pixar Ink Production/Sales Agreement,” 25.
18. Anon., The Hollywood Reporter 313, nos. 1–17 (1990): 238. See also
Richard W. Stevenson, “It’s Computerized Animation—Backed by Steve
Jobs, Naturally,” New York Times (August 4, 1991): F4.
19. Colossal Pictures would terminate its contract with Pixar in 1992 when
production began on Toy Story. Pixar’s commercial division would officially
close on July 8, 1996.
20. Richard Neupert, John Lasseter (Contemporary Film Directors) (Urbana:
University of Illinois Press, 2016), 85.
21. Neupert, John Lasseter, 87–88.
22. Lev, “Special-Effects Wizards Are Putting in the Overtime,” D17.
23. Neupert, John Lasseter, 88. Pixar’s first advertisement for Tropicana Wake
Up (1989, Pixar, Leo Burnett) premiered at SIGGRAPH in 1990.
24. Tropicana—Warehouse (John Lasseter, Pixar, Leo Burnett, 1991); Tropicana—Orange Kiwi Passion (John Lasseter & Andrew Stanton, Pixar, Leo
Burnett, 1991); Tropicana—Three Fruits Dancing (John Lasseter & Pete
Docter, Pixar, Leo Burnett, 1991). See also Tony Apodaca and Darwyn
Peachey, “Writing RenderMan Shaders,” SIGGRAPH 1991 Course 21 (July
27, 1992), available at: http://pds20.egloos.com/pds/201005/30/81/
Writing_RenderMan_Shaders.pdf.
25. Paik, To Infinity and Beyond!, 56.
26. Tetrapak—Lunchbox (Pete Docter, Pixar, Lintas, 1991); Tetrapak—Daydream (Pete Docter, Pixar, Lintas, 1992). Greg Singh, Feeling Film: Affect
and Authenticity in Popular Cinema (London and New York: Routledge,
2014), 153.
27. Pierson, Special Effects, 93–136.
15
‘MOVIN’ TO A DIFFERENT BEAT’: COMMERCIAL PIXAR …
297
28. Pierson, Special Effects, 101. Stephen Prince, “True Lies: Perceptual Realism,
Digital Images, ad Film Theory,” Film Quarterly 49, no. 3. (Spring 1996):
27–37.
29. Paik, To Infinity and Beyond!, 67.
30. Qtd. in Paik, To Infinity and Beyond!, 67.
31. Robert Goldrich, “Pixar Gives Conceptual CGI Fit to Levi’s Mannequin,”
Shoot 35, no. 33 (September 19, 1994): 12.
32. Neupert, John Lasseter, 88.
33. See John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation,” SIGGRAPH ‘87, Computer Graphics 21, no. 4 (July
1987): 35–44.
34. Life Savers—Dance Club; Life Savers—Life At the Beach (Pete Docter, Pixar,
FCB/Leber Katz, 1991); Life Savers—Wacky Frootz (Mike Belzer, Pixar,
FCB/Leber Katz, 1994).
35. Lasseter, “Principles of Traditional Animation,” 42.
36. Bernice Kanner, “Imitation of Life,” New York Magazine (September 10,
1990): 22–23.
37. Pierson, Special Effects, 101.
38. See Dan Torre, “Boiling Lines and Lightning Sketches: Process and the
Animated Drawing,” Animation: An Interdisciplinary Journal 10, no. 2
(July 2015): 141–153.
39. Andrew Darley, Visual Digital Culture: Surface Play and Spectacle in New
Media Genres (London and New York: Routledge, 2000), 85–86.
40. Andrew Klevan, Disclosure of the Everyday: Undramatic Achievement in Narrative Film (Trowbridge: Flicks Books, 2000), 1–2.
41. Ibid., 1–2.
42. Sun Microsystems—Magic Desktop (Andrew Schmidt, Pixar, 1996).
43. Qtd. in Kanner, “Imitation of Life,” 22.
44. Darley, Visual Digital Culture, 83.
Bibliography
Anon. 1990. The Hollywood Reporter 313, nos. 1–17: 238.
Anon. 1993. “Commercials’ Production Sold on New Technologies.” Variety (March 24), available at: http://variety.com/1993/tv/news/commercialsproduction-sold-on-new-technologies-105289/.
Apodaca, Tony, and Darwyn Peachey. 1992. “Writing RenderMan Shaders.” SIGGRAPH 1991 Course 21 (July 27), available at: http://pds20.egloos.com/pds/
201005/30/81/Writing_RenderMan_Shaders.pdf.
Daniels, Bill. 1986. “Lucasfilm Sells Pixar Graphics.” Variety 322, no. 3 (February
12): 7.
298
C. HOLLIDAY
Darley, Andrew. 2000. Visual Digital Culture: Surface Play and Spectacle in New
Media Genres. London and New York: Routledge.
Fisher, Lawrence M. 1991. “Hard Times for Innovator in Graphics.” New York
Times (April 2): D5.
Goldrich, Robert. 1989. “Colossal, Pixar Ink Production/Sales Agreement.” Back
Stage 30, no. 28 (July 14): 1.
Goldrich, Robert. 1994. “Pixar Gives Conceptual CGI Fit to Levi’s Mannequin.”
Shoot 35, no. 33 (September 19): 12.
Herhuth, Erc. 2016. Pixar and the Aesthetic Imagination: Animation, Storytelling,
and Digital Culture. Berkeley: University of California Press.
Kanner, Bernice. 1990. “Imitation of Life.” New York Magazine (September 10):
22–23.
Klevan, Andrew. 2000. Disclosure of the Everyday: Undramatic Achievement in Narrative Film. Trowbridge: Flicks Books.
Lasseter, John. 1987. “Principles of Traditional Animation Applied to 3D Computer Animation.” SIGGRAPH ‘87. Computer Graphics 21, no. 4 (July): 35–44.
Lev, Michael. 1991. “Special-Effects Wizards Are Putting in the Overtime.” New
York Times (September 10): D17.
Levy, Lawrence. 2016. To Pixar and Beyond. Boston, MA: Houghton Mifflin.
Meinel, Dietmar. 2016. Pixar’s America: The Re-Animation of American Myths
and Symbols. London: Palgrave Macmillan.
Neupert, Richard. 2016. John Lasseter (Contemporary Film Directors). Urbana:
University of Illinois Press.
Paik, Karen. 2007. To Infinity and Beyond!: The Story of Pixar Animation Studios.
London: Random House.
Pierson, Michele. 2002. Special Effects: Still in Search of Wonder. New York:
Columbia University Press.
Price, David A. 2008. The Pixar Touch: The Making of a Company. New York: Alfred
A. Knopf.
Prince, Stephen. 1996. “True Lies: Perceptual Realism, Digital Images, and Film
Theory.” Film Quarterly 49, no. 3. (Spring): 27–37.
Singh, Greg. 2014. Feeling Film: Affect and Authenticity in Popular Cinema. London and New York: Routledge.
Stevenson, Richard W. 1991. “It’s Computerized Animation—Backed by Steve
Jobs, Naturally.” New York Times (August 4): F4.
Telotte, J. P. 2008. “‘Better Than Real’: Digital Disney, Pixar, and Beyond.” In
The Mouse Machine: Disney and Technology, 159–178. Urbana and Chicago:
University of Illinois Press.
Torre, Dan. 2015. Boiling Lines and Lightning Sketches: Process and the Animated
Drawing.” Animation: An Interdisciplinary Journal 10, no. 2 (July): 141–153.
CHAPTER 16
‘Feel Everything’: Animation, Advertising
and Affect in Cinema and Television Idents
Aimee Mollaghan
In 2006 UK based VFX studio The Mill produced a series of short animated
trailers as part of the Sky HD launch campaign under the tagline ‘Feel
Everything’, which were screened in cinemas and on television. This tagline
highlighted an intention to touch the audience on a corporeal level, to
offer them a whole-body experience that actively engages their sensorium.
Innovations in sound and image technology such as Dolby Digital and 4K
image resolution, both in the cinema and the home, have affected the way
audiences comprehend the hierarchy between sound and image, allowing
for an ambiguity between what audiovisual information they perceive and
how they perceive it. As Maurice Merleau-Ponty points out, our bodies
are our ‘general instruments’ of understanding in the world, enrobing us
with the fabrics onto which experience is woven.1 The Mill suggests that
the animation for the Sky campaign ‘was looking so fantastic with details
you felt you could reach out and touch’.2 Yet they also remind us that this
A. Mollaghan (B)
Queen’s University Belfast, Belfast, UK
e-mail: a.mollaghan@qub.ac.uk
© The Author(s) 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4_16
299
300
A. MOLLAGHAN
potential to feel the image through the eyes and ears of the audience was
nonetheless an advertisement for the spectacle of what this new technology
could provide.
Part of cinema’s allure is the promise of an experience that you cannot
enjoy at home and recent idents such as the 2015 Vue entertainment (Vue)
Sizzle Film and Vue: This is Not Cinema campaign promote the spectacular
affective qualities of Sony 4K and Dolby Digital technology particular to
Vue Cinema Theatres. This is not only limited to the cinema theatre as
related promotional strategies predicated on notions of intersensory correspondence and technological developments are increasingly drawn on by
the television industry in an era of increased competition for viewers. This
idea of intersensory correspondence is grounded in the neurological condition of synaesthesia in which the senses are crossmodally stimulated, allowing those affected by it to enjoy highly idiosyncratic experiences such as seeing sound or tasting colour. This idea of synaesthesia has long been appropriated as a metaphor by those engaged in creative practices.3 However, as
K. J. Donnelly suggests, appropriating the concept of synaesthesia in order
to discuss the relationship between sound and image in audiovisual media
also allows for an emphasis on ‘the bodily (perceptual-cognitive) aspects
of sound and image relations, where the effect is physical rather than simply analogous or metaphorical’.4 Drawing on these ideas, this chapter will
contend that these animated advertisements employ hyperreal audiovisual
aesthetics premised on the ability of technological advances and intersensory correspondence to physically affect audiences. The distinct corporeal
experience that these idents offer allows them to advertise the spectacular
qualities of cinema and HD television to both audiences and advertisers.
The continuing impetus to stimulate box office revenue has resulted in
a number of agencies such as Digital Cinema Media (DCM) in the UK
and Wide Eye Media in Ireland specialising exclusively in both the sales of
advertising space and creation of advertising content within and for cinemas.5 The mission statement for Wide Eye Media highlights a desire ‘to
create, shape and deliver interactive, high impact advertising campaigns
across cinemas nationwide’.6 Iain MacRury asserts that since the latter part
of the twentieth century an increased interest in the subjective experience
of audiences has affected the manner in which advertisers approach the
relationships between audiences and their outputs.7 Using taglines such as
‘See it. Hear it. Feel it’ and ‘Let go of your senses’,8 Wide Eye Media’s
cinema campaign foregrounds this idea of an affective corporeal encounter
grounded in intersensory correspondence. Lest we forget, however, these
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
301
are not solely perceptual events, they are also underscoring the spectacularity of the cinemagoing experience, foregrounding what the apparatus of
the black box of the cinema can deliver to both audiences and for advertisers. The campaign highlights the uniqueness of experience and technology
that only cinema can deliver; the ident complementing Wide Eye Media’s
rationale for using cinema for advertising as a way of eliciting ‘deeper brand
engagement’ through ‘emotive advertising’ in the multisensory environment of the cinema.9 With an audience seated in a fixed monocular position,
free from the incursions of contemporary life, the company suggests that
advertising in the cinema works harder for clients, eliciting greater attention and ability to remember details with an impact eight times greater
than television.10 Moreover, the company emphasises that they are targeting both advertisers and audiences stating, ‘We want Cinema goers to enjoy
a more interactive, entertaining and spontaneous cinema experience, while
advertisers now have the opportunity to unveil more dynamic campaigns
across the entire cinema environment’.11
Similar to Wide Eye Media and DCM, the Vue cinema chain, as part of
Vue International, underscores the unique benefits of cinema as a venue for
a technologically advanced multisensory experience. Vue’s holdings in the
United Kingdom include ‘271 3D screens, 11 Extreme Screens, 7 Gold
Class screens, 6 Scene Screens and Bars and 3 IMAX screens’.12 With over
150,000 seats, they own the first and third highest grossing cinemas in
the UK.13 Vue’s cinema theatres project all of their films in Sony Digital Cinema 4K for ultra-high definition pictures, which they claim offers
audiences four times more detail than standard projection systems.14 In
addition to the film, they offer audience blockbuster live event screenings
of opera, ballet, musicals, national theatre, sporting events, concert and
gaming events. As such, their success as an entertainment enterprise rests
on tempting audiences away from the comforts of their sofas and into their
cinema venues. To do this, they intentionally position themselves as a purveyor of events, drawing attention to the inimitable experience that their
cinemas with their state of the art technology can provide. This is evident
in two of their recent idents, Sizzle Film and Vue: This is Not Cinema. The
idents, produced by The Mill, explicitly foreground the spectacular affective qualities of Sony 4K and Dolby Digital technology particular to Vue
Cinema Theatres.
This advertising of cinema’s spectacular qualities is not a novel rejoinder. The idea of a ‘cinema of attractions’ premised on the spectacle of
technology and the positioning of cinema as event has proved a persistent
302
A. MOLLAGHAN
and influential way of approaching spectacle in the moving image both
academically and commercially, historically enjoying a resurgence at times
where cinema finds itself in economic peril.15 Recently, the proliferation of
competing media and increasing convergence between film and television
has seen a rise in event cinema with live screenings, CGI special effects,
high-quality 3D and franchise films employed to lure audiences back into
theatres. As Leon Gurevitch points out, the notion of the cinema of attractions with its reliance on spectacle has much in common with advertising
as early films often served as their own advertisement for the apparatus
and experience of cinema.16 In addition, he postulates that early screen
advertising was not markedly different from non-advertising films of that
period. They were often comparable in length and, like the animated advertisements under consideration here, ‘were promotional at the same time as
they were attractions to be viewed for general entertainment’.17
Further to this, these idents as products of the advertising industry,
recognise and actively gesture towards the audience. This direct solicitation
of the viewer’s attention is readily apparent in Vue’s second major ident
of 2015. Entitled ‘Vue: This is Not Cinema’, the ident juxtaposes heavily
graded live-action images with amorphous CGI animation. Nebulous gassy
light resolves into an approximation of an eye, a ‘cosmic’ eye disseminating
energy like a star radiating sun flares. These cosmic associations, the idea
of something bigger, negates the idea of the voyeuristic viewer. The image
of an eye staring back defiantly at the spectator in an acknowledgement of
their presence coupled with a direct mode of address is also foregrounded
within the Wide Eye Media ‘See it. Hear it. Feel it’ ident, which both
begins and ends with a hazy blue iris with undulating filaments hovering
in negative space.
Described by creators The Mill as ‘a bold, encompassing audiovisual
experience’,18 the Sizzle Film, also released in 2015, was designed to visualise the performance of the Dolby Atmos sound system and Sony Digital
4K projectors employed in Vue cinemas. The ident has four distinct movements to take audiences on ‘an artistic journey through four key components of the Vue Cinema’s experience: refreshments, comfort, state of the
art sound and unparalleled picture projection’.19 The first, a succession of
viscous rumbling liquid textures and hissing effervescent bubbles complemented by an ebullient, pulsating soundtrack, helps to prepare the audience
for the experience of attending a screening at a Vue Cinema. The audience
gradually becomes aware that they are viewing the interior of an ice-filled
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
303
Fig. 16.1 Frame grab from the Sizzle Film (2015) demonstrating the high definition detail rendered by the projection system utilised by Vue Cinema theatres
cup of cola. They are becoming immersed in the experience of preparing
for the cinema event, a taster of what is to come.
This preparation for the main attraction continues with the second
movement as the viewer moves from the lobby into the black box of the
cinema. The liquid cola transmogrifies into a grainy hard-textured surface,
which at first has the appearance of the scaly lamina of bark or the stratified
layers of a rock formation. It later reveals itself to be the simulated leather of
a cinema seat which becomes stitched with computer generated red thread,
a surface so rich in detail that the viewer can exteroceptively caress it with
their eyes because of the richness of the HD detail (see Fig. 16.1). The
phrase ‘Take your seat’ appears on screen as throbbing rock music fades in
allowing us to be simultaneously somatically stimulated by the vibration of
the sound. Even the experience of being inside the cinema is a heightened
event in and of itself.
The third movement demonstrates the state of the art Dolby sound system in Vue Cinemas through gleaming silver balls arranged in concentric
circles to approximate the interior of a speaker. Vibrating in tight synchronisation with the resonant soundtrack to demonstrate the somatosensory
qualities of the Dolby system (see Fig. 16.2). The final distinct movement
asks the spectator to ‘Discover Sony 4K’ as they barrel through the hazy
304
A. MOLLAGHAN
Fig. 16.2 Frame grab from the Sizzle Film (2015) visualising the Dolby sound
system available in Vue Cinemas
beam of a projector into a rotating circular metallic tunnel towards beams
of multi-coloured light that coalesce into white light as the music hits
a crescendo before the music and image contract in a stylised rendering
of gravitational collapse. The entire ident is positioned as an interstellar
ride, evoking Douglas Trumbull’s Stargate sequence from 2001: A Space
Odyssey.20 In a fashion akin to the Wide Eye Media ident, the spectator
is moving through the screen as though on a first person virtual journey.
It begins by preparing the audience for their voyage, but in fragments, as
though recalling a sense memory.
This reliance on an aesthetic rooted in cross modal stimulation is no
longer peculiar to cinema. Kindred in spirit to the Wide Eye Media campaign, The Mill, in partnership with advertising agency Venture Three,
produced five animations as part of the Sky HD launch campaign. The
idents, designed to showcase the new technology that Sky was attempting
to bring to a saturated consumer television market, utilised the tagline ‘Feel
Everything’ to explicitly draw on this idea of a haptic intersensory correspondence. The original creative brief from UK brand consultancy firm
Venture Three called for five idents for television, each based on an emotion; Intense, Euphoric, Alive, Hot and Serene. These ‘feelings’ illustrated
through pseudo-synaesthetic colour, sound and movement were combined
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
305
into a 60-second advertisement for cinema and a 30-second advertisement
for television. This brief highlights the intention to affect audiences on
a phenomenal level. Yet it also reminds us that this potential to feel the
image through the eyes and ears of the audience was nonetheless an advertisement for the spectacle of what this new technology could provide: ‘We
also wanted to reflect what HD delivers; mind-blowing detail, depth of
field and full on vibrant colour. Venture Three wanted the animations to
make your eyes bleed!’.21
As with the other idents discussed in this chapter, the Sky HD cinema
advertisement takes you on a sensory journey, the combined idents roughly
functioning as movements in music. As temporal art forms animation and
music enjoy many shared attributes such as isomorphic patterns, structure
and motion. Indeed, Don Ihde suggests that sound in fact ‘reveals time’.22
The soundtracks of the idents under consideration here helps to elucidate
and reinforce the motion and temporality of the animation. Significantly,
Stephen Bottomore asserts that ‘the portrayal of complex natural motion
was one of the aspects of early films which most impressed spectators. Water
and wave motion was particularly noticed’.23 It is perhaps, not surprising
therefore that these idents often rely on patterns of motion that echo those
of the natural world in their direct address to the audience. The ‘Feel Everything’ idents for example, directly reference the ‘textures and movements
of deep-sea creatures and microscopic organisms’.24 The hyperreal blue
aqueous textures and movements of the first movement ‘Euphoric’ contract and release on the screen, shrinking and darting into the space of the
screen to fuse with the green, kaleidoscopic plantlike figure of ‘Alive’, in the
second movement. The virtual camera moves through the figure in ‘Alive’
to reveal the mutating, writhing figure of ‘Hot’. At first this figure appears
to be a gleaming geometric flower, centrifugally rotating before unfurling
to morph into a stylised marine creature. The figure pulls away to reveal the
glowing gassy atmosphere of ‘Intense’, its pink, red, purple and blue amorphous circular forms folding and twisting back on themselves to dissolve
into the final movement of ‘Serene’. The gaseous lines of ‘Serene’ return
to the colour palette of the first movement and diffuse outwards in a wave
motion as the taglines ‘Feel Everything’, ‘Sky HD’ and ‘High Definition
TV’ slowly fade in.
Spectacle in the moving image is often aligned with an emphasis on
visuality, I would suggest however, that this is to disregard the sonic and
tactile qualities of spectacular sequences such as these. The raison d’être
of these idents is not solely the rendering of the visibility of the visible at
306
A. MOLLAGHAN
which audiences may wish to stop and stare but also the aurality of the
aural, the tactility of the tactile as they coalesce into a gesamtkunstwerk,
offering something greater than the sum of its constituent parts. It is my
contention that these animated idents are employing hyperreal aesthetics
predicated on the ability of technology to invoke affect and intersensory
correspondence in order to highlight, in an era of increased convergence
between film and television, the distinctive qualities of these media as an
attraction for both audiences and advertisers by engaging our bodies on a
haptic level.
This is apparent in Wide Eye Media’s cinema ident for its ‘See it. Hear
it. Feel it’ campaign. Echoing Vivian Sobchack’s idea of film possessing its
own body, the ident is constantly creating connections between the audience and the moving image on screen. Foregrounding its body and calling
attention to interior and exterior processes of the body as it undergoes an
affective cross modal experience; pupils contract and expand, hairs stand on
end, the circulatory and nervous systems fire. We move through vaporous
eyes, through misty nebulae, through dot particles to delicately rendered
flowers enrobed in clouds of gas. We follow the downy filaments of dandelion clocks as they disperse through a firing red-toned nervous system.
Red blood corpuscles are propelled forward through the tunnel of the circulatory system as the electrical sounds of firing synapses are followed by
the sound of a beating heart.
In haptic viewing our bodies are physically involved with the process
of looking, resting on a bodily relationship between the viewer and image
so that we are essentially touching through our eyes. I suggest that these
digitally rendered advertisements accomplish this through what musicologist Anahid Kassabian, expanding on the idea of haptic visuality, might
suggest to be auditory or haptic hearing. Hearing is a more obvious candidate for haptic perception. Audiences respond to the physical vibrations
produced by sound on a somatic level, allowing for a more direct bodily
experience. Regardless of whether sounds are audible to the human ear
or not, the vibrational qualities of sound mean that our bodies can experience it on a subconscious level creating affective atmospheres through
sonic qualities such as frequencies, volume or pitch. The pyscho-accoustic
properties of sound affect our physical, psychological and emotional states.
They are sensed and listened to through our skin, through our internal
organs. It is an embodied practice and sound technologies such as Dolby
Digital have helped to expand our ability to physically experience film sound
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
307
through our bodies due to the wider range of frequencies, dimensionality and spatialisation that advances in technology offer. This is something
that is accentuated in the Vue Cinema idents, which offer an audiovisual
realisation, not only of the Dolby digital system equipping their cinemas
but also the hyperreal definition that their Sony 4K digital projectors can
deliver, and which is unlike the softly, palpable celluloid images rendered
by analogue projectors.
Factory, a sound design and audio facility in London, were responsible
for the creation of a three-dimensional Dolby Atmos sound mix for Vue
as part of their ‘This Is Not a Cinema’ campaign, a campaign which is
continuously highlighting the spectacular immersive nature of the cinema.
Tasked with creating an ‘immersive soundscape’ using the Dolby Atmos
System, they worked with The Mill in London to showcase the fact that
Vue Cinemas are more than just cinemas, they are venues for immersive
experiences. Founding partner and Creative Director of Factory Anthony
Moore asserts,
Every sequence of the film is designed to immerse you in what Vue has to
offer as a cinema. From the outset of this project, we set about designing
our sounds so that they would fully utilise the creative possibilities offered
by mixing in Dolby Atmos. We wanted to make the cinema audience have a
physical reaction to the sound. We wanted them not only to hear it, but to
feel it.25
Interestingly, although the cinema and television idents for the Sky HD
‘Feel Everything’ campaign are generally comparable, they do enjoy different soundtracks. The cinema soundtrack utilises the much wider dynamic
and frequency ranges provided by the Dolby sound technology available
to cinema theatres than the individual television idents. For example, the
visceral sizzling sound married with the ‘Hot’ movement of the cinema
ident is replaced with a less abrasive collection of whirls and clicks for the
television version; the slow repeating low frequency booms of ‘Serene’ is
replaced by layers of mid-range repeating glissandi resolving upwards into
a celestial hum, to celebrate the coming of high definition resolution to
Sky.
This of course affects the audience’s experience of the advertisement
with the multi-channel capabilities of Dolby stereo allowing for an expansion of the world of the Sky HD cinema ident to fill the entire space of the
cinema, providing a greater illusion of space beyond the edges of the screen
308
A. MOLLAGHAN
when compared to the television idents. This increase in space results in
the reversal of the ‘cinematic hierarchy’.26 A reversal that frees the image
from the responsibility to elucidate the soundtrack to one in which the
soundtrack provides the context of the image.27 These idents, however, do
not solely reverse this hierarchy; but confuse it by disavowing the privilege
of one sense over the other. Yet one could also assert that, severed from the
necessitudes of narrative cinema with its ties to verisimilitude, these audiovisual extravaganzas enjoy an ambiguous relationship between the image,
sound and touch. The superfield of the sound provided by Dolby systems
allows the illusion of 2D images extending into the auditory domain by
the process of haptics so that the audience is essentially being physically
caressed by the sound.
This reification of sound by our bodies in addition to the unrelenting
movement of the images can also have the ability to affect our perception of
temporality. Rather than stretching temporality, trailers such as these have,
as Sobchack asserts, the potential to truncate time, accelerating temporality
to the point of quickening our blood and the ‘internal tempi’ of our physical
existence. However, what is perhaps most interesting about the temporal
perception of these idents is the sense of presentness or what Sobchack
refers to as ‘immediacy’.28 Sobchack contends that this movement in digital Dolby trailers, although experienced as ‘overwhelmingly present and
kinetically powerful’,29 possess much of the immateriality of sound. It is
this dynamic energy and seeming alteration of temporality that continues
to affect contemporary audiences, assimilating them into the somatic experience that cinema and more recently high definition television purport to
provide.
Innovations in sound technology have led to a shift in cinematic visuals,
one which in the case of these idents, can be accounted for in a greater predication on intersensory correspondence, in which the audience is invited
to haptically feel, hear and see everything. These idents, irrespective of
whether they are abstract in nature, often employ nebulous particle systems
that move differentially according to simple harmonic motion, a form of
motion exhibited by many physical systems such as vibrating sound waves
or swinging pendulums. If, as Sobchack suggests, the motion in idents such
as these, is intensified due to the visual elements being in constant flux,30
I aver that much of this flux stems not only from the mutable visual images
but also from fluctuations in the audiovisual relationship. These texts rarely
enjoy points of didactic synchronisation, rather they enjoy a loose coalescing between the sound and image.
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
309
These idents tend to rely on swirling particles constituting, deconstituting and reconstituting, fluid renders that melt, contract and release
like lava pushing its way through a lamp or hyperreal renders of exceptionally detailed materials. Rarely is the virtual camera static for even a moment,
rarely does it pause to focus on an aspect unless to highlight the spectacular technological prowess of the animator. The agencies behind these
campaigns are playing on the gap-mouthed awe at the representation of
the unpresentable or the haptic hyperreal textures that their high definition renders can engender. Further to this, they are exploiting the manner
in which sound and images can, under certain conditions, be processed
into memories across sensory boundaries, allowing for complex textured
images to be heard and expansive resonant sonic spaces to be seen when
experienced in combination with each other in an audiovisual reciprocity.
To conclude, in a bid to counter dwindling audiences, the cinema industry has found itself in a position where it is necessary to compete with new
forms of media and reposition itself from solely functioning as a theatre
for the screening of narrative films to a technologically sophisticated venue
for event cinema. This is something that broadcasters such as Sky in search
of quality audiences in increasingly crowded television and streaming markets are also seeking. By highlighting the pleasures and direct experience
to be had from their digital technology within an intimate domestic sphere
they are upending the received notion of a passive television viewer. Geoff
King states ‘If narrative offers order and coherence, moments of spectacle may offer an alternative, the illusion of a more direct emotional and
experiential impact’.31 I would however, suggest that these idents often go
beyond illusion. Harnessing the ability of advertising to manipulate attention, audiences are taken on an immersive ride, in which the boundaries
and hierarchies between senses collapse. Drawing explicitly on intersensory
correspondences, hyperreal aesthetics and the affective powers of cinema
and increasingly television, they openly address an active audience on both
the big and small screen, something that is a hallmark of the advertising
industry and something that ultimately allows for the advertising of the
spectacle and subjective experience, which can be provided by new audiovisual technology to audiences and advertisers.
310
A. MOLLAGHAN
Notes
1. Maurice Merleau-Ponty, Phenomenology of Perception (New York: Routledge, [1945] 2003), 273.
2. The Mill. http://www.themill.com/. Accessed 27 October 2017; cg + news
https://cgnews.com/5461/the-sky-is-the-limit-for-mill-3d/. Accessed 2
July 2019.
3. Aimee Mollaghan, The Visual Music Film (Basingstoke: Palgrave Macmillan,
2015).
4. K. J. Donnelly, Occult Aesthetics (Oxford: Oxford University Press,
2014), 96.
5. Interestingly both companies initially came under the banner of Carlton
Screen Advertising before the Irish and UK operations were sold, consolidated and rebranded into separate companies between 2008 and 2009.
6. http://www.wideeyemedia.com/The-Exchange/Innovations/1/.
Accessed 27 October 2017.
7. Iain MacRury, Advertising (London: Routledge, 2009), 19.
8. http://www.wideeyemedia.com/The-Exchange/Innovations/1/.
9. http://www.wideeyemedia.com/Why-Cinema/. Accessed 27 October
2017.
10. http://www.wideeyemedia.com/Why-Cinema/.
11. http://www.wideeyemedia.com/Why-Cinema/.
12. https://www.myvue.com/about-vue/about-us. Accessed 27 October
2017.
13. https://www.myvue.com/about-vue/about-us.
14. https://www.myvue.com/about-vue/about-us.
15. Tom Gunning, “The Cinema of Attractions: Early Film, Its Spectator and
the Avant-Garde,” in Early Cinema: Space, Film, Narrative, ed. Thomas
Elsaesser (London: BFI, 1990), 56–62.
16. Stephen Bottomore, “The Panicking Audience? Early Cinema and the ‘Train
Effect’,” Historical Journal of Film, Radio and Television 19, no. 2 (1999).
17. Gurevitch, “The Cinemas of Transactions,” 369.
18. http://www.themill.com/portfolio/2604/sizzle-film. Accessed 27 October 2017.
19. http://www.themill.com/portfolio/2604/sizzle-film.
20. Stanley Kubrick, 2001: A Space Odyssey, 1968.
21. Anon, Web. CG News.
22. Don Ihde, Listening and Voice: A Phenomenology of Sound (Athens: Ohio
University Press, 1976), 102.
23. Steve Bottomore, “The Panicking Audience?,” 212.
24. Anon, Web. CG News. https://cgnews.com/5461/the-sky-is-the-limit-formill-3d/. Accessed 27 October 2017.
25. Anon, Web. CG News.
16
‘FEEL EVERYTHING’: ANIMATION, ADVERTISING …
311
26. Mark Kerins, Beyond Dolby (Stereo): Cinema in the Digital Sound Age (Indiana: Indiana University Press, 2010), 86.
27. Kerins, Beyond Dolby, 86.
28. Vivian Sobchack, “When the Ear Dreams: Dolby Digital and the Imagination of Sound,” Film Quarterly 58, no. 4 (Summer 2005): 11.
29. Vivian Sobchack, 40.
30. Vivian Sobchack, 11.
31. Geoff King, Spectacular Narratives, 36.
Bibliography
Anon. 2006. The Sky is the Limit for Mill 3D. CG News. https://cgnews.com/
5461/the-sky-is-the-limit-for-mill-3d/. Accessed 27 October 2017.
Barker, Jennifer M. 2009. The Tactile Eye: Touch and the Cinematic Experience.
Berkeley: University of California Press.
Bottomore, Stephen. 1999. “The Panicking Audience? Early Cinema and the ‘Train
Effect.’” Historical Journal of Film, Radio and Television 19, no. 2: 177–216.
Chion, Michel. 1994. Audio-Vision: Sound on Screen, ed & trans. Claudia Gorbman.
New York: Columbia University Press.
Donnelly, Kevin J. 2014. Occult Aesthetics: Synchronisation in Sound Film. Oxford:
Oxford University Press.
Goodman, Steve. 2012. Sonic Warfare: Sound, Affect, and the Ecology of Fear.
Cambridge, US: MIT Press.
Gunning, Tom. 1994. “The Cinema of Attractions: Early Film, Its Spectator
and the Avant-garde.” In Early Cinema: Space, Film, Narrative, ed. Thomas
Elsaesser, 56–62. London: BFI.
Gurevitch, Leon. 2010. “The Cinemas of Transactions: The Exchangeable Currency of the Digital Attraction.” Television & New Media 11, no. 5: 367–385.
Ihde, Don. 1976. Listening and Voice: A Phenomenology of Sound. Athens: Ohio
University Press.
Kassabian, Anahid. 2013. Ubiquitous Listening: Affect, Attention, and Distributed
Subjectivity. Berkeley and London: University of California Press.
Kerins, Mark. 2010. Beyond Dolby (Stereo): Cinema in the Digital Sound Age.
Indiana: Indiana University Press.
King, Geoff. 2000. Spectacular Narratives: Hollywood in the Age of the Blockbuster.
London: I.B. Tauris.
Kubrick, Stanley. 1968. 2001: A Space Odyssey.
LaBelle, Brandon. 2010. Acoustic Territories: Sound Culture and Everyday Life.
New York and London: Continuum.
Little Black Book. https://lbbonline.com/news/factory-immerses-viewers-withdolby-atmos-mix-for-vues-this-is-not-a-cinema/.
312
A. MOLLAGHAN
MacRury, Iain. 1999. Advertising. London: Routledge.
Marks, Laura. U. 1999. The Skin of the Film: Intercultural Cinema, Embodiment,
and the Senses. Durham, NC: Duke University Press.
Merleau-Ponty, Maurice. [1945] (2003). Phenomenology of Perception. New York:
Routledge.
Mills, Brett. 2013. “What Does It Mean to Call Television ‘Cinematic’?” Television
Aesthetics and Style, eds. Steven Peacock and Jason Jacobs, 57–66. London:
Bloomsbury.
Mollaghan, Aimee. 2015. The Visual Music Film. Basingstoke: Palgrave Macmillan.
Sobchack, Vivian. 1992. The Address of the Eye: A Phenomenology of Film Experience.
Princeton, NJ: Princeton University Press.
Sobchack, Vivian. 2005. “When the Ear Dreams: Dolby Digital and the Imagination of Sound.” Film Quarterly 58, no. 4: 2–15.
Sky. 2006. “Feel Everything.” Stash 3D Animation Collection 1. [DVD] 2008.
Sky. 2006. “Alive.” http://www.themill.com/portfolio/1567/alive. Accessed 5
March 2019.
Sky. 2006. “Intense.” http://www.themill.com/portfolio/1569/intense.
Accessed 5 March 2019.
Sky. 2006. “Hot.” http://www.themill.com/portfolio/1568/hot. Accessed 5
March 2019.
Sky. 2006. “Serene.” http://www.themill.com/portfolio/1570/serene. Accessed
5 March 2019.
The Mill. http://www.themill.com/. Accessed 27 October 2017.
Vue Cinemas. https://www.myvue.com/about-vue/about-us. Accessed 27
October 2017.
Vue Cinemas. 2015. “Sizzle Film.” http://www.themill.com/portfolio/2604/
sizzle-film. Accessed 5 March 2019.
Wide Eye Media. http://www.wideeyemedia.com. Accessed 27 October 2017.
Wide Eye Media. 2014. http://www.wideeyemedia.com/About-Us/. Accessed 5
March 2019.
Index of Film Titles
A note on film titles: Wherever possible contributors have been asked to provide
relevant details about the production context of advertisements in the following format:Title (Director, Studio, Advertising Agency, Year)E.g. Headbomz (Åsa Lucander, Aardman Animations, Valenstein & Fatt, 2017)It has not been possible to
identify this information in all cases. There are several reasons for this. Archival
practices for advertising remain less developed than for other forms of media history, indicating the value of this collection in raising the awareness and importance
of these works for our historical understanding. Equally, the changing production
and institutional contexts of advertising also means these categories are not always
defined or relevant. This is especially the case for older examples where practices
did not recognise or define advertising agency, director, or even give titles to commercials. We invite readers to reflect on these historical and archival matters when
reading.
A
Abenteuer des Prinzen Achmed, Die /
Adventures of Prince Achmed, The
(1926), 74
About to Uncover (1994), 289
Abyss, The (1989), 290
Ack-Ack (1941), 152, 155
Action Photos (1991), 182
Add Abilify (2001), 199
Adventures of Andre and Wally B, The
(1984), 271
Airscrew (1940), 154
Aladdin and the Magic Lamp (1939),
62
Ali Baba and the Forty Thieves (1935),
60
Ali vs Ali (2004), 189
Amazing Place (1991), 235–237
Amazin’ Straws (1995), 291
© The Editor(s) (if applicable) and The Author(s), under exclusive
license to Springer Nature Switzerland AG 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4
313
314
INDEX OF FILM TITLES
Antz (1998), 275
Arjuna the Archer (2009), 255
B
Babies (1990), 291
Bananas? Si Señor! (1956), 24
Barcarole, Der / Barcarole, The (1924),
79, 81, 82
Battle of the Somme, The (1916), 16
Be Like Mike (1991), 183
Beavis and Butthead [Television Show]
(1993-1997), 251
Beer Mukashimukashi / Beer Long, Long
Ago (1956), 222
Bílý jelen / White Deer (1932), 171
Birth of the Robot, The (1936), 237
Blackton Sketches, No. 1 (1896), 2
Boy Who Would Make Pictures, The
(1924), 115
Brilliance (1985), 271–273, 276
Bursting (1993), 291
C
Calendar of the Year (1936), 86
California Raisins (1986), 251
Carnival in the Clothes Cupboard
(1941), 148
Charm’s BG * (1948), 23
Check Me Out (1996), 292
Christmas is Coming (1951), 73
Chuckling Straws (1993), 292
Clark’s Creamed Barley (1923), 114,
118
Cloud (2011), 199
Cold Comfort (1944), 150
Colour Box (1935), 75
Colour Cry (1952), 238
Colour Flight (1938), 237
Compost Heaps (1943), 150
Control Room (1942), 154–156
Cracks (1992), 288
Creature Comforts (1989), 253
Crime Does Not Pay (c. 1940s), 21
Crimson Tide (1995), 275
CT5 Flight Simulator (1980), 270
D
Dance of the Waterlilies (1989), 290
Dancing Cards (1990), 290
Dangerous When Wet (1953), 182
Dante’s Peak (1997), 275
Daria [Television Show] (1997–2002),
197
Dawn of Better Living, The (1945), 135
Debris Tunnelling (1943), 154, 155
Deep Impact (1998), 275
Disneyland [Television Show] (19541958), 28, 89, 91, 92, 96,
101
DNA with Ethidium (1979), 269
Dobrá kuchyně Vitello / Vitello, the Good
Cuisine (1930), 170
Dornröschen / Sleeping Beauty (1922),
81
Dot to Dot (1982), 234
15.6 Durant Motor Car, The (1923),
115
Dustbin Parade (1942), 149–151
E
Electricity and You (2011), 140, 141
Eno’s “Fruit Salt” (1923), 116
F
Fable of the Fabrics (1942), 148
Fairy of the Phone, The (1936), 81
Fantasmagorie (1908), 3
Feeling Wound Up (2010), 201
Filling the Gap (1942), 145, 146, 151,
152
Frankenstein (1992), 239
From Rags to Stitches (1944), 149
INDEX OF FILM TITLES
G
Gali Gali Sim Sim – Abrahams
[Advertisement] (2011), 253
Gali Gali Sim Sim [Television Show]
(2006-), 253
Geheimnis der Marquise, Das / Secret of
the Marquise, The (1921/22), 79,
81
Geri’s Game (1997), 284
Good News Travels Far (1930), 121
Grand Opening (1991), 288
Grand Washing Contest (1930), 121
Groove Like Mike (2015), 183
H
Hanibal v pralese / Hannibal in the
Virgin Forest (1932), 171
Hare Ribbin’ (1944), 5
Harlequin (1930), 81
HeMan and the Masters of the Universe
[Television Show] (1983-1985), 5
Hennessy’s Brandy (1923), 116
Here I Am: Be Your Own Fan (2008),
187
Here I Am: Conversations from the
Inside (2008), 187
Here I Am: Do Judo (2008), 187
Here I Am: A Short Story of a Tall Girl
(2008), 187
Here I Am: Show Me Your Dark Side
Mother Nature (2008), 187
Hourglass (1992), 289
HPO, The (1938), 75, 77–82
I
I am not a role model (1992), 184
Impossible Field (2005), 190
Impossible is Nothing (2004), 189
Impossible is Nothing: David Beckham
(2007), 191
Improve (2016), 201
315
Intermezzo (2013), 201
It’s Alive (2003), 198
J
Jája miluje čistotu / Johnnie Loves It
Clean (1932), 171
James and the Giant Peach (1996), 185
Jerry (2016), 200
Johnny Mnemonic (1995), 290
Just Imagine (1947), 16
K
Kaleidoscope (1935), 77
Kapeesh? (1989), 181
Klip—Klap (1934), 170
Knick Knack (1989), 284, 289
Kreise / Circles (1933), 61
Kubo and the Two Strings (2016), 63
Kuroi Otoko no Burūzu / Black Man’s
Blues (1964), 218
L
Lady and the Tramp (1955), 97
Last Star Fighter, The (1984), 274
Launching Magic (1993), 292
L’il Penny (1995), 185
Little Mermaid, The (1989), 288
Little Richard the Genie (1992), 182
Living Circle, The (1956), 24
Living Room (1995), 185
London, Midland and Scottish Railway
(1923), 116
Long Haired Hare (1949), 272
Long RunThe (2011), 189
Love on the Range (1938), 58
Lurpak Butter Man (1985), 251
Luxo Jr. (1986), 273, 275–277, 285,
288, 289
316
INDEX OF FILM TITLES
M
Magic Atlas, The (1935), 58, 61
Magnets (1996), 289
Middle East (1942), 153
Mitternacht / Midnight (1933), 64
Mobilising Procedure (1942), 154
Model Procedure for Water Relaying
(1942), 154, 155
Model Sorter (1943), 150
Mony a Pickle (1938), 76
Mr Dollar (1967), 37
Mr…Goes Motoring (1924), 115, 118,
119
Mrs Sew and Sew (1944), 149
Multiple Symptoms (2016), 199
Murray Mints (1955), 5
N
Nana (1926), 77
Naval Operations (1941), 153, 155
Nezapomenutelný plakát / Unforgettable Poster, The (1937),
172
Night Mail (1936), 85
Nobody, Nobody, Nobody (1988), 181
No Mars (1990), 181
N or NW (1938), 85
North Sea (1938), 76
NZ Apples (1961), 5, 37
O
On Parade (1936), 58
Orange (2006), 256
P
Pets (1993), 238
Philips Broadcast 1938, The (1938), 59,
62, 64, 65
Philips Cavalcade (1939), 59, 60, 62,
64
Pin Box (1995), 289
Pirates! In an Adventure with Scientists!, The [also known asPirates!
Band of Misfits, The] (2012), 63
Poga: Free Your Life (2001), 251
Power Unit (1937), 152
Prací přehlídka / Washing Parade, A
(1937), 171
Prevention and Control of Distortion in
Arc Welding (1945), 143
Printed Rainbow (2006), 256
Proměna strýčka Bobyho / Metamorphosis
of Uncle Boby, The (1930), 172,
173
Pump (1990), 291
Q
Quite a Package (1990), 290
R
Rabbit of Seville (1950), 5, 6, 272
Rainbow Dance (1936), 237
Reddy and Mr. Toot [Television Show]
(1972), 128
Reddy Kilowatt; The Mighty Atom
(1959), 128, 139
Reddy Made Magic (1946), 20, 128,
132, 137
Red Fish (2016), 202
Red’s Dream (1987), 285, 289
Refuse to Lie Down (2017), 203
Restoration I (2016), 200
Return of the Jungle (2018), 257
Rollende Rad, Das / Rolling Wheel, The
(1934), 77
Rōto Megusuri / Rōto Eyedrops (1962),
219
S
Sandeman’s Port (1923), 116
INDEX OF FILM TITLES
Schichtal, or Radion (1925), 171
Scientific Explanation, A (1991), 182
Seikōsha no Tokei / Seikō Watch (1953),
213, 216, 217, 219
Sesame Street [Television Show]
(1969-), 253
Shell Oil: The Story of Petroleum (1945),
20
SheRa: Princess of Power [Television
Show] (1985-1986), 5
Ship of the Ether, The (1934), 58, 64,
66
Simpsons, The [Television Show]
(1989-), 251
Sizzle Film (2015), 300–304
Sleeping Beauty, The (1938), 58, 62
Snow White and the Seven Dwarfs
(1937), 21
Space Jam (1996), 182, 184
2001: A Space Odyssey (1968), 304
Springs (1938), 152
Star Trek: Wrath of Khan, The (1982),
270, 274
Steamboat Willie (1928), 7
Strýček Boby podniká cestu aeroplánem
/ Uncle Boby Takes a Plane Trip
(1930), 172
Sukeroku (1958), 224, 225
Susie the Little Blue Coupe (1952), 99
Su Zhendong de zhongwen daziji / Su
Zhendong’s Chinese Typewriter
(1922), 4
Swinging the Lambeth Walk (1939),
237
T
Tale of the Amp Lion, The (1924), 123
2018 Terrain Reveal x The Mill
Blackbird (2017), 17
Tetsuwan Atomu / Astro Boy [Television
Show] (1963-1966), 32, 214
Texting (2016), 202
317
That Was Tyra Banks, Fool ! (1996),
186
Three Little Pigs (1933), 137
Tin Toy (1988), 285, 288
Tocher: A Film Ballet, The (1938), 73,
75
Tony De Peltrie (1985), 272, 274, 275,
277
Toot, Whistle, Plunk and Boom (1953),
92
Torys Bar (1958), 222–225
Tour of the West, A (1955), 94, 95
Toy Story (1995), 284, 286, 292, 294
Toy Story Treats (1996), 284
Trees (1952), 37, 291
Tres Caballeros (1930), 83
Tron (1982), 274
U
Uni P (1961), 219
USA in Circarama, The (1958), 95
V
Virile Games (1988), 181
V Kathakali I (1999), 251–254
Vol Libre (1980), 270, 271, 276
Voyager 2 Encounters Jupiter (1979),
270
Všechno pro trhanec / Everything for a
Scrambled Pancake (1937), 172
Vue: This is Not Cinema (2017), 300,
301
W
War in the East (1941), 153
We’ve Got Taste (1993), 292
What Ho She Bumps (1937), 58
White Wash Job, The (1929), 121
Wings (2011), 200
318
INDEX OF FILM TITLES
X
X-Ray (1993), 239
Y
2010: The Year We Make Contact
(1984), 274
You Cannot Do This (1989), 181
Z
Zauberblau, Der / Magic Pencil, The
(1925), 163
Zoloft Dot (2001), 199, 203
Subject Index
A
Aardman Animation, 5, 247, 251, 253,
257
ABC Television network, 91
Abel, Robert & Associates, 271
AbelsonTaylor Chicago Agency, 201
Abstract animation, 199
Academy Awards (Academy of Motion
Picture Arts and Sciences), 63, 69,
286
Acland, Charles R., 268
Association for Computing Machinery’s Special Interested Group
on Computer Graphics and
Interactive Techniques (ACM
SIGGRAPH), 267, 269
Acoustic role of advertising, 219
Adlets, 29, 112–116, 118, 120–123
Adressat/Audience, 84
Advertiser’s Weekly, 146
Advertising agencies, 56, 239
Advertising appeals, 117, 121
Advertising campaigns, 8, 31, 35, 61,
116, 166, 167, 174, 176, 284,
287, 300
Advertising, serial, 168
Aesthetic, 67, 156. See also Animated diagrams/Diagrammatic
sequence(s)
Affect, 15, 20, 35, 136, 180, 185, 190,
300, 305, 306
African-American, 102
After Effects, 230
Aitken, Ian, 84
Album cover art, 232
Aldrin, Buzz, 234
Ali Baba, 132
Alice, 93
Allegheny Ludlum Steel Corporation,
139. See also Spokescharacters
Allen, Michael, 276, 280
Amberg, George, 84
American Broadcasting-Paramount
Theatres (AB-PT), 91
© The Editor(s) (if applicable) and The Author(s), under exclusive
license to Springer Nature Switzerland AG 2019
M. Cook and K. M. Thompson (eds.),
Animation and Advertising, Palgrave Animation,
https://doi.org/10.1007/978-3-030-27939-4
319
320
SUBJECT INDEX
American Civil Liberties Union
(ACLU), 102
American Dairy Association, 91
American Mutual Liability Insurance
Co., 139
American Public Relations Association
(APRA), 137
Amidi, Amid, 5–6, 37, 92, 103, 104
Amplification, 189
Amsler, André, 83
Animēshon sannin no kai/Animation
Association of Three, 223
Animated Body, 202
Animated commercial displays, 116
Animated diagrams/Diagrammatic
sequence(s), 97, 145, 147,
151–156, 168, 202
Animated element, 167, 198. See also
Anthropomorphism
Animated Pictures, 113
Animation, India, 248
Animation studios, boutique, 247, 248
Anime, 27, 32, 33, 214–218, 220–225
Anime studies, 216
Animism, 8, 135
Anlass/Purpose, 84
Anthony, Scott, 81, 83, 85
Anthropomorphism, 11, 15, 18, 29,
99, 129, 134, 135, 149–151, 197,
198, 213, 291, 293
Appeal, 15, 291
Apple and Pear Marketing Board (NZ),
5
Apple Computers, 273
Ardizzone, Edward, 78
Armstrong, Neil, 234
ARPA, 274
Artisanal animation, 259
Artmonsky, Ruth, 78, 85, 157
AT&T, 271
Auftrag/Commissioner, 84
Austria, 165
Austro-Hungarian, 164, 165
Automobile manufacturers
American Motors, 91, 92, 93, 94, 99
Chevrolet, 41, 42, 82, 103
Chrysler, 92
Durant, 115
Ford, 92, 99, 101, 102
General Motors (GM), 41, 92, 99,
102, 103. See also Disney
Autonomy, 33, 79, 248, 255, 257, 259
Autopia (Disneyland attraction), 97,
99, 101
Avant-garde, 232, 238, 240
B
Baird, John Logie, 7
Baird, Thomas, 154
Balázs, Béla, 82
Baldwin, Huntley, 8
Banks, Tyra, 186
Barnes, Gov. William, 134
Barré, Raoul, 7
Barrie, J.M., 92
Barta, Jiří, 238
Basquiat, Jean-Michel, 236
Bastiancich, Alfio, 83
Batchelor, Joy, 147, 151, 156, 158,
159
Bateman, H.E., 115, 116, 120
Bates Agency, Ted, 4
Bates, Charles Austin, 13
Baxter, Neil, 84
Beckham, David, 189, 191
Beddington, Jack, 146, 147
Bell Laboratories, 270
Bell Telephone System, 95
Benjamin, Walter, 10, 39, 81, 86
Bergeron, Philippe, 272, 278
Bergfelder, Tim, 44
Berlin, 56, 67, 74, 77, 163, 167
Bernstein, Sidney, 123, 148
SUBJECT INDEX
Bert Ambrose and his Orchestra, 64
Big Pharma, 197, 198
Billboards, 17
Bill Sturm Studios, 37
Binger, O.D., 116, 124
Blackbird, 16
Black culture, 184
Black Entertainment Television (BET),
229
Blackton, James Stuart, 2
Blendo style, 288
Blinn, Jim, 270
Boddy, William, 267, 277
Boeing Research, 270
Bonzo the Pup, 119
Bottomore, Stephen, 305
Bousfield, Neil, 238
Boutique producers, 250, 257
Brabec, Jan, 165, 167
Brand/Branding, 10, 18, 31, 44, 89,
114, 116, 153, 195, 229, 230,
240, 251–253
Adidas, 180
Aeronca, 134
Air Jordan, 181
Ajax, 38
Amaron, 253
Anacin, 4. See also Pharmaceuticals
Armitage’s Chicken Feed, 116
Asahi Pentax, 218
Botany, 4
Brooke Bond Tea, 253
Chesterfield, 22
Churchman’s cigarettes, 77
Clark’s Creamed Barley, 114
Coca-Cola, 216, 217, 220, 283,
286, 289
Edo Murasaki, 224
Egg Beaters, 288
Embassy Suites, 22
Fresca, 292. See also Pixar
Gatorade, 183
321
Gillette, 271
Halo Shampoo, 38
Heinz 57 varieties, 145
Hennessey’s brandy, 113
Hershey, 291
Horlick’s, 58
Horlick’s malted milk, 56
Ipana (toothpaste), 90
Kellogg’s, 147, 289
Kelvinator, 92, 94, 135
Kodak, 115
Levi’s, 283, 286, 289, 290
Life Savers, 285, 291, 297
Listerine, 283, 291
Lux (laundry flakes), 147, 148
M&M, 20
Mauxion praline, 81
McDonald’s, 289
Motts Apple Juice, 38
Nash Rambler, 93. See also
Automobile manufacturers
Nestle’s Milk, 113
Nike, 179
Nivea, 79, 81
Nutri Grain cereal. See Pixar
Optrex, 273
Overland Motor Car, 116
Persil, 121
Peter Pan Peanut Butter, 90. See also
Derby Foods
Pilot’s Matches, 16
Pinnace Cigarettes, 119. See also
Bonzo the Pup
Pirelli, 116
Reebok, 187
Rinso, 21, 38, 56, 147
Rosarita, 290
Schaefer Beer, 3
Schicht, 164
Seikō, 213, 214, 217
Shredded Wheat, 134
Smirnoff Vodka, 253
322
SUBJECT INDEX
Sunbeam Bread, 38
Super Suds, 38
Tetley Tea, 38
Tide, 271
Top Ramen, 253
Torys Whiskey, 222
Toys ‘R’ Us. See Pixar
Trident Freshmint Sugarless Gum,
290
Trix, 90
Tropicana, 283, 288, 289, 291, 292,
296
7-Up (soft drink), 90
Vitello lard, 170, 171
Volkswagen, 289
Waterman’s Ink, 16
Brer Rabbit, 93
Bristol Museum and Art Gallery, 76
Britain, 5, 16, 28, 74–76, 81, 83, 111,
112, 117, 122, 124, 146, 214
British Empire, 83
British Ministry of Information (MoI),
30, 136, 145
Britten, Benjamin, 75
Broadcast Arts (later Curious Pictures),
234
Broadcast television, 232
Broadway, 113
Brooke, Michael, 76, 77, 85
Brown, Ken, 234
Brown, Maxine, 274
Brown, Rex, 131
Brussels World’s Fair (Expo 58), 95,
101
Bryher, Winifred Ellerman, 76, 84
Budapest, 56, 67, 164
Bunny, Bugs, 7
Bunny, Lola, 184
Burnett Agency, Leo, 291, 292
Burnett, Ogilvy and Mather Agency,
18
Burns, Robert, 76
BuzzCo Associates, 233. See also
Perpetual Motion Pictures
C
Calder, Emma, 238
Callcott, Margaret F., 18
Calling Forth, 31, 179, 185, 186, 189
Camera, virtual, 289, 293
Capitalism, 238
Caravel Films, 7
Cargnelli, Christian, 44
Caricatures, 5, 59
Carpenter, Loren, 270, 274, 278
Cartoon Films, 7
Cartoon Network, 251
Cartoon panels, 5
Cascade Pictures, 37
Cat & Crossbones Productions, 234
Catchphrase, 5
‘BBBBB—OOOOO!!’, 5
‘Better Things for Better Living…Through Chemistry’,
135
‘electrical servant’, 129
‘Feel Everything’, 299, 305, 307. See
also Sky HD
‘Go Electric’, 140
‘Going… going… gone’, 5
‘I’ll be your dishwashing man’, 140.
See also Kilowatt, Reddy
‘Impossible is Nothing’, 189
‘I Want My MTV’, 233
‘Just Do It’, 187
‘Let go of your senses’, 300
‘Live electrically and enjoy the
difference’, 135. See also
Kilowatt, Reddy
‘Put a tiger in your tank’, 18
‘See it. Hear it. Feel it’, 300. See also
Wide Eye Media (Ireland)
‘Take your seat’, 303. See also Vue
SUBJECT INDEX
‘This Is Not a Cinema’, 307. See also
Vue
‘too-good-to-hurry-mints’, 5
‘Too late for Herpicide’, 5
‘What’s your horsepower?’, 134
‘Your Electric Servant’, 129. See also
Kilowatt, Reddy
Caterpillar Tractor Co., 139
Catmull, Ed, 270
Cavalcanti, Alberto, 84
Cel animation, 22, 64, 102, 103, 170,
214, 273
Celluloid, 7
Central Europe, 166
Chad Associates, 7
Chand, R.K., 258, 262
Channel [V], 248, 251, 252, 260
Character animations, 97, 99, 287, 291
Chaudhuri, Arnab, 248, 254, 260
Children’s Television Workshop, 232
Ciarlo, David, 9
Cinads, 29, 112–118, 120–124
Cinderagella. See Fairy tale
Cinema exhibition, 26, 267
Cinema idents, 306, 307
Cinema of Attractions, 276, 301, 302
CinemaScope, 97
Circarama, 94, 95
Circulation, (Inter)national, 56, 62
Civil Defence Service (UK), 154
Civil Rights Act (1964), 102
Clark, Kenneth, 146, 157
Clay animation, 253, 257
Clements, Jonathan, 214, 226
Cohl, Emile, 3
Coldstream, William, 81
Collins, Ashton B., 42, 127, 135–137,
143
Colossal Pictures, 234, 285, 287, 296
Colour, 75, 235
Comics
Amar Chitrakatha, 254
323
Comic strips, 5, 62, 136
Commercial Advertising Bureau, 2–3
Commercial Art, 114
Commodity fetishism, 9
Communality, 258
Computer Animation Production
System (CAPS), 288
Computer Generated Imagery (CGI),
201, 285, 288, 302
Computer-Aided Design (CAD), 289
Confectionary/Candy advertising, 291
Congress of Racial Equality (CORE),
102
Cook, Malcolm, 28, 35, 37, 38, 251,
261, 273, 279
Coolie, 132, 140
Counterculture, 239
Cowan, Michael, 10, 15, 39, 78, 80,
83, 86
Cox, Sarah, 238
Crafton, Donald, 3, 7, 36, 38, 61, 69
Crafts, Lisa, 234
Cranston-Csuri Productions, 271
Creative practice, 56, 63, 259, 300
Creative Revolution, 40, 239
Crown Film Unit, 74
Crutchley, E.T., 78, 84
Cullity, Jocelyn, 253, 260
Curious Pictures. See Broadcast Arts
(later Curious Pictures)
Czechoslovakia, 67, 163, 165, 166
D
Darley, Andrew, 295
David, Sky (Dennis Pies), 234
DeFanti, Tom, 269
De Klerk, Nico, 39
Demonstration animations, 287
Deneroff, Harvey, 253, 260
Denison, Rayna, 214–216, 223, 226
Dentsū Eigasha Agency, 213, 217,
219, 222
324
SUBJECT INDEX
Depression. See Pharmaceuticals
Derby Foods, 91, 92
Dermatophyte (nail infection), 199
Desalle, Delphine, 187, 188
Design, 237
Deulig (Berlin), 163
Deutsch Inc. NYC Agency, 199
de Vere, Alison, 5
Diagram Sequence, 151, 155.
See also Animated diagrams/Diagrammatic sequence(s)
Dichter, Ernest, 13
Dickinson, Thorold, 77
Digital Cinema Media (DCM) (U.K),
300
Digital Domain, 275
Digital Effects, 271
Digital Productions, 271
Digitales, 258, 262
Dilution, 185, 190
Direct-to-consumer ads (DTC), 196,
197
Disney, 9, 27, 28, 57, 61, 89–103,
128, 132, 135, 137, 146, 147,
149, 182–184, 250, 251, 273,
288
Disney, Walt, 3, 21, 89, 90, 94, 102,
103, 137, 157, 287
Disneyland, 28, 90, 91, 94, 95, 97–101
Dispositif, 169
Dixon, Bryony, 78, 79, 85
Docter, Pete, 284, 289
Documentary film, 171
Documentary Movement, 145–147,
154
Documentary News Letter, 145, 151,
155, 157–159
Dodal, Karel, 167, 168, 172, 175, 176
Dolby, 35, 299–301, 303, 306–308
Dolby Atmos, 307
Dolby digital, 308
Dolby Sound, 303, 307
Donnelly, K.J., 300
Doordarshan, 251, 252
Dougherty, Peter, 231, 233, 236–238,
242
DreamWorks, 250, 275, 277
Drugs. See Pharmaceuticals
DTC advertising, 197, 204
Duck, Daffy, 184
Duck, Donald, 21, 93
Dufaycolor, 75, 78
Dumala, Piotr, 238
Dunning, George, 5
DuPont, 7, 135
E
Earle, Eyvind, 97
Easdale, Brian, 78
Eastman, Tony, 234
Edison Institute, 136
Edison, Thomas, 128
Educational, 153, 155
Educational films, 135, 156
Eggeling, Viking, 237
Eindhoven, 56, 62, 64, 66, 67, 167
Eisenhower, Dwight D., 95–97, 105
Eisenstein, Sergei, 9, 15, 38–40, 221
Electrical spokescharacter, 139. See also
Kilowatt, Reddy
Electricity, 138
Electricity, as modernity, 18–19, 29,
132, 134, 135
Electric signs, 111–113, 116, 117,
119, 122
Elektra Film, 37
Elliott, Graham, 234. See also Cat &
Crossbones Productions
Elsaesser, Thomas, 66, 70
Elton, Arthur, 153
Emotional, 12–15, 22, 31, 35,
117–121, 167, 188, 191, 192,
199, 306, 309
SUBJECT INDEX
Enchanted Tiki Room, 132. See also
Disneyland
Engelbart, Douglas, 268–271
Entertainment, 7, 12, 15, 16, 21, 27,
29, 55, 57, 58, 60, 61, 68, 78, 81,
97, 99, 113, 114, 120, 121, 140,
148, 150, 152, 156, 158, 285,
301, 302
EPOK, 3, 21
Eshbaugh Studios, Ted, 7
Ethnographic scholarship, 248
Evans, David C., 270
Exhibition sites, 62, 147
Exhibitors, 147
Exner, Virgil, 92
Expanded animation, 131
Experimental animation, 33, 147,
230–232, 234, 238, 239
Exxon, 18, 102
F
Factory (sound design and audio
facility), 307
Fairy tale, 74, 82, 148, 164, 172
Famous’s House of Animation,
251–254, 262
Fanzines, 232
Farnsworth, John, 7
Fat, 31, 163, 164, 173. See also Schicht
Company
Faught, Millard, 20, 21, 42
Federal Housing Association (FHA),
135
Federal-Aid Highway Act, 95
Felix the cat, 3, 22, 120
Filmfair, 37
Film sound, 306
Films Division, 145–147, 157, 250
Fine Arts Films, 37
First World War, 61, 112, 164
Fischinger, Oskar, 7, 56, 61, 219, 237
325
Flaig, Paul, 168
Fleischer Bros. Studio, 57, 182, 184
Fleischer, Max, 182
Fletcher Smith Studios, 38
Flintstone, Fred, 7
Florin, Bo, 39
Folklore, 82
Food and Drug Administration (FDA),
196, 197, 200, 202, 205
Fordism, 168
Fornaciari, Brad, 294
Foucault, Michel, 10
Fractals, 270
Franklin, Benjamin, 128, 131
Freedman, Mrs. Claudia, 85
Fudd, Elmer, 182
Furniss, Maureen, 7
G
Gaines, Jane, 90, 103
Gantray-Lawrence Animation, 37
Galt, Rosalind, 27, 44, 79, 80, 85
Garfield, 22
Gasparcolor, 64
Gaudreault, André, 112, 122
Gender, 129, 132
General Electric, 135
Genie, 18, 140, 182
German film industry, 56
German Ministry of Transport, 74
Germany, 4, 56, 63, 67, 74, 77, 166
Gerow, Aaron, 222, 227
Gifford-Kim Animation, 37
Ginza district (Tokyo), 214
Glass (materiality), 66
Glimpsograph, 113
Glycerin, 164
Godfrey, Bob, 5
Gold Greenlees Trott Agency, 251
Golden Gate International Exposition,
90
326
SUBJECT INDEX
Goodman, Alan, 233, 234, 240
Goofy, 183
GPO Film Unit, 28, 73, 75, 80, 83, 84
Grabher, Gernot, 255, 257, 260, 261
Granass, Bruno, 163
Graphic arts, 232
Graphic design, punk, 235
Great Empire Exhibition 1938,
Glasgow, 76
Green, Doris M., 85
Greetings Telegrams, 77, 78, 80
Grey New York Agency, 200
Grierson, John, 73, 76, 77, 152, 158
Grieveson, Lee, 101, 105
Griffin, George, 230
Groskopf, Jeremy, 5, 16, 37, 103
GSW New York Agency, 202
Guggenheim, Ralph, 286, 287, 291
Gunning, Tom, 104, 168, 175, 276,
279, 310
Gurevitch, Leon, 277, 280, 302, 310
Gurr, Robert (‘Bob’) Henry, 99, 105
Gutierrez, Gary, 234. See also Colossal
Pictures
H
Halas and Batchelor, 5, 30, 145,
147–152, 156
Halas, John, 147, 148, 150, 151, 158,
159
Hand-made aesthetic, 236
Hand of the animator, 163, 219
Haney, Ged, 238
Happ, Alfred, 84
Haptic, 308
Haptic visuality, 306
Hardaway, Penny, 185
Harris, Samuel, 105
Hediger, Vinzenz, 39, 268, 277
Hershey, Frank, 92
Highways, 96
Hilberman, David, 37
Hilton, Stuart, 238
Hodgson, Jonathan, 238
Holiday with Light Show (1964), 131
Hollywood animation studio, 283
Hollywood cinema, 35, 276, 285, 290,
294
Honda, 97
Hope, Bob, 136
House style, 284. See also Pixar
Hudson, 92
Humour, 149, 231
Hungary, 165
Hurrell, Phyllis, 90
Hyde, Miss I.M., 85
Hylton, Jack, 64
Hyperreal aesthetic, 284, 292, 306,
309
I
Iceman (Image Computing Environment), 288
Ident, 1, 33, 35, 229–235, 237–240,
248, 253, 255, 300–302, 304–309
Ihde, Don, 305
Iijima, Tadashi, 218, 219, 226
Image West, 271
Inbetweening, 64
Indian animation, 259
Indigenous, 249
Industrial design, 93
Information International Inc., 271
Ink Tank, The, 234
instructional animation, 156
Intermediality, 8, 26, 28–30, 56, 62,
93, 112, 128, 134, 139, 164, 169
International Rocketship Limited, 234
Intersensory correspondence, 35, 300,
304, 306, 308, 309
Interstitial, 231, 241, 248, 249,
251–254
SUBJECT INDEX
Italy, 164, 165
Ivens, Joris, 65
Iwerks, Ub, 3, 22, 94, 104
J
Jordaan, L.J., 64, 69, 70
Jam Handy Organisation, 6, 41
James, Margaret Calkin, 85
Jardine, Alex, 85
Jenkins, C. Francis, 2
Jennings, Nicholas, 235
Jingles, 5
Johnson, Flip, 235–237
Jones, Chuck, 5, 6, 271
Jordan, Michael, 181
K
Kansas City Slide Company, 90
Kassabian, Anahid, 306
Kawamoto, Kihachirō, 222
Key poses, 64
Kilowatt, 29, 128–132, 134, 138, 139
Kilowatt, Reddy, 18, 19, 29, 30,
127–134, 136–139, 140, 141. See
also Spokescharacter
Kimball, Ward, 92
Kinchin, Juliet, 84
Kinchin, Perilla, 84
King, Geoff, 309
Kiwanis, 131, 137
Klein, Jon, 231, 236
Klein, Norman M., 7, 104
Knotts Berry Farm, 95
Koh-i-noor Hardmuth Company, 163
Kohner, Paul, 57, 69, 70
Kucia, Jerzy, 238
Kugel, Candy, 233, 234, 241, 242
Kumaresh, Vaibhav, 251–255, 257,
261
Kuri, Yōji, 223
327
L
Labour, 9, 24, 29, 64, 121, 129, 132,
140, 189, 248
Lachapelle, Pierre, 272, 273, 278
Laika, 63
La Mantia, Simona, 187–189
Langlois, Daniel, 272, 274
Language versions, 61, 62, 164
Lantz, Walter, 20, 21, 128, 132, 135,
137–139, 142, 143
Lasseter, John, 273, 279, 284, 285,
288, 290, 291, 297
Lawrence Livermore National
Laboratory, 270
Leaf, Caroline, 230, 261
Lears, Jackson, 8, 142
Lee, Spike, 181, 182, 185, 189
Leigh, Douglas, 3, 21
Leiss, William, 14
Leslie, Esther, 10
Lev, Michael, 288, 295
Licensees, 137
Lieberman, Jerry, 234
Light bulbs, 66
Limited animation, 214, 217, 222–225
Lions’ Club, 137
Logo, 66, 81, 98, 164, 166, 197, 203,
213, 229–231, 234, 235, 239,
248, 252, 271, 274, 276, 291,
294
London Film Society, 77
Lord & Taylor agency, 13
Lord, Peter, 63
Loter, Jim, 15
Low, Rachael, 75, 84, 85
Lucasfilm, 270, 272–274, 284, 286
Lucasfilm Computer Graphics Group,
271, 274
Lundy, Dick, 138
Lye, Len, 75, 77, 83, 85, 237
328
SUBJECT INDEX
M
MacKay, John, 4
Mackendrick, Alexander, 148
MacRury, Iain, 300
MAGI, 271
Magic, 168, 172
‘Magic Highway, U.S.A.’, 89, 96, 97,
101
Magic Skyway, 101, 102
Malhotra, Natasha (VP and Exec.
producer, MTV India), 251
Manabe, Hiroshi, 223
Mander, Kay, 156
Manga, 221, 224, 225, 235
Manhattan Design (Frank Olinsky, Pat
Gorman and Patty Rogoff), 231
Manovich, Lev, 230
Mansell, James G., 83
Manvell, Roger, 84, 85, 158, 159
Marchand, Roland, 14
Marionette, 131, 169, 172
Marketing strategies, 56
Marsden, W.H.E., 113, 123
Marvin the Martian, 182
Marx, Karl, 9
Mass audience, 166
Mass Observation, 150, 153
Mass psychology, 136
Mat service, 142
Materiality, 56, 308
Mattel, 5
Max, Nelson, 269
McCann HumanCare Agency, 199
McCarthy, Charlie, 136
McCay, Winsor, 3, 9
McFall, Liz, 10
McGee, Fibber and Mollie, 136
McGrath, Judy, 231, 234
McIntosh, John, 275, 276, 279
McLaren, Norman, 75
Mechanization, 132, 167
Media mix, 33, 215, 223
MedienVerbund, 66
Memphis Milano art movement, 234
Mengelberg, Willem, 59
Merleau-Ponty, Maurice, 299
Messmer, Otto, 3, 21
Metamorphosis, 8, 163, 167
Mickey Mouse Club, 90
Middleton, C.H., 150
Mieder, Wolfgang, 82, 86
Mihailova, Mihaela, 4
Miki, Norihei, 224
Mill, The, 16, 17, 299, 301, 302, 304,
307
Ministry of Information (MoI), 146,
250
MIT Architecture Machine Group, 269
Mitsubishi, 219
Mobile film units, 147
Mochinaga, Tadahito, 216, 222
Modernity, 9, 65, 129, 132, 135, 141,
167, 169
Modernization, 173
Mohan, Ram, 250
Montage (televisual), 221
Moritz, William, 64, 69
Morrow Films, 5
Morse, Deanna, 230
Moses, Robert, 101
Moss Empire, 112
Moss, Graham, 84
Mouris, Caroline, 230
Mouris, Frank, 230
Mouse, Mickey, 7–8, 21, 22, 93, 128,
146, 182
MTV Europe, 230, 233, 236, 237
MTV Generation, 230
MTV India, 251–253, 261
Mulloy, Phil, 238
Multilingual, 163, 165
Multinational, 163, 165, 172
SUBJECT INDEX
Music Television (MTV), 33, 197,
229–236, 238–241, 243,
251–253, 286
Music videos, 230
Mutt and Jeff, 7, 120
Mutual Telephone Co. of Hawaii, 139
N
Nakai, Kōichi, 222, 227
National Fire Service, 154
Nazi/Nazis, 13, 137
Negroponte, Nicholas, 269, 278
Neo-artisanal production, 249
Netherlands, 56, 61, 62, 64, 67, 68
Neupert, Richard, 38, 287, 296, 297
New Deal, 136. See also Roosevelt,
Franklin Delano (FDR)
Newland, Marv, 230. See also
International Rocketship Limited
New York Institute of Technology, 273
New York World, 2
New York World’s Fair, 1939, 101,
102, 128
New York World’s Fair, 1964, 99, 101,
102, 128, 131
New Zealand, 5, 44, 196
Nickelodeon, 229, 251, 286, 290
Nihon Terebijon (‘Television Corporation of Japan’), 215
Non-theatrical, 11, 147, 154
Nostalgia, 1
Noyes, Jr., Eli, 234
Numann, Sies, 58, 66
NYU students, 234
O
Oakes, Steve, 234. See also Broadcast
Arts (later Curious Pictures)
Ōfuji, Noburō, 222
Ogilvy, David, 13
Ohmer, Susan, 90, 103
329
Olive Jar Studios, 234
Omnibus Computer Graphics, 271
oN-Line System, 268, 269
Oreb, Tom, 93
Organisational authority, 257
Ortner, Sherry, 258, 262
Oshidar, Cyrus, 251–253
Oxberry animation stand, 235
P
Pacific Data Images Inc., 271, 288
Packard, Vance, 14
Pai, Anant, 254
Paik, Karen, 286, 289, 290, 295–297
Paint on glass animation, 238
Pal Studio, 56, 58
Pal, George (György Pál), 27, 55,
57–60, 62–66, 68–70, 148, 167
Palfreyman, Rachel, 83
Para-site, 231, 239
Paris, 56, 58, 67
Parke, Frederic, 269, 274, 276, 278
Parker, Osbert, 238
Park, Nick, 253
Parry, John, 238
Patent, 63, 70
Payson, John, 231, 235
Perceptual realism, 290
Perpetual Motion Pictures, 234. See
also BuzzCo Associates
Personality, 129
Personification, 18, 196, 202, 205, 291
Peterson, Bob, 284, 289
Petrolle, Jean, 84
Pharma. See Pharmaceuticals
Pharmaceuticals, 1, 22, 31, 196–198,
204, 205
Abilify, 199
Botox, 203, 204
Intermezzo, 201
Lamisil, 198
330
SUBJECT INDEX
Lunesta (sleeping drug), 200
Myrbetriq (bladder medication), 203
Pradaxa (heart/stroke medication),
202
Pristiq, 201
Trintellix, 199, 201
Trulicity, 200
Zoloft, 197, 203
Phenomenology, 35, 290
Philips, 27, 56, 58, 61, 62, 64–67
Philips Co. (Netherlands), 56
Philips Company Archives, 70
Piccadilly Circus, 1, 3, 113, 116, 119
Pierson, Michele, 290, 296
Pig, Porky, 184
Pilling, Jayne, 86
Pinboard animation, 231
Pinkava, Jan, 284, 292
Pinocchio, 93
Pinschewer, Julius, 4, 36, 56, 65, 74,
79, 80
Pittman, Robert, 240
Pixar, 26, 34, 273, 277, 283–295
Pixar Image Computer, 273, 287
Playhouse Pictures, 6
Plympton, Bill, 230, 261
Pop music, 232
Popeye the Sailor, 128. See also
Fleischer Bros. Studio
Popular culture, 29, 44, 74, 128, 140,
182, 230, 240
Popular science, 168
Post Office, 75–77, 81
Posters, 8, 21, 29, 31, 111, 112, 114–
118, 120, 122, 128, 164–166,
169, 172, 232
Postmodernism, 235, 240
Potterfield, Cary, 291
Powers, John, 13
Prague, 56, 67, 167
Prelinger, Rick, 11
Price, David A., 286, 296
Prince, Stephen, 290
Print advertisements, 67, 111, 112,
114, 115, 118, 120, 128, 164,
196, 205
Production culture, 248, 254, 284
Promotion (promo), 2, 4, 16, 17, 22,
28, 79, 90, 91, 95, 97, 101, 103,
131, 171, 234, 236, 267
Promotional toys, 169
Propaganda, 11, 12, 16, 20, 21, 30,
57, 77, 93, 135, 146, 147, 150,
152–157
‘Propaganda Centrale’ (Philips
Advertising Department), 66
Propp, Vladmir, 82, 86
Proprietary hardware, Pixar, 289
Proto-animatronic, 131
Psychedelic, 232
Psychology in advertising, 13
Publi-Ciné (France), 7
Publicity, 7, 61, 62, 66, 67, 82, 91,
101, 111, 121, 146, 147, 152
Public relations animation, 156
Puppet, 62, 63, 219
Puppets, colored, 65
Puppetoon, 63
Pyralin, 8
Q
Quantel Paintbox, 234
Quay Brothers, 235
Quotidian, 293
R
Race, 132
Ramblers, The (band), 64
Ram Mohan Biographics (Mumbai),
250
Ranft, Joe, 284
Rao, Gitanjali, 249, 256, 261
Rational, 117, 167, 168
SUBJECT INDEX
RCA, 64
Real Time Designs, 271
Realism, 293
Reception, 29, 30, 57, 58, 74, 77, 82,
113, 150, 224
Reddy Electric, 20, 136, 138–140
Reddy Kilowatt and His Friends,
(Comic Book series), 128
Reddy Kilowatt Guidebook, 138
Reddy Kilowatt Youth Clubs, 136
Reddy News, 127, 131
Reddy Remarks mat series, 132
Reddytoon, 140
Reeve, Rosser, 4
Reflexivity, 170
Reiniger, Lotte, 4, 27, 28, 56, 73–86
Remaco, 56
RenderMan software, 284, 288–290
Renoir, Jean, 77
Rhythm & Hues, 250, 288
Richfield, 97–99. See also Richfield Oil
Corporation
Richfield Oil Corporation, 97
Richter, Hans, 65, 237, 242
Robidoux, Pierre, 272
Robinson, Phil, 198
Robinson, William Heath, 115, 120,
123
Rock and roll, 230, 237
Rock, Chris, 185
Rodker, Francis, 30, 147, 152–156,
158, 159
Roosevelt, Franklin Delano (FDR),
136
Rosenthal, Peter, 234. See also
Broadcast Arts (later Curious
Pictures)
Roska Healthcare Advertising, 203
Rossini, Gioachino Antonio, 75
Rotary, 131, 137
Rotha, Paul, 148, 157
Rotoscoping, 197
331
Royal College of Art, London, 238
Ruddell, Caroline, 85
Russett, Robert, 232
Ruttmann, Walter, 4
S
Saatchi & Saatchi Agency, 199
Sabiston, Bob, 230
Sanders, Nicola, 187, 188
San Francisco, 90, 185, 189, 234, 285
Sand animation, 231
Sargeant, Amy, 85
Scenic Film Company, 5
Schicht Company, 164
Schichtův posel/Schicht’s Courier,
169. See also Schicht Company
Schnall, John, 239, 243
Schwitters, Kurt, 82
Scientific demonstrations, 267
Scott, Dr. Walter Dill, 13
Scratch/paint on film animation, 231
Second World War/War effort, 6, 21,
29, 56, 90, 99, 135, 139, 149,
150, 153
Seibert, Fred, 33, 229–234, 240–242
Self-funding, 256, 257
Self-reflexive, 164
Selick, Henry, 185, 230, 291
Serial advertising, 166
Servant, 127, 129, 130, 134, 139
Service, Reddy Kilowatt (RKS), 131,
139
Sesame Street, 232
Shanken, Andrew, 135
Sharapova, Maria, 187, 188
Sharma, Chetan, 255, 261
Shell Co., 146, 154
Shell Film Unit (SFU), 30, 147, 152
Shell-Mex, 118, 146
Shemannikin, 113
Sherman, Arlene, 232
332
SUBJECT INDEX
Shimada, Atsushi, 221, 222
SIGGRAPH, 34, 268–272, 274, 275,
277, 288
Signage, 17, 21, 128, 235
Silhouette, 74
Simpson, Ida Mackintosh, 85
Simulationist, 290, 292, 295
Simulationist aesthetics, 291
Sky HD, 299, 304, 305, 307
Slapstick, 168, 169, 173
Slave, 132, 133
Slide, Anthony, 11
Slogans. See Catchphrase
Smith, Albert E., 3
Smith, Alvy Ray, 270, 271, 278
Smith, Marc Kitchen, 238
Sobchack, Vivian, 15, 41, 306, 308,
311
Sofian, Sheila, 235
Softimage 3D animation software, 274
Solar, Jiří, 167
Somatic experience, 306
Somer, Debroy, 64
Sonic, 305
Sony Digital 4K projectors, 302
Sound and colour systems, 64
Sound recording, 64
Sound technology, 299
South Western Bell Telephone, 271
Special effects, 16, 276, 285, 302
Spectacle, 21, 35, 94, 117, 181,
191, 217, 267, 289, 292–294,
300–302, 305, 309
Spice, Evelyn, 85, 86
Spirig, Nicola, 187, 188, 191
Spokescharacter, 4, 17, 127, 165, 167,
172
Abel Grasshopper, 134
Allegheny Al, 139
‘Bublín’—Bubbleman, 165, 167
Captain Raid, 4
Coca Cola Polar Bears, 20
Count Chocula, 18
Danny Thunderbolt, 134
Diesel, Danny, 139, 140
Elektro and Sparko, 134
Elsie the Cow, 139
Esso Oil, 134
Field, Professor Rich, 97
Friskies dog, 4
Gillette Blue Blades, 4
Hamm’s beer Bears, 4
Jolly Green Giant, 18, 139
Kilowatt, Reddy, 18, 19, 29, 30,
127–134, 136–139, 140, 141
Lambie, 4
Michelin Man (Bibendum), 18
Mr. Clean, 4
Mr. Peanut, 18
Norihei character (Miki Norihei),
224
Philippa Ray, 62
Quaker Oats Man, 18
Smart Housewife, 167, 170
Snap, Crackle and Pop, 18
Uncle Boby, 165, 167, 171
Willie Wiredhand, 139. See also
Schicht Company
Sponsored film, 11
Stack, Walt, 179
Standard Oil, 90
Stanton, Andrew, 284, 288–290
Stargate sequence, 304. See also 2001:
A Space Odyssey (1968)
Starr, Cecile, 232
StarTV, 251
Station identification (ident), 248, 251,
254
Steinberg, Marc, 214–216, 222, 223,
226, 227
Stephenson, Ralph, 84
Stewart, Jez, 156, 158, 159, 214, 226
Stop-motion animation, 16, 27, 63,
185, 216
SUBJECT INDEX
Studio Eeksaurus, 249, 251, 257, 258,
262
Substitution technique, 63
Sun Microsystems, 294, 297
Suntory, 222
Superman, 138
Suresh, E., 251, 253, 255, 258, 262
Sutherland, Ivan, 270
Sutherland, John, 16, 24, 128, 139
Švankmajer, Jan, 181, 235
Svozilová, Svêtla, 170
Synaesthesia, 300
T
TAARNA animation software, 272
Tactile, 305
Takahashi, Drew, 234, 242. See also
Colossal Pictures
Takano, Kōhei, 226
Tatar, Maria, 86
Tauber, Richard, 59
Taylorism, 168
Tech Demo, 34, 267–271, 274–277
Technicolor, 20, 43, 64, 128
Technofuturism, 285, 290, 292, 294,
295
Technology, 2, 15–17, 30, 35, 42,
44, 56, 63–65, 67, 80–82,
94–96, 134, 168, 196, 234, 248,
267–277, 283, 286–288, 290,
294, 295, 299–301, 304–309
Telephone, Tommy, 16. See also
Spokescharacter
Television, 2, 4–8, 11, 21–22, 24, 26,
28, 29, 32–33, 35, 61, 89–92, 94,
98, 101, 128, 135, 139, 170, 181,
185, 186, 196, 206, 213–225,
230–232, 239, 240, 247–251,
253, 256, 268, 271, 274–276,
284, 286–288, 291, 299–302,
304, 306–309
Telotte, J.P., 104
333
Terkuhle, Abby, 231, 233–235, 242
Terry, Paul, 128
Test Track, 103
Tetley, Walter, 138
Tezuka, Osamu, 214
Th1ng (thing one) Agency London,
199
Thales, 128
Theatrical/Commercial distribution,
11, 61, 147, 148, 287
Thompson, J. Walter (JWT), 56, 58,
134, 148, 201, 255, 288, 290
Thompson, Kirsten Moana, 29, 36, 38,
113, 122, 279
Three Circles of Influence, 186
3D facial animation, 269
3D printing, 63
THX, 7
Time, 216
Times Square, 1, 113
Tim the talking clock, 76. See also
Spokescharacter
Tom and Jerry, 182
Toppan Printing, 283, 290
Top Ramen, 253
Trademark, 129, 139
Training films, 154
Transcendence, 179
Transfilm, 37
Transformation/Metamorphosis, 8, 9,
149, 168, 172
Transformation/Transformationnarratives, 149, 150, 156
Transmedial, 29, 30, 166
Transnational, 31, 56, 61, 164
Trickfilmstudio Pal & Wittke
(Eindhove, The Netherlands), 64
Tropicana, 291, 292
Trulicity, 200
Trumbull, Douglas, 304
Tsugata, Nobuyuki, 214, 215, 223
TV Spots, 37
334
SUBJECT INDEX
Typ, 165
U
Udiaver, Akshata, 250, 260
Umesao, Tadao, 220, 221, 227
Underground comix, 232
Unilever, 165. See also Schicht
Company
United Illuminating Company, 127.
See also Utility industry
United Kingdom (UK), 7, 35, 57, 67,
68, 113, 238, 299, 301, 304
United Productions of America (UPA),
37, 92
United States of America (USA), 63,
68, 196
Universe of Energy, 102
University of Utah School of
Computing, 274
Utility industry, 128, 137
Alabama Power Co., 127, 142. See
also Kilowatt, Reddy
Barbados Light and Power Co., 140.
See also Kilowatt, Reddy
Duke Power Co., 142
Gloucester Power Co., 131
Mississippi Power and Light Co.,
131
New Jersey Utilities Association, 135
New York Power and Light Co., 128
Novia Scotia Power Co., 137
Pennsylvania Electric Association,
136
South Carolina Power Co., 142
Tennessee Electric Power Co., 128,
142
West Penn Power, 137
Wisconsin Power Co., 144. See also
Kilowatt, Reddy
V
Vaibhav Studios, 251–254, 257
Van Dam, Andries, 268
Van de Peer, Stefanie, 36
Vaughan, Olwen, 77
Venture Three Brand Consultancy
(UK), 304, 305
Vertov, Dziga, 4
Vester, Paul, 238
Viacom, 238, 252, 287
Victoria and Albert Museum, 76
Vinton, Will, 253
Virtual camera, 271, 304
Visibility, 15
Visual effects, 274, 290
Vivi5, 249, 253
Vonderau, Patrick, 10, 39, 226, 268,
277
Vue, 300–302, 307
W
Wakō department store, 214, 217
Walley, Clive, 238
Wan Brothers, 4
Ward, Paul, 85
Warner Bros., 184
Warren, Dorothea, 141
Wasson, Haidee, 39, 267, 268, 277
Watson, John, 13
Watt, Harry, 85
Wave motion, 305
Wax animation, 231
Weeks, Clair, 250
Weinzapfel, Guy, 269, 278
Westinghouse, 134, 135
Wexman Wright, Virginia, 84
Whistler, Rex, 78, 80, 85
White Rabbit, 93
Wide Eye Media (Ireland), 300–302,
304, 306
Wieden and Kennedy Agency, 181
SUBJECT INDEX
Williams, Esther, 182
Williams, Raymond, 248, 260
Williams, Richard, 5
Worker, 129. See also Labour
World of Motion, 102
World’s Fairs, 11, 95, 99, 101, 102,
128, 131, 267
Wrake, Run, 238
Wright, Basil, 77, 85
X
Xcel Energy, 140. See also Utility
industry
335
Xerography, 231, 233
Y
Yanagihara, Ryōhei, 222, 223
Yo! MTV Raps, 236
Z
Zac-David/Tempo, 38
Zennihon Shiiemu Hōsō Renmei/All
Japan Radio & Television
Commercial Council (ACC), 219
Zipes, Jack, 82, 86