The Animation Studies Reader FINAL MANUSCRIPT
The Animation Studies Reader FINAL MANUSCRIPT
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The Animation Studies Reader
Edited by
Nichola Dobson, Annabelle Honess Roe, Amy Ratelle and Caroline Ruddell
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[Imprint page]
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Table of Contents
Introduction
Nichola Dobson, Annabelle Honess Roe, Amy Ratelle and Caroline Ruddell
2. The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde
Tom Gunning
3. Re-Animating Space
Aylish Wood
Mihaela Mihailova
Lisa Bode
Paul Ward
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9. Absence, Excess and Epistemological Expansion: Towards a Framework for the Study of
Animated Documentary
Paul Taberham
Christopher Holliday
Malcolm Cook
Eric Herhuth
14. TV Animation
Nichola Dobson
Amy Ratelle
Chris Pallant
Nicholas Sammond
18. We’re Asian. More Expected of Us: The Model Minority and Whiteness in King of the
Hill
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Nichola Dobson
Rayna Denison
Amy M. Davis
Mainstream Animation
Van Norris
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List of Figures
12.1 The original Pixar logo, which resembles the company’s computer hardware.
Screengrab from Luxo Jr. (dir. John Lasseter, 1986). Produced by Pixar.
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List of Contributors
Lisa Bode is Senior Lecturer in Film and Television Studies at the University of Queensland.
Her research focuses on intersections between digital animation and live action cinema,
cultural reception. She is the author of Making Believe: Screen Performance and Special
Effects in Popular Cinema (Rutgers University Press, 2017) and she has published in
number of chapters and articles on animation, early cinema, and their intermedial
relationships. His book Early British Animation: From page and stage to cinema screens will
be published by Palgrave Macmillan in 2018. His forthcoming work includes research into
the use of music in Len Lye’s British films, the role of advertising in the formation of
Aardman Animations, and the place of singalong films in early cinema. He is currently
Rayna Denison is a Senior Lecturer in Film, Television and Media Studies at the University
of East Anglia, where she teaches and does research into contemporary animation and film,
particularly Japanese animation and Asian film. She is the author of Anime: A Critical
Studio Ghibli's Monster Princess (Bloomsbury, 2018). She is the co-editor for the Eisner
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Amy M. Davis is a lecturer in Film & Animation Studies at the University of Hull, where she
teaches (amongst other things) modules on American Animation History and Disney Studies.
She is the author of Good Girls & Wicked Witches: Women in Disney’s Feature
Animation (John Libbey & Co., 2006) and Handsome Heroes & Vile Villains: Men in
Disney’s Feature Animation (John Libbey & Co., 2013), as well as various papers on Disney,
Nichola Dobson is a teaching fellow in design and screen cultures at Edinburgh College of
Art. Founding editor of Animation Studies (2006 - 2011) and Animation Studies 2.0 (2012-
present), she has published on animation, television genre and fan fiction, including Norman
McLaren: Between the Frames (2018) for Bloomsbury and Historical Dictionary of
Animation and Cartoons (2009) for Scarecrow Press. She is currently working on a book on
TV animation with Paul Ward for Edinburgh University Press. She is currently President of
Tom Gunning is the Edwin A. and Betty L. Bergman Distinguished Service Professor in the
Departments of Art History, Cinema and Media Studies, and the College at the University of
Chicago. He is the author of book including D.W. Griffith and the Origins of American
Narrative Film (University of Illinois Press) and The Films of Fritz Lang: Allegories of
Vision and Modernity (British Film Institute). He has published over one hundred and fifty
articles on early cinema, film history and theory, avant-garde film, film genre, and the
relation between cinema and modernism. With Andre Gaudreault he originated the influential
theory of the “Cinema of Attractions.” In 2009, he was the first film scholar to receive an
Andrew A. Mellon Distinguished Achievement Award, and in 2010, he was elected to the
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Eric Herhuth is Assistant Professor of Communication at Tulane University. His research
areas include animation and film studies, aesthetics and politics, media and film theory, and
modernity and globalization. He has published in the Quarterly Review of Film and
Video, Cinema Journal, animation: an interdisciplinary journal, and Theory & Event, and he
is the author of Pixar and the Aesthetic Imagination: Animation, Storytelling, and Digital
Christopher Holliday teaches Film Studies and Liberal Arts at King’s College London
specializing in film genre, international film history and contemporary digital media. He has
published several book chapters and articles on digital technology and computer 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
Annabelle Honess Roe is Senior Lecturer in Film Studies at the University of Surrey. She is
the author of Animated Documentary (Palgrave 2013), which was the recipient of the Society
for Animation Studies’ 2015 McLaren-Lambart award for best book. She is co-editor of
Stop Motion Film: Production, Style and Representation in Aardman Animations. (I.B.
Tauris, forthcoming) and has published in journals including the Journal of British Cinema
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Lilly Husbands has a PhD from Kings College, London and teaches contextual studies,
animation theory and digital cultures at Royal College of Art, University of Arts London and
Middlesex University. She has published articles and book chapters on experimental
Analogue to Digital, forthcoming from Routledge and is an Associate Editor for the Sage
Alison Reiko Loader is a lapsed National Film Board of Canada animation director who
specializes in digital animation, old optical technology, and media installation. With
fellowships from the Social Sciences and Humanities Research Council of Canada and other
agencies, her PhD in Communication Studies brings together her interests in feminist media
history, the moving image, and scientific visual culture. She has taught studio and graduate
seminars in Fine Arts at Concordia University in Montreal since 2001 and has helped mentor
3D Animation and CGI students down the street at Dawson College, as a part of their
Michigan State University. Mihaela's research interests include animation, film and media
theory, early Soviet cinema, contemporary Eastern European cinema, video games, and
Russian and Soviet Cinema, Post Script: Essays in Film and the Humanities, and Kino
Kultura. She has also contributed chapters to Animating Film Theory (ed. Karen Beckman)
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(co-written with John MacKay) and Animated Landscapes: History, Form, and Function (ed.
Chris Pallant).
Van Norris has been a Senior Lecturer in Film, Media and Animation History and Theory
Studies at the School of Media and Performing Arts, University of Portsmouth since 2003,
where he has taught on Animation history and theory, Post-Classical Hollywood cinema,
British and American comedy forms and the graphic narrative form. Despite writing
extensively on science fiction television, US superhero movies, comedy cinema and cinema
soundtracks for various edited collections, his research has been dominated by discussions of
to the Animation: An Interdisciplinary Journal and Animation Studies and a 2014 monograph
Chris Pallant, Senior Lecturer, Canterbury Christ Church University, is the author
of Animated Landscapes: History, Form and Function (2015) and Animation: Collected
Published Writings (2018). He is also the founding series editor of Bloomsbury’s Animation:
Key Films/Filmmakers (launching 2018). Chris has published on a range of topics, including
landscape of New York, and the work of Rockstar Games. He currently serves as Vice-
President for the Society for Animation Studies and is Festival Director for Canterbury
Anifest.
Amy Ratelle is the Editor of Animation Studies, the online peer-reviewed journal of the
Society for Animation Studies. She received her PhD in Communication and Culture from
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Ryerson University, and holds degrees in Film Studies from Ryerson University (BFA), and
Carleton University (MA). Her monograph, Animality and Children’s Literature and
Caroline Ruddell is Senior Lecturer in Film and Television at Brunel University London.
Before this, she taught film, television and popular culture at St. Mary’s University,
Strawberry Hill. She specialises in film theory, representation onscreen and animation,
and has published widely in these areas. Caroline is currently researching Lotte Reiniger’s
silhouette films and craft-based, handmade animation. She is Associate Editor for animation:
Toronto. He is the author of Babes in Tomorrowland: Walt Disney and the Making of the
American Child, 1930-1960 (Duke 2005), and edited and contributed to Steel Chair to the
Head: The Pleasure and Pain of Professional Wrestling (Duke 2005). Nic’s most recent
book is Birth of an Industry: Blackface Minstrelsy and the Rise of American Animation
(Duke 2015). His next major project, on abjection and resistance, includes an edited
volume, The Abject Objection, and the monograph Fluid Resistance, which examines
Bournemouth. He gained his PhD in 2013 from the University of Kent, and is the author of
addition, he is the co-editor of Cognitive Media Theory (2014) and The New Experimental
Animation: From Analogue to Digital (2018). Paul has appeared on radio, spoken
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internationally at conferences and has published articles for several edited collections and
journals. He also serves as a fellow for The Society for Cognitive Studies of the Moving
Image.
Victoria Grace Walden is a full-time teaching fellow in media and film studies at the
University of Sussex. She has written extensively about Holocaust memory and animation,
and her main research interest is film philosophy. Her forthcoming book explores how the
gaps between images, media and bodies in intermedial projects about the Holocaust,
Paul Ward is Professor of Animation Studies at the Arts University Bournemouth, UK. His
research interests include animated documentary, TV animation and the relationship between
animation theory, practice and pedagogy. He is the co-editor (with Dr Caroline Ruddell) of
the new book series Palgrave Animation. He has given invited and keynote presentations at
conferences and festivals in the UK, Switzerland, Denmark, South Korea and the
Netherlands, and has been a Visiting Professor at the Politecnico di Milano, Italy. His work
has been translated into German, Czech, Korean, Farsi and Japanese. He was President of the
Aylish Wood is Professor of Animation and Film Studies at the University of Kent. She has
published articles in Screen, New Review of Film and Video, Journal of Film and
Video, Games and Culture, Film Criticism and Animation: An Interdisciplinary Journal. Her
Encounters (2007) a cross media study of digital technologies in cinema, games and
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installation art; and, Software, Animation and the Moving Image: What’s in the Box (2015), a
study of intersections between software and the production of moving images, encompassing
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Acknowledgements
We are grateful to our contributors of new material: Lisa Bode, Malcolm Cook, Eric Herhuth,
Christopher Holliday, Lilly Husbands, Mihaela Mihailova, Chris Pallant, Paul Taberham and
Victoria Grace Walden who have provided us with such excellent chapters. Also, thanks to
the authors of our reprint chapters, Amy M. Davis, Rayna Denison, Tom Gunning, Alison
Reiko Loader, Nicholas Sammond, Paul Ward and Aylish Wood, for writing such seminal
work. We are privileged to include all of this scholarship in our new collection and are proud
We would like to acknowledge Georgia Kennedy of Bloomsbury Press who patiently listened
to us set out our vision during the Society for Animation Studies Conference in Canterbury in
2015 and who encouraged us to push forward with our plans for this book. Thanks to the
team at Bloomsbury, Erin Duffy, Susan Krogulski and our Editor Katie Gallof who have
provided guidance and support. Thanks also to the Society for Animation Studies, to
members old and new for their friendship, scholarship and inspiration, and excellent annual
Last but absolutely not least we are grateful for the support from all of our colleagues, friends
and particularly our families. We thank them and dedicate this book to them.
The editors are grateful to the following organisations and publications for their kind
Gunning, ‘The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde’) was
first published in Wide Angle 8(3-4), 1986. Chapter 3 (Aylish Wood, ‘Re-Animating Space’)
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was first published in Animation: An Interdisciplinary Journal 1(2), 2006. Chapter 8 (Paul
Honess Roe, ‘Absence, Excess and Epistemological Expansion: Towards a Framework for
Journal 6(3), 2011. Chapter 17 (Nicholas Sammond, ‘Race, Resistance and Violence in
Minstrelsy and the Rise of American Animation (Duke University Press, 2015). Chapter 18
(Alison Loader, ‘We’re Asian: More Expected of Us: Representation, The Model Minority &
Whiteness on King of the Hill’) was first published in Animation Studies 5 (2010). Chapter 20
(Rayna Denison, ‘Anime’s Bodies’) was first published in Anime: A Critical Introduction
(Bloomsbury, 2015). Chapter 21 (Amy M. Davis, ‘Disney Films 1989-2005: The “Eisner
Era”’) was first published in Good Girls and Wicked Witches: Changing Representations of
Women in Disney’s Feature Animation, 1937-2001 (Indiana University Press, 2007). Chapter
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Introduction
Nichola Dobson, Annabelle Honess Roe, Amy Ratelle and Caroline Ruddell
Animation studies has grown exponentially in the past three decades. In that time it has
evolved from a nascent sub-area of film studies that charted the history of the cartoon form,
and the studios and animators who produced it, via the ‘first tentative steps’ (Wells 1998: 8)
to a legitimate field of academic enquiry in its own right. Vibrant and diverse, contemporary
animation studies reflects the multiplicity and intermediality of animation. This book has
been conceived in recognition of that diversity and a desire to map out the key issues, topics
and debates in the field for those studying and researching animation today. Unlike those first
‘tentative steps’ in the 1990s, we no longer need to defend the validity of animation or
or funny cartoons, and therefore not worthy of intellectual enquiry, has, we hope, long been
surpassed. As animation has become increasingly ‘pervasive’ (Buchan 2013: 1), so too has
animation’s cultural value been raised. The challenge now for animation studies, as a
relatively young field, is to identify and articulate its key lines of enquiry.
Whereas early film studies coalesced around questions of ontology – or the material
nature of film and its relationship to reality – animation studies hasn’t experienced the same
form, technique and materiality. Animation is as varied as the number of things you can make
move incrementally in front of a real or virtual camera, from paint to pixel, and the different
techniques and technologies you can use to do so, from hand cut-out silhouettes to Flash. The
theoretical and conceptual questions raised by, for example, stop-motion puppet animation
might be very different to those posed by abstract digital animation. Because of this,
animation studies has never been drawn to the pursuit of a ‘grand’ theory. In addition,
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animation’s affinity with film – the dependence on the same basic apparatus of camera, film,
projector (or their digital variants) and the tripartite relationship between creator, text and
viewer – has meant that animation studies has sometimes struggled to find its own identity in
the shadow of film studies, its dominant older sibling. However, as this book demonstrates,
there are prevailing concepts and concerns that have emerged as fundamental to studying and
understanding animation. These, much like animation itself, are rich and varied and as such
are representative of the dynamic, ever evolving field that is animation studies.
This book is organised into three sections that approach different areas of animation
studies. The first, ‘Theory, Philosophy, Concepts’ explores the theoretical and conceptual
questions that underpin much of animation studies and that are concerned, variously, with the
ontology of animation, its relationship to reality, and the impact it has on audiences. Section
Two, ‘Forms and Genres’, looks at the different types of animation within the frameworks of
medium, genre and audience. The final section, ‘Representation’ includes chapters that
investigate issues of representation and identity in animation. All the sections include both
written for this book. We hope that the book as a whole gives a comprehensive overview of
animation studies as it currently stands and will provide an essential resource to both
newcomer and expert. With its focus on animation studies, rather than the history of the
animated form or the work of specific animation studios or animators, this book is designed
to sit alongside the many excellent existing books on animation history by addressing the
References
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SECTION ONE
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Theory, Philosophy, Concepts
Introduction
While animation has never cohered around the pursuit of a single theoretical line of enquiry
or a ‘grand theory’, as Husbands and Ruddell explore in the opening chapter to this section,
there are nonetheless several theoretical concepts and questions that have emerged as central
animation’s visuality (Gunning), its relationship with reality (Bode, Mihailova), and
particular its construction of space (Wood) and its relationship with memory (Walden) and
performance (Honess Roe). In addition, animation theory has always enjoyed a particularly
Ward’s chapter.
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Approaching Animation and Animation Studies
thus constitutes an equally diverse field of study. Because of this diversity, animation
defies a unified theoretical approach to studying it. This chapter seeks to explore these issues
and to outline exactly why animation is difficult to define, and why interdisciplinary
theoretical approaches to studying it are necessary. We will outline some of the main ways
that we might think about animation, in terms of how (or even whether) it can be defined and
what some of its unique features and expressive capacities are. In doing so, this chapter offers
What is Animation?
What is useful when thinking about animation is to ask oneself, and to continue to ask
oneself, some fairly simple questions. For example, ‘what is animation?’, and ‘what can it
do?’ ‘How is it different or similar to live-action?’ On the surface these are simple enough
questions, but ones that also prove surprisingly elusive. Consider the first question – ‘what is
animation?’ One way to approach this is to consider different types of animation and we
could try to answer the question by listing many examples and techniques including scratch
film, lightning sketches, stop motion, 2D cel animation, 3D computer animation, motion and
performance capture. But simply listing different techniques of animation does not help us to
define its ontology, or its fundamental nature, beyond basic material terms – i.e. the process
and material of its construction.1 We might instead consider key studios, directors or
animators, all of whom have different styles and techniques, for example the stylised realism
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of Disney and Pixar, the scratch films of Len Lye, the silhouette cut outs of Lotte Reiniger
and the sand or ink on glass of Caroline Leaf. Again, however, simply listing those involved
in creating animation does not sufficiently provide an understanding of what animation is.
If listing techniques, animators or studios does not provide much in the way of
answers, then it might help to consider what makes animation different from live-action.
live-action cinema is filmed in real time. Secondly, animation is entirely constructed whereas
live action has a ‘profilmic world’ that exists in front of the camera. These two key
differences between live-action and animation are at the heart of attempts to define
animation.
writes that ‘[t]he reason we are examining this issue is that no matter what definition you
choose, it faces challenges from new developments in the technology used to produce and
distribute animation’ (1997: 1). Denslow goes on to outline a number of instances where the
animated texts today (ibid). Unlike Denslow, who is reluctant to settle on one definition of
animation, Brian Wells has argued that one definition should be possible and once outlined
should be adopted by all in the academic community. For Wells, a series of properties define
animation such as movement and ‘aliveness’ (2011), and he also prioritises its construction
frame-by-frame. Raz Greenberg is keen to differentiate animation from film, and insists they
must be defined separately, arguing that animation can be defined according to the presence
or absence of objects when he says ‘an initial definition for the animated text is “the process
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of movement or change, performed by an artificially-created text-specific object”’ (2011: 6).
animation these have for the most part not been taken up. This is probably because (despite
Brian Wells’ frustration about such arguments) animation is extremely wide-ranging, exists
across different media and genres, and is produced with so many different and continually
changing technologies, that it is likely that few scholars see much value in having a one-size-
fits-all definition. Nichola Dobson takes this view in her Historical Dictionary of Animation
and Cartoons, suggesting that due to the very ‘fluid nature of the form’ single definitions are
problematic (2009: xxxvii-xxxviii). While such definitions have not taken hold, the notion
that animation is an entirely constructed form has become a central tenet of animation
studies.
If we cannot define animation in any one meaningful way, we can consider how we
between the animated and live action components of Who Framed Roger Rabbit (Robert
Zemeckis, 1988), for example, but sometimes difficult to identify the use of animation
(Ridley Scott, 2000) where a CGI version of Oliver Reed had to be used to finish his scenes
as he died during filming. Here, such unprecedented events during filming led to the use of
animation to ‘fix’ the problem. In this context, the differences between animation and live-
action are often, and increasingly, difficult to discern. Even in 1997, Denslow noted the
‘problem’: that it is increasingly difficult to tell the difference between some examples of
animation and live-action, most notably with regard to compositing techniques (1997: 2). The
potential confusion between what might be animated and what might be live-action has
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grown exponentially in the decades since Denslow’s writing. Compositing techniques (the
combination of animated images and live-action images into one single image) in particular
complicate the recognition of animation. While Roger Rabbit is clearly animated and Eddie
such as Wonder Woman (Patty Jenkins, 2017), we may not always recognise what elements
of the images are traditionally shot on film, or what has been enhanced or altered through
animation techniques. Darley would call this a ‘hybrid medium,’ in a similar way to how
Mark Langer refers to a ‘collapse of […] boundary’ between live-action and animation
example is The Life of Pi (Ang Lee, 2012), which depicts a tiger in the same diegetic space –
a small lifeboat - as Pi; we know that a tiger was not in the same spatial field as Suraj Sharma
on filming, and we are aware that this is a case of compositing (whether we are familiar with
the term or not). Two things are likely to happen on such viewing: firstly that we might try to
understand how such images were achieved (or if we know the techniques involved we will
look for evidence of them), and secondly, this does not distract from our enjoyment of the
scene because a certain ‘realism’ is achieved (see Mihaelova in this volume). Where we may
be distracted is where, for example, animation, without live-action footage, is used to depict
the human; Final Fantasy: The Spirits Within (Hironobu Sakaguchi & Motonori Sakakibara,
2001) and Beowulf’s (Robert Zemeckis, 2007) photorealistic depiction of its characters is
live-action/photo-realistic to the extent that it is unsettling to the viewer (see Sobchack 2006,
Given the lack of consensus on a definition of animation, and the fact that in
themselves definitions do not tend to be overly useful (something which most animation
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scholars agree on), it might be more constructive to consider some of animation’s unique
qualities, particularly in relation to what it has the capacity to do visually. All animation
techniques share the capacity for plasticity and for depicting life and movement. Indeed, there
are two unique properties that have deeply informed the study of animation and could be
Esther Leslie argues that ‘[…] animation is understood to be the inputting of life, or the
inputting of the illusion of life, into that which is flat or inert or a model or an image’ (2014:
28). This ‘illusion of life’ is a feature that pervades animation studies and is often claimed as
central to what animation is.2 Animation’s illusion of life comes in part from the creation of
movement, because movement suggests life as opposed to the stillness of death. Movement in
not the art of drawings that move but the art of movements that are drawn’ (quoted in Furniss
1998: 5). However, the creation of movement does not always entail the illusion of life.
While the illusion of life is readily apparent in animation that creates a character, such as
Mickey Mouse, who appears ‘alive’ by virtue of his movement, it would be less apparent in
abstract animated shapes that are animated to move in time to music, or an animated
company logo that may well depict movement without creating any sense of ‘life’. This
distinction indicates what is problematic about understanding the ‘illusion of life’ as a central
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Because animation is completely constructed and produced incrementally, it has the
capacity for depicting metamorphoses. Paul Wells defines this as ‘the ability for an image to
literally change into another completely different image, for example, through the evolution
of the line, the shift in formations of clay, or the manipulation of objects or environments’
and he notes that metamorphoses is ‘unique to the animated form’ (1998: 69). Aylish Wood’s
work on animated space (reprinted in this volume) provides a very useful example of how
thinking about metamorphosis can illuminate the study of animation (2006). Wood’s
arguments are about particular kinds of animation, such as sand and ink on glass, that
highlight the fluidity of animation particularly through the ways that space is imagined and
produced in the films she analyses. For Wood, because we can see ‘in between’ the frames,
and because we can see ‘the sustained metamorphoses of resolving transitions’, space
to how we might think about animation more generally. It captures the constructed nature of
animation in a very visible way; it forces us to think about frame by frame construction or
creation of incremental movement as we can see the sand/ink transforming between frames.
Metamorphosis also raises the question of how we might engage with such images and their
transition from one thing into another; for Wood, the movement of the sand/ink is a further
Both metamorphoses and the illusion of life can be thought of in terms of movement,
but even this can be considered problematic if applied to all animation. Many examples of
animated texts tend to foreground their ‘animatedness’, or medium specificity, and to call
instance, works by experimental animators such as Robert Breer or Jodie Mack that make use
of dissimilar images in consecutive frames offer radically different experiences that are not
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based on the continuity of movement across frames (thus effectively disrupting habitual
McLaren’s and Peter Kubelka’s writings on animation, observes that their thoughts reveal
that an illusion of movement ‘is not a given in animation’; only visual change between
its unique, yet universal, properties, other approaches to the study of animation instead shift
the emphasis from the animation itself to the audience by investigating the diverse ways we
spectatorial terms opens up opportunities to explore not only what animation is but also what
animation in particular, lies in the complex relation between its ontology (what it is in
material terms) and our phenomenological engagement with it (how we perceive and
experience it). Building on McLaren’s emphasis on the interstices between frames, Keith
Broadfoot and Rex Butler note in their contribution to Cholodenko’s The Illusion of Life that
‘[w]hat we see, but what cannot be seen, is two images and no image—the space between
becoming, and when it is arrested for definition or analysis it ceases to be fully what it is
through our sensorial experience of it. This perceptual paradox is one of the reasons that
animation has the potential to produce and manipulate imagery in myriad graphical ways.
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Thus, studying it often requires taking into consideration the particular ways in which it
presents itself, or its formal aesthetics (e.g. the interrelationship between its audio-visual
style, technique, medium, etc.). Aspects of spectatorial experience, accounted for by means of
aesthetic analysis, often inform broader historical, cultural or conceptual analyses and
visualisation, and the diversity of experiences that can arise out of that creative potential is
part of what makes animation such a fascinating object of study. Throughout its history
animation’s capacity to visualise virtually anything has been put to many different uses.
Many scholars have remarked on its limitless artistic potential for the creation of fictional
worlds and characters, its ability to recreate events or evoke subjective ‘ideas, feelings and
sensibilities’ in documentary (Honess Roe 2011: 227), and its aptness for the visualisation of
data, concepts and supra-sensible natural phenomena in science and educational films, and
When considering the diverse and distinctive experiences that animations offer us, it
becomes quite clear that any one universalising theory or description of animation
spectatorship will not suffice. Suzanne Buchan writes in her introduction to Pervasive
Animation that ‘[a]n effective approach to this complexity is to use pluralist and
interdisciplinary methods […] and, to develop approaches that take into account the
differences between celluloid and digital film experience and the platforms these
Animation appeals to the body and the imagination in many ways that are quite
different to live-action cinema—even the most ‘invisible’ uses of computer animation, in the
form of visual effects discussed above, often offer visual experiences that would be
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impossible to capture with a straightforward cinematographic process. Although animations
often make use of live action filmmaking conventions, they also present their own visual
languages that vary enormously across styles, techniques, production contexts, industries,
cultures and time periods. Buchan argues that animation often presents its own ‘world’ that
that are peculiar to it, demanding of spectators a combination of personal interpretation, real-
world understanding, and acceptance of the work’s own aesthetic logistics (2006: 25). She
writes:
Because spectatorial experience arises from encounters with the particularities of a specific
animation and its own ‘set of intricate complexities’ (Buchan 2006: 25), investigations of
animation spectatorship tend to focus closely on one work or a small number of works at a
time. This offers scholars an opportunity to account not only for the historical, cultural or
narrative elements of an animation but also for the different ways in which the particular
stylistic, technical and technological features of a given animation achieve their effects and
‘modes of appearing’ (Sobchack 2011: 195). Animations using different styles and
techniques will have very different ‘modes of appearing’, which in turn will affect the kinds
of experiences they invite. For instance, a scratch animation such as Norman McLaren’s
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Blinkity Blank (1955) that depicts semi-abstract figures that move very rapidly on the shallow
surface of a black background in time to a musical soundtrack will elicit different responses
than the realist aesthetics of Walt Disney’s Bambi (1942), with its use of naturalistic two-
dimensional drawn characters moving in relation to detailed painted backgrounds that were
shot with a multi-plane camera. These sorts of aesthetic distinctions are equally important in
thinking about forms of animation that do not adhere to either short or feature length
narrative paradigms. For instance, a two-dimensional motion graphics based animation that
aims to convey information rather than a narrative will illicit mental and physiological
responses that differ to some degree from those evoked by the immersive spectacle of a live
spectators’ experiences of animation can be theorised. These approaches are often founded on
the premise that human beings’ perceptual faculties respond similarly to particular stimuli,
and thus certain experiences can be reasonably assumed to be similar amongst spectators of
address this issue by describing both the objective and subjective aspects of engaging with a
moving image work. By rooting investigations of experience in close formal analyses of the
works themselves, they aim to ensure that their descriptions of experience are not overly
subjective but rather, as Vivian Sobchack notes, ‘sufficiently comprehensible and resonant to
Scholars including Buchan, Sobchack, Jennifer Barker, Tom Gunning, Aylish Wood and
Other scholars such as Torben Grodal (2009) and Dan Torre (2017) have used cognitive
theory to interrogate the experiences of animation spectatorship. These and other scholars
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have addressed the experiential perception of space and ‘spatial transformation’ (Wood 2006:
133), movement and metamorphosis that are unique to animated moving images. Their works
discuss a variety of different material and technological types of animation. Bouldin, for
instance, focuses on the relationship between spectators and animated bodies in cartoons,
noting that ‘animation extends the possibilities of the viewers’ embodied responses’ (2000:
63). Barker has argued for the tactile appeal of hyperreal computer animations like Toy Story
(John Lasseter, 1995) (2009: 46), and Sobchack describes the unusual sensations evoked by
viewing computer-generated morphs (2000: 132). Buchan, in her study of the Quay Brothers’
puppet animations, analyses the twofold status of object animation, concentrating on the way
that it ‘represents a different “world” for the spectator, something between “a world,” created
with the animation technique, and “the world” in its use of real objects and not
enquiry. In his essay ‘Moving Away from the Index: Cinema and the Impression of Reality’,
Gunning works with the film theories of André Bazin and Christian Metz to shift focus away
from the photographic index as a marker of realism and onto cinematic motion as a primary
impetus for embodied engagement or identification (2007: 38). He thus introduces a theory of
cinematic realism that makes room within film studies for a consideration of animation’s
ability to offer an ‘impression of reality’ (2007: 45). Gunning stresses the important role that
movement plays in rendering animations and films ‘believable’ (2007: 45). He accounts for
the physiological appeal of many forms of animation (2007: 38) by examining how both
recorded and animated movement engages spectators’ bodies, evokes their ‘participation’ in
the seen movement and offers ‘a sense of perceptual richness or immediate involvement in
the image’ (2007: 42). These ideas help refine our understanding of what is happening, for
instance, when we become immersed in an animated spectacle. As he points out, this interest
15
in the physiological appeal of animated motion is not new but was present in the writings of
classical film theorists such as Jean Epstein, Germaine Dulac and Sergei Eisenstein (2007:
37). For instance, Eisenstein’s writings on Disney in the 1940s demonstrate a fascination with
the animated art form’s ability to evoke certain synaesthetic, empathetic, and ecstatic
sensations through watching images move in time. He describes his well-known notion of
narrative computer animation, and stop motion puppet animation). This is in part because we
are able to relate to figurative types of animation and animated characters because they
resemble aspects of the real world enough for us to ‘project our somatic knowledge of the
world’ onto them so that they ‘can make “sense” to us’ (Bouldin 2000: 60-61). However, this
animation whose primary aims are not to represent or mimic aspects of reality (Buchan 2006:
21). For instance, abstract animation often denies easy sensory assimilation based on
recognizable bodies, spaces, or states of affairs and calls for a distinct kind of approach to
sensory and cognitive intelligibility (Husbands 2018). Other types of experimental animation
present different perceptual and conceptual challenges (see Taberham in this volume).
Thinking about what animation can do and the way it can make us feel requires
approaches that consider the radically different ways in which animations engage the
imagination and the body. They also highlight the fact that the diversity of animation is one
of its most prominent features and a variety of interdisciplinary approaches are therefore
needed in the field. The differing ways in which animation might engage us raises some
compelling questions about our preconceptions of what animation is, and how it has been
16
discussed or defined, requiring us to continue to find new ways of understanding it. As a
17
References
Barker, J. M. (2009), The Tactile Eye: Touch and the Cinematic Experience, Los Angeles:
California Press.
Broadfoot, K. & R. Butler (1991), ‘The Illusion of Illusion’, in A. Cholodenko (ed), The
Illusion of Life: Essays on Animation, 263-298, Sydney: Power Institute of Fine Arts.
Buchan, S. (2006), ‘The Animated Spectator: Watching the Quay Brothers’ ‘Worlds’’, in S.
Routledge.
Cholodenko, A., ed (1991), The Illusion of Life: Essays on Animation, Sydney: Power
Cholodenko, A., ed (2007), The Illusion of Life II: More Essays on Animation. Sydney:
Power Publications.
18
Dobson, N. (2009), Historical Dictionary of Animation and Cartoons, Lanham: Scarecrow
Press.
Eisenstein, Sergei. (1988), Eisenstein on Disney, ed. and trans. J. Leyda, London: Methuen.
Furniss, M. (1998), Art in Motion: Animation Aesthetics, Eastleigh: John Libbey Publishing.
Greenburg, R. (2011), ‘The Animated Text: Definition’, Journal of Film and Video, 63 (2)
Summer: 3-10.
Grodal, T. (2009), Embodied Visions: Evolution, Emotion, Culture, and Film, Oxford:
Gunning, T. (2007), Moving Away from the Index: Cinema and the Impression of Reality’,
Johnston, O. and F. Thomas (1981), The Illusion of Life: Disney Animation, New York:
Abbeville Press.
Leslie, E. (2014), ‘Animation and History’, in K. Beckman (ed), Animating Film Theory.
Sobchack, V. (2000), ‘“At the Still Point of the Turning World”: Meta-Morphing and Meta-
Stasis’, in. V. Sobchack (ed), Meta-Morphing: Visual Transformation and the Culture
19
Sobchack, V. (2006), ‘Final Fantasy: Computer Graphic Animations of Humanity (or the
Libbey Publishing.
Sobchack, V. (2011), ‘Fleshing Out the Image: Phenomenology, Pedagogy, and Derek
Jarman’s Blue’, in H. Carel and G. Tuck (eds), New Takes on Film-Philosophy, 191-
152.
20
2. The Cinema of Attractions: Early Film, Its Spectators and the Avant-Garde
Tom Gunning
Here Gunning’s discusses relates to early cinema in general which includes both live-action
and animation, and indeed they were not distinguished from each other in the early years of
cinema. Gunning’s notion of a ‘cinema of attractions’, which he proposed in this article that
was first published in 1986 in the journal Wide Angle, has been widely influential in film and
media studies and continues to be relevant to the study of animation in numerous ways: how
animation ‘presents’ itself to us; questions of novelty; the role of comedy, gags and chase
21
3. Re-Animating Space
Aylish Wood
argues that animation has the expressive capacity to construct space in ways that is not
argues. Although many scholars note the importance of metamorphosis for understanding
animation, Wood here provides a sustained analysis of its significance and also helps rethink
the concept of cinematic space through animation’s capacity for spatial transformation.
22
4. Realism and Animation
Mihaela Mihailova
The title of this chapter is not meant to be provocative. And yet, placing animation and
realism in the same sentence still tends to raise eyebrows. Perhaps this is due to animation’s
production process itself and its status as ‘“other” to the more dominant live-action cinema’
(Bukatman 2014: 309). After all, as Stephen Rowley (2005: 67) points out, ‘the inherent
artificiality of animation means that the slippery concept of realism becomes even more
suspect than in the live-action context’. And yet, questions of realism have been at the centre
of animation aesthetics and discourse since the earliest days of cinema. This chapter outlines
key concepts, historical developments, and debates on the subject of realism, from classical
Casey Riffel (2012: 4) has argued in favour of seeing animated realism ‘as a technological
achievement [and] a historically situated process, rather than merely as a monolithic style or
aesthetic’. Indeed, the early history of animated realism in America is intrinsically bound to
two technological inventions that fundamentally altered animation production: the rotoscope
and the multiplane camera. The rotoscope, patented by Max Fleischer in 1917, allows the
animator to trace over live-action footage of an actor, capturing human movement with more
fluidity and higher accuracy than previously possible in cartoons (Furniss 2007: 76). The
part to its Out of the Inkwell series (1919-1927), which pioneered the use of this technique
23
through the character Koko the Clown, who was often shown interacting with Max Fleischer,
setting an early standard for combining live-action and cartoon imagery in the same frame.
The Disney studio quickly adopted and often relied on rotoscoping as well, particularly for
the titular female characters in its mid-twentieth century princess features, whose graceful
While Disney’s multiplane camera was not the first, it was the studio’s particular technical
design, used for its first feature-length film Snow White and the Seven Dwarfs (1937), that
contributed to a fundamental shift in animation aesthetics that would have a lasting and
animation a realistic sense of perspective and depth and a more convincing illusion of three-
dimensional space. This is achieved by painting different layers of the image on separate
movable planes of glass that are placed directly below each other. As the camera moves
vertically through this setup, all the separate elements of the frame remain in perspective
Since Disney’s adoption of the multiplane camera, the studio’s house style would be defined
by a balancing act between faithfully recreating the physical world and embellishing it for
stylistic and narrative purposes. Paul Wells (1998: 25) has dubbed this approach ‘hyper-
realism’ and defined its key conventions: ‘it approximates live-action film’s representation of
reality’, obeys the laws of the physical world, and features sound that ‘corresponds directly to
the context from which it emerges’. Similarly, Chris Pallant (2011: 35) argues that ‘Disney-
Formalism’ – his term for the aesthetic style forged in the earliest Disney features –
‘prioritized artistic sophistication, “realism” in characters and contexts, and, above all,
believability.’ However, as Casey Riffel (2012: 4) has aptly observed, Disney’s approach to
cel animation also revealed a gap between realism and the fantastic, exemplified by the
tension between ‘emotive anthropomorphism and accurate animal anatomy’ and between
24
‘romantic depictions of nature and the role of these romanticized backgrounds in
It is such negotiations that hold the key to Disney’s animated realism. As evident in
the following quote by veteran Disney animator Joseph Gilland (2009:156), this aesthetic
developed out of the belief that ‘what sets animation apart from other mediums [is] our
ability to exaggerate reality, to push it farther, into a more fantastic, and ultimately
entertaining version of reality.’ Or, as Ollie Johnston put it, ‘Good [Disney] animation is not
about ‘copying’ real life. Good animation is about caricaturing real life. It is Life-Plus.’ (Sito
2013: 202)
one, the Golden Age of American animation (roughly defined as the period between the late
1920s and late 1960s) also gave rise to a parallel movement towards stylization, anti-
America’s cartoon shorts. UPA, as the studio came to be known, was active for three decades
(early 1940s to 1970). Its notable works include Gerald McBoing Boing (Robert Cannon,
1950), Rooty Toot Toot (John Hubley, 1951) and several Mr. Magoo cartoons. Formed
shortly after the Disney animator’s strike of 1941, UPA responded to Disney’s animated
drawings between keyframes) influenced by modern and abstract art. In contrast to Disney’s
obsession with depth and simulating three-dimensional space, UPA’s flat, two-dimensional
cartoons are ‘unequivocally drawings, not meant to be mistaken for anything else’ (Abraham
UPA was not alone in embracing animation’s potential to break away from the
constraints of the physical world. Studios such as Warner Bros and Hanna-Barbera, which
shaped television animation in America during the Golden Age of cartoons, solidified the
25
principles and visual style of ‘cartoon physics’, a set of ‘physical laws [and] restrictions that
operate in the service of humor [and] propose an alternative set of means by which bodies
navigate space: momentum trumps inertia, gravity is a sometime thing, solid matter often
isn’t’ (Bukatman 2014: 303). As anyone who has seen Wile E. Coyote’s indestructible body
or the Flintstones’ logic-defying household appliances can attest, animated Hollywood has
toyed with the impossible as much as it has flirted with the real.
While cel animation has been instrumental in bringing questions of realism to the fore of
animation process and production, the theories outlined in relation to drawn imagery are not
overview of animation and realism is further complicated by the wealth of existing animation
techniques and their distinct aesthetic concerns and characteristics. In particular, stop-
motion’s relationship to reality is much more immediate and direct because this type of
filmmaking relies on objects that exist in the world. For example, the films of the Quay
Brothers feature both puppets and organic materials which ‘as in live action, as materials, are
what they represent photo-indexically’ (Buchan 2011: xxiii). At the same time, the movement
created via stop-motion is often noticeably uneven since, as Maureen Furniss (2007: 161) has
noted, ‘footage created with frame-by-frame photography lacks the “motion blur” that occurs
naturally when a figure moving in real time performs before a live-action camera’.
Nevertheless, there are stop-motion productions, notably the feature films of studio Laika,
which strike a balance between caricaturing and emulating reality that is not unlike the classic
Disney approach. Still, there are other types of animation, such as the direct or drawn-on-film
experimental films of Len Lye and Stan Brakhage, which typically eschew or reject figural
composition are often prioritized over approximating the look of the physical world.
26
In fact, despite Disney’s impact on global animation, the studio’s vision of animated realism
example, some of Russia’s most celebrated animators remain sceptical about animation
approaches that prioritize the approximation of photographic accuracy in the drawn image.
According to Yuri Norstein (2014: 9), ‘realistic art should not be confused with simple
animation in particular – depicts only exteriors without delving into the inner experiences of
characters and the depth of a situation, whereas it is this ability to go beyond the surface that
argues that a film about two paper napkins in love can still be realistic because it is based on
realism. Examples of films that would be considered realistic according to this definition
include Jan Švankmajer’s 1989 stop-motion short Meat Love, featuring flirtatious chunks of
meat, and Garri Bardin’s 1988 Vykrutasy, a stylized short featuring characters and
In Japan, achieving visual similarity to physical reality is not a necessary prerequisite for
animated realism, either. According to certain Japanese animation critics, realism is not a
question of resemblance to the real, but ‘first and foremost a set of conventions proper to
considered a medium that, instead of replicating realism, ‘provides the basis for “animation-
like” work within a different media form’ (Steinberg 2014: 289). While anime’s relationship
27
to reality is too broad and distinctive to adequately cover here, such definitions of realism and
its connection to animated media hint at the need to go beyond hegemonic Hollywood
While some of the key approaches towards defining animated realism have been formulated
relationship to reality has been most rigorously theorized in the context of digital imagery and
both live action and animated – has given new urgency to questions about animation’s
photographic imagery. This reading is perhaps best exemplified by Lev Manovich and
Andrew Darley’s work. Despite disagreeing on the characteristics of the resulting realism and
its meaning vis-à-vis the evolution of digital-era filmmaking, both scholars propose that,
representations of the world. Specifically, Manovich (2001: 200) argues that ‘what computer
graphics have (almost) achieved is not realism, but rather only photorealism – the ability to
fake not our perceptual and bodily experience of reality but only its photographic images.’
For his part, Darley (2000: 75) writes that computer imaging achieves a ‘second-order’
point lighting, depth of field, lens flare, and motion blur – are emulated by software. For
example, WALL-E (Andrew Stanton, 2008) takes advantage of virtual camera software
28
designed to simulate both the perspective and the visual imperfections typical of the 1970s
classic science-fiction films that the Pixar feature nostalgically evokes (Herhuth 2014: 68).
of live action is the idea that animation’s relationship with reality hinges on going beyond the
photographic image and into an aesthetic territory accessible only to animation itself.
Scholars who have approached the issue form this angle include Vivian Sobchack and
question the framing of photographic representation as an ideal that digital imagery aspires
to; instead, they suggest that computer-generated animation, unfettered as it is by any direct
links to the physical world, may in fact be working towards transcending the goal of
capturing reality and focusing on (re)creating it. To quote Pierson (2002:87), much of early-
1990s computer-generated imagery represented ‘a hyperreal electronic aesthetic that took the
argues that, ‘perhaps insistent on its own discrete metaphysics, animation might desire not
“integral realism,” but “integral irrealism” – and thus be guided by an alternative ideal
founded on the ‘total’ creation (not re-creation) of the world in its own image’. Moreover, as
Sobchack’s analysis of Final Fantasy: The Spirits Within (2001) illustrates, digital
visual detail, can lead to a distracting and ultimately unsatisfactory spectatorial experience, as
viewers who have been primed to expect an imitation of reality end up fixating on CGI’s
limitations instead.
others run the risk of overdetermining its exceptionality. To avoid generalization, and account
29
for the ongoing evolution of digital animation techniques and their representational modes, it
is productive to study contemporary digital animated realism not as a monumental entity, but
While the tools available to today’s animators are much more sophisticated and versatile than
the multiplane camera, what they offer is an enhanced version of the same illusion of
movement within a cohesive deep space that classical animators established as essential to
cartoon realism. Relatedly, the tendency to bend – but rarely break – the rules of physics that
can be traced back to Disney’s pre-digital output (as discussed earlier in this chapter) remains
a key feature of Hollywood animation features. Indeed, American digital animation often
to reality is the product of a balance between the accurate reproduction of light, shading,
texture, perspective, and movement, and the distortion of these same parameters for aesthetic
or narrative reasons. For example, Sully’s fur in Monsters, Inc. (Pete Docter, 2001) is
designed to look naturalistic in texture, density, and movement without detracting from the
blue creature’s cartoonish and otherworldly appearance. Similarly, in the Dreamworks feature
How to Train Your Dragon (Chris Sanders and Dean DeBlois, 2010), the titular creature
Toothless is designed as an adorable catlike hybrid (but with amusingly doglike behaviour),
but his flight movements are meticulously modelled on actual birds and calibrated to convey
classical Hollywood storytelling. Since its earliest features, the Disney studio has always
been careful to incorporate reasons for any anti-realist appearance or behaviour of its
30
characters into the films’ storylines, legitimizing aesthetic experimentation via conventional
narrative. For instance, Dumbo’s simultaneous defiance of the laws of gravity and the animal
kingdom is motivated by his enormous ears (Ajanović 2004: 46). This brand of animated
realism, which developed under the influence of live-action cinema, sets the tone for
Frozen, The Incredibles), any escape from the basic laws of nature is attributed to magic or
Docter and Bob Peterson, 2009) is given an explanation: a mountain of balloons which could
Historical continuity and the lasting influence of Disney have had a major impact on
contemporary digital realist aesthetics, but they are not the only factors worth considering.
For example, it is important to note Pixar’s early work in commercials and the essential role
that animated realism played in their success. As D. A. Price (2008: 110) explains, ‘Pixar’s
ability to create photorealistic versions of inanimate objects and turn them into expressive
characters was novel to television audiences’. Indeed, the widespread adoption of computer-
generated imagery capable of both emulating and creatively distorting reality can be
advertising, the military, and video games – all of which have historically benefitted from
both create a highly precise impression of reality and use it as a baseline for formal
experimentation – resulting in what Ed Catmull, the current president of Pixar, has fittingly
dubbed ‘stylized realism’ – is often cited by members of the industry as one of the medium’s
31
defining artistic features (Pallant 2011: 133). What is more, it is seen as a criterion of quality
and sophistication, both technologically and aesthetically. For instance, Jodi Whitsel (2002),
Blue Sky’s Lighting Lead on Ice Age (Chris Wedge and Carlos Saldanha, 2002), boasts that
the company’s renderer is ‘so physically accurate that [the team] can place lights and do
things just like you would in the real world and it pretty much comes out right’. At the same
time, the freedom to diverge from the laws of nature for aesthetic reasons is often celebrated
as both a sign of technological progress and artistic superiority. Such technophilic accounts of
the digital animation process as a journey beyond the limitations of reality demonstrate that –
to quote filmmaker Jane Shadbolt (2012) – ‘the rhetoric of digital filmmaking is the promise
of the infinite’.
Digital visual effects produced for live-action cinema share many of the aesthetic features
and approaches described above, including the tendency to gently embellish reality through
‘careful cheats in the interest of style and tone’ (Prince 2012:70). However, they also pose
additional challenges to defining animated realism because they are meant to convincingly
Prince’s (2012: 32) theory of perceptual realism, this means that filmmakers need to convince
viewers that the creatures or worlds created via digital effects exist in the same perceptual
reality and follow the same laws of physics as the real world. Prince (2012: 32) posits that
world’, including ‘principles of motion and anatomy and the physics involved in dynamic
systems such as water, clouds, and fire’. This is especially relevant to live-action films
Beasts and Where to Find Them (David Yates, 2016) and War of the Planet of the Apes (Matt
32
Reeves, 2017) – because the success of these productions is largely predicated on the digital
beasts functioning as believable characters occupying the same diegetic space as the humans.
In order to achieve this, many contemporary features rely on a technique called motion
capture which is used to achieve physically accurate and convincing motion in computer-
animated film and video game characters by using reference data collected from the digitized
footage of human actors wearing specialized suits with sensors. Visual effects artists rely on
this data as a starting point when animating the digital body, working with what Lisa Purse
(2013: 56) has described as ‘an abstraction of the actor’s movements’ in order to alter and
edit it in the service of realistic movement and gestures. Notable recent examples of live-
action features using motion and performance capture (a more sophisticated technique which
includes facial capture) include Star Wars: The Force Awakens (J.J. Abrams, 2015), Avatar
(James Cameron, 2009), and Beowulf (Robert Zemeckis, 2009). Certain video game
franchises have also featured motion-captured lookalikes of Hollywood actors, such as Kevin
Spacey (Call of Duty: Advanced Warfare, 2014) and Sigourney Weaver (Alien: Isolation,
2014), largely in order to draw on the star power of these performers to enhance the game’s
marketability.
multitudes appear more convincing if the individual behaviour of their members and their
behaviour as a group are integrated successfully and feature a certain number of variations.
For example, the MASSIVE software used in Lord of the Rings enabled animators to
introduce an element of spontaneity in large battle scenes, giving the actions of separate Orcs
animation’s capacity to manipulate elements of the physical world. Both X-Men: Days of
33
Future Past (Bryan Singer, 2014) and X-Men: Apocalypse (Bryan Singer, 2016) feature
representative visual effects scenes involving the mutant Quicksilver, whose incredible speed
appears to make time literally stop flowing, allowing him to re-order the space around him
according to his needs. In both films, the mutant’s effortless mastery over his environment is
underscored through a series of random cheeky acts he performs in the middle of high-stakes
crisis situations. In the 2014 film, he pauses to steal a hat from someone’s head, while in the
2016 sequel he takes time to sip from a soda can, moonwalk, and fix a boy’s hair. While
ostensibly designed for comic relief, such gestures also serve to emphasize contemporary
visual effects’ capacity to transcend the natural flow of movement in time, thereby also
altering physical space in objectively impossible ways. If, at the turn of the twentieth-century,
film promised to capture and decode reality, now it dreams of re-ordering and
(computer-)programming it.
The past decade has seen the rapid proliferation of emerging digital art forms whose
functions and visual design rely on redefining the relationship between computer-generated
imagery and physical space. Considering animated imagery’s relationship with reality will be
among the key factors in conceptualizing the development of such media. Virtual and
augmented reality, in particular, are already being shaped by realism debates. According to
some, the key to creating a convincing sense of reality in VR experiences is not visual
verisimilitude, but engaging the user’s proprioception (their sense of the position and
movement of their own limbs in space that is independent of vision) (Vanderbilt, 2016). This
is particularly relevant to current research into virtual reality projects that aim to create the
illusion of exploring immersive virtual spaces. Such projects benefit from a technique called
‘redirected walking’, which uses ‘subtle visual clues’ and misdirection to trick head-mounted
34
display users walking in a confined space into believing that they are moving through a large
Augmented reality applications rely on a more immediate relationship with the surrounding
world designed around the interplay between animated and physical realities. Take, for
example, Niantic’s 2016 cell phone game Pokémon Go. Unlike virtual reality applications,
which create the illusion of placing the user into digitally generated environments, Pokémon
Go involves navigating actual cities in order to discover – by making use of the phone’s built-
in camera – digital creatures which are virtually overlaid onto existing locations. Here,
merges with real space – and in real time – and adds a new layer of meaning to existing
landmarks.
Animation’s central role and expanding presence in emerging media raises questions about
the evolving definitions and attitudes towards animated realism in the digital age. How might
virtual and augmented reality’s emphasis on movement in space – both simulated and
physical – expand and reshape the aesthetic and industrial imperatives of digital realism?
What new forms of realism may arise out of the digital hybridization of physical
environments? Virtual and augmented reality technologies are still relatively new, and their
place within the larger twenty-first century media landscape remains to be defined. However,
it is clear that examining animation’s role in (re)ordering the world will be central to
understanding emerging global modes of negotiating physical reality and social landscapes.
35
References
Abraham, A. (2012), When Magoo Flew: The Rise and Fall of Animation Studio UPA,
Ajanović, M. (2004), Animation and Realism, Hrvatski filmski savez/Croatioan Film Clubs’
Association, Zagreb.
Bukatman, S. (2014), ‘Some Observations Pertaining to Cartoon Physics; or, The Cartoon
Cat in the Machine’, in K. Beckman (ed), Animating Film Theory, 301-316, Durham,
Darley, A. (2000), Visual Digital Culture: Surface Play and Spectacle in New Media Genres,
Furniss, M. (2007), Art in Motion: Animation Aesthetics, revised edition, Eastleigh: John
Libbey Publishing.
Gilland, J. (2009), Elemental Magic: The Art of Special Effects Animation, Burlington, MA:
Focal Press.
Herhuth, E. (2014), ‘Life, Love, and Programming: The Culture and Politics of Wall-E and
Manovich, L. (2001), The Language of New Media, Cambridge: The MIT Press.
Boháčková, Homo Felix: The International Journal of Animated Film 5 (1): 9-15.
Pallant, C. (2011), Demystifying Disney: A History of Disney Feature Animation, New York:
Continuum, 2011.
36
Pierson, M. (2002), Special Effects: Still in Search of Wonder, New York: Columbia
University Press.
Price, D.A. (2008), The Pixar Touch: The Making of a Company, New York: Vintage.
Prince, S. (2012), Digital Visual Effects in Cinema: The Seduction of Reality, New
Press.
Riffel, C. (2012), ‘Dissecting Bambi: Multiplanar Photography, the Cel Technique, and the
Hybrid Stop-Motion Animation’, The Anime Machine: 24th Annual Society for
Sobchack, V. (2006), ‘Final Fantasies: Computer Graphic Animation and the [Dis]Illusion of
Publishing.
from Japan’, in K. Beckman (ed), Animating Film Theory, 287-301, Durham: Duke
University Press.
Vanderbilt, T. (2016), ‘These Tricks Make Virtual Reality Feel Real’, Nautilus, 7 January.
37
Whissel, K. (2014), Spectacular Digital Effects: CGI and Contemporary Cinema. Durham:
Whitsel, J. (2002), ‘The Making of Ice Age’, disc 2, Ice Age, Blu Ray, directed by Chris
Zhang, S. (2015), ‘You Can’t Walk in a Straight Line – and That’s Great for VR’, Wired, 21
38
5. The Uncanny Valley
Lisa Bode
For many viewers of Rogue One: A Star Wars Story (2016), the digital face of Grand Moff
Tarkin seems sepulchral, and not quite human, his gaze even icier than the original played by
the late Peter Cushing in 1977 (McMillan 2016). A side-by-side comparison of Cushing and
his replica, however, reveals the two to be very nearly indistinguishable. It is difficult to pin
down why the digital face does not quite work: is there something a little blank and unseeing
about the eyes, or something diminished in the face’s micro-expressions? Or is the discomfort
Whatever the reason, viewer responses to the digital Tarkin are in line with those elicited by
earlier 3D digitally animated human faces – that are at one and the same time very realistic
Myriad reviewers of Final Fantasy: The Spirits Within (Hironobu Sakaguchi, 2001)
have similarly described the characters as cold, soulless, and mechanical mannequins.
Writing on Robert Zemeckis’s screen adaptation of The Polar Express (2004), reviewer
Manohla Dargis claimed that the characters were ‘creepily unlifelike’ with an ‘eerie
listlessness’ (2004). Watching Zemeckis’s later film, Beowulf (2007), Peter Bradshaw felt
that the characters were ‘disconcertingly only almost human [...] There is something about
the way the eyes are drawn which makes them look distant or even blind’ (2007), while
Kevin Maher complained that the ‘synthespians look like rubber-faced automatons’ (2007).
Various explanations have been put forth for why animated figures that aim for lifelike
photorealism tend to strike us as vaguely unpleasant or not fully ‘alive’, and largely these are
tied to ‘the uncanny valley’ hypothesis. Here I examine some of these explanations in relation
39
animation more generally, in order to deepen our understanding of spectatorial unease with
The term ‘uncanny valley’ was coined by Japanese roboticist Masahiro Mori in 1970.
He wrote, ‘I have noticed that, in climbing toward the goal of making robots appear like a
human, our affinity for them increases until we come to a valley, which I call the uncanny
valley’ (2012: 98). Mori plotted a graph visualising what he saw as the correlation between
levels of viewer affinity and various kinds of human-like objects (puppets, robots, dolls), and
marked a tipping point where simulations of life, whether prosthetic limbs, androids, or
moving waxworks, become ‘too real’ or ‘too human-like’, and our affinity and warmth
towards them slides steeply down into aversion. The greater the proximity to human likeness
in appearance, he argued, the deeper the repulsion. Mori proposed that this aversion might be
due to evolutionary biology, connected to the explanations we have for other emotions such
as disgust: if the skin on a prosthetic limb looks unalive or unhealthy, or if a face looks only
semi-conscious, it may trigger something hardwired in our brains that leads us to avoid
sickness, death, or other things that may bring us physical harm. Whatever the underlying
causes, he concluded that robot designers should pull back from the pursuit of simulating
human likeness, and instead experiment with abstraction and stylization in their designs if
they wished to avoid the possibility of uncanniness being triggered in the viewer (2012: 99).
Despite Mori’s recommendations, in the 2000s further strides have been made in the
verisimilitude of android design and the 3D animation of photorealistic human figures for
movies and games. As a result, the uncanny valley has re-emerged as an important topic for
researchers in fields such as animation studies, film studies, robot-human interaction, and
cognitive science. Since 2005, various empirical studies have tested viewer responses to
replica human images of different kinds. Such studies have sought to ascertain what might
40
universal experience, and to understand its underlying cognitive roots or evolutionary
purpose (MacDorman & Chattopadhyay 2015: 190-191). Research using adults, children,
infants, and other primates seems to support the reality of the phenomenon (MacDorman &
Chattopadhyay 2015: 190), however some studies support less a ‘valley’ than a ‘cliff,’
suggesting a much steeper aversion correlation with synthetic human likeness one that may
not tilt upwards again towards affinity. The idea of an ‘uncanny cliff’ implies that the pursuit
circumvent the complexity of the ways our brains process faces and facial expressions. No
matter how lifelike and human synthespians become, we are hardwired to spot the fake.
Film theorist Stephen Prince (2012) disagrees, suggesting that under the right
economic and technological conditions, it is possible for animated digital humans to ‘cross’
the uncanny valley. He points out that while marker-based motion capture systems are great
for capturing body motion, they are inadequate for facial expressions, as these are produced
through surface deformation. Our faces contain fifty-three muscles in thin sheets, which are
not attached to bone but ‘from skin to skin’ (2012: 123). Marker-based systems produce
incomplete and crude character expressions that have required substantial, painstaking
supplemental animation based on video reference of the actors. Much rendering and
animation is needed not just for skin and facial muscles but everything to do with the eyes,
such as gaze direction, blinks, saccades, and minute expansions and contractions of the pupils
in response to light or emotional arousal. For these reasons, Prince concludes that ‘the
amount of labor from digital animators necessary to provide all the subtle expressions of
character that a live actor might contribute would be far too expensive to create. Thus
123).
41
Films such as Beowulf and Final Fantasy: The Spirits Within attempt to compensate
for diminished facial verisimilitude by instead attending to the tiny surface details of fabric
textures, skin and hair, such as age spots, veins, peach fuzz on a cheek catching the light, or
nostril hair. Prince reports that with Beowulf, ‘the visual effects supervisor felt that by adding
more detail, the actor’s performances would become more engaging’ (2012: 125). While
gorgeous to look at, the ‘hyperbole’ of this detail appears to have been counterproductive.
This is something Vivian Sobchack notes of Final Fantasy and the way the film lingers on
such visual details cuing a ‘heightened and hyperbolic form of judgemental attention’ (2006:
179). Because our attention is drawn away from the inner life of the characters ‘to the
character’s skin, their liver spots, their freckles and wrinkles […] the physics of clothing,
movement, and […] the way hair falls’, the experience, she argues, is ‘not so much uncanny
as it is unmoving’ (2006: 180). While our evaluative centres are in such a state of alert, we
are distanced from the characters, and any chance of an empathetic engagement with them is
dissolved. I would argue too that our heightened attention continues to be primed by
the uncanny valley phenomenon itself. In other words, there may be a neurological basis to
the uncanny valley effect, but it is likely amplified and sustained by the entertainment media
buzz around digital 3D humans, which invites us to test our perception by framing each new
order to better understand the complexities of spectatorship. Other animation scholars take
the uncanny valley as something to be avoided by animators, and engage with Mori’s
recommendation to pull back from absolute verisimilitude. They make a case for abstraction,
caricature, or the plasmatic qualities traditionally valued in animation and are wary of the
pursuit of digital photorealism, because, they argue, pushing animation to mimic live-action
42
conventions obscures the visual markers of animation labour and creativity. Matthew Butler
and Lucie Joshko have drawn on Mori’s work in order to compare viewer engagement with
the ‘burlesque’ caricatured animation style of Brad Birds’ The Incredibles (2004) against
what they see as viewer disconnection from Final Fantasy’s ‘frighteningly realistic’ 3D
characters. Through this comparison they argue that caricature, abstraction and distance from
recognizing and projecting familiar characteristics from their own experience onto the
characters, and this projection leads to a deeper engagement and the kind of ‘affinity’ noted
by Mori. By contrast, ‘ultra-realistic (or photorealistic) animation offers no visual space for
While we might be able to pinpoint the specific qualities of animation that may cue an
uncanny experience, this is a different matter from understanding the underlying principles of
that experience. It is these principles that allow us to see the connections between the
Ernst Jentsch in his 1906 essay ‘The Psychology of The Uncanny,’ determined that
uncanniness was first and foremost a kind of ‘psychical uncertainty’: a sensation in which
what we perceive might be fleetingly at odds with our rational understanding about the way
things are (p.9). He provides a list of scenarios or phenomena that may arouse this feeling:
masked balls (what if the being behind the mask is not human? What if there is nothing
behind the mask?); illusions, conjuring tricks (is magic real?); a moving tree branch (the
wind, or?); before arguing that the uncanny was most regularly aroused by ‘doubt as to
whether an apparently living being is animate and conversely, doubt as to whether a lifeless
object may be in fact inanimate’ (p.11). Listing corpses, waxworks and porcelain dolls among
objects likely to arouse the uncanny, he noted that ‘the life-size automata that perform
complicated tasks, blow trumpets, dance, and so forth, very easily give one a feeling of
43
unease’ (p.12). In an argument that pre-figures Mori, he said ‘the finer the mechanism, and
the truer to nature the formal reproduction, the more strongly will the special effect also make
its appearance’ (p.12). Sigmund Freud later took Jentsch’s argument further into discussions
of castration anxiety, but for our purposes here, he also usefully emphasized that the uncanny
is ‘a class of the frightening which leads back to what is known of old and long familiar’
(1919/1955: 220). For Freud, the uncanny arises when the old buried fantastical fancies of
our childhood seem momentarily confirmed in the rational universes of our adult selves.
Jentsch’s ideas imply that what is troubling about photorealistic animation is that it
tends to make us uncertain about the ontological status of what it is we are seeing. This
notion of uncertainty is borne out by Mark Langer who suggested that the problem with Final
Fantasy was the ‘liminality’ of its aesthetics which cued an uncertain wavering as to whether
he was watching living actors or the work of animation (2002: 5). In order to dispel that
uncertainty, we scour the image for clues, and if we can find ways to categorise it as a
thinking about the uncanniness of other kinds of animation, beyond just the kinds of
photorealistic characters examined so far. Maureen Furniss, Suzanne Buchan and Paul Wells
have all observed that stop motion, object or puppet animation, as it involves endowing
‘objects that we know to be inanimate’ with life, gives us a different order of viewing
experience from that provided by drawn animation, which as Furniss observes is ‘more
clearly marked as being fabricated, rather than something of the “real world”’ (Furniss 2007:
169). Buchan’s phenomenological work on the Quay Brothers’ 1986 film The Street of
Crocodiles expands on the particular qualities of puppet animation in this film, saying that it
creates something between ‘a world’ (the fictional world of animated dolls and other objects
44
such as screws) and ‘the world’, the material one in which we coexist with inanimate dolls
and other objects (Buchan, 2006: 15-38). The haunted strangeness of the Quay Brothers’
work can be in part attributed to this ‘between’ quality of inanimate material objects from our
Paul Wells argues that, because the objects in object animation are part of our world,
their use in animation is ‘the re-animation of materiality’ (1998: 90). According to this view,
objects are never unalive just because they are inanimate, but instead have ‘secret inner
lives’. These ‘secret inner lives’ are essentially the invisible traces left from all the ways in
which objects have been made, held, used, and invested by us with life and ‘kinetic energy’,
or how, as silent and still presences in our lives, objects have absorbed our memories and
emotions (1998: 90). Through this perspective, object animation is uncanny in the Freudian
sense of resonating with our old childhood beliefs that our toys had feelings.
Human actors too can be rendered uncanny through animation techniques, as Laura
Norman McLaren’s Neighbours (1952) and Jan Svankmajer’s Food (1992), in which stop-
motion techniques are used to animate living actors. As Jentsch argues, uncanniness can be
aroused when doubts emerge as to whether an ‘apparently living being’ is animate, and Ivins-
Hulley puts it well when she says Svankmajer ‘“object-ifies” the actors, paradoxically taking
away much of their human agency even as he so often grants agency to non-living objects
through stop motion’ (2013: 268). Here we see people become like mechanized puppets, their
still poses captured in increments and joined in the editing suite, moving at the will of the
To further think through the implications for the way the concepts of animate and
inanimate relate to those of ‘living’ and ‘dead’, it is useful to turn to animation theorist Alan
45
classical times onward between the animists, who believed that the world was alive with
organic or spiritual substance, that all that moved was alive (even things that did not move
could be considered as alive), and the mechanists, who believed that the motion of matter was
agency’ (2007: 487). The term ‘to animate’ has a doubled definition: to endow with life, and
to endow with motion. But these two meanings are not always synonymous, for instance,
machines and zombies move, but we do not say they are ‘alive’, while the magic of animation
can bestow inanimate objects such as the Pixar lamp or Jan Svankmajer’s beefsteaks with an
illusion of living consciousness. A strong impression of living consciousness and agency may
uncertainty about what is driving the movement of a character. We can think, for example of
Toy Story (John Lasseter, 1995), a film that playfully dramatises our lingering childhood
fantasies and uncertainties about the secret ‘life’ of material objects in its depiction of
vivified toys, their friendships and adventures, when humans are not around to observe. In
our games and ludic animation of our toys, we endow them with our own living agency. But
the uncanny is not present in the midst of such play. Rather, as Robyn Ferrell suggests, it is to
be found in ‘the sly turn of a doll’s head, the imperceptible flicker of a statue’s stone eyelids,
the animal whose expression is for a moment almost human’ (1991:132). Indeed, consider
those moments in Toy Story where a human enters the playroom, and the toys, a moment ago
so full of life and conversation, instantly fall silent, flinging themselves in haphazard
Toy Story provides more useful examples through which to understand the uncanny.
There is a moment where Buzz and Woody get into Sid’s bedroom. Sid, the bully who lives
next door, likes taking toys apart and putting them back together in mutant form. To Buzz
and Woody’s horror, these mutant toys come to very sinister life: a shaved baby doll’s head
46
with one blinking blue eye, atop a Meccano spider body; or human doll body parts hybridized
with machine toys such as skate boards and hooks, like little toy cyborg mutants. The way in
which they move — sliding and creeping in jerky fits and starts — is very different from the
comical and consistent motions of the ‘normal’ toys next door. But perhaps the biggest key to
their uncanniness is not just movement, it is that they do not speak, and so unlike Woody and
Buzz, they do not have legible interiority and intentions. Sid’s toys elicit, then, that troubling
uncertainty about whether they are ‘alive’ or ‘dead’, and about whether they move through
animistic or unthinking mechanical means. This moment in Toy Story is arguably inspired by
the Quay Bros, but, while using digital 3D instead of object animation, the sequence works
on a ‘meta’ level. Woody and Buzz’s untroubling liveliness is contrasted against the uncanny
undead qualities of Sid’s toys, setting in play the twin definitions of animation as ‘endowing
Let us take these twin definitions, and the uncertainty they engender, and return back
to where we began: to a consideration of the uncanny valley and the pursuit of verisimilitude
in animated humans and androids. At the Society for Animation Studies conference at the
University of Southern California in 2013, an android ‘portrait’ of the late science fiction
writer Philip K. Dick held court in the lobby, responding to questions from fascinated and
curious fans. Dick, whose stories have been the source of films such as Blade Runner (Ridley
Scott, 1982), Total Recall (Paul Verhoeven, 1990/ Len Wiseman, 2012), and A Scanner
Darkly (Richard Linklater, 2006) seemed an appropriate subject for such a portrait, as his
work has explored simulation, artificial intelligence, and the nature of human life and
consciousness. ‘He’ sat with his legs crossed, face set in a faintly benevolent dreamy
expression, lips slightly parted, his eyes blinking intermittently. Wires ran from the back of
his head to a laptop. An indistinct tinny voice issued barely audible phrases taken from novels
and interviews with the author, from somewhere inside. From a distance, if you didn’t see the
47
wires, you saw a slightly rumpled bearded man in a bad polyester shirt and trousers,
surrounded by people with their phones out, taking pictures or poking him and jumping back
with a nervous titter. Proximity, however, triggered unease, if you were close enough to see
or feel the pink rubbery skin on his hands and face and the limited range of expressions, or to
hear the muffled electronically mediated voice. But still, if you squinted, you could instead
re-imagine the figure as an aging man whose faculties had deteriorated as the result of too
many brain scrambling drugs, but who, at times, could give the impression that his
consciousness was on a higher plane. The unseeing gaze seemed, in that benevolent slowly
blinking face, to be seeing beyond. My point is: the uncanny effect was strongest if I focused
on the fact that the android’s motions had a purely technological cause. There was no
interiority: just a dead doll made to slightly move. However, the uncanny effect dissipated if I
projected recognisably human qualities and interiority onto the figure. Then, its slight
The figure itself, like a 3D photorealistic digital actor, was liminal, and it was up to
me to create certainty out of uncertainty: to look for the clues for human-ness and aliveness
or look for the clues for technological artifice and un-aliveness, in the process thinking
through the ways in which living humans can seem machine-like at times, or lacking agency,
on automatic pilot, absent-minded. Similarly, watching the digital Moff Tarkin of Rogue One,
and noting the signs of slight inhumanity, these can be reframed in the viewer’s mind to
enhance an impression of the character’s calculating coldness. Tarkin, after all does not
require our empathetic engagement. He is meant to give us the creeps. Perhaps, then,
depending on the type of character, the uncanny valley does not have to be a ‘problem’.
uncanniness in animation of many kinds and how central stillness as well as movement is to
the generation of this uncertainty. The ways in which we experience the uncanniness of
48
photorealistic animation of human figures has points of connection with the uncanniness of
other forms of animation, such as object animation, human pixilation, and stop motion puppet
clearly fabricated but takes up themes of objecthood and agency. Each is tied in its way to
some kind of in-betweenness that may momentarily make us question our knowledge or
beliefs about the foundations or definition of reality, organic life, humanness, and agency.
Such ongoing fascinating questions are central, as Cholodenko recognizes, to the very
meaning of animation.
49
References
http://www.guardian.co.uk/film/2007/nov/16/actionandadventure.animation (accessed
2 May 2017).
Buchan, S. (2006), ‘The Animated Spectator: Watching the Quay Brothers’ “Worlds’’’, in S.
Butler, M. & L. Joshko (2009), ‘Final Fantasy or The Incredibles: Ultra-Realistic Animation,
The Illusion of Life II: More Essays on Animation, 486-529, Sydney: Power
Publications.
Dargis, M. (2004), ‘Do You Hear Sleigh Bells? Nah, Just Tom Hanks and Some Train’, New
http://www.nytimes.com/2004/11/10/movies/do-you-hear-sleigh-bells-nah-just-tom-
Ferrell, R. (1991), ‘Life Threatening Life: Angela Carter and the Uncanny’, in A.
Cholodenko (ed), The Illusion of Life: Essays on Animation, 131-44, Sydney: Power
Publications.
Freud, S. (1955), ‘The “Uncanny”’, in J. Strachey and A. Freud (eds), The Standard Edition
of the Complete Psychological Works of Sigmund Freud Vol XVII (1917-19), 219-52,
Furniss, M. (2007), Art in Motion: Animation Aesthetics, revised edition, Hertfordshire: John
Libbey.
50
Ivins-Hulley, L. (2013), ‘A Universe of Boundaries: Pixilated Performances in Jan
Jentsch, E. (1906/1995), ‘On the Psychology of the Uncanny’, Angelaki, 2 (1): 7-16.
Langer, M. (2002), ‘The End of Animation History’, Society for Animation Studies. Available
Increases the Uncanny Valley Effect, Increasing Category Uncertainty Does Not’,
http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/film/film_reviews/
McMillan, G. (2016), ‘“Rogue One”: That Familiar Face isn’t Familiar Enough’, Hollywood
vision/rogue-one-grand-moff-tarkins-familiar-face-isnt-familiar-957178 (accessed 30
October 2017).
Mori, M. (1970/2012), ‘The Uncanny Valley’, trans. K. F. MacDorman and N. Kageki, IEEE
Prince, S. (2012), Digital Visual Effects in Cinema: The Seduction of Reality, New
Sobchack, V. (2006), ‘Final Fantasies: Computer Graphic Animation and the [Dis]Ilusion of
51
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6. Animation and Performance
The concept of performance, imbued as it is with ideas of embodiment and the corporeal,
would initially seem to have little relevance to animation. After all, many animated characters
are virtual and intangible, unlike the physical, ‘real’ bodies that typically come to mind when
definition of animation reminds us, only come to life by virtue of what happens in-between
the frames that we see on screen (see Furniss 1988: 5). This is true even of physical objects,
such as puppets, that are animated via stop-motion. Animated characters, unlike a human
actor, have no physical autonomy. They rely on the animator to move and, therefore, to come
alive.
what animation can do that live action cannot, and vice versa – and because the physical body
is inherent to live action cinema in a way that it is not to animation, the importance of
performance for animation has often been overshadowed by animation studies’ tendency to
focus on areas such as animation’s material and aesthetic properties. This chapter will
Much early animation is characterised by the appearance of the animator in the frame. From
Emile Cohl’s very early animation Fantasmagorie (1908) to the Out of the Inkwell series
made by the Fleischer Brothers between 1918 and 1929, it was very common to see the
animator’s hand draw the characters and bring them to life on screen. Scott Bukatman (2012:
53
109) suggests that this tendency was because ‘animation was too new, and perhaps too
mysterious, to simply emerge fully formed onscreen’. Similarly, David Clark thinks of the
presence of the hand of the animator as a way for animators of the period to ‘come to terms
with the strangeness of this new medium’ (Clark 2005: 144). Thus, inserting the means of
creation – the hand and the pen of the animator – into this ‘strange and foreign parallel world’
unfamiliar with this new form. Also typical of this period is the presence of the animator as a
performer within the cartoon. In Betty Boop’s Rise to Fame (1934) the animated, coquettish,
Betty flirts with ‘Uncle Max’ Fleischer who appears with her on screen. Although Fleischer
is playing himself, this is nonetheless clearly a performance, one that also features his brother
The appearance of the animator’s hand, or even their entire body, is a reminder of
vaudeville. Several early animators had previously worked in this context as lightning sketch
artists – onstage performers who created virtuosic drawings live in front of an audience – and
many early animated films are, essentially, lightning sketch films, in which ‘the spectator is
never allowed to forget that he [sic] was observing a theatrical performance’ (Crafton 1993:
57). James Stuart Blackton’s performance in his 1907 Lightning Sketches, in a way that is
typical of animation of this period, has much in common with that of a magician, from the
presentation of the blank canvas at the outset of the film – similar to a magician ‘proving that
his hat and sleeves are empty’ – to the sartorial signifier of the conjuror’s formal evening
wear (ibid). Even in later animations that don’t include the act of lightning sketching, the
by Winsor McCay’s Gertie the Dinosaur (1914). Prior to making animated films, McCay was
54
an accomplished and successful comic strip artist and lightning sketcher (see Bukatman 2012:
110-130). The original animated film of Gertie was used as part of McCay’s live act, in
which he ‘interacted’ with the animated dinosaur, the brontosaurus seeming to respond to the
commands McCay issued from the stage (see Crafton 1993: 110-13). In the subsequent
version of the film for release in cinemas, McCay’s from-stage commands are replaced by
intertitle cards, and McCay performs himself in the film’s live action bookend sequences in
which he enters into a wager with a group of fellow animators to bring a dinosaur to life. In
these examples, and countless others from the first decades of animation, we can see that the
Later, after the onscreen presence of the animator fell out of cultural fashion, live action
performance once again became significant to animation, but in a different way – as part of
the production process. Disney animators Frank Thomas and Ollie Johnston (1981) recall the
important role filmed live action came to play in the animation process during the studio’s
first heyday in the 1930s and 40s. This first came about when ‘burlesque comedian’ Eddie
Collins was recruited to help with the animation of Dopey during the production of Snow
White and the Seven Dwarfs (1937). Dopey was suffering from a lack of personality, the
‘“leftover” dwarf’ as he was called by the animators working on the film (Thomas and
Johnson 1981: 320), so Collins was brought into the studio to perform ‘innovative
interpretations of Dopey’s reactions’ to help ‘breathe life into the little cartoon character’
(ibid). This strategy proved so successful that it became a standard tool used at Disney to help
The Disney animators used this material in two key ways: as ‘resource material’ to
give ‘an overall idea of a character, with gestures, attitudes, an idea that could be caricatured’
55
(Thomas and Johnson 1981: 320-1) or as ‘a model for the figure in movement’ where it
‘could be studied frame by frame to reveal the intricacies of a living form’s actions’ (p. 321).
Initially live action filmed material was used for general reference in these two ways, but
later the studio began ‘shooting film for specific scenes or special actions’ (p. 323) for a
particular sequence they were trying to animate. For example, to help the animators create the
titular character in Snow White dancer Marjorie Belcher ‘was filmed as she acted out [her]
When the animators at Disney used the actor as a frame-by-frame reference for how
an animated character moved this involved a modified version of the process called
rotoscoping, where live action performance is filmed and then traced frame by frame. 6 At
Disney in the 1930s, the studio’s processing lab devised a system by which frames of film
were individually printed out onto ‘photostats’ - sheets of paper that could fit onto the pegs of
an animation desk so the animator could ‘study the action by flipping “frames of film”
backward and forward just as he did his drawings’ (Thomas and Johnston 1981: 321). This
revealed the complexities of the human form in action as it performed. Rotoscoping has been
used more widely in animation, often to help create realistic movement in human characters
performance capture, in which live action performance is used as the basis for creating
digital, computer generated animation.7 This will be discussed later in the chapter.
At Disney, the animators first traced over the live action images, which they then set
aside. They then worked only from the traced drawings to create the cartoon character,
‘choosing only those actions that relate to the point of [a] particular scene’ (Thomas and
Johnston 1981: 323). This was because, as Thomas and Johnston note, problems came about
with the use of live action performance as the basis for their animation if they tried to stay too
close to the filmed reference of movement: ‘The moves appeared real enough, but the figure
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lost the illusion of life […] it was impossible to become emotionally involved with this eerie,
shadowy creature who was never a real inhabitant of our fantasy world.’ (Thomas and
Johnston 1981: 323) This is a common criticism of rotoscoped animation – that it somehow
deadens the animated character. This might be because too slavishly following a reference in
some way inhibits the animator’s own input into the creation of a character, and it implies
empathy-inducing it is, is more than simply recreating realistic movement. Indeed, Brad Bird
(director of films including The Iron Giant [1999] and The Incredibles [2004]) asserts that
‘when you watch an animated film, the performance you’re seeing is the one the animator is
giving to you’ (quoted in Crafton 2013: 15). Before moving on to explore this idea of the
means.
Performance
field of performance studies tend to not agree precisely on what the term ‘performance’
means, but, more importantly, its contested status is inherent in its meaning and
‘disagreement about [its] essence’ is “built into the concept” of performance itself (Carlson
2004a: 68). However, one undisputed idea is that performance entails bringing something
into being in the moment that the performance takes place. Most obviously, this might be an
actor performing a role in a play or a film. Less obvious is the notion that performance is a
part of everyday life, something we all do when we interact with other people. In fact, as
Richard Schechner (2002: 2) notes, performance is ‘any action that is framed, presented,
highlighted, or displayed’ and this will range from simple everyday interactions with our
fellow human (and non-human) beings, such as greetings, through to more complex
57
communications, social actions and rituals, as well as cultural performances such as plays and
performance art.8 The nature of performance means that to study it involves thinking more
about behaviours and actions than analysing texts or things in themselves. Furthermore,
treating ‘any object, work, or product “as” performance […] means to investigate what the
object does, how it interacts with other objects or beings, and how it relates to other objects
2002: 24)
Two concepts that are frequently cited as inherent to performance will be particularly
performance implies a process of ‘doubling’ and the second is the significance of ‘embodied
knowledge’ to understanding and interrogating performance. Marvin Carlson notes that ‘all
model of that action’ (2004a: 71). This idea of doubling goes hand-in-hand with the notion
mentioned above of performance bringing something into being. The ‘something’ that is
‘being brought in to being’ is the thing that is being doubled. This could be a character that an
actor is performing, in that the character pre-exists the performance either in prior
Doubling is also part of the performance of everyday actions such greetings, in that we base
this ‘performance’ on our already existing knowledge of how such actions should be carried
out in the social situation we are in – knowledge that we begin to develop in childhood.
In all cases, the ‘performance’ involves some sort of comparison (either by ourselves
and/or an audience) to some other ‘elusive “other” that performance is not but which it
constantly struggles in vain to embody’ (Carlson 2004a: 71). Thus, we might think about how
the notion of authenticity is valued in performance, and how this entails a performer
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effectively or convincingly embodying the thing they are doubling. We can see this idea at
play in the example of the Disney studio using live action performance as a reference for
creating animated characters discussed above; in particular, the way that ‘it became
increasingly important to choose just the right actor for this type of action, since it would
Johnston 1981: 327). Here Thomas and Johnston are pointing to the idea that certain actors
will be better able to enact, or bring into being, a character by embodying that role.
scholars are interested in how actions are carried out by bodies and how particular knowledge
carried by those bodies, or embodied knowledge, might impact on, or influence, the
performance. At the most basic level, we might think that we are able to most authentically or
convincingly perform an action that we already have some physical experience of. This helps
explain why an actor who was already adept at burlesque, physical comedy worked so well to
help the animators bring life to the character of Dopey in Snow White.
As suggested at the outset of this chapter, embodiment might seem initially to have little
relevance to animation that does not use live action in some way as a basis for creating
animated characters, or ‘regular animation’ as Thomas and Johnston (1981: 319) call it,
‘which develops entirely from an artist’s imagination’. After all, how could an animated,
completely imagined and virtual character that does not exist beyond the animation in which
it appears, have any embodied knowledge? However, reflecting on the importance of acting
to animation production can help reveal the significance of embodied knowledge for
animation. This is because even though the animator is usually no longer physically present
in the frame and their body remains invisible to audiences, it is the animator’s actions, be that
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drawing with a pencil or moving a stop-motion puppet, that bring characters to life. Such
actions require a certain element of performance from the animator. This makes sense if we
think of performance as bringing something into being, as discussed above. The process of
Richard Williams (2001) suggests that the pathos of animation comes from the
animator’s ability to instil a character with soul and emotion. We might think of this ability as
embodied knowledge. Williams gives an example from the feature film Who Framed Roger
Rabbit (1988) on which he worked as animation director. Williams had wanted a certain
animator, who was feeling particularly lonely at the time, to animate a ‘shot of Roger sitting
on a garbage can in a back alley crying about what he thought was his wife’s infidelity’
(Williams 2001: 318). Another animator, one who was experiencing a much happier personal
life, ended up animating the shot. As a result, Williams felt ‘we missed having another
dimension to the character which would have given a much stronger emotional pull with the
audience’ (ibid). This anecdote points to the idea that an animator will bring to bear on a
The suggestion made by Williams that the animator’s job is to ‘get inside the
character or characters’ and also ‘show clearly what they’re thinking’ (Williams 2001: 326) is
echoed by Wells and Moore (2016: 94) who suggest that ‘whether working through the
pencil, a puppet or pixels, the need to express thought, emotion and action is fundamental to
effective animated sequences’. However, this ability comes not just from an animator tapping
into her or his own experiences, as Williams’ example above might imply, but also through
developing the skills of a performer. The importance of learning these skills was
theories of method acting as part of the animation process (see Crafton 2013: 36-48).
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Thus, the similarities between acting and animation have often been observed (see
Wells 1998: 104-7) and are frequently emphasised in books oriented at people wanting to
learn how to animate (see, for example, Hooks 2017). The affinity between acting and
animation is similarly observed by animators reflecting on their own practice. For example,
stop-motion animator Richard Haynes likens his animation of the Aardman character Shaun
the Sheep to the performance of a silent comedy actor and suggests that the
translating something in their own physicality via the process of animation’ (Haynes
forthcoming). Haynes’ description of his animation work implicitly argues that doing
animation is in itself a type of physical performance where ‘the animator must essentially use
the techniques employed by the actor to project the specificities of character (Wells 1998:
104). Thus, we can think of the process of animation as a type of performance, the ultimate
aim of which is to turn ‘cartoon characters into embodied actors’ (Crafton 2013: 37).9
Motion and performance capture, as did their predecessor, the Rotoscope, use filmed live
action performance as the basis for animation. The green (or blue) screen performance of an
actor is recorded digitally using sensors that are attached to a suit the actor wears. In
performance capture, the addition of sensors to the actor’s face means that facial gesture and
expression can be captured as well as movement. The data collected from the sensors
provides a basis for the creation of a digitally animated character. Perhaps the best-known
example of such a character is Gollum in the Lord of the Rings trilogy played by Andy Serkis
There has been a long running intellectual and industrial debate over whether or not
motion capture is animation (see Freedman 2012). This wrangling has led to a parallel debate
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about who can claim ‘ownership’ of a motion or performance capture character. Much of the
press and publicity surrounding motion and performance capture promotes the idea that the
actor is exclusively responsible for the character. New Line’s push for Andy Serkis to receive
an Oscar nomination for the role of Gollum in The Lord of the Rings: The Two Towers (Peter
Jackson, 2002) implied that ‘Serkis’s performance was the whole performance’ and elided
the role of the animation team who realised Gollum in the final film (Freedman 2012: 44).
‘Gollum, according to the studio, was not animation […] He was pure performance, and
motion capture was simply the means of recording this performance.’ (ibid) However, as
Mihaela Mihailova (2016) argues, this cultural discourse ignores the significant technical and
creative labour required by animators and visual effects artists to translate the digital data,
which usually does not ‘readily correspond to the desired end product’, into an empathetic
creature, as if by magic’ (p.43). In other words, the popular understanding of motion and
in favour of solely recognising and celebrating the actor’s original profilmic performance. As
such, motion and performance capture can be thought of as a site in which the two types of
performance and animation explored in this chapter come into conflict: performance in
Conclusion
The discussion of performance could be taken even further if we consider the suggestions by
Scott Bukatman and Donald Crafton that we should be wary of deterministic approaches to
the animation process, and that in addition to considering the performance that brings
animation into being we should also think about the animated character itself as a
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performer.10 Bukatman (2012: 133-4) argues that animated characters have a degree of
autonomy and that, especially in studio production with its factory-like division of labour, it
is hard to ascribe the enlivening of an animated character to ‘the’ animator because so many
people would have been involved in bringing one character ‘to life’. In addition, Crafton
points to the ‘responsive performances by the viewers’ (2013: 17) of animation and contends
relationships, many of which remain unknowable’ (p.18). Here Crafton emphasises the
significance of the viewer in ‘creating’ animated performances that are autonomous from
their original animation, an autonomy that is enabled by animators’ creation (or performance)
of believable characters that entails less control ‘over how the characters would be
understood and used by the films’ audiences’ (Crafton 2013: 48). Crafton’s observations also
In many ways, Crafton’s and Bukatman’s thoughts on the autonomy of the animated
character refigure, from a different (historical) perspective, the debate around motion capture,
and who can claim credit for an animated performance. Such debates caution against any
performance, in which we are moving, historically, from the appearance of the performing
animator on screen towards some final point at which the performance of the animator
becomes entirely invisible or erased. Such a teleological perspective would potentially accept
‘performance as the exclusive domain of the actor (and, by extension, of live-action cinema)’
(Mihailova, 2016: 43). Instead, as this chapter has demonstrated, animation has always
utilised and implied ‘performance’ in a variety of rich and complex ways.12 Both animation
and performance entail a process of ‘coming into being’, something that Sergei Eisenstein,
that unlikely but ardent fan of Mickey Mouse, claimed as inherent to animation and
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fundamental to our human desire for omnipotence (see O’Pray 1997). With this in mind, and
as demonstrated by this chapter, animation and performance have a close affinity, the
64
References
Bukatman, S. (2012), The Poetics of Slumberland: Animated Spirits and the Animating Spirit.
Berkeley: UC Press.
Butler, J. (2003), ‘Performative Acts and Gender Constitution’, in H. Bial (ed), The
Clark, D. (2005), ‘The Discrete Charm of the Digital Image: Animation and New Media’, in
C. Gehman and S. Reinke (eds), The Sharpest Point: Animation at the End of Cinema,
Crafton, D. (1993), Before Mickey: The Animated Film 1898-1928, Chicago: University of
Chicago Press.
Dobson, N. (2015), ‘Dancing to the rhythm of the music: Norman McLaren, the body and
https://journal.animationstudies.org/nichola-dobson-dancing-to-rhythm-of-the-music-
Freedman, Y. (2012), ‘Is it Real … or Is It Motion Capture? The Battle Redefine Animation
in the Age of Digital Performance’, The Velvet Light Trap 69 (Spring): 38-49.
Press.
Furniss, M. (2017), Animation: The Global History, London: Thames and Hudson.
65
Haynes, R. (forthcoming), ‘Shaun the Sheep: Silent Slapstick Comedy Reborn?’, in A.
Honess Roe (ed) Beyond Stop-Motion Film: Production, Style and Representation in
https://journal.animationstudies.org/category/volume-3/laura-ivins-hulley-the-
O’Pray, M. (1997), ‘Eisenstein and Stokes on Disney: Film animation and omnipotence’ in J.
Thomas, F. and O. Johnston (1981), Disney Animation: The Illusion of Life. New York:
Abbeville Press.
2018).
Wells, P. and S. Moore (2016), The Fundamentals of Animation, 2nd edn, London: Fairchild.
Williams, R. (2001), The Animator’s Survival Kit, London: Faber and Faber.
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7. Animation and Memory
In Pixar’s Inside Out (Docter and Del Carmen, 2015), Joy and Sadness navigate around their
host Riley’s long-term memory where coloured orbs representing different events in her past
are stored on shelves. The film imagines memory as fixed content that can be recalled as
consider memory to be much more complex than this. Like the term realism (see Mihailova
becoming, as related to the present as much as the past, and as a creative, networked process
rather than as a simple transmission of historical data. After introducing some of the broad
ideas related to contemporary studies of media and memory, this chapter focuses on the ways
in which we can remember the past through and with animation, and how the form can
Understanding Memory
Memory is a familiar term, yet it can be difficult to define without confusing it with the past –
events that have happened – and History – the telling of such events. If History (and I use the
capital H here purposely to refer to the practice of historians) is the construction of narratives
of the past following a cause and effect logic, often detailed with empirical data, then
memory refers to our experience of the past in the present. Memory highlights the
fragmentary nature of temporality, and refers to our bodily and sensual relations to events
that have previously happened. Memory is incomplete, inaccurate, messy and subjective. It is
not fixed, but rather it is fluid. Memory is a creation that is never complete and involves an
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assemblage or network of actors – human and non-human – contributing to its continuous
development (Garde-Hansen, Hoskins and Reading 2012: 7). Memory is something felt and
is often shared and developed with others. Although, when we colloquially use the word
‘memory’ we tend to mean the things we personally remember, the concept ‘memory’
encapsulates both personal, collective and collaborative experiences with the past, and how
these relate to each other. It is important to remember that ‘the past is not preserved but is
reconstructed on the basis of the present’ (Halbwachs 1992: 40). Thus, in studying memory,
we come to understand as much about the current situation as we do about the events being
remembered.
Media, such as animation, play an important role in the creation of memories today as
our engagement with the past is extensively mediated (Garde-Hansen 2011, van Dijck 2007).
Marshall McLuhan’s seminal book Understanding Media (1964) introduced the idea that
media might be able to extend human experience. Following such thinking in relation to
memory, Alison Landsberg (2004) argues that films can serve as prosthetics, encouraging us
to feel emotionally and bodily engaged with a past we neither witnessed nor know much
about. Landsberg here emphasises the assemblage nature of memory--that it involves the
interaction of organic and inorganic agents in its creation (Garde-Hansen, Hoskins and
Reading 2012: 11) as media can inspire the spectator to remember. Memory is not solely
situated within our minds; rather it emerges through social collaborations. Given that
animation often foregrounds the subjective–with its often handmade quality and ability to
resist photographic traditions of representation–the form can help encourage the types of
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Animation can highlight issues related to memory in many ways. Firstly, the creativity and
imagination that inform memory are often highlighted in animated works, particularly when
films, or when the physical imprint of the animators is materialised onscreen, such as in the
finger marks on the surfaces of clay figures. Film phenomenologist Jennifer M. Barker, in her
analysis of the Quay Brothers’ Street of Crocodiles (1986), argues that the foregrounding of
the creative process in stop-motion films is indicative of play (2009: 130-32). Pixar’s first
feature film Toy Story (Lasseter, 1996) also highlights animation’s relationship to play,
despite its use of digital animation rather than stop-motion, as we watch the adventures of
Andy’s toys when they come alive, and follow the narrative of Woody, an old toy, with
whom Andy no longer wants to play when he receives his new Buzz Lightyear figure. The
emphasis on play in Toy Story, as in many animations, is shrouded in nostalgia for childhood.
Nostalgia is a particular feeling about the past discussed in more detail later in this chapter.
animator’s hands moving objects onscreen, we are aware of the human agency acting
between frames, which enables the creation of movement. Material, non-human forms in
animations can also provoke the spectator to feel bodily sensations in reaction to historical
events. For example, in the Estonian short Body Memory (Keha mälu, Pikkov, 2011) – about
the deportation of Estonians by Soviet officials – objects encourage deep visceral affect for
the audience. The film includes anthropomorphic figures, which are made of twine, placed
inside a model of a cattle car. The figures are seen being violently jerked around until they
are untangled and destroyed. Barker claims that when film draws attention to a sense of
corporal discontinuity, such as with stop-motion, this can evoke feelings of bodily
vulnerability within the spectator because it encourages them to recognise that the unity of
the film – its body – is actually constructed of fragile, individual elements and the failure of
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any of these could threaten the existence of the whole (Barker 2009: 21). In Body Memory,
such affect is not only suggested through the staccato temporality of the film, but also
through the unravelling and metamorphosis of the twine figures, which encourage us to
consider how our own body could be torn to pieces or changed by external forces. Such a
sensation can enable the tragic past of Soviet deportations to resonate deep within the
spectator’s body and thus it is through an embodied relationship with the animation that they
Thirdly, animation’s ability to emphasise subjective reality (Wells 1998: 27) enables
it to explore the sensual responses of people to historical events rather than to show them
photographically. Animation has long been interested in depicting things which are
impossible to represent in live action, and the embodied, fluid experience of memory is
certainly something that a photograph or live-action film cannot satisfactorily depict. This is
particularly significant when animations deal with events that are questionably real. For
example, Paul Vester’s Abductees (1994) uses animated drawings to accompany the vocal
testimony of individuals who describe their experiences of being abducted by aliens. The
artwork attempts to both illustrate the interviewees’ memories and to question the reliability
of subjective narratives of the past with interjections of iconic fantasy images, such as Bambi.
Traumatic Memory
‘A traumatic event is often understood as an aporia in subjective experience and also for the
possibilities of representation’ (Honess Roe 2013: 156), thus whilst photographic-based live-
action images might struggle to engage with trauma through traditional narratives, animation
can offer an aesthetic response (ibid). Following the psychoanalytical work of Sigmund
Freud, trauma theorist Cathy Caruth defines trauma as a ‘double wound’ (1996: 3). By this
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she means that it is a ‘breach in the mind’s experience of time, self and the world’ and that as
it reappears in flashbacks to the survivor, trauma is always ‘experienced too soon’ and ‘too
unexpectedly to be fully known’ (1996: 4). Therefore, trauma causes the survivor of a horrific
and Dori Laub (1992), and Janet Walker (2005) argue, because trauma can never be fully
known, it is also shaped by fantasy and ‘disremembering’. Walker uses the term
‘disremembering’ to refer to the process through which fragments of the past allow us to
begin to work through trauma even when we cannot remember the original event.
Laub argues that survivors of horrific experiences cannot recognise their trauma until
they testify to the events (1992: 57). Whilst video (analogue and digital) is often used to
record such testimonies, it only presents the survivor telling their story – it cannot show
events as they happened or illustrate memories of them. Often, particularly in the case of
wars or genocides, there are few images evidencing horrendous crimes. If they do exist, they
are often shot by the perpetrators, thus do not present the victims’ point-of-view. This is
perhaps why there has been an increasing number of animated documentaries as well as
fictional interpretations of traumatic events such as the Holocaust told from a personal
rather than claiming to represent official or purportedly objective accounts of an event. In the
case of horrific events it might also be a ‘means for overcoming the effacement of the past
blocked by traumatic experience’ (Honess Roe 2013: 155). This is illustrated in the feature
length animated documentary Waltz with Bashir (Folman, 2008) in which the filmmaker uses
animation to try to discover his missing memories of his time as a soldier in the Lebanon
War.
Another example, the short Canadian animation I was a Child of Holocaust Survivors
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imagination. Fleming’s animated film is a post-memory work (Hirsch 2012), which means it
explores the relationship that a member of the second generation (Bernice Eisenstein) has
with her parent’s traumatic past (the Holocaust) which she did not experience first-hand. At
one point in the film, Bernice tries to reconcile the image of her father as she knows him with
imagery of the concentration camps and imagines him as a sheriff (as if from a Western film)
fighting the Nazis. She cannot recall a past she did not experience, but she can feel affected
However, to think about animated films like I was a Child of Holocaust Survivors that
confront real experiences of trauma simply as an exchange between the testifier and the
viewer is to ignore the significance of both the animators and their imagery. What we see on
screen is not simply the testimony--unless the animation is also created by the person telling
their story–so whose memory is it? The animators are interpreting the interviewees’
narratives, thus bringing their own imagining of the past to the representations and drawing
attention to their presence as well as that of the person giving testimony (Honess Roe 2013:
87). Furthermore, with the ubiquity of computers in our everyday lives, our media
engagements are now mostly composed of a ‘convergence of matter (human memory [and
image]) with information (silicon memory)’ (Garde-Hansen, Hoskins, Reading 2012: 13). We
must not assume that digital media, including animation, offer a more complete record of the
past, such as the myth of the ‘total archive’ (Hoskins 2009)13, however, the blurring of the
human and machine, as well as the combination of first-hand witnesses and the post-memory
generations – those born after the event - in the production of animated documentaries about
traumatic pasts draw attention to the ways in which memory works as an assemblage of the
organic and non-organic, and of the past and the present for the future. We can see this in the
Dosky, 2012) which uses rotoscoped images of actors performing a survivors’ memories with
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live-action footage of the survivor telling his story, all of which were compiled by animators
Although, trauma has often been defined as something that needs to be worked
through (Friedländer 1996, LaCapra 1998), the recent phenomenon of stop-motion Lego
‘brickfilms’ about the Holocaust on YouTube suggests that perhaps post-memory generations
need to play through traumatic pasts in order to feel bodily invested in them (Walden,
appropriate for first-hand witnesses, playing through enables those who did not experience
the past in question to get close to it through bodily engagement with objects. Post-war
generations’ playful engagement with the Holocaust can help them to materialise their
imagined memory of it (Young 2000: 42), as they take on the responsibility for remembering
a past they did not experience first-hand in bodily ways. This is not to suggest that their
experience of playing through affords them factual knowledge about real events from the
past, but that playing through helps them to connect to it. It is in such ways that events like
the Holocaust can become part of collective, rather than just individual, memory.
do not remember the past as isolated individuals, but aggregate and recollect memories as
part of a society (1992: 38). Collective memory helps to formulate our ‘imagined
communities’ (Anderson 2916) – those groups to which we see ourselves belonging and from
which others are excluded. Each community might thus share a particular memory about a
historic event, which might conflict with the way another group remembers it. Thus, each
community remembers its own ‘version of the past’ (Neiger, Meyers and Zandberg 2011: 5).
Collective memory, then, is key to identity formation. Yet it does not suppress the importance
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of the individual, rather the notion of collective memory recognises that people share
memories and help each other to remember events from the past. How then might animations
imagining of specific communities. For example, the cuddly bear-like figure Cheburashka
became an icon of Soviet animation and has since been the official mascot for the Russian
Olympic team in the respective summer and winter games of 2004, 2006, 2008 and 2010.
Japanese science-fiction anime’s Mecha characters often embody a renewed Japanese identity
after the nation’s American occupation. As Joon Yang Kim argues, AstroBoy (Osamu Tezuka
et al, 1963-66) became a ‘national icon for a dream of the reconstruction of Japan’ (2013:
179). He represented not only the other becoming accepted as equal to the human rulers, but
that the answer to Japan’s identity of the future would be technology (ibid.).
and more fluid, melding together the recollections and experiences of different individuals
and things, then we can understand animations as representing a plurality of relations to the
past. Although an icon of Soviet culture, Cheburashka was created by a number of Jewish
Holocaust survivors working for the state animation studio in the U.S.S.R. Acknowledging
the creators’ background enables one to identify small features of Cheburashka’s story that
challenge the idea that he represents a specific collective Soviet identity. His arrival in a crate
of Jaffa oranges and the suitcase that he carries point to the plight of Jewish refugees
suggesting that there are a number of levels on which this figure can be read (Katz 2016).
Whilst the anime Akira (Katsuhiro Ôtomo, 1988) is, as is typical of anime science
fiction, concerned with ideas of the post-human in the future, it is also a film that points to
group identity as something that is always in flux. Akira is set in a dystopic metropolis – a
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amalgamates this imagery and the greed of its protagonist with ideals about masculinity
which are deeply rooted in Shinto culture. Although set in the future, Akira explores the
identity. Indeed, the film’s finale sees technology and human body amalgamate into a
monstrous figure as Tetsuo is transformed, which questions the proposals made by other
negative import of the occupying forces (consider for example the devastating impact of
Hiroshima and Nagasaka) as it is a part of Japan’s future in Akira, as the film ends with
Kaneda riding off in search of a new beginning with his high-spec motorbike. Both
Cheburashka and Akira present the boundaries of collective identity as neither clearly defined
nor stable, but feature an assemblage of references to different experiences of the past which
speak to various notions of identity in their own times. They present identity as something
constructed through the collaboration of various discourses about the past, rather than
precedented on a specific collective memory. In some respects, Akira draws attention to the
tension between a nostalgic longing for Japan’s Shinto traditions and the rapid changes of
modernisation.
Nostalgia
Nostalgia has been characterised as a rose-tinted, and thus unproductive, view of the past (Bal
1999: xi). The word ‘nostalgia’ takes its meaning from the Greek Nostos – return to the
native land and Algos – suffering of grief. Thus nostalgia combines both a longing for the
past and yet a mourning for a lost time that cannot return. Although the term was originally
used in the 1600s to diagnose the illness of mercenaries far from home, the cultural
definition, which we are more familiar with today, gained traction in the late nineteenth
century. The idea of nostalgia as a certain feeling towards the past emerged during the
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Enlightenment – a period of rapid modernisation, and thus many scholars have considered it
that we don’t have the chance to register the present or reflect on the past. Media
technologies, despite using them in desiring to slow down, and/or an escape from this crisis
into a state of wanderlust and a homesickness that could be cured through media
consumption’ (Niemeyer 2014: 2). As such, nostalgia should not simply be dismissed as
Nostalgia suggests two sensations: firstly, that things are changing too rapidly,
therefore we long to return to a time that seemed slower or at least more constant than the
late-capitalist era with its obsessive drive towards the future. Secondly, that the present feels
much disconnected from the past that we remember, and a past that we see as fundamental to
shaping our personal and collective identity. Robin L. Murray and Joseph K. Heumann
(2009) argue that nostalgia might not only help us to ‘learn from the past but also to
recuperate real community’. Niemeyer (2014) suggests that media can play a role in offering
a nostalgic, albeit temporary, cure for a desire to return to a more familiar time. There is of
course a paradox here. It is often digital media, such as Pixar animations, that offer nostalgic
value – allowing us to feel comfortable in a past we seem to recognise. However, they are
also products of modern advancement and often depict post-human worlds, and their means
old media forms that characterised the eras to which we often longingly look back.
The narratives of Pixar’s films are usually informed by nostalgia, for example the
conflict between Woody and Buzz Lightyear in Toy Story alludes to the cultural shift from
the traditional American cowboy to the Space Age. In the recent Cars 3 (Brian Fee, 2017),
Lightning McQueen longs to return to the glory age of traditional racing. WALL-E (Andrew
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Stanton, 2008) shows a future world in which our sympathies are drawn to the ‘old
technology’ embodied by the titular mechanical robot, abandoned in the wastelands of Earth
whilst humans live on a space cruiser, reduced to obese passivity by the digital technology
Pixar’s nostalgic turn is not only rooted in its narratives, but also its films’ aesthetics.
As Murray and Huemann (2009) note, WALL-E takes influence from Charlie Chaplin films
and includes clips and music from Hello Dolly (Gene Kelly, 1963). In Cars 3 (Brian Fee,
2017), Lightning McQueen looks back at his former successes in newspaper clippings – a
pre-digital media form drawn in the film as digital images. Pixar films, then, often depict the
paradoxical nature of mediated nostalgia as they express longing for a past in which they
could not exist. Yet they create this past via digital technology, which threatens to replace the
We have seen in this chapter how animation can help us to remember the past, how
they represent dimensions of memory such as trauma, post-memory and nostalgia, and how
we can look at the history of animation production to explore how the form contributes to the
salient for exploring issues related to memory because it often foregrounds creativity,
embodiment and the subjective, which are fundamental to memory. As animations often
involve assemblages of objects and people in their creation and within their representations,
they also draw attention to the complex, collaborative dimensions of memory. We do not
simply remember on our own; rather our relationships with the past are shaped by our
encounters with people, things, places and ideas. We must remember, though, not to solely
look at the representational values of animation when thinking about memory, but interrogate
their technological, material and aesthetic dimensions as well, in order to examine what the
form can specifically contribute to our understanding about memory and the past.
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References
Bal, M. (1999), ‘Introduction’, in M. Bal, J. Crewe and L. Spitzer (eds) Acts of Memory:
Cultural Recall in the Present, vii-xvii, Hanover: University Press of New England.
Barker, J.M. (2009), The Tactile Eye: Touch and the Cinematic Experience, California:
University of California.
Caruth, C. (1996), Unclaimed Experience: Trauma, Narrative, and History, Baltimore and
Halbwachs, M. (1992), On Collective Memory, trans. L. A. Coser, Chicago and London: The
Hirsch, M. (2012) ,The Generation of Postmemory: Writing and Visual Culture After the
Hoskins, A. (2009), ‘Digital Network Memory’, in A. Erll and A. Rigney (eds) Mediation,
78
Huyssen, A. (2003), Present Pasts: Urban Palimpsests and the Politics of Memory, Palo
Katz, M.B. (2016), Drawing the Iron Curtain: Jews and the Golden Age of Soviet Animation,
LaCapra, D. (1998), History and Memory after Auschwitz, New York: Cornell University.
February 2018)
Niemeyer, K. (2014), ‘Introduction: Media and Nostalgia’, in Media and Nostalgia: Yearning
for the Past, Present and Future, 1-26, Basingstoke: Palgrave Macmillan.
Van Dijck, J. (2007), Mediated Memories in the Digital Age, Redwood City: Stanford
University Press.
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Walker, J. (2005), Trauma Cinema: Documenting Incest and the Holocaust, Berkeley:
Young, J. E. (2000), ‘David Levinthal’s Mein Kampf: History, Toys, and the Play of
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8. Some Thoughts on Theory-Practice Relationships in Animation Studies
Paul Ward
Perhaps even more so than film and media studies more broadly, animation studies has
always enjoyed a productive fluidity between theory and practice and much animation
scholarship is written by people who are also animators. Ward, in this article that was
important analysis of this relationship between theory and practice in animation studies that
81
SECTION TWO
82
Forms and Genres
Introduction
Not only can animation take a variety of material forms, it also exists across a wide range of
formats and is distributed in various media. This section explores the significance of these
different forms and genres of animation. From TV (Dobson) to Video Games (Pallant), for
purposes including advertising (Cook) and Propaganda (Herhuth) and for audiences of
different ages (Ratelle). As animation is also commercially prevalent in short form and
and non-fiction (Honess Roe), the chapters in this section aptly demonstrate the diversity and
ubiquity of animation.
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9. Absence, Excess and Epistemological Expansion: Towards a Framework for the
This article was first published in Animation: An Interdisciplinary Journal in 2011 and
outlined ideas that Honess Roe would go on to explore in more detail in her book Animated
Documentary (Palgrave 2013). Here she points out that animation and documentary, while
perhaps superficially antithetical, have a long history of hybridisation. She argues that
animation has a particular capacity to expand the range and depth of what documentary can
tells us about the real world through functioning in ways that make up for the shortcomings
of live action.
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10. Experimental Animation
Paul Taberhman
Experimental animation offers a distinct set of formal challenges to the spectator. Watching a
commercial animation, the viewer is typically compelled to speculate on how the conflicts
might be resolved, and they are also invited to reflect on the characters featured, and the
themes raised by the story. The viewing strategies required when engaging with experimental
animation are different, and so the aim of this chapter is to elucidate what it is the viewer
One of the principal distinctins one may make between commercial and experimental
animation is the way in which imagery is used. In commercial animations, the visual details
are always subordinated to the story they serve, and they will not play as big a part of the
experience once they have been integrated into the larger, more ‘meaningful’ form of an
colours, movements and visual textures more fully comprise the film’s aesthetic appeal. The
earliest explorations of this sensuous experience of animation took the form of visual music,
which may be understood as non-figurative animation that visually aspires to the dynamic
and nonobjective qualities of music. While not all experimental animations try to do this,
abstraction still warrants particular attention in this discussion, since it played a key part in
the development of experimental animation. In the early twentieth century, artists of the time
were concerned about what was considered a ‘misuse’ of cinema. Robert Russett explains
that they ‘envisioned motion pictures not as a form of popular entertainment, but rather as a
new and dynamic expression, one closely allied with the major art movements of the day’
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Painter Wassily Kandinsky claimed in 1911 that visual art should aspire to the
This led to abstract (non-figurative) art. In Concerning the Spiritual in Art, he argues,
A painter [...] in his longing to express his inner life cannot but envy the ease
with which music, the most non-material of the arts today, achieves this end.
He naturally seeks to apply the methods of music to his own art. And from this
Contemporaries of Kandinsky such as František Kupka and Paul Klee posessed similar
creative aspirations, and by the 1920s, European abstract painters Walter Ruttmann, Viking
Eggeling, and Hans Richter extended their craft to animation, with the musical organization
of film time as their central concern. Concepts from musical composition such as
orchestration, symphony, instrument, fugue, counterpoint, and score were applied. For
example, Richter’s Rhythmus 21 (1921) strips visual information back to its core element –
motion in time. An assortment of squares and rectangles (sometimes white on black, other
times black on white) expand and contract on the screen at different speeds. Each visual
articulation, like a series of musical motifs, repeats and makes variations. Like music, the
movements are variously fast, slow, aggressive, smooth, graceful and abrasive. Just as two or
more musical melodies can move in counterpoint, so too can shapes in motion move
Following these early pioneers who sought to visually express music, experimental
animation later assumed a variety of different forms. While no two experimental animations
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are the same, we can begin to think about some common tendencies that feature in these
types of films. The following list of features does not include essential characteristics but
rather tendencies.14
First, the context of distribution and production may be outlined in the following way:
The film will be self-financed or funded by a small grant from an arts institution,
They evoke more than they tell. They don’t offer a clear, unambiguous ‘message’
The materials of animation may be consciously employed in a way that calls attention
to the medium
The personal style and preoccupations of the artist will be easily discernible
feature
Maureen Furniss has discussed the difference between commercial and experimental
animation, and prudently makes the point that these two categories exist on a continuum. She
rightly comments that both represent extremes ‘to which few cultural products could adhere
completely; but, evaluating a particular text in terms of the various paradigms, it is possible
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to see a given work as generally being related to one mode of production or the other.’
(Furniss, 2008: 30) This is a productive way to think about about categories such as
that tells a traditional story. In commercial, mainstream animation events are generally
and ultimate resolution. For example, Simba in The Lion King (Allers and Minkoff, 1994)
overcomes internal doubt to challenge the tyranny of his wicked uncle Scar, and regain his
place as the rightful king. In How to Train Your Dragon (Sanders and DeBlois, 2010),
Hiccup, a timid and physically weak teenager, learns to use his intelligence and compassion
to reconcile his Viking community with a horde of dragons. In both instances, the theme of
more likely to defy straightforward description; ideas are expressed in an indirect way, they
provoke rather than tell. In turn, the viewer is left to interpret the work according to their own
dispositions. There isn’t a hidden meaning set up by the artist which the viewer needs to
identify; rather, the viewer should respond to the experience imaginatively, as if the work was
a mirror reflecting back what the spectator sees and what they bring to the experience. If a
spectator is concerned that they don’t ‘understand’ a film, they may instead ask themselves
how it made them feel. A film might create a feeling of ambient entrancement, agitation,
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relaxation or disorientation, for instance. If the viewer chooses to focus on the feelings
generated by the film, this is an adequate response to the work. It may, thus, be experienced
As well as the experience of the spectator, one may also consider the creative process
of the artist. The creation of experimental animation may be more heavily conceived as a
process of discovery, rather than a film that is pre-planned and then subsequently executed.
The artist might reflect on a given subject and a series of images will come to mind. Using a
form of non-rational intuition, the meaning might be highly internalized and various
references won’t necessarily be apparent to the viewer. Even if the spectator does not know
what originally motivated the images, they may nonetheless understand that there was a
creative rationale behind them. In turn, understanding this and ceding to the artist’s guiding
light of intent informs their viewing experience. For example, consider Robert Breer’s Bang!
(1986): on the surface, this film, which combines animation with brief sequences of live
action, appears to feature a string of dissociated images, but there is a discernible theme to
those who look for it. Broadly speaking, the film deals with Breer’s own childhood and
adolescence (Camper 1997). Instead of telling a linear story, the film is more like a daydream
in which images ‘skip around the way thoughts do’ (Breer, quoted in Coté 1962/63: 16).
Bang! presents Breer’s own boyhood fascinations – outdoor activities (the forest,
rafting, a waterfall), sport (football and baseball), and Tarzan. Fighter pilots and the face of
Adolf Hitler also briefly appear, a figure who will have been been widely recognisable to all
Americans in the 1930s and 1940s. Images evoking pubescent, burgeoning sexuality are also
featured, such as drawings of a nude woman, a drooling man and sperm swimming. The
spectator is free to ruminate on themes raised in the film such as nostalgia, regret and conflict
(both in war and sport). Breer used his own childhood memories to generate images for his
film, but didn’t count on spectators to ‘decode’ each image shot-by-shot. Artists accept that
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they create works, send them into the world where viewers will make their own
Bang!. Even if the theme of childhood and autobiography passes unnoticed, the viewer may
still be engaged by Breer’s distinctive range of materials used to make the film such as felt-
tip pen, pencil, filmed television, photographs, and childhood drawings. In addition, his use
of a loose sketch style and flickering imagery is also enough to hold the viewer’s interest.
Some artists, such as those during the Gothic period did not consider their work to be
a form of personal expression; rather, they were channelling God’s will. Today, the creative
act is less commonly understood in these terms, but the notion of drawing from an exterior
force (divine or otherwise) still persists. One artist who did consider his work to draw
creatively from a sacred force is Jordan Belson, who produced experimental animation
between 1947 and 2005. He drew inspiration by practicing meditation and then recreating his
inner visions through film. In Allures (1961), the viewer’s attention is continually drawn back
to the center of the frame. We see intersecting dots, flicker effects, distant spirals and
revolving mandalas. A similarly mysterious soundtrack, featuring bells, a deep hum, distorted
gongs and electronic sounds, works with the imagery to create a unified experience of
entrancement. An abstract work such as this seems to defy interpretation altogether, so how
does one talk about it? In a sense, the images may be understood and appreciated in a pre-
conscious way; indeed, Belson encouraged this interpretation. He has commented that his
films ‘are not meant to be explained, analyzed, or understood. They are more experiential,
Nonetheless, images can be imaginatively interpreted in a way that could enrich one’s
experience of Allures. For instance, one may say that the opening images, with swirling dots
that lead to the centre of the frame, create the impression that the spectator is being pulled
through a cosmic tunnel into the imaginative space of the film. Likewise, when the screen is
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awash with light, it may be interpreted as representing enlightment. Aimee Mollaghan has
suggested that the high-pitched electronic sounds accompanied by a lower beating rhythm
resembles the inner-bodily nervous and circulatory systems. In addition, the film’s ‘fields of
dots and dashes super-imposed over each other reflect the speed and activity of the neural
pathways as they enter even deeper into the state of meditation.’ (Mollaghan 2015: 89) As
such, by looking at the specifics of this wholly abstract film, it is possible to discern the
theme of inner-consciousness. Conversely, Gene Youngblood (1970: 160) has suggested that
the film depicts the birth of the cosmos. Suffice to say, both interpretations of this film – that
it expresses the small and large, the micro and macro - are accommodated in the work. The
We may say, then, that experimental animation is poetic and suggestive instead of
concrete and specific in meaning.15 Artists use non-rational intuition to create images which
animation, and the film may be designed to create a feeling which cannot be articulated
Creative Individuality
Ordinarily, mainstream animated films and TV shows are not marketed as the work of an
expressive individual. In part, this is because commercial animations are collaborative and
need a large working crew. Auteurs such as Hayao Miyazaki, Pendleton Ward and Genndy
Tartakovsky are an exception to this – directors who are associated with a particular visual
style and approach to storytelling. More broadly this is not the case, general audiences do not
tend to remember who directed the Disney feature animations Lady and the Tramp (1955),
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When viewing an experimental animation, the artist’s creative presence can be more
vividly felt. Since they generally work alone and do not produce animations commissioned
by a studio with an expectation to make a profit, experimental animators will have the
animation, the artist is the creative force who ‘communicates’ (what is the film saying?) and
who ‘expresses’ themselves (what is the artist’s personal style?) rather than striving to
‘entertain’. Familiar viewers will watch films by an artist expecting certain themes and
techniques the director has used previously. The film, in turn, becomes understood as part of
a larger oeuvre.
While this chapter deals principally with broad, governing principles for engaging
with experimental animation, there are also more localised principles which apply to specific
artists. Robert Breer, for instance, uses a range of materials to create his films and images
loosely relate to each other in a manner similar to a daydream; Jordan Belson works with
abstract images that evoke impressions of inner-consciousness and also the larger universe.
Established artists tend not to aim for profundity when creating work, but rather
simply remain true to their creative instincts. They are sometimes drawn to depicting extreme
psychic states or madness. Jan Švankmajer has associated his own animations with the
surrealist art movement (Jackson 1997), in which the artist draws creatively from the the part
of the mind that remains untouched by rationality, social convention and the laws of nature,
that is most readily accessed through dream. Even if experimental animators tend to look
inwards and create something that feels internalised, they still try to create a work of art that
will offer a meaningful experience to viewers. Otherwise, there would be no reason to share it
with others.
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stories need to make sense? Should animated movement be smooth? Is technical competence
grotesque imagery also be compelling? Jan Švankmajer’s Dimensions of Dialogue (1982), for
example, includes crudely-rendered heads made from metal, paper, wood, meat, vegetables
and plastic. They eat, and vomit one another out in turn until both become bland copies of
David Theobold’s authorial presence can be vividly felt in his films since they frame a
philosophical question in a distinctive way. He is known for producing high quality computer
generated animation, but featuring minimal onscreen movement. His films implicitly ask,
although his works might resemble the visual aesthetic of […] commercial
objects that would appear in a Pixar animation only very briefly and most
likely somewhere in the background. The intensive labour that goes into
For example, Theobald’s 3min Kebab World (2014) features a single, static shot that looks
into a kebab takeaway window. Most of the frame remains motionless, though the kebab
slowly rotates and the neon lights of the shop sign blink. The soundtrack features an ongoing
radio, with intermittent police sirens. Red and blue flashing lights illuminate the contents of
the frame, although we never see any cars. The seemingly-mundane subject matter and
absence of a story can be interpreted as humorous to those who are attuned to Theobold’s
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creative concerns. The film asks: why would anyone create, or watch, a film as uneventful as
this? Why test your own patience when watching an animation? His other works such as
Jingle Bells (2013) and Night Light (2016) are similarly uneventful. Theobald’s creative
presence is readily discernible in these films because they make a philosophical statement in
to remind them of the fact that everything is not always selfishly, anthropocentrically, for us.’
(ibid.)
The examples of films by Breer, Belson and Theobald illustrate that the creative force
animation.
Commercial animation does not typically invite viewers to actively contemplate the materials
used to produce the film, such as cels, clay (for stop-motion) or CG models. Experimental
animation, by contrast, sometimes invites viewers to consider the way in which the medium
is being put to use. This tendency harks back to the early 20th century. Clement Greenberg
Realistic, naturalistic art had dissembled the medium, using art to conceal art;
Modernism used art to call attention to art. The limitations that constitute the
medium of painting—the flat surface, the shape of the support, the properties
of the pigment—were treated by the old masters as negative factors that could
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openly. (Greenberg 1991: 112)
Modernist painters such as Pablo Picasso, Henri Matisse and Piet Mondrian stressed the
flatness of their painting canvases rather than concealing it with illusions of visual depth, for
instance. Flatness was unique to pictorial art, and was in turn embraced.
Exposing the materials used to create an animated film can be done in a variety of
ways. When artists like Len Lye or Steven Woloshen scratch directly onto the film stock, for
example, their physical presence can be felt in the markings. Stop-motion animators like
Švankmajer can leave their fingerprints in the clay. Caleb Wood’s Plumb (2014) begins with
a hand drawing pictures on a wall with a marker pen. This is followed by a wide shot of the
various markings, and then each individual mark is shown in in rapid succession, creating an
animated sequence. The CG animated Black Lake (2010) by David O’Reilly pulls the viewer
through an uncanny, hallucinatory underwater landscape with rocks, fish, a house, and other
objects. After a minute and a half, the same items are seen again, but in wire-frame form,
visually register the frame rate of the film. If consecutive frames are sufficiently different, a
flicker effect occurs which prevents the viewer from relaxing their eyes into the impression of
smooth motion. Instead, every frame (i.e. 24 per second) visually registers, creating a flicker
effect. Robert Breer’s Recreation (1956) applied this technique, as did Paul Sharits’
T:O:U:C:H:I:N:G (1968). The technique is still applied today with more recent films like
Thorsten Fleisch’s Energie! (2007) and Jonathan Gillie’s Separate States (2016).
The techniques used to create an animation are therefore something that may be
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Additional topics
There are a range of other issues and questions, in addition to those focused on above, that
can be considered when exploring experimental animation. First of all, alternative methods of
exhibition may also have been explored such as multiple projection work, gallery-specific
animation or projecting onto the sides of buildings. Also, the recent adoption of .gif files
(brief, looped digital films) as found in the work of artists like Lilli Carré and Colin
MacFadyen could be considered, as well as David O’Reilly’s recent forays into videogame
production.
Secondly, the connections between experimental and commercial animation may also
be briefly considered. Just as the term avant-garde means ‘advance guard’, implying pioneers
who lead the way in their artistic field, experimental animators influence mainstream
aesthetics. This can occur in the realm of special effects, where artists like Michel Gagné can
produce abstract animations like Sensology (2010) and also use the same style for special
animation such as the opening to Scott Pilgrim Vs. the World (2010) which is a homage to the
scratch films of Len Lye and Norman McLaren. Animator Gianluigi Toccafondo began his
career producing experimental animations like La Coda (1989) and La Pista (1991) and later
produced title sequences for films such as Robin Hood (2010) with an aesthetic adapted from
his earlier style. Finally, music videos have also been influenced by experimental animation.
Singer Robyn’s 2007 music video With Every Heartbeat features a homage to Oskar
Fichinger’s Composition in Blue (1935), and the music video to Where Are Ü Now (2015) by
Skrillex, Diplo and Justin Bieber draws directly from the sketchy, flicker aesthetic pioneered
by Robert Breer.
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Conclusion: Approaching Experimental Animation
The central aim of this chapter has been to elucidate the underlying viewing strategies needed
when engaging with experimental animation. Some of the central principals have been
detailed: the notion that these films evoke rather than tell, the discernible presence of the
creative force behind the films, and exposing the materials used to make the films. One may
ask then, when writing about experimental animation, what does one discuss? How does one
talk about a kind of film that tries to express the inexpressible? This four-step plan may offer
Vividly describe the artwork. This will show that you were sensitive to the details of
the film rather than just experienced them as a flurry of vague, generalized images
Summarize existing material on your chosen artist case study. Outline what their
‘larger project’ or general approach is. This has happened briefly in this essay in
Articulate the creative aspirations of the artist by matching it with specific moments
of their film
If you can discern one, offer your own interpretation of a film that has not been
expressed elsewhere
In experimental animation, images come from the quick-of-the-soul. An artist follows their
individual inspiration, and shares their vision with the outside world. As the viewer, your
principal duty is to keep an open mind, and let the film do its work. Sometimes a work of art
creates a vivid experience, while at other times it creates a persistent memory. Some offer
both, while others provide neither. A film might hold you captive for two hours, and then
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different in this respect, experimental animation can put a premium on the long-term
resonance over the immediate impact. You may be left with an itch, or a feeling that there
was something about a film that you haven’t yet fully grasped which needs to be revisited.
Even if a concrete meaning remains out of reach, one’s experience of a work of art can
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References
https://www.chicagoreader.com/chicago/on-visible-strings/Content?oid=893567
Greenberg, C. (1991), ‘Modernist Painting’, in S. Everett (ed), Art Theory and Criticism: An
http://framescinemajournal.com/article/animated-alien-phenomenology-in-david-
https://www.awn.com/mag/issue2.3/issue2.3pages/2.3jacksonsvankmajer.html
Publishing.
Coté, G. (1962/63), ‘Interview with Robert Breer’, in Film Culture, Winter: 17-18.
Rostron, E. (2017) ‘Re: Edge Of Frame Seminar Audio’, Email message to author.
99
Russett, R. (2009), Hyperanimation, Londont: John Libbey.
Further reading
Dobson, T. (2007), The Film Work of Norman McLaren, London: John Libbey.
Horrocks, S. and R. Horrocks (2010), Art That Moves: The Work of Len Lye. Auckland:
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11. Features and Shorts
Christopher Holliday
Just as animation is a term that covers a diverse range of forms, modes, practices, image-
making materials and technologies, a glance at the many origins and pre-histories of the
medium reveals that it equally operates in a variety of lengths and screen durations. From
independently-funded shorts, fleeting web animations and commercial logos lasting only a
normally the reserve of larger film studios, the continued proliferation of animation within a
number of multimedia contexts has created an art form that comes in all shapes and sizes.
Animation is itself a time-based media, and as multiple scholars have explained (Cholodenko
1991; Pilling 1997; Wells 1998), it evokes the illusion of life and creates unbroken movement
lanterns, flip books) and toys of the Victorian era (Thaumotrope [1826], Phénakisticope
Numerous animation scholars and historians have confronted the medium ‘at length’,
as it were, identifying its aesthetic and cultural importance through its versatility of duration
and multiplicity of forms. However, the relationship between short and longer animated
forms does not reflect a break within animation history between ‘then’ and ‘now’. Neither
does the shift from early animated shorts or visual effects to feature-length films imply a
teleology of inevitable maturation. Rather, the entwined connection between the two formats
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exemplifies how animation as a creative medium has undergone a series of significant and
fundamental changes that have struck at various moments throughout its history.
Although both longer and shorter live-action films coexisted with similar commercial success
throughout the formative days of silent film production, early animation was universally of a
shorter kind. Many of the medium’s early pioneers working in the first decade of the
animation’s expansive history and multiple genealogies (Bendazzi 1994; Furniss 2016) are
the eminent names of Winsor McCay and J. Stuart Blackton (U.S), Raoul Barré (Canada),
Arthur Melbourne Cooper and Walter R. Booth (U.K.), and Émile Cohl, Émile Reynaud and
Georges Méliès (France), who all contributed to the development of early animated media in
The brevity of these early animated shorts can be traced back to the spectacle of stage
entertainment and nineteenth-century amusements. Paul Wells (1998) has argued that initial
experiments in proto-animation, such as those undertaken by Reynaud during the 1890s, were
almost immediately ‘incorporated into theatrical shows, often with simulated sounds to
accompany the illusion of narrative action’ (1998: 2). Predating the Lumière brothers’ public
screening of the cinématographe on December 26, 1895, Reynaud’s Théâtre Optique moving
minutes. Other early filmmakers, such as Booth (an amateur magician) and Méliès (an
illusionist) are cited by those historians of animation who consistently situate ‘trick’
photography as central to the medium’s origin story (Wells 1998; Furniss 2016). Quickly
subsumed by the live-action realist tradition of the Lumières and, later, the rhythms of
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Classical Hollywood narration (Bordwell, Staiger and Thompson 1985), ‘trick’ films with
animated effects and fleeting durations illustrate the importance of the medium to the
Lasting anywhere between 90 seconds (as with Blackton’s The Enchanted Drawing
[1900] and Cohl’s Fantasmagorie [1908]) to the 12-minute short Gertie the Dinosaur
(McCay, 1914), the length of early animation was informed by the expenditure involved in
the production of animation that had not yet been shaped into an industrial art form. Leonard
Maltin (1987) documents the prohibitive cost of early animation techniques (including the
exhibition. Maltin notes the pressures felt by early practitioners (particularly McCay) who
were overstretched ‘to make the cartoon the screen equivalent of the comic strip – and
produce it nearly as often’ (1987: 1). Charlie Keil and Daniel Goldmark’s more recent
animation dictated that it be restricted to the short format’ (2011: 6). 16 But even when
animation reached full institutional maturity within the system of Hollywood mass
production in the 1930s, a little over two decades after McCay’s Gertie, cartoons remained
shaped by ‘economically enforced limitation (that is, profoundly restricted budgets compared
to live-action features or shorts)’ (Keil and Goldmark 2011: 4). Relegated to ‘nonfeature
production’, American cartoons were quickly awarded a particular kind of narrative, assigned
a comedic function by necessity given that ‘the feature format was generally reserved for
Many early animators not only raided the vocabulary of a comic strip form already
established in the American print media industries since the late-1890s, but also drew from
the lightning sketch cultural tradition (Cook 2013). Animation historian Donald Crafton
(1979; 1993) has been fundamental to the critical understanding of early animation and the
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cartoon’s ‘lightning sketch’ origins. Adopted by Crafton from the title of Booth’s 1906 short
of the same name, the ‘hand of the artist’ trope of audacious self-figuration showcased the
artist as the ‘mediator between the spectator and the drawings’ (Crafton 1979: 414). In
making a performance out of the act of drawing, the earliest animated shorts emphasised the
rapidity of the ‘lightning’ sketches within the spectacle of quick change. Blackton’s
Humorous Phases of Funny Faces (1906) and Lightning Sketches (1907) both explored the
power of animation within a shortened and condensed duration, quick on the draw and replete
with fleeting ‘animated’ effects that fuelled the dreamlike excess and oneiric mystifications
American animator John Randolph Bray was the first to frame the short within industrial
parameters, and founded in 1914 his Bray Productions studio, which became the dominant
facility in America during the First World War (Wells 2002). In terms of storytelling, shorts
permitted a degree of seriality across narratives, and offered the pleasure of repeating
characters, many of whom became animated ‘stars’, a few minutes at a time. Pat Sullivan and
Otto Messmer’s Felix the Cat series (1919-36) contained approximately 200 animated shorts,
while Out of the Inkwell was a series of silent-era animated cartoons that premiered around
the same period. Produced by Max Fleischer between 1918 and 1929, and largely starring
Koko the Clown, these popular Out of the Inkwell cartoons were released through Paramount
(1919-1920), and later Goldwyn (1921), totalling over one hundred individual shorts.
studio cartoons produced between 1928 and 1966, a period bookended by the release of Walt
Disney’s first short Steamboat Willie (1928) and the progressive downturn in theatrical
animated shorts due to the arrival of ‘prime-time’ television animation in the late-1950s
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(Stabile and Harrison 2003). Barrier’s important work surveys the main studios and key
figures that supported the Golden Age of American animation, including the Leon
Schlesinger Studios; the team of Hugh Harman and Rudy Ising (creators of Bosko in 1928
Productions of America (UPA); the short-lived Ub Iwerks Studio that briefly ran in the 1930s
and created Flip the Frog and Willie Whopper; the creator of Woody the Woodpecker shorts
during the 1940s Walter Lantz; New York-based Terrytoons company; and the Hanna-
Barbera studio in Los Angeles, California, founded in 1957 by former MGM animation
Hollywood during the early-sound era remained principally short, rather than feature-length,
subjects that made up part of a varied film bill that included animated shorts, newsreels and
feature films (Ward 2000). In fact, shorter cartoons came to dominate studio-era animation in
films, and screened as part of theatrical exhibition programmes well into the 1940s and 1950s
(Keil and Goldmark 2011). The waxing and waning of animated shorts attached to theatrical
exhibition has therefore been used to chart the broader rise and fall of the American
animation industry. Christopher Lehman notes that the major U.S. animation studios (Disney,
MGM and UPA) all ceased production of theatrical shorts by the late-1950s, only to return to
shorter cartoon production in 1961 as a topical response to the Vietnam War, with cartoons
that provided veiled ‘commentaries on the federal government, the armed forces, the draft,
peace negotiations, the counterculture and pacifism’ (2007: 4). The Golden Age era of the
American cartoon remains a major area of scholarly investigation (Peary and Peary 1980;
Maltin 1987; Smoodin 1993; Klein 1993; Sandler 1998; Goldmark 2005; Keil and Goldmark
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2011), and a focal point for understanding the ‘evolutionary change from lightning cartoonist
The shift in animation’s priorities away from vaudeville elements of performance and
‘lightning sketch’ traditions to more character-based action has enabled the American cartoon
Golden Age, in telling rudimentary tales in episodic form with familiar characters, developed
animation’s most enduring stars. The era of Bugs Bunny, Tweety Pie, and Daffy Duck also
provided a counterpoint to the abstract graphic animation produced across Europe. Often
understood through the rubric of modernism and the avant-garde (Holloway 1983; Hames
1995), the work of Viking Eggeling, Oskar Fischinger, Hans Richter and Walter Ruttman in
the 1920s, and later the Eastern European (Czechoslovakia, Poland) puppet and stop motion
traditions of Jan Švankmajer and Jiří Trnka, divided the animated short between the
narratives of mainstream U.S. cartoon production and more experimental, unorthodox styles.
Perhaps the most sustained consideration of the American cartoon’s repeated motifs,
character archetypes and structuring principles, has been provided by Norman Klein (1993).
Klein argued that the seven-minute U.S. cartoon could be specifically understood as
organised around the ‘blistering chase’ (1993: 99), a plot device that impressed ordered
economy onto the anarchy of the short. Many Tom & Jerry and Wile E. Coyote/Road Runner
shorts cut to the chase, establishing a narrative template that was repeated across Warner
Brothers’ output (including in the 48 Wile E. Coyote/Road Runner shorts produced between
1949 and 2003). For Klein, the treatment of the chase narrative structure implemented by Tex
Avery at the Warner Brothers’ studio resulted in the collision between the chaos of the early
sound cartoon, and the illusionist style of animation that would emerge at the Walt Disney
Studios across a multitude of shorter cartoons and, a few years later, in full-length colour
features.
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The Disney Effect
Disney was foundational in developing an extensive programme of shorts that became crucial
sites of formal experimentation, affording the studio opportunity to test out visual styles,
narrative structures (Merritt 2005) and ‘ecstatic’ manipulations of form (Eisenstein 1986). 17
The assessment of the Disney shorts by J.P. Telotte (2008) notes the studio’s desire to
Steamboat Willie was the second animated short to be produced using synchronised sound
(the first was Dinner Time [1928] made at the Van Beuren studios), while Flowers and Trees
(Burton Gillett, 1932) pioneered the virtuosity of three-strip Technicolor for which Disney
had negotiated an exclusive 3-year contract in the early 1930s. 18 Chris Pallant notes that
‘Disney’s increasing drive for ever more realistic animation led to a number of in-house
developments’ (2011: 27), and it was within the shorter film format that the studio honed its
influential full animation style. Disney’s 9-minute The Old Mill (Wilfred Jackson, 1937)
marked an early experiment in depth and dimension using the multi-plane camera, just as
subsequent shorts have been utilised by the studio as a testing ground for new techniques and
technologies. For example, hand-drawn techniques were combined with emergent computer
graphics in the Disney shorts Off His Rockers (Barry Cook 1992)—attached to the theatrical
exhibition of Honey, I Blew Up the Kid (Randal Kleiser, 1992)—and more recently
Paperman (John Kahrs, 2012), which accompanied Wreck-It Ralph (Rich Moore, 2012).
during the late 1920s and early 1930s was, however, founded upon the increased
popularisation of the theatrical cartoon short (up until the 1960s), and the simultaneous
emergence of the feature-length animated film. U.S.-centric accounts, such as those by Maltin
(1987) and Barrier (1999), examine the drive to produce cartoons both longer in duration and
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more impressive in scope. Maltin in particular notes that in the case of Walt Disney,
‘expansion was the lifeblood of his business, and feature-film production was not only logical
but inevitable’ (1987: 43). At the same time, the ‘unknown’ of extended duration prompted
widespread industry scepticism over whether audiences ‘would want to see a feature-length
cartoon’ (ibid.: 53). Yet although many American audiences were unaware of them, feature-
length animated films had been produced outside the United States by the time the Disney
studio finished work on their landmark colour feature Snow White and the Seven Dwarfs
Coming almost a decade prior to Lotte Reiniger’s 65-minute silhouette animation The
Adventures of Prince Achmed (1926) that was released on July 2, 1926 (and nearly twenty
years before Disney’s Snow White), The Apostle (1917) was a stop-motion cut-out feature
film history. An animation pioneer and cartoonist who forged the early cut-out style of
animation, Cristiani went on to make Without a Trace (1918), and a few years later,
described Peludópolis as a biting political satire about the then-Argentine president, Hipolito
Yrigoyen, whose progressive social reforms were not enough to oust him from government a
year into Peludópolis’ production. Bendazzi’s exhaustive account of global animation history
places Cristiani as a key figure within the emergence of feature-length animation. Bendazzi
(1994: 49) argues that while there remains some contestation over whether The Apostle
(1917) ‘was actually a feature film’ (given that the film is now considered lost), it was thanks
to Cristiani and his collaborators Alfonso de Laferrère (a politician) and musician José
Vázquez Vigo that Argentina was able to lay claim to ushering animation from ‘one-minute
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In the wake of Cristiani’s early features (which ran to around 60-minutes), many
countries in Europe and beyond developed indigenous animation industries whose own origin
stories have been the subject of much critical investigation. The history of early animation
pre-Mickey Mouse offered by Crafton (1993), for example, discusses the desire by many
European filmmakers to make ‘a monumental feature length animated film’ (1993: 258) as a
way of fully realising the potential of the art form. Richard Neupert’s (2011: 63) own interest
in the birth of French animation positions Le Roman de Renard (1930) as ‘the longest and
perhaps most successful film’ made by Ladislas Starevitch, and the first feature-length
The New Gulliver (Aleksandr Ptushko 1935), a 75-minute Soviet stop motion retelling of
Jonathan Swift’s Gulliver’s Travels, and the fairy-tale feature The Seven Ravens (Ferdinand
Diehl and Hermann Diehl, 1937) produced in Germany. Another version of Swift’s 18 th
Century novel, Gulliver’s Travels (1939), was made at the Fleischer Studios as their first
feature-length animated film, and was the second made by an American studio after Disney’s
Snow White. While it is clear that stop-motion predominated over early experiments in
realised despite its expense (see Barrier 1999, who discusses how cels could be washed and
reused, unlike paper). Directed by Raoul Verdini and Umberto Spano, The Adventures of
Pinocchio (1936) was intended as the first Italian animated film and would have been the first
produced entirely through cel-animated techniques (predating Snow White); however, it was
never finished.
Nowhere has the reciprocal relationship between animated features and cartoon shorts been
more evident than in contemporary Hollywood. The economic renaissance of Disney feature
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animation (Pallant 2011) that unfolded during the 1990s, and the subsequent arrival of the
computer-animated feature film with Toy Story (John Lasseter, 1995), reignited the
commercial and critical popularity of feature-length theatrical animation. But while the
success of Disney’s animated musicals—including The Little Mermaid (Ron Clements and
John Musker, 1989) and Beauty and the Beast (Gary Trousdale and Kirk Wise, 1991)—
alongside the animation/live-action hybrid Who Framed Roger Rabbit (Robert Zemeckis,
1988) and television series The Simpsons (Matt Groening, 1989-) combined to remind
audiences of animation’s drawing powers, the medium’s resurgence likewise cued a return to
short film production in a manner not seen since the seven-minute cartoon of the Golden Age.
Beginning with the short The Adventures of André and Wally B (Alvy Ray Smith,
1984), which was produced under The Graphics Group banner (a division of the Lucasfilm
company), Pixar Animation Studios reinvigorated the possibilities of the short film format in
the digital era. Daniel Goldmark argues that ‘Pixar had been producing shorts for years
before it attempted to tackle a feature-length film, thus following the precedent set by
Fleischer and Disney’ (2013: 219). The success of Pixar’s films Luxo Jr. (John Lasseter,
1986), Red’s Dream (John Lasseter, 1987), Tin Toy (John Lasseter, 1988) and Knick Knack
(John Lasseter, 1989) helped solidify Pixar ‘as a force in animation, following a similar path
to Disney’s some sixty years earlier)’ (ibid.). Pixar’s approach to the animated short has
much in common with that of the Disney studio; with the shorter film format running to only
a few minutes, it offers up an important creative space in which Pixar’s animators can
rigorously test the application of innovative digital techniques. Alongside their commercial
projects in the early 1990s, Pixar’s short film programme represented a particularly
significant place of research and development into early photorealist design, including the
behaviour of light and shadow (Luxo Jr. and Red’s Dream) and the simulation of surfaces and
textures such as metal (Tin Toy) and glass (Knick Knack), thereby presenting audiences with
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many experiments in the early visual possibilities of digital animation. It comes as little
surprise that, at the turn of the new millennium, scholars of computer-generated imagery and
new media technologies (e.g. Wells 1998; Darley 2000) used the Pixar shorts to examine the
While the Pixar shorts have attracted ongoing scholarly attention in relation to film
sound (Wells 2009; Goldmark 2011; Whittington 2012) and characterisation (Neupert 2014),
one significant avenue through which the features and shorts relationship has been
DVD and Blu-ray home video technology formats (Bennett and Brown 2008; Brereton 2012;
Tryon 2013) have discussed the role played by animation, from intricate animated menus to
the inclusion of bonus cartoon shorts as a supplement to the main feature. In addition to their
theatrical shorts programme that accompanies their feature films, Pixar have established the
‘Home Entertainment Shorts’ series, which are short ‘spin-off’ cartoons packaged exclusively
Blue Sky Studios and Illumination Entertainment, have all followed a similar template,
producing DVD-specific shorts as part of a wider shift towards franchises, series and cycles.
The upsurge in shorts has even prompted Disney to combine feature film production with a
return to the theatrical short, with Get a Horse! (Lauren MacMullan, 2013) the first Mickey
Mouse theatrical animated short since Runaway Brain (Chris Bailey, 1995).
Conclusion
The global history of animation across a variety of contexts and institutions has been well
covered in stories of the medium’s most significant films and filmmakers, and its increasingly
pervasive place within wider moving image and visual cultures. However, the heterogeneous
category of ‘animation’ and its historical evolution has been supported by the perseverance
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and coexistence of short and feature film production. It is possible to read much of popular
animation’s screen history through the stakes of the feature/shorts relation, around which is
wrapped a series of questions concerning film history, industry, audiences, exhibition and
characterisation. The concise means of expression afforded by shorter animation makes them
the ideal place to explore narrative economy and technical experimentation, just as the
conceptualisation of plot, character and setting that enables stories to be told across a longer
running time. It is therefore in the continual interplay and repeated exchange between
animated feature films and shorter forms that traditions of innovation and shifts in the
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References
Barrier, M. (1999), Hollywood Cartoons: American Animation in Its Golden Age, Oxford:
Bendazzi, G. (1994), Cartoons: One Hundred Years of Cinema Animation, London: John
Libbey.
Bennett, J. and T. Brown, eds. (2008), Film and Television After DVD, New York:
Routledge.
Bordwell, D., J. Staiger and K. Thompson (1985), The Classical Hollywood Cinema: Film
Brereton, P. (2012), Smart Cinema, DVD Add-Ons and New Audience Pleasures, New York:
Palgrave Macmillan.
Cholodenko, A. ed. (1991), The Illusion of Life: Essays on Animation, Power Publications in
Cook, M. (2013), ‘The lightning cartoon: Animation from music hall to cinema’, Early
Crafton, D. (1979), ‘Animation Iconography: The “Hand of the Artist”’, Quarterly Review of
Crafton, D. (1990), Émile Cohl, Caricature, and Film, Princeton, New Jersey: Princeton
University Press.
Crafton, D. (1993), Before Mickey: The Animated Film 1898-1928, Chicago: The University
of Chicago Press.
Darley, A. (2000), Visual Digital Culture: Surface Play and Spectacle in New Media Genres,
London: Routledge.
Furniss, M. (2016), Animation: The Global History, London: Thames and Hudson Ltd.
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Goldmark, D. (2005), Tunes for ‘toons: Music and the Hollywood Cartoon, Berkeley:
and C. Vernallis (eds), The Oxford Handbook of New Audiovisual Aesthetics, 213-26,
Gunning, T. (1986), The Cinema of Attractions: Early Film, Its Spectator and the Avant-
Hames, P. ed. (1995), Dark Alchemy: The Films of Jan Švankmajer, Connecticut: Greenwood
Press.
Holloway, R. (1983), ‘The Short Film in Eastern Europe: Art, Politics of Cartoons and
Puppets,’ in D. W. Paul (ed.), Politics, Art and Commitment in the East European
Keil, C. and D. Goldmark, eds. (2011), Funny Pictures: Animation and Comedy in Studio-
Klein, N. (1993). Seven Minutes: The Life and Death of the American Cartoon, London and
Lehman, C. (2007), American Animated Cartoons of the Vietnam Era, North Carolina:
Maltin, L. (1987), Of Mice and Magic: History of American Animated Cartoons, New York:
Penguin Books.
Neupert, R. (2011), French Animation History, Malden, MA: Wiley & Sons Ltd.
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Neupert, R. (2014), ‘Melancholy, Empathy and Animated Bodies: Pixar vs. Mary and Max’,
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Pilling, J., ed. (1997), A Reader in Animation Studies, London: John Libbey.
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Smoodin, E. (1993), Animating Culture: Hollywood Cartoons from the Sound Era, Oxford:
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Wells, P. (2009), ‘To Sonicity and Beyond! Gary Rydstrom and Quilting the Pixar Sound’,
Whittington, W. (2012), ‘The Sonic Playpen: Sound Design and Technology in Pixar’s
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12. Advertising and Public Service Films
Malcolm Cook
Animation and advertising have been entwined from the earliest days of moving images, and
every major animator and animation studio has contributed to films promoting goods,
services, and ideas. In the past animation studies has ignored or marginalised this central
activity, seeing it as detracting from animation as an art form. The importance of animation to
digital techniques and technologies, which are now pervasive in advertising and all moving
pictures, demands a reassessment of this position, and is supported by a new attention within
Film Studies to ‘useful cinema’, including ‘films that sell’ (Acland and Wasson 2011b;
Florin, de Klerk and Vonderau 2016). By looking again at key examples of animated
advertising, and consulting recent pioneering research in this area, we can recognise the way
each field shaped the expansion of the other. Vital qualities of animation were recognised and
developed for their suitability within advertising, including the animator’s control and
manipulation of the image, the subsequent transformation and ‘plasmatic’ nature of those
images, and the ability to bring to life and anthropomorphise inanimate objects. Animation
would not exist in the form we understand today without advertising. Much of this history
remains to be uncovered and many questions are still unanswered, indicating this as one of
dominated animation history and define it for most audiences: drawn or cel animation, stop-
motion animation, and computer animation. In each case, the earliest developments of these
techniques were bound up with advertising in a way that suggests animation was not simply a
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pre-existing tool adopted by advertisers, but rather its very definition and elaboration were
predicated on its promotional potential. There are countless examples of this, but three
formative moments, one for each technique, indicate this foundational relationship.
Advertising and selling underpin some of the very earliest steps towards drawn
animation. James Stuart Blackton is often cited as ‘the father of animation’ (Beck 2004: 12-
13) and in his first film in collaboration with the inventor and film pioneer Thomas Edison
the promotional impulse is prominent. Blackton Sketches, No. 1 (1896), also known as
Inventor Edison Sketched by World Artist, shows Blackton performing a lightning sketch on a
large sheet of paper (Musser 1994: 120-121). As Charles Musser (2016: 86) observes, all the
early Edison films should be considered a form of advertising because they promoted
Edison’s moving picture technologies and the Edison name, qualities that are evident in this
example. Furthermore, Blackton conspicuously displays his own name and that of his
employer, the New York World newspaper, ensuring both were publicised by the film. This
film is not animated in the sense we understand that term today, as it does not utilise
intermittent frame-by-frame construction, but given the significance of the lightning sketch to
animation history (See Crafton 1982; Cook 2013) this constitutes a nascent co-development
of drawn animation and filmed advertising in the earliest days of moving images.
While Blackton was innovating early drawn animation techniques in conjunction with
the promotion of his own and his employers’ names, British animator Arthur Melbourne-
Cooper’s Matches Appeal (dated as early as 1899 by some sources) provides an embryonic
(Vries and Mul 2009). The film depicts a puppet made of matchsticks that, through stop-
motion animation, writes a message on the wall, encouraging viewers to donate one guinea to
buy matches for soldiers serving overseas. This very short film serves a public service
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commercial stimulus: increasing the sponsor’s (Bryant & May Matches) sales and raising
brand awareness and loyalty by connecting the company to social altruism. At that time, the
stop-motion technique was a novelty that would have especially attracted the attention of the
spectator and made them receptive to the message of the film, but it also allowed the product
being promoted to come alive, a process that would be vital to later animated advertising.
While drawn and stop-motion animation emerged alongside the earliest moving
pictures, the third dominant animation technique appeared much later. As Tom Sito (2013)
has shown, computer graphics technology was developed within a number of contexts after
the Second World War and the promotion of products, services and brands became an
important component of that early computer animation, such as the relationship between John
The early history of Pixar provides a vivid case study of this mutual relationship
between computer animation and advertising, both because of the central role that company
has played in defining and popularising computer animation, but also because it demonstrates
the value of thinking beyond the animated film itself and considering the production and
exhibition contexts in which they appeared. It is well documented that Pixar produced a large
number of television commercials after their spin-off from Lucasfilm in 1986, promoting
household brands such as Tropicana, Listerine, and Lifesavers. Most popular histories of the
studio recognise the economic importance of this work in financially maintaining the studio
and advancing skills and infrastructure prior to the production of Toy Story (1995) (Paik and
Iwerks 2007: 64-68; Price 2008: 109-111). However, the studio has not given their
commercials the same status as other short films, which have been included as DVD extras
and released in standalone collections.19 This is typical of a prevailing deprecation of the role
advertising has played in other famous studios, such as Aardman and Halas & Batchelor,
where a simple art/commerce binary division has often been applied (Cook Forthcoming;
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Stewart 2016). The role of advertising in Pixar’s history is far more pervasive than such a
division allows.
Most early Pixar films had very little prospect of directly generating revenue, but
instead served to advertise and sell their other products and services. The ‘one-frame movie’
The Road to Point Reyes (1983), produced while the group was part of Lucasfilm, served to
demonstrate to George Lucas that computer generated images could be incorporated into
feature films at high resolution and, as such, promoted the company’s internal Computer
Division (Cook 2015). Early films The Adventures of André and Wally B. (1984) and Luxo Jr.
(1986) were designed to showcase the group’s expertise to SIGGRAPH, the major computer
graphics conference (Lasseter 2001). Equally, Luxo Jr. opens and closes with the original
Pixar logo that closely resembled the fascia of the Pixar computer hardware, which was the
company’s only commercial proposition at the time. This logo had a computer-generated
grey square with bevelled edges and a central concave circle creating complex variations in
computed shadows and highlights (see figure 12.1). The logo not only acted as product
placement, but was also an active demonstration of the lighting and shading techniques that
the computer could achieve, as was the film as a whole. Later shorts, including Tin Toy
(1988) and Knick Knack (1989), would similarly function as indirect advertisements for
Pixar’s Renderman software. These films would also court Hollywood studios and
advertisers, promoting the availability of Pixar’s talent for new projects. A purely film-based
approach might simply interpret such films as commercial entertainment, however the value
of the questions raised by the study of ‘useful cinema’ is evident here. It is necessary to take
into consideration how these films were commissioned, circulated, and exhibited to
understand their very different function, use, and economic value, where the film is not an
end product or principle profit generator (Elsaesser 2009: 23; Acland and Wasson 2011a: 1-7
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[insert figure 12.1 here]
Figure 12.1: The original Pixar logo, which resembles the company’s
hardware
feature films, in many of which television commercials become a prominent and recurrent
narrative feature. Beyond this explicit citation of advertising vernacular, a number of scholars
have noted the more persistent use of advertising strategies within Pixar’s aesthetic,
suggesting a substantial reassessment of the studio and its output is necessary in this light
Given this close relationship between animation and advertising, landmark works of
animation studies necessarily acknowledged advertising to some degree. In his 1982 book
Before Mickey Donald Crafton (1982: 228-237) devoted several pages to silent-era European
advertising and instructional films, including relatively unknown figures who devoted their
career to these fields, such as Julius Pinschewer in Germany and Robert Collard in France,
also known as Lortac. However, this discussion was framed in terms of an art/commerce
binary wherein advertising subsidized aesthetic experiments by the likes of Walter Ruttmann
and Oskar Fischinger (Crafton 1982: 235). Writing in 1998 Paul Wells noted that ‘animation
is particularly appropriate to the needs of advertising’ (249n2) and described its capacity to
bring products to life and create product identity. Yet it is revealing that this insight was
independent art form worthy of study in its own right. This was equally apparent in his
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discussion of Len Lye’s A Colour Box (1935), a landmark animated advertisement for the
British General Post Office. Wells dismissed the advertising message of this film as a ‘glib
coda’, distancing the aesthetic value of the film from its funding and distribution contexts.
history. Drawing on the work of Karl Cohen, she situated advertising’s influence as primarily
an economic and technological one, with 1940s television commercials innovating the low-
cost limited animation techniques that became typical for post-war television animation
(Furniss 2007: 142-144; Cohen 1992). In 1993 Norman M. Klein likewise offered an
at Tex Avery’s comfort in the ‘ulcerous’ advertising world (206, 216). Klein adopted an
elegiac tone as he saw the rise of this consumerist mode of animation contributing to the
death of the seven-minute theatrical cartoon. In each case, these pioneering animation
scholars recognised the significance of advertising within animation history, but saw this as
negative or tangential to animation as an art form. Recent research has started to recognise
that rather than being antagonistic, the mutual relationship between advertising and animation
has deeply shaped and defined each field. Fundamental qualities ascribed to animation,
not simply utilised by advertisers, rather their identification and growth was a direct product
of their suitability for selling and promotion. Instead of being essential and universal, our
very definition of animation and its qualities emerged historically because of their use in
advertising.
Crafton (1982: 11; 1979: 409-428) has established the importance within animation history of
the controlling influence of the animator, encapsulated in the pervasive recurring iconography
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of the ‘hand of the artist’. The intricate frame-by-frame construction typical of animation
techniques offers unprecedented control over the moving image, and this was undoubtedly
one of the reasons advertisers adopted animation. Michael Cowan has recently addressed this
central idea in relation to animated advertising in Germany in the 1920s. The control afforded
by animation was understood in practical terms of the novelty and plasticity of the image,
which could attract viewers and maintain design principles from marketing material in other
media or the product itself. However, Cowan (2016: 108) shows that control could also
operate at a psychological level, with practitioners intending that ‘“applied animation’ would
serve to control spectatorship at every level by capturing and directing attention, provoking
in this period was intimately connected with the parallel growth in abstract animation from
Walter Ruttmann, Hans Richter, Lotte Reiniger, and Oskar Fischinger, amongst other
the artists’ more “serious” experimental projects’, there was an affinity and mutually
2013: 50-51). Both fields were looking to establish an essential or elemental form of visual
control that could appeal and communicate with spectators in immediate and affecting ways.
A central characteristic of animation, control through the hand of the artist, is here
Cowan’s work on Walter Ruttmann’s advertising films also associates them with
another central area of animation theory, the balance between figuration and abstraction
(Cowan 2013). This division is evident in many accounts of animation and its specificity, for
example Furniss foregrounds a continuum between mimesis and abstraction, while Wells
makes these central to his theory of animation (Furniss 2007: 6; Wells 1998: 33-34,36).
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Through close analysis of Ruttmann’s animated advertising films Cowan indicates how ‘the
particular quality of these films lies in the way they seem to hover between absolute
formalism and denotative referentiality’ (2013: 53). This tension is again not simply a
product of aesthetic experimentation or choice, but is linked with the advertising psychology
of the time and the wider political, social, and cultural context of Germany in the 1920s and
The conflict between figuration and abstraction is also central to Vivian Sobchack’s
(2008) discussion of the animated line. For Sobchack the line is sufficient to define a work as
animation and distinguish it from photoreal cinema, because the line does not exist in the
latter (2008: 252). The line is two things at once, a liminal entity that is always in a state of
becoming, it is ‘both geometric base and figural superstructure’ (Sobchack 2008: 257).
Sobchack chooses to illustrate this general principle with a series of television advertisements
made by German animator Raimund Krumme for Hilton Hotels, transmitted originally in
human shapes engaged with a range of imagery associated with travel: a hammock, a sand
castle, a sunset. Initially Sobchack discounts these films’ status as advertising: the qualities of
their lines are apparent ‘even if in the service of an advertising campaign’ (2008: 251). Yet
her discussion of the promotional message contained in the films indicates that it is no mere
animation. The commercials are not intended simply to offer a rational promotion of Hilton’s
services, but to foster an emotional bond with the brand and ideals it hopes to encompass:
‘the Hilton ads momentarily relieve real-world existential conditions by offering up fantasies
of painless travel…and by presenting the visibly unbroken (if irregular) flow of the line itself’
(Sobchack 2008: 260). The duality of the line communicates the duality of the promotional
message. Like Cowan’s discussion of Ruttmann’s work, it would seem these animated
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qualities exist because of their advertising intentions, not despite them. Crucially it is not
simply the line that is important to Sobchack, as this exists in many forms of print
advertising, but the animated line and the quality of transformation or metamorphosis this
advertisements, and not necessarily those dependent upon the animated line. Numerous stop-
motion advertisements by British studio Aardman Animations use clay or plasticine to enact
Fairground (1991), Balloon (1991), and Rollercoaster (1994) the chocolate of a Cadbury’s
Crunchie bar transforms into a series of vibrant scenes, such as a dog chasing its tail or Tiller
girls dancing, that communicate the unrestrained joy and freedom of the ‘Friday Feeling’ the
confectionary hopes to sell. Transformation allows a shift from the rational benefits of a
product to its emotional engagement. As with other examples discussed here qualities often
the final recurring quality of animation addressed in this chapter, anthropomorphism. The
the inverse zoomorphism in which animal characteristics are attributed to humans. As Paul
advertisers, and its association with animation is inextricably bound up with that relationship.
The basic appeal of anthropomorphism for advertisers is readily apparent as it provides a way
to give motion and life to an inanimate product (thereby giving it a personality) and associate
it with less tangible values that will appeal to consumers at an emotional level. As such
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anthropomorphism provides an extension of the practice of creating brand mascots or
spokespersons for products, in which the product itself is given a personality rather than
anthropomorphism and noted its more complex political implications. Both Esther Leslie and
Michael Cowan raise Karl Marx’s description of commodity fetishism and link it to
animation and the anthropomorphism of inanimate objects (Leslie 2002: 6-9; Cowan 2016:
99). Marx’s theory suggests that within capitalism commodities seemingly take on an
independent life of their own, while workers are alienated from their labour and
dehumanised: ‘humans become things; things become human’ (Leslie 2002: 7). Leslie and
Cowan discuss advertisements from Germany in the 1920s and 1930s to illustrate this, but
this tendency is evident in a wide range of examples, including the Melbourne-Cooper, Pixar,
and Aardman films already discussed. Another Aardman advertisement, Conveyor Belt
(1995) for the Polo brand of confectionary, is especially apt in highlighting this quality. The
advertisement is set in a factory and shows a long line of anthropomorphised Polo sweets
hopping along a conveyor belt in a childlike manner. Importantly, in contrast to these ‘living’
Polos, there are no human workers seen in this factory, only automated machines that operate
in a regimented and systematic fashion. In short, this advertisement shows the commodity has
gained independent agency and human personality, while the work of production has been
to give a sense of life and personality to products and its encapsulation of the commodity
fetish, but it might also be taken as a reflection on animation. Animation is itself a product in
which inanimate objects take on movement, life, and an apparent independent agency, while
the labour involved in their production, often in factory-like settings, is increasingly hidden
or automated.
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Conclusion
Animation and advertising are inextricably linked historically and conceptually. The earliest
developments of all the major techniques and technologies were bound up with the use of
animation for advertising. This suggests that these techniques, and the very definitions of
animation they produced, were shaped by being put to use for promotional ends. It is fitting,
therefore, that the emerging scholarship on animated advertising to date should centre on
qualities that have been considered central to animation: control, abstraction and figuration,
transformation, and anthropomorphism. Yet there remain many unresearched paths and many
In his celebrated and often cited account of animation’s specific qualities, Russian
filmmaker and theorist Sergei Eisenstein puts forward the neologism ‘plasmatic’ to describe
ossification, the ability to dynamically assume any form’ (1986: 21). While commonly
treated as simply a synonym for transformation, Eisenstein’s term encompasses more than the
shape shifting of one form into another. Rather, it is a rejection of categorisation and
boundaries between things, and it describes anything that has a simultaneous duality or
plurality. Transformation, anthropomorphism, and the dualities of the drawn line are not
synonyms of the plasmatic but are individual examples of this more encompassing quality of
the plasmatic. Sobchack acknowledges this by citing Eisenstein when discussing the duality
of the line as both graphic abstraction and figurative representation (2008: 253). Equally,
Eisenstein discusses the role of anthropomorphism in his description of Mickey Mouse, who
rarely transforms but is nevertheless plasmatic because ‘he is both human, and a mouse…this
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This serves as further evidence that the qualities of animation that advertisers have
embraced are precisely those that have been seen as characteristic or essential to defining
especially important at this point because of the relationship he sees the plasmatic having
with capitalism. He writes that Disney’s animation, as the exemplar of the plasmatic,
‘bestows precisely this upon his viewer, precisely 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’ (Eisenstein et al. 1986: 8). For Eisenstein
the plasmatic qualities of animation offer a respite from the rationalising and categorising
imperatives of capitalism. Yet in this brief overview we have seen those same qualities put to
work for advertising, one of the engines of capitalism. Those plasmatic qualities were defined
great deal more work to be done to unpick this contradiction, to reassess the role of
advertising in the histories of well-known animators and studios, and to discover the parallel
histories.
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Paik, K., and L. Iwerks. (2007), To Infinity and Beyond!: The Story of Pixar Animation
Price, D. A. (2008), The Pixar Touch: The Making of a Company. New York: Alfred A.
Knopf.
Sobchack, V. (2008), ‘The Line and the Animorph or “Travel Is More than Just A to B”.’
Animation, 3 (3):251-265.
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Wells, P. (2009), The Animated Bestiary: Animals, Cartoons, and Culture, New Brunswick,
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13. Political Animation and Propaganda
Eric Herhuth
Political activity arises from living with others. It has an aesthetic dimension that includes
appeals to the senses, to pleasure, and to the non-instrumental qualities found in art and
recreation. How this dimension is understood varies across historical and cultural contexts.
Classical Greek philosophy distinguished rhetoric, the art of persuasion, from philosophy, the
love of wisdom and pursuit of truth. This divide presented a fundamental dilemma for
political actors: should service to their community be realized through rhetoric or philosophy,
should it be grounded in persuasion or truth? In The Republic, Plato argues for philosophy but
this does not preclude his usage of poetic devices such as the allegory of the cave, which
famously aligns animation (shadow puppets at least) with illusion, ignorance, and captivity.
Likewise, Plato’s argument for basing politics in philosophy includes concern for the
capacity of poetry and music to disrupt social order and generate enthusiasm that can be
aesthetics and politics take place on different terrain, there remain concerns that aesthetic
experience, that taste and sensorial pleasure, is thoroughly organized by structures of power.
This implies that the experience of liking/disliking an animated film is social. It presupposes
the presence of others who may judge the film differently or similarly. Spectator experience
sexuality, etc.) each of which has specific meaning and value in a given social order. And
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intentions, practices, beliefs, and materials. Social order and political power organize these
complex fields.
To explore this complexity, this chapter follows two intersecting lines of inquiry: 1)
the animation of politics and 2) the politics of animation. The former refers to animated films,
media, and performances that do politics, that support a position or make an argument that
intervenes in a political debate or social crisis. The latter refers to the debates, issues,
ideological differences, and conflicts that exist within animation production, consumption
and spectatorship. For brevity, I will restrict my comments to animation that directly engages
politics and that remains prevalent today—namely, caricature, cartoons, satire, and
propaganda. This focus is distinctly modern in that it primarily considers nation-state politics,
industrial media, and cel animation, which means the long history of puppets and politics has
been omitted.20
The historical frame of this essay is a reminder of the situatedness of the animation
scholar. A key question for those studying animation is to ask how their political
commitments inform their analyses. Analysis takes place within historical contexts shaped by
political events and by the ideas and concepts in circulation. When organized into a structure
such concepts constitute a theory or critical framework that can guide research questions and
analysis. My approach draws upon the history of dialectical theory in that it considers the
animation of politics and the politics of animation. By dialectical I do not mean that these two
considerations lead to a synthesis, but that they facilitate shifting one’s view of a problem or
concept to expose different sets of inconsistencies and contradictions that are not necessarily
discursive power (systems of symbols, the social imaginary), and its relation to institutional
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Caricature and Political Cartoons
Political animation has historical roots in many art forms, including theatre and literature, but
the graphic arts of caricature and cartooning provide an especially rich heritage. Caricature
can arguably be found in ancient cave drawings, but historians often trace the first political
cartoon back to 1360 B.C. in Egypt, and there is a long history across many cultures of using
zoomorphic images to marshal insults and discredit opponents in political disputes (Keane
2008). While ‘caricature’ is not medium specific, ‘cartoon’ refers to drawing on paper and is
the more recent term. In the modern era of political cartoons, early significant artists include
Daumier (1808–1879) in France, and Thomas Nast (1840-1902) in the United States. There is
also a strong correlation between the rise of democracy, with its commitment to free
expression, and the expansion of political cartoons (Keane 2008: 853-4). Such political and
artistic developments function in concert with the invention and development of printing
technology and contribute to the growth of political media, which begins to include animated
society and political elites and featured prominently in illustrated magazines. By the
beginning of the Twentieth Century this custom had evolved in response to political and
technological changes. During this period the graphic artist Emile Cohl transitioned from
political caricaturist to comic strip artist and then to animated filmmaker (Crafton 1990).
Cohl’s case, recounted by Donald Crafton, demonstrates how political, technological, and
artistic developments intersect within a person and a historical period. Cohl’s evolution helps
explain how the oppositional politics of caricature remain part of the legacy of animated
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In the US, the longest-running scripted primetime TV series, The Simpsons, is an
animated satire famous for irreverence and caricature aesthetics, including the occasional
celebrity guest. Prior to The Simpsons and the glut of adult, satirical animation programming
it inspired, the oppositional politics of caricature were evident in the work of the Warner
Bros. animators of the 1930s and 1940s. Many of these animators used caricature to criticize
Hollywood and its iconic star system and to expose the second-class status of animators
working within the entertainment industry. Caricature remained a tool for aggression and
criticism; it enabled animators to gain fictional control over their enemies by rendering them
1993: 227).
This association between caricature and anti-elitism can also be traced back to
‘pictorial journalists’ who commonly combined art and politics in an effort to serve and
protect average citizens. This approach is famously represented by Thomas Nast’s editorial
caricatures. But caricature aesthetics are not restricted to anti-elitist, oppositional politics.
Even in Nast’s work caricatures of racial and ethnic minorities were commonplace and the
lasting impacts of these prove that caricature aesthetics can be incredibly harmful. This is
The caricature’s political capacity exists alongside its amusing incongruity in that it
simultaneously presents a person’s iconic traits and exaggerates them to such an extent that it
dissolves the sanctification of the representational image. The image remains representational
—it effectively refers to a person—but it breaks with the norms of representation. This makes
the image and its referent more available to critique, play, but also disrespect. As Freud
posited, the caricatured image of a person of high status degrades that status and renders that
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person more vulnerable to critique and ridicule (Freud 1905: 144). Caricatures of persons of
low status affirm or exacerbate their vulnerability. This degradation effect can be approached
through different questions. Are caricatures and cartoon aesthetics being used to render elites
vulnerable to critique, or are they used to marshal stereotypes and prejudices against
oppressed/marginalized groups? And how exactly do these biases, prejudices, and stereotypes
conventions?
Animated propaganda is a common source for caricatures, stereotypes, and political satire.
The twentieth century, the age of cinema, was rife with global conflicts between nation-states
and propaganda was crucial to mobilizing populations and promoting competing ideals and
values during times of war. Many well-known animators active during the first half of the
Smith and James Stuart Blackton, for instance, made some of the earliest propaganda films in
the United States during the Spanish-American War. Reportedly, The Battle of Manila Bay
(1898) was filmed in a bathtub and The Battle of Santiago Bay (1898) was filmed using
photographic cut-outs of battleships and cigarette smoke to simulate smoke from canon fire
(Dewey 2016: 60-1). Winsor McCay’s The Sinking of the Lusitania (1918) is an early
animated documentary and propaganda piece, intended to promote the US’s entry into World
War I, that demonstrates the dramatic capacity of cel animation. Propaganda utilizes all
media forms of course, but as many governments and artists learned, cel animation and
comedic and dramatic scenarios, and satirical, disparaging attacks. During World War II,
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many governments had established departments of propaganda that utilized animation or
maintained working relations with animation studios. The Soviet Union, for example,
established its Department of Agitation and Propaganda (agitprop) in the early 1920s.
Imperial Japan relied on its Propaganda Department for animated propaganda shortly before
and during World War II. And Nazi Germany developed its own German Animation
Company, although it produced fewer animated propaganda films than the USSR or United
States (Bendazzi 2015: 148). Animated propaganda in the US was produced commercially,
but government contracts with animation studios were common and these effectively kept the
Disney animation studio running during the war years. Likewise, British animation
propaganda.
changed over time and vernacular usage is inconsistent. The term originates from the Latin
word propagare which means to propagate, and its institutional history began when the
Catholic Church created a Congregation for Propagating the Faith in 1622. The subsequent
connotations around media designed to spread ideals and values by non-rational or emotional
means. Recent history has demonstrated that messages communicated through animated,
audiovisual media, and that employ culturally specific symbols, narratives, and artistic
conventions (discursive power), are likely to be compelling and fascinating despite a lack of
rationality. From the beginning of the twentieth century onwards, propaganda has become
more pervasive and intensive through the industrialization of media production under the
auspices of private capital/state funding (institutional power). It is clear from the growth of
advertising and public relations that creating media that embody and promote ideals and
values can be used to mobilize all kinds of groups, whether voters, consumers, employees, or
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students. The pejorative connotations of the term derive from this condition and they gesture
toward broad social problems. Large-scale propaganda campaigns diminish the amount of
media space for truth-oriented content and they place a burden on individuals to exercise
commitment to truth is negligible, which is why it often does not contribute to politics as
which, even if helpful in the short term, can perpetuate confusion and harmful myths in the
long term.
In practice, there are at least two basic kinds of propaganda: supporting propaganda,
which embodies specific ideals and contributes to realizing them; and undermining
propaganda, which embodies specific ideals but does not contribute to realizing them
(Stanley 2015: 53). Distinguishing between supporting and undermining propaganda is often
a matter of analysis and argument. Analysing animated propaganda might begin by following
propaganda from media that happen to have propagandistic elements. Most studies of
political system, etc.) and by distinguishing between propaganda and media that have latent
ideological content. Advertising and news media, for instance, do promote values, but in
many cases this promotion is understood as secondary to the primary function of selling a
product or reporting facts. Second, there is the process of identifying the communities, ideals,
and values involved, and then determining if the propaganda really contributes to realizing
those values and ideals. This procedure may not be as straightforward as it sounds.
Consider, for example, the Oscar-winning Disney production Der Fuehrer’s Face
(1943). This cartoon is a famous example of American anti-Nazi propaganda created using
cel animation and composed in the Disney style. As was common to war propaganda, the
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short’s comedy and plasmatic possibility provided comedic relief to audiences suffering from
conditions of war (Sharm 2009: 76-7). But Der Fuehrer’s Face also presents a degradation
effect. The short consists of an extended dream sequence in which Donald Duck is subjected
to the horrors of a hyperbolic totalitarian society. By depicting the restrictions of living under
totalitarianism, the film supports American ideals of freedom. By caricaturing Nazis and
Hitler, it degrades the American enemy, giving confidence to American soldiers and
civilians. Granted, it is equally true that the cartoon trivializes the horrors of the Nazi regime
and creates a safe distance from that reality, and it does not provide many historical facts for
political deliberation. One might argue that it supports the defence of American democracy,
and therefore is an instance of supporting propaganda, but it is not in itself the most
democratic form of expression since it dismisses and disrespects the Nazi perspective. And
that seems entirely acceptable given the Nazi threat at the time and their crimes against
humanity.
(Stanley 2015: 94). In this sense, propaganda tactics are not politically beneficial in
democratic processes in which one hopes to be treated reasonably by a political opponent and
may need to work with that opponent in the future. Der Fuehrer’s Face’s promotion of
American values to American audiences is not part of a democratic process but demonstrates
propaganda. It also highlights the intersection of commercial and political interests facilitated
political through its use of culturally specific techniques and aesthetics. This intersection was
common in American animation during World War II (Shull and Wilt 1987), and earlier
examples can be found in British animated films from World War I (Ward 2003 and 2005).
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The historical and cultural specificity of animated propaganda provides opportunities
to investigate the symbols and associations that constitute the social imaginary that
propagandists and audiences draw upon.21 For example, World War II propaganda films
feature distinct aesthetic strategies that relied on cultural traditions and government-
coordinated media campaigns. Nazi propaganda tended to utilize live-action newsreel footage
more than staged or animated film, and this correlated with their totalitarian ideology which
sought to control reality (Kracauer 1942). Cel animation was common in American and
Japanese propaganda from World War II and both included instances of speciesism: when
racial/ethnic identities are translated into human and nonhuman animal relations. Speciesist
depictions are regularly used to dehumanize an opponent in order to justify military action.
Thomas LaMarre observes, however, that although Japanese and American World War II
imaginaries varied and led to different deployments. American wartime animation commonly
depicted Japanese characters as savage animals. Japanese wartime animation did not depict
Americans as animals, but as ‘failed human beings, as demons, ogres, or fiends’ (LaMarre
2008: 76). When Japanese animation did deploy speciesism, it translated the identities of
other Asian cultures into ‘cute, friendly, and accommodating’ animal characters (LaMarre
2008: 78 and 2010). These depictions were hardly innocent as they correlated with Imperial
Japan’s hierarchical vision of its colonies. The depictions suggest a significant difference
between Asian colony and American enemy in the Japanese imagination at the time. These
different usages of speciesist imagery indicate how racial/ethnic associations and zoomorphic
depictions have distinct patterns of circulation and meaning. It is precisely these patterns and
LaMarre, like many media scholars, bolsters his analysis of aesthetic and symbolic
elements with an analysis of political economy, which considers the economic and political
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institutions and relations involved in the production of media. This creates a fuller picture of
an animation’s ideals, values, and political dynamics. Consider, for instance, the first British
animated feature film Animal Farm (Halas and Batchelor, 1954), an adaptation of George
Orwell’s novella published in 1945 which critiques the rise of Stalinism in the Soviet Union
through an allegory in which animals on a farm overthrow their human master only to be later
subjugated by the farm’s pigs. The film was covertly funded by the American Central
removed by several layers, the CIA monitored the production and insisted on changes when
they thought it necessary (Leab 2005: 238-41). The film’s production speaks to the
ideological alliance between the US and Britain and it demonstrates how state power can
entities are free to produce whatever they want. Despite the chaos of this freedom, ideology,
or a shared system of ideas, is reproduced and gains an organic appearance because there are,
in theory, no top-down, restrictions over media production (hence, the significance of Animal
means for engineering or manufacturing consent because it is through media that ideas are
voluntarily shared and affirmed. In an authoritarian state in which the government controls
programmes. In these cases, it is usually more interesting to analyse the continued creation of
subversive media and subversive interpretations of media. The general point here is that
closer examinations often reveal case-specific negotiations between state power and
commercial power and between individual actors and the systems within which they operate.
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Conclusion: Modernism and Critical Theory
The early twentieth century was a formative period for animated propaganda, but at the same
time, animation more broadly defined attracted many modernist artists, especially for its
capacity to resist and trouble representation. Like the degrading effect of caricature, the
animated line can disrupt and resist representational and realistic aesthetics. In the early
twentieth century, these aesthetics were maligned for concealing class conflicts, inequality,
and the reality of political, social, and technological changes—not unlike commodities that
do not disclose how they are made or which groups benefit the most from their production.
Individual artists and movements (e.g. Dadaism, Futurism, Soviet constructivism, and
Surrealism among others) turned to animation techniques for different reasons. But for many
of these artists, animation techniques had a politics to them, whether it was challenging
specifically the shocks, fragmentation, and alienation associated with the industrialization of
labour, the rationalization of time, increasing urbanization, the growth of capitalism, and
technological changes in media and transportation. This legacy persists in animation forms
that align the subversion of representational/perceptual norms with the subversion of social
and political norms. This legacy counters the valuation of accurate iconic representation—
that the image resembles the person or thing to which it refers. As many animation theorists
point out, the further removed from recognizable reality a cartoon becomes, the less likely it
is to be judged seriously (Wells 2002: 108). This can be useful for artists seeking to evade
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In dialogue with the critical work of artists, theorists studying the political
consequences of cinema and mass media developed new methodologies during the twentieth
century. Scholarship produced during the 1930s by theorists associated with the Institute for
Social Research at the Goethe University Frankfurt (also known as the Frankfurt School)
analysed popular culture for the purposes of understanding deep political problems within
societies. In a well-known argument, Walter Benjamin, writing in the 1930s, suggested that
cartoons such as Mickey Mouse facilitated collective laughter and fantasy as a kind of
Theodor Adorno countered that Disney cartoons merely present the violence and mutilation
of modern life in a humorous, seemingly benign form (Hansen 1993, 2012). The shadow of
these oppositional claims persists today in that cartoons still tend to express possibility and
metaphysical relief, but also violence, futility, and industrial rationalization. Such dialectical
readings of cartoons and animation find their fullest articulation in Sergei Eisenstein’s
writings from the 1940s, but they remain common and typically highlight competing
expressions of life and death, movement and stasis, and freedom and constraint. Such
expressions have purchase on a host of political issues ranging from hierarchical valuations
Animation labour has been a consistent topic for critical study given political
concerns over exploitation and discrimination and the capacity for cartoon aesthetics to
conceal the conditions of their production. Concerns range historically from the industrial era
to today’s global, digital production environment, and they range from studies of gender-
Although labour issues are beyond the scope of this chapter, they are central to understanding
the history of media conglomerates, globalization, and digital infrastructure. Within the last
twenty-five years, digital media practices have blurred the lines between consumer, viewer,
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user, and producer, and raised new questions about animation labour and politics. This
includes the categorization of fan activity and how it serves/complicates the interests of
has shaped politics quite broadly through the continued use of caricature, cartoons, satire, and
propaganda, and in quotidian ways through the expansion of digital tools and the use of
animated computer graphics to enhance just about everything—from local news to the
them requires critical inquiry into the discursive and institutional power of animation.
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References
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Crafton, D. (1990), Emile Cohl, Caricature, and Film, Princeton, NJ: Princeton University
Press.
Crafton, D. (1993), ‘The View from Termite Terrace: Caricature and Parody in Warner Bros
Dewey, D. (2016), Buccaneer: James Stuart Blackton and the Birth of American Movies,
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Hansen, M.B. (1993), ‘Of Mice and Ducks: Benjamin and Adorno on Disney’, The South
Hansen, M.B. (2012), Cinema and Experience: Siegfried Kracauer, Walter Benjamin, and
Herhuth, E. (2015), ‘The Politics of Animation and the Animation of Politics’, Animation: an
Keane, D. (2008), ‘Cartoon Violence and Freedom of Expression’, Human Rights Quarterly,
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Lash, S. and C. Lury (2007), Global Culture Industry: The Mediation of Things, Cambridge:
Polity Press.
LaMarre, T. (2010), ‘Speciesism, Part II: Tezuka Osamu and the Multispecies Ideal’,
Leab, D.J. (2005), ‘Animators and Animals: John Halas, Joy Batchelor, and George Orwell’s
Animal Farm’, Historical Journal of Film, Radio and Television 25(2): 231-149.
Leslie, E. (2004), Hollywood Flatlands: Animation, Critical Theory and the Avant-Garde,
Sammond, N. (2015), Birth of an Industry: Blackface Minstrelsy and the Rise of American
Cartoons’, in P.M. Haridakis, B.S. Hugenberg, and S.T. Wearden (eds.), War and the
Shull, M.S. and D.E. Wilt (1987), Doing Their Bit: Wartime American Animated Short Films,
Stanley, J. (2015), How Propaganda Works, Princeton, NJ: Princeton University Press.
Ward, P. (2003), ‘British Animated Propaganda Cartoons of the First World War: Issues of
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Ward, P. (2005), ‘Distribution and Trade Press Strategies for British Animated Propaganda
Cartoons of the First World War Era’, Historical Journal of Film, Radio and
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148
TV Animation & Genre
Nichola Dobson
‘[G]eneral audiences have only been exposed to one type of animation, that of popular, funny
and usually American, cartoons, as if there were only “pop” music and no other kind.’ (Halas
As the section of this book in which this chapter appears indicates, animation can refer to a
variety of forms, practices and formats. This multifariousness of animation extends also to
content and subject matter. The quote from animator John Halas above implies, however, that
the US cartoon format has come to dominate the perception of animation. This is problematic
not only for those who want to produce and market animation that falls outside of this
category, but also presents challenges for theorising animation genre. By exploring the extent
to which the cartoon continues to dominate the Western TV landscape, this chapter suggests
that there is, in fact, a much wider variety of animation television genres than Halas’ quote,
Animated TV
Steve Neale (2001: 3) argues that genre has a ‘multi-dimensional’ function, in that it can
categorise and group similar work for creation and marketing and also for analysis. This
categorisation can come from the institutions which created the work, the theorists who
analyse the work, and from the systems of understanding which audiences use to differentiate
the work from other genres and from texts within the same genre. Each genre has a set of
recognisable characteristics that enable categorisation; these are repeated and reinforced
through what Altman (1999) refers to as ‘cycles’ and can be seen in patterns in TV history.
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Cycles are not static or temporally discrete and new elements can change the genre to create
new ones, or old ones can come back into favour (Altman uses the example of adding music
As Halas suggests in the above quote, the Hollywood cartoon dominated the creation,
and thus the industrial development, of the animation TV series and thus came to shape the
audience’s ‘system of expectations’ that they bring to each animated ‘text’ (Neale 1990: 46).
rather than challenges any expectations and the mainstream continues to present animation
which is broadly categorised and thus understood as ‘cartoon.’ The aesthetic of the cartoon,
derived from the comic strip, remains commonplace and adds to assumptions of generic
uniformity. Though the range of genres available within the animated form is as vast as that
in live action (TV and cinema), television is dominated by animated comedy, though within
comedy this can take the structural form of the short gag sketch and serialised, sitcom
formats. While each of these forms have different characteristics within them, they all fall
under the generic dominant of comedy; they are funny and are intended to make audiences
laugh (Neale 1990). This dominance is why it is easy to think of all of animated TV as
comedy without perhaps considering that there might be variation within the genre, even
while animation is used, for example, to satirise or comment on other aspects of genre. Paul
Wells argues that ‘the animated form inherently embraced the self-figurative, self-reflexive,
self-enunciating characteristics’ (2002: 110) seen in so-called postmodern texts. This self-
reflexivity is evident in many animated TV series particularly from the early 2000s, such as
US which saw a need to fill the schedule with material for younger viewers, as well as a
family audience, gathered around one focal point.23 This was initially the re-packaged work
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from the major studios of animation’s Golden Age such as MGM and Warner Bros., as well
as Walt Disney. Many of these short films had their origins in the comic strip, and the
comedic visual gags became a mainstay for the fledgling medium, and with it, the generic
more content was required and networks turned to production companies which were already
well-versed in comedy, such as the newly formed Hanna-Barbera. The studio grew out of
William Hanna and Joseph Barbera’s work together at MGM, notably the Tom and Jerry
series (1940-58). They began creating more narrative comedy in a serialised form, which was
structured around the requirements of advertising sponsors on television. This along with the
new form of the sitcom in live action saw the creation of the animated sitcom, or anicom
(Dobson 2003, 2009), in 1960. This genre of animation would dictate the course of TV
The anicom adopts the narrative strategies of the live action television sitcom
(originally based on radio comedies) conforming to narrative space, structure and character
something distinct. If the animated form highlights what Wells (1998, 2002) refers to as its
metamorphosis,24 we note their difference from live action, even in something as simple as
series featuring characters who never age, such as Bart, Lisa and Maggie in The Simpsons.
appeal to the same audience. The series was a comedic portrayal of 1950s married life, but in
a Stone Age setting complete with jokes on gender roles and relationships. The show thus
fulfilled what Neale (1990) and Todorov (1981) describe as genre’s ‘verisimilitude’; that is,
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the way it conforms to audience expectations of a particular genre, which in this case is a
sitcom about working class family life. This successful series set a precedent for the
development of the anicom genre which flourished in the 1960s, declined in the 1970s and
1980s, but by the 1990s cycled back to immense success with The Simpsons, which is
The Hanna-Barbera anicoms were made with an adult audience in mind, in terms of
themes, and this was signalled to the audience by its prime time (early evening) scheduling.
Their later shows such as The Jetsons (1962-63), would also follow this pattern, but as the
television landscape altered and children were being increasingly catered to as a separate
audience group, their subsequent shows moved away from adult comedy - comedy that dealt
with socio-cultural or political themes - and were no longer scheduled in prime time. The
only exception to this was in their last anicom, Wait ‘til your Father Gets Home (1972-74),
which featured storylines about communism and increasing paranoia in the US as well as one
on pregnancy in later life (which hinted at abortion), whereas their series aimed for children
such as The Magilla Gorilla Show (1964-6) and The Atom Ant/Secret Squirrel Show (1965-
Animation on television was increasingly seen throughout the 1960s and 1970s as
something for children and scheduled accordingly with the ratings for the primetime anicom
reducing and the market for children’s television increasing. In fact there were no primetime
anicoms on US TV between 1974 and 1989. While the animation that was broadcast was
industrially categorised for children and broadly fell within the catchall TV cartoon genre,
there was much diversity. In Hanna-Barbera’s output alone, there was still an echo of the live
action sitcom genre, albeit in a comedic, and curiously satirical fashion with the development
of the detective action series seen in Josie and The Pussycats (1970), Scooby Doo Where are
You? (1969-70), Captain Caveman (1977-80) (often with musical interludes), the boys’
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adventure series in Jonny Quest (1964-65) and sci-fi adventures with Birdman and the
Galaxy Trio (1967-69) and Space Ghost (1966-68). This diversity was replicated by other
studios, notably Filmation, with sci-fi and adventure shows such as Rod Rocket (1963), The
New Adventures of Superman (1966-70), Journey to the Centre of the Earth (1967-69) and
musical comedy in The Archies (1968-69). These shows reflected the popular genres in live
action of comedy, sci-fi and musical comedy, such as The Partridge Family (1970-4), in TV
and cinema as well as broader popular culture such as comic books and pop music. The
variation within TV animation has not readily been acknowledged by animation scholarship,
arguably because it was aimed at children and therefore deemed less worthy of attention.
Television animation remained primarily considered ‘just for kids’ until the late 1980s
when both television and cinematic feature animation began to target more adult audiences
with Who Framed Roger Rabbit (1987) in the cinema and The Simpsons (1989-) on
television. This also coincided with the launch of MTV in 1981 (and Channel 4 in the UK,
see Kitson 2008) which provided a platform for short experimental animation in different
forms beyond the traditional 2D cel animated work commonly seen on TV. Many of these
animators, like Bill Plympton and Mike Judge, had been brought up with Saturday morning
TV animation and were now starting to work in a newly revitalised industry with new
opportunities for interesting and subversive work on cable and the new FOX network, all
open to new content. This also led to a new genre cycle of anicom oriented at both the
primetime family and adult audience and scheduled in early and late evening time slots,
including King of the Hill (1997-2010), Family Guy (1999-), South Park (1997-) and
Futurama (1999-2013).
notable, and well documented example from 1992 is the Nickelodeon series Ren and Stimpy
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created by John Kricfalusi, an animator highly influenced by Bob Clampet and others of the
1940s and 1950s (Langer 1997). Kricfalusi’s approach to comedy presented a retro style
with an element of satire and subversion, which Langer refers to as ‘animatophilia’ (1997:
143) and was very popular critically. However, the network presented this as a children’s
show - it was rated as TV-Y7, suitable for children age 7 or older, and promoted via a Mattell
toy company merchandising deal - and thus the industrial genre signalled it as comedy
suitable for children in what Nickelodeon considered the classic Warner Bros. Looney Tunes
model. As Langer points out, the initial pitch of a multi layer/multi audience show (a strategy
seen in earlier family animated TV series such as The Flintstones) suited Nickelodeon’s
corporate strategy (though puzzlingly they also aired a late night screening on MTV which
demonstrated its success with an adult audience). However, it was when Kricfalusi began to
deliver shows which needed editing by the network in order to be suitable for the show’s
designated family audience or, as they claimed, failed to deliver on budgets and deadlines,
that they fired him. Kricfalusi refused to compromise his ideas and alter the tone of the show
the series. Kricfalusi later presented a new version, Ren & Stimpy ‘Adult Party Cartoon’ on
the TNT network in 2003. It was full of the scatological humour which had been an early
hallmark of the show but fans were not as receptive this time round and the series was
such, see Langer 1997), but I would argue that the more fundamental issue is that the
industrial genre was wrongly assigned due to a lack of understanding of what the series
actually was, beyond the appeal of its visual style. ‘Nickelodeon sought to find styles and
characters that would create a distinctive product identity…Ren & Stimpy was to become a
mass-marketable form of cultural capital for Nickelodeon’ (Langer 1997: 150). They liked the
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style of the 1940s animation which Kricfalusi produced, but his interest went beyond this to
subvert the content and ‘deliberately violated the norms of good taste’ (p. 151). Langer
outlines the use of the MTV network by Nickelodeon’s parent company Viacom to increase
the popularity and reach of the show to an adolescent audience, but ‘this was done in order to
get the MTV audience and bring it to Nickelodeon for Sunday morning Ren & Stimpy
cablecasts’ (p. 155). By airing the series in a child friendly time slot, the system of
expectation set up for the audience by the network was for a show suitable for young
children. However, this expectation was erroneous and the ‘cartoon’ aesthetic was arguably
the only element taken into account when promoting, scheduling and commissioning the
series. The bottom line for the company was connected to their deal with Mattel ‘to licence
Ren & Stimpy products to children…Positioning Ren & Stimpy outside of a juvenile taste
group might have jeopardised the popularity of the series among potential Mattel toy
purchasers’ (p. 157). Kricfalusi had little intention of changing his own personal animatophile
tastes to cater to the younger Nickelodeon audience and as a result they saw increasing
interference from the network in script editing, and eventually parted ways.
The Ren and Stimpy example shows how merchandising can lead to confusion
regarding the generic classification of popular mainstream animated shows. Due to the
‘cartoon’ style of many of these shows, the merchandise often has a ‘cute’ or child friendly
style, despite the show itself often being inappropriate for a children’s audience. Another
example of this is in the soft toy products sold to promote the animated sitcom South Park
during the 1990s. The series is scheduled in a late night slot, and the opening title card
explains that the show is offensive, deliberately so, however the merchandise has an appeal to
children who may not be aware of the true content of the show. This becomes a problem
when adults, unfamiliar with the content, make assumptions based solely on the animated
form and ignore the aspects of the industrial genre, the scheduling, in favour of the other
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industrial codes, the marketing. In the UK in 1999, a parent launched an awareness campaign
about South Park, at her local school to tell parents how ‘the merchandise seems to be
specifically aimed at youngsters’ and ‘A lot of parents don’t realise what their kids are
watching.’ (‘South Park is not suitable for youngsters says Mum’ 1999)25 Many of these
misconceptions can be traced back to the assumptions made by the mainstream audience as
outlined at the start of the chapter, ones that are also largely reinforced by the industrial
While the generic dominance of comedy has persisted throughout the history of TV
animation, in mainstream US television the most prevalent generic alternative to comedy has
been in sci-fi and fantasy, largely developed from imported Japanese anime. More recently
these have tended to be scheduled in late night slots and therefore not aimed at a mainstream
audience.26 However, in the mid 1960s and 1970s, US television schedules were filled with
sci-fi adventure series, including Birdman and the Galaxy Trio and Space Ghost. The first
Japanese television series Astro Boy (1963-6) was highly successful and established the
market for television animation in Japan and abroad and led to the creation of Battle for the
Planets (1978-80), a westernised version of the Japanese series Science Ninja Team
Gatchaman (1972-4). In the UK, television producer Gerry Anderson released the highly
successful Stingray (1964), Thunderbirds (1965) and Captain Scarlet and the Mysterons
(1967) using his unique puppet animation. As previously noted, in the US Hanna-Barbera
ventured into sci-fi by combining it with the domestic sitcom in The Jetsons. Matt Groening
later emulated this approach with the production of his second anicom, Futurama (1999-
2013), which combines the narrative of the workplace sitcom with the tropes of the sci-fi
The transnational exchange of series between East and West, which started with Astro
Boy, has seen an increased audience for alternatives to the anicom, such as sci-fi and fantasy
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with different forms and styles of animation and for different age groups. The growth in
animated television generally, and the increase in platforms for viewing on cable and
streaming TV as well as Internet channels, has seen a rise in innovative TV animation, for
both children and adults. Shows which challenge ideas of genre (mixing sci-fi with fantasy
and absurdist comedy) as well as shows which challenge dominant norms of gender and
sexuality, such as Adventure Time (2007-10) and Steven Universe (2013-), or that deal with
issues of mental health such as Rick and Morty (2013-), are very far removed from the
slapstick of the Looney Tunes or the aforementioned musical detective shows of the 1960s. It
is interesting that these shows are all shown on the cable channel Cartoon Network, which
since the early 1990s has pioneered and celebrated diverse animation in terms of content and
style. We might argue that by classifying and containing all of these shows in one place as
‘cartoon’ they limit the perception of animation genre, but instead they have in fact provided
audiences with a site for the development of new genres and sub genres, as well as for
Other recent examples of this type of subversion that challenge dominant generic
expectations can be seen in late night television sketch shows in the UK, such as Modern
Toss, 2DTV (2001-2004) and Monkey Dust (2003-05) (see Norris 2014). In the US the late
night offering ranges from South Park (1997-), the output from the Adult Swim project
(2001-) including Venture Bros., Robot Chicken and Rick and Morty, to the even more adult
and absurd Bojack Horseman (2014-) on the streaming service Netflix. Though these again
all fall under the generic dominant of comedy, they use their animatedness to extend sub
genres of comedy and, in the case of Bojack, the nature of television itself. A notable
example of this in Bojack can be seen in season 4, episode 6 entitled ‘Stupid Piece of Shit’
which uses different styles of animation to reveal Bojack’s thought processes and his
confused mental state. Bojack’s role as a ‘washed-up’ TV sitcom star in itself refers to the
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formulaic nature of TV genre and in numerous episodes critiques the problem of child stars,
Hollywood and celebrity. Dramatic genres which deal with serious aspects of real life rarely
occur in TV animation, and I would suggest are harder to produce (to fund or commission)
due to the success and dominance of comedy in contemporary TV animation. That said,
Bojack Horseman could arguably be categorised as a bleak black comedy, which deals with
very dramatic, and very adult themes such as drug and alcohol addiction, casual sex and
The post-network era, described in detail by Amanda Lotz (2014), demonstrates that a
diverse audience exists which is not always catered for by standard industrial genres and that
therefore do not need to be directed towards certain genres in the same way. For these
audiences, scheduling is less important and marketing is often done by word of mouth on
social media. The discourse surrounding series such as Bojack enables prospective audiences
to discover television animation which suits a variety of tastes at a time convenient to them.
The audience is no longer content to be confined to network schedules and traditional ‘flow’
of the TV medium (see Williams 1975). That many of these shows have found an increased
‘grown up’ audience speaks of several factors. Like the generation before them, the audience
has been raised on multiple forms of animation thanks to the success and visibility of shows
like The Simpsons and the pervasiveness of animation more generally; the diversity of
platforms allows for and presents a variety of content, and as such traditional systems of
Although the generic categories of TV animation are not always as clearly defined by
industrial practices in marketing and scheduling as their live action counterparts, this chapter
has shown that there is generic diversity within the catch all term ‘TV animation’. That this is
relatively recent, and most likely enabled by the diversification of viewing platforms, perhaps
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suggests that the dominance of comedy persists. However as new transnational, increasingly
categorisation of ‘TV animation’ will most likely change further. Williams argues ‘As genres
change over time, […] their audiences become more and more self-conscious’ (Williams in
Neale 1990: 59). This self-conscious audience may become more open to difference and
development within the genre and new genres of TV animation may well emerge.
159
References
Cholodenko A. (1991), The Illusion of Life: Essays on Animation, Sydney: Power Institute of
Fine Arts.
Burke, K & T. Burke (1998), Saturday Morning Fever: Growing up with Cartoon
Denslow, P. (1997), ‘What is animation and who needs to know’ in Pilling, J. (Ed)
Scarecrow Press.
Kitson, C (2008), British Animation: The Channel 4 Factor, London: Parliament Hill
Publishing.
Lotz, A (2014), The Television will be Revolutionized, New York: NYU Press.
Routledge.
Manovich, L. (2001), The Language of New Media, Cambridge Mass.: MIT Press.
Mittell, J. (2004), Genre and Television: From Cop Shows to Cartoons in American
160
Neale, S. (1990), ‘Questions of Genre’, Screen, 31 (1): 2-17.
Propp, V. (1968), Morphology of the Folk Tale, 2nd rev edn, Austin:
Sandler, K. (2002), ‘Movie Ratings as Genre: The Incontestable R’, in S. Neale (ed)
Solomon, C. (1987), The Art of the Animated Image: An Anthology, Los Angeles:
‘South Park is not suitable for youngsters says Mum’ (1999), Warrington Guardian, June.
Available online:
http://www.warringtonguardian.co.uk/news/5303140.South_Park_is_not_suitable_for
Strom, G. (2008), ‘The Two Golden Ages of Animated Music Video’, Animation Studies (2).
Ward, P. (2000), ‘Defining 'Animation': The Animated Film and the Emergence of the Film
https://www.nottingham.ac.uk/scope/documents/2000/december-2000/ward.pdf
161
William, R. (1975), Television: Technology and Cultural Form, London: Fontana.
162
Animation and/as Children’s Entertainment
Amy Ratelle
On a broad scale, animation has been historically devalued and dismissed as ‘kids’ stuff’ –
loud, often obnoxious, poorly written, and frivolous (Wells 2002: 61). Yet, animated
programming forms a substantial portion of broadcasting for children in general and has been
both incredibly lucrative for advertisers and a battleground on which culture wars have been
fought in the name of educational content and the protection of ‘childhood innocence’.
animation for children. This chapter will address the oversight of children’s animation by
situating it in the larger historical, cultural and theoretical framework of children’s media,
and will explore the history of audience formation, the role of parents, educators, and
synonymous with childhood experiences as the nursery rhyme. Yet, scholarly attention to
date has largely been characterized by nostalgia for the early television animation of the
1960s (Wells 2002; Mittell 2003), or focuses on the effects of cartoon violence on young
viewers (Kirsch 2006; Blumberg et al 2008). Yet, as Stephen Kline has noted, ‘what might be
taken for children’s culture has always been primarily a matter of culture produced for and
urged upon children’ (1998: 95). This top-down approach, so to speak, can reinforce
and works to conceal the role that films and television play in enculturing children to become
chapter contends that animation as a medium for children has become prey to the
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oppositional discourses of education and entertainment on the battleground of consumer
culture, and that these discourses have contributed to its marginalization as a medium and as
a scholarly topic.
safeguarded, as separate and different from adulthood, is rooted in the Romantic period’s
idealization of nature and the emergence of a distinct middle class invested in education and
self-improvement (O’Malley 2003).27 During this time period, children were cultivated as a
separate audience, to whom literature could be marketed. While religious texts and reading
primers had, since the Middle Ages, been written for the education of children, it was not
until the mid-eighteenth century that literature generated specifically for this burgeoning
middle-class audience became a ‘clear but subordinate branch of English literature’ (Darton
The answer lies largely in the enduring popularity of Enlightenment philosopher John
Locke (1632-1704). Locke famously posited that children are predisposed to need
educational instruction, as they were a ‘yet Empty Cabinet’ (1690: 23), or ‘white paper, or
wax, to be moulded and fashioned as one pleases’ (1693: 179). The role of education was
perceived as crucial because children could not be relied upon to process their own
experiences and sensations to acquire the proper moral character (Ratelle 2015). The middle
class, with its emphasis on productivity, pedagogy and purchasing, positioned itself against
the privileged entitlement and perceived vices of the upper and aristocratic classes as well as
against the poverty and grinding day-to-day existence of the lower classes. As Henry Jenkins
argues, the ‘bourgeois classes placed particular importance on the education and rearing of
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their sons as preparation for participation in the market economy. Out of the future-
orientation of capitalism came a new focus on child-rearing and pedagogy’ (1998: 16).
In this lucrative economic climate, John Newbery (after whom the prestigious
American children’s literature award is named) began in 1744 to publish illustrated books
that not only provided a roadmap to a life of virtue and financial success, but were also
entertaining to read. Newbery changed the face of publishing and solidified children as an
audience separate from adult readers by capitalizing on their middle-class parent’s disposable
income, ‘which they were more than willing to invest in shaping and securing their children’s
future’ (Ratelle 2015: 6). Although the origins of capitalism date back to the Middle Ages,
the eighteenth-century emergence of children’s literature as a vehicle for cultural values tied
Moral instruction adhering to these ideals was made palatable to the child audience with
balance between education and entertainment that made its appearance in early forms of
children’s literature still underpins much of children’s media, including animation, to the
present day.
From Snow White and the Seven Dwarfs (1937) to the Saturday Morning Cartoon
While Disney – the man and the company – can be considered problematic in many respects
(see Schickel 1968; Giroux 1991; Eliot 1994; Davis 2006), he was among the first to
believable ways in believable manners in believable environments’ (Stabile & Harrison 2003:
5). He also prioritized animation as a medium primarily for children. In contrast, animation
by other studios during the Golden Age, such as Warner Brothers, was targeted more at
adults.
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Prior to Disney’s dominance, the animation in the early 1920s made by smaller
studios and animators had also been aimed at a broad audience. Cartoons such as Pat Sullivan
and Otto Messmer’s Felix the Cat (1919-28), the Fleischer’s Out of the Inkwell series (1918-
929) and the work of animators including Walter Lantz, who would later go on to create
Woody Woodpecker in 1940, often featured characters engaged in adult activities such as
visiting jazz clubs, consuming alcohol and flirting with women. Felix the Cat was notorious
for such behaviour, which made him enormously popular with adult audiences (Furniss 2016:
52-55). As Karl Cohen (1997: 5) points out, however, there was also extensive insistence
from ‘pressure groups’ that such conduct from animated characters was not acceptable to the
moral majority, on the grounds of protecting children in the general audience from
characters like Felix were considered poor role models for impressionable young viewers. In
1934 regulations were enacted to curb the depictions of such risqué on-screen behaviour until
their repeal in 1968, when they were replaced with a more detailed rating system based on the
While the late 1920s to mid-1940s can be considered a Golden Age of cinematic
animation (Wells 2002: 62), by the late 1950s and early 1960s, the animated cartoon
underwent a drastic transformation that had lasting effects on the medium (Mittell 2003: 33).
Animated shorts had been an integral part of the studio system, in that their exhibition was
guaranteed as part of the practice of ‘block-booking’. In this system, animated shorts were
packaged along with features and other shorts as part of a programme of films shown in
cinemas (Mittell 2003: 38). Block-booking, however, was declining as a practice, and was
brought to an end by the 1948 Paramount anti-trust case, which destroyed the vertical
integration stranglehold that major studios had over production, distribution and exhibition.
Following the Paramount decree many of the smaller animation studios found themselves in
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decline and the theatrical short cartoon ultimately ceased production altogether (see Holliday
in this volume). The decline of the cinematic short, however, coincided with the rise in
television to be an ideal child-minder while they completed their daily household tasks
without interruption (Seiter 1993: 15), positioning children as a significant audience for
One of the few remaining avenues of profit for animation studios, such as MGM,
UPA, Harveytoons, and even Warner Bros., was through selling back-catalogue former
theatrical release cartoons to broadcasters, simultaneously generating revenue for the studios
and solving broadcasters’ dilemma of getting programming quickly and cheaply on the air.28
The television programme Disneyland (1954-61), for example, incorporated the studio’s own
animated back catalogue of cinematic shorts introduced by a live-action host. Other studios
followed suit, and by the mid-1950s, cheaper back-catalogue cartoons from various studios
were thus scattered throughout the daily viewing schedule. However, as I argue above, other
than Disney, these cartoons had been produced for a general audience and prioritized
entertainment over moral instruction. Two streams of television animation were thus
emerging at this time – one comprised of child-friendly material from Disney that was largely
in alignment with Locke’s principles of proper moral instruction; the other as a form of mass
amusement.
Despite the popularity of the repackaged programmes such as Disneyland, the desire
for original animated programming remained, as there were only so many ways to reformat
the pre-existing material. Studios began experimenting with a new technique called ‘limited
animation’, which minimized and/or repeated the same character action, significantly
reducing the number of required drawings, and drastically reducing production costs. This
technique at its most extreme reduced movements down to an average of one movement per
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four seconds of animation, and could be produced for as little as $2500 per episode (Kanfer
1997: 180-81). Networks such as CBS began to capitalize on the potential of limited
animation, and in 1956 contracted UPA to produce The Boing-Boing Show (1956-7). Hanna-
Barbera subsequently produced Ruff and Reddy (1957-64) for NBC, exemplifying ‘a shift in
the animated form that would become typical for television productions: minimal visual
variety, emphasis on dialogue and verbal humor, and repetitive situations and narratives’
classic characters as Yogi Bear, Scooby Doo, and Fred Flintstone by reducing the amount of
animation to save on labour costs while emphasising the dialogue to enhance the comedy.
The Flintstones (1960-6) in particular was a runaway hit with the primetime family audience
as a satirical take on the sitcom format, and the studio followed this success with The Jetsons
(1962-3) (see Dobson on genre, this volume). A boom in animation followed, but came to an
end when the market was glutted with Flintstones imitations seeking the prime-time
adult/child crossover audience (see Wells 2002). After reaching market saturation, the
‘anicom’ (Dobson 2003, 2009) format was abandoned, leaving largely gimmicky offerings
such as The Secret Squirrel Show (1965-8) and The Space Kidettes (1966-7).
While the original programming of the late 1950s and 60s was initially intended for a
prime-time audience which included both adults and children (see Dobson on TV animation,
this volume), animation in general was gradually becoming targeted to the child audience,
increasingly in need of advertising revenue to cover their production costs. Although the new
medium of television was still broadly subject to the same kinds of regulations that had
constrained the antics of Felix the Cat and his peers, there were no formal regulations in place
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children could be exposed to. As a result of this lack of oversight, children’s animation
throughout the late 1950s and early 60s continued to move away from the broader framework
of education, virtue, and self-improvement that prevailed in other forms of children’s media,
such as literature or radio, and was subsumed into a rapidly expanding consumer culture.
This rise in consumer culture also saw a considerable expansion in the toy market, a
market that was increasingly tied to television and advertising. Disney’s The Mickey Mouse
Club (1955-9) was at the forefront of programmes marketing directly to children with a
advertising aimed at children (Kapur 1999: 126). Following in Disney’s footsteps other
companies, such as Topper Toys, Amsco, and the newly formed Mattel, began to sponsor
children’s programmes in the hope of becoming household names (Seiter 1993: 78-80). In
this period food companies also sought to generate brand loyalty by capitalising on
animation’s reach to children with, for example, Kellogs forming a long-lasting relationship
with Hanna-Barbera which would see characters featured on cereal boxes and Kellogg’s
By the late 1960s, television animation had lost any cachet it might once have had, through
its subsequent association with the child audience, who were perceived to be ‘uncritical’ and
accepting of any programmes, regardless of quality (Mittell 1998: 48). At this time,
advertisers began to more aggressively market to children via television animation, with the
crucial difference being that instead of creating toys based on pre-existing characters, the
This shift in marketing strategy reached its heyday in the mid-1980s (see Engelhardt
1987) and was catalyzed by the animated television special Strawberry Shortcake (1980),
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which featured a sweetly-scented doll with an oversized head living in idyllic
‘Strawberryland’ with her ‘berry friends’. The massive financial success of this one-off
program turned previous toy-marketing strategies on their heads. The new strategy of toy
preceding programme was heavily reliant on corporate market research designed to synergize
all levels of marketing, including the initial doll or figure, and the animated programme as
well as other sources of revenue such as additional themed licensed products (e.g.,
lunchboxes, t-shirts, etc.), the live appearances of costumed characters in shopping malls and
other performances, such as ice shows or musical concerts. The widespread presence of the
educators as exemplary of particularly cynical and predatory marketing (Seiter 1993; Minow
and Lemay 1995). In an overall climate of increasing concern for children and their
wasteland’ (Minow and Lamay 1995: 3). Minow’s evocative declaration became a catalyst
for parents, social reformers, and other media scholars and critics to galvanize their efforts in
order to regulate children’s broadcasting and protect children from advertisers. During
Minow’s tenure as Chair of the FCC, his reform plans centred around an increase in
educational programming for children, hearkening back to the ideals of moral guidance and
instruction that had been discarded when children’s animation became increasingly treated as
As Minow notes, the 1970s were ‘the first decade in which special note was taken of
children and television’ (ibid: 99), as part of an overall shift to return to the educational roots
of children’s media. Broadcaster Joan Ganz Cooney played a significant role in this shift and
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in 1968 she approached Minow and other non-profits and lobbyists to fund Sesame Street
(1969-present) for network National Educational Television (NET) that would ‘help and
nurture all children’ (Minow 1993: 10). Ganz Cooney adapted the language of advertising to
create a series of ‘commercials’ for letters and numbers animated by both established and
emerging artists (Gikow 2009: 238-9). Many of these short films became iconic, such as The
Ladybugs’ Picnic (Bud Luckley, 1975), Pinball Number Count (Jeff Hale, 1976), and I Want
same fashion as Newbery had 200 years before, Sesame Street opened the doors for
media, PBS launched an initiative to resituate general programming in the public interest by
fostering innovative and educational animation for the child audience, for example The
Magic School Bus (1994-1997) – one of the highest-rated PBS shows for school-age children
(Green 1997: 48). Nickelodeon, who launched the first television channel specifically for
sound animation, with Blue’s Clues (1996-2002), which mixed live-action and simple
animation, and Dora the Explorer (2000-2014), which remains particularly notable for its
Based in large part on the success of Sesame Street and PBS’s overall efforts to
foreground the need for educational and instructional television (Minow and Lemay 1995:
10), the Center for Media Education, an American non-profit organisation dedicated to media
literacy and broadcast standards, effectively lobbied US Congress into passing the Children’s
Television Act (CTA) in 1990. This act legislated children as a separate audience with special
considerations, restored time limits to commercials aired during children’s programs, and
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required broadcasters to air at least some educational and informative children’s
However well-intentioned the Act was, savvy marketers were still able to work within
the letter of the CTA, if not necessarily its spirit, with prosocial messages added in to the
programme to demonstrate a nominal compliance with the new legislation. One of the most
infamous of these ‘tacked-on’ additions to pre-existing programmes was the animated series
GI Joe (1985; 1990-1; 1995-7; 2008; 2010), which was based on Hasbro’s line of action
figures. At the end of each 20-minute episode, the characters reappear in a short sequence in
which they assist a child grappling with some kind of problem, such as bullying. After the
issue has been resolved, the sequence ends with the catchphrase, ‘Now you know! And
knowing is half the battle.’ Other prosocial programming was less action-oriented, focusing
instead on the realm of human emotions and social engagement. Series such as The Care
Bears (1983; 1984; 1986-7; 1991; 2002; 2007; 2008; 2015-16) emphasize sharing, caring,
cooperation, and communication. However, such programmes often reduce each character to
limited personality traits and conflate emotional states with marketable products.
entertainment and marketing is the reliance of programmes such as Sesame Street on their
own toy licensing to subsidize their production costs. Sesame Street is able to mitigate some
of the conflict that parents may experience, however, by foregrounding their child-centric
reputation. Muddling education and marketing in this fashion does serve to undermine
programming is always good. In this instance, Sesame Street relied on income from
commercial activities to maintain their mandate of nurturing and protecting the child
audience.
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Recent animated programmes have also been able to find a middle ground between
education and commercialism. For example, My Little Pony: Friendship is Magic (2010-
present), a reboot of the original My Little Pony ‘n Friends (1986-7) based on Hasbro’s line
of toy horses marked on the flank with a glyph representing their dominant character trait,
than its predecessor. While the original series has been dismissed by critics such as
Englehardt as trite and unimaginative with passive characters, the new programme favours
complex storylines that blend adventure and magic into a problem-solving framework
(Kirkland 2017: 99-100). By working to flesh out the stereotyping common to children’s
take on DC Comics’ fictional superhero team, ironically reference the overt prosocial
oriented ones from public broadcasters, while simultaneously providing actual instructional
value. In both ‘Pyramid Scheme’ (2015) and ‘And Finally a Lesson’ (2016), for example, the
team learns about the value of money, and how to build home equity. Similarly, in ‘Think
About Your Future’ (2016), the team is visited by their future selves, who travel back in time
to impart valuable lessons on the impact of their poor eating and spending habits.
Entertainment and education are thus reconfigured for a contemporary audience of the
children of parents well-versed in the animation tropes of their own childhood, yet who still
Conclusion
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As this chapter has demonstrated, attitudes towards children’s animation are often deeply
ambivalent. On the one hand, it bears the significant burden of striking a balance between
entertainment and education. On the other, it has been devalued in the US in particular for its
association with consumer culture. As Donald Crafton notes, ‘“fun” is not ideologically
neutral turf’ (1998: 101), nor is the business of children’s media. Shifts in thinking about
children’s animation reflect larger cultural tensions around children in terms of pedagogical
enactment of legislation to protect the child audience from the excesses of consumerism as
the form drifted further away from the pedagogical-focus of earlier children’s literature. And
yet, even programs such as Sesame Street are reliant on toy and product licensing in order to
fund additional seasons, presenting a challenge in balancing the programme’s needs against
its mandate for nurturing and protecting the child audience. As their success indicates, it is
indeed possible to negotiate this slippery terrain, combining education and prosocial
expansion of the children’s animation universe in the US, from the three major networks in
the 1960s (ABC, CBS, NBC) to four separate commercial cable networks for children –
Nickelodeon, Cartoon Network, The Disney Channel, and PBS Kids. This universe is one in
which quality educational programmes exist alongside toy-based programmes, which coexist
with the same back-catalogue cartoons that were mainstays of the original Saturday morning
timeslot. Recent additions to the viewing landscape include on-demand streaming services
such as Netflix and Hulu, who license existing programmes in addition to their own original
productions.
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The ubiquity of children’s animation across multiple viewing formats requires ever-
more productions, bringing with them ever-more licensing opportunities. In this sense,
discourse around children’s animation would benefit from a more overt acknowledgement
that what we think we should do (e.g. educate and nurture children) is not always in
alignment with what actually happens; despite what might be best intentions, programmes
and broadcasters still exist in a capitalist framework and are thus reliant on product tie-ins. In
this sense, we can read children’s animation as a site of conflict, subject to a series of
extricated.
175
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Cohen, K.F. (1997), Forbidden Animation: Censored Cartoons and Blacklisted Animators in
Crafton, D. (1998), ‘The View from Termite Terrace: Caricature and Parody in Warner Bros.
Darton, H. ([1932] 1982), Children’s Books in England: Five Centuries of Social Life,
Davis, A. (2006), Good Girls and Wicked Witches: Women in Disney’s Feature Animation,
Scarecrow Press.
Eliot, M. (1994) Walt Disney: Hollywood’s Dark Prince, New York: Harpercollins.
Gikow, L. (2009), Sesame Street: A Celebration – 40 Years of Life on the Street, NY: Black
176
Giroux, H. (1999), The Mouse That Roared: Disney and the End of Innocence, Lanham, MA:
(ed), The Children’s Culture Reader, 1-38, New York: New York University Press.
Kanfer, S. (1997), Serious Business: The Art and Commerce of Animation in America from
Kapur, J. (1999), ‘Out of Control: Television and the Transformation of Childhood in Late
University Press.
Kirkland, E. (2017) ‘“Little girls and the things that they love”: My Little Pony: Friendship Is
Magic, Audience, Identity, and the Privilege of Contemporary Fan Culture’, Camera
Kirsch, S.J. (2006), ‘Cartoon Violence and Aggression in Youth,” Aggression and Violent
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Mittell, J. (2003), ‘The Great Saturday Morning Exile: Scheduling Cartoon’s on Television’s
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16. Video Games and Animation
Chris Pallant
At the time of writing (summer 2017), there is considerable excitement in animation and
video game circles about the upcoming release of Cuphead (2017).30 After debuting on
development, yet enthusiasm for the title has remained high. A quick review of Twitter posts
between 1 January 2014 – 1 January 2016 containing the hashtag #Cuphead reveals a
common interest in the game’s ‘unique aesthetic’ inspired by ‘vintage cartoons’. Video game
and animation journalists have been equally enthusiastic about the numerous trailers and
gameplay demos that have preceded the game’s launch, with CartoonBrew’s Amid Amidi
noting how the developer had ‘the classic animation look pegged, from lush watercolor
backgrounds to authentic pie-cut eyed, rubbery characters who look straight out of a
Fleischer/Iwerks short’ (2013), while Chris Kohler writes as part of a feature for Wired
previewing the most anticipated games of 2016 (the year in which many expected the game
to debut): ‘I've spent a lot of time playing Cuphead at various game expos last year, and the
way it so faithfully replicates the look and feel of classic early-20th-century animation is
absolutely jaw-dropping. Couple that with difficult (but fair) action gameplay reminiscent of
Gunstar Heroes and you have a game we’re just dying to play’ (2016). These responses
indicate the interest generated by the combination of animation aesthetics and the video game
platform.
Fundamentally, all video games are animated texts. However, the way that
interactivity serves as the key identifying marker of the video game, results in the (always)
animated nature of video games being frequently ignored. This could be explained by the
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relative infancy of video games, video game culture, and the scholarly field of (Video) Game
Studies. To establish the video game as an art form in its own right, the games industry, as
well as games commentators, have promoted interactivity above all else as the form’s
distinguishing feature, thereby setting it apart from live-action cinema, with which games
often share common elements, such as visual language, narrative and animated materiality. 31
Given the hesitancy that characterises the extant scholarly engagement with the intersection
of animation and video games, this chapter will seek to establish some of the key debates
from Game Studies that might best guide readers wishing to consider the relationship
between animation and video games. To that end, this chapter moves beyond the subject of
interactivity, to consider more broadly how animation underpins and intervenes into three key
The first two sections of this chapter focus on ludology and narrative, two themes that
defined the early course of Game Studies. In the spirit of seeking to establish Game Studies
on its own terms, scholars such as Espen Aarseth (1997, 2004), Gonzalo Frasca (1999, 2003),
Markku Eskelinen (2001, 2004), Jesper Juul (2001, 2005), and Ian Bogost (2010, 2015)
argued that the study of games should be centred around considerations of play, rules, and
experience. Furthermore, the likes of Juul, Aarseth, Frasca, Eskelinen and Bogost
intentionally promoted this focus on ludological qualities as a means of critiquing what they
the core of this rejection of narratological approaches was a frustration regarding the
interactive and more linear texts (such as those found within the arts of sculpture, theatre,
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literature, and cinema) on to the study of games. As Eskelinen notes in the first issue of the
between narrative, drama and games. If I throw a ball at you I don’t expect
you to drop it and wait until it starts telling stories. On the other hand, if and
when games and especially computer games are studied and theorized they are
almost without exception colonised from the fields of literary, theatre, drama
Consequently, for ludologists notions such as the ‘magic circle’ (Huizinga, 1949) and ‘flow’
(Csíkszentmihályi, 1975), which are explored in more detail below, held great appeal due to
their non-narrative emphasis. Another important characteristic that notions of the ‘magic
Writing broadly about play and ritual in his book Homo Ludens, Johan Huizinga
argues:
All play moves and has its being within a playground marked off beforehand
cannot be formally distinguished from the play-ground. The arena, the card-
table, the magic circle, the temple, the stage, the screen, the tennis court, the
court of justice, etc., are all in form and function play-grounds, i.e. forbidden
spots, isolated, hedged round, hallowed, within which special rules obtain. All
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are temporary worlds within the ordinary world, dedicated to the performance
In many ways, Huizinga’s words – penned several decades before the advent of video games
– offer an early sense of how deeply entwined the worlds of animation and video games are.
The opening sentence could just as easily describe the process of animation: all animation
moves and has its being within a frame defined beforehand either materially or ideally, pose-
important tension between the potential freedoms afforded by play/animation and the
verisimilitude, or the physical limits of space itself if projection mapping is the type of
animation employed). This tension remains at the heart of the video game experience, with
animation being crucial to the player’s negotiation of it. From entry into the game via home
and submenu screens, through to the playable world itself, animation provides a perfectly
malleable – or, to favour the language of Animation Studies, metamorphic – material with
which to construct the ‘temporary world’ into which the player willingly enters.33
The bringing to life of the inanimate, digitally coded virtual world, relies upon the
metamorphic power of the animated form to transport the gamer from the disengaged self-
awareness experienced during (often lengthy) game loading screens to the deeply immersed
psychological state enjoyed during gameplay. Although not always achievable, perhaps due
to real world interruptions or limited proficiency with the game’s mechanics, when achieved,
the complete involvement of the video gamer during play resembles what Mihály
Csíkszentmihályi has termed ‘flow’. For Csíkszentmihályi, games are good examples of flow
activity, ‘and play is the flow experience par excellence’ (1975: 36-37). He writes:
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In the flow state, action follows upon action according to an internal logic that
unified flowing from one moment to the next, in which he is in control of his
actions, and in which there is little distinction between self and environment,
between stimulus and response, or between past, present, and future. (1975:
36)
However, without animation there could be no flow state within the video game realm. Our
animated structures of the video game: from menu screens, to the avatar, to the graphical user
interface (containing, for example, health bars, targeting cursors, and location maps) and the
Games such as Tetris (1984), Minesweeper (1990), and the aptly named flOw (2006),
which reject narrative entirely and feature game worlds not orientated around storytelling,
highlight the appeal of attaining a state of flow – the feeling of complete immersion – above
all else. However, games which foreground story also appeal due to their cultivation of the
flow state. Consider, for example, how much of the longevity and commercial success of the
Tomb Raider franchise is rooted in the Lara Croft narrative, and how much of that success
stems from the grippingly immersive challenge of manoeuvring the twitchy Croft avatar
across unforgiving cliff edges, high ravines, and monumental ziggurats – every wrong move
resulting in certain death and a painful reload from some now distant location. Having played
several instalments of the franchise, it was the gameplay more than the narrative that
prompted my return. Without doubt, a crucial appeal of the video game is player immersion
within the interactive world, a feature made possible by procedurally generated animation
(whereby the underlying code enables computer animation to be generated in real-time). Yet,
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regardless of the obvious importance of these ludological characteristics to the video game
experience, and despite what the ludologists claimed, narrative – and the narratological
The debate within Game Studies over the competing merits of ludological versus
narratological interpretational frameworks has largely subsided now, and there is a broad
recognition that both frameworks are valuable and can be used in combination. This section
will consider how animation has proven instrumental in supporting a range of narrative
The clearest way that video games diverge from earlier storytelling forms, such as
theatre, literature, radio, cinema, and television, is through their ability to provide the
not allow players complete freedom; all inputs made by the player result in either
the scope of the planned game world, or something ‘transgressive’, occurs). This highlights
the digital cage in which all gamers operate – albeit a cage that often feels more like an open
world. This is all made possible by the animated/animating nature of the code, which
perpetually provides the gamer with choices: jump/double jump/don’t jump; talk/don’t talk;
gamer, and in return the gamer animates the game through their actions.34
To date, game development has sought to maximise these aspects of the video game
or ‘foldback’, which rely upon ‘embedded’ and ‘emergent’ narrative experiences (Adams,
2013: 227-28). In simple terms, a branching game narrative will see all players start the game
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in broadly the same way (with some potential variance in avatar choice, difficulty setting, and
user interface configuration), and then progress down increasingly divergent narrative paths
a game that employs this embedded narrative framework is Heavy Rain (2010), which,
featured more than twenty different endings (Johnson, 2009). Each playthrough of Heavy
Rain yields just one of these many endings, and it is up to the player to plot their own course
through the many available narrative paths. In comparison, Red Dead Redemption (2010) also
relies on embedded narrative, but offers enormous scope for players to blaze their own trail,
yet only in-between key narrative checkpoints. Once such a checkpoint is triggered, the
player, who might have been fully immersed in several side-missions at that point, is folded
In both Heavy Rain and Red Dead Redemption the game engine is harnessed to
procedurally generate those embedded sequences that stitch the core narrative experience
sequences, given the lower computational power of earlier PCs and consoles. Perhaps the
most popular – if not infamous – approach taken was to rely on ‘FMV’ sequences, or ‘full
motion video’, whereby filmed footage of actors portraying in-game characters temporarily
invaded the game world, as seen throughout the Command and Conquer franchise (1995 -
2013), for example. A more time-consuming, but aesthetically complimentary approach was
favoured by Square Enix for their Final Fantasy franchise (1987 - present), whereby pre-
rendered computer generated animation was used to convey important narrative information.
rooted in the combination of play, experimentation, action and animation. For example,
Bogost’s satirical Cow Clicker (2010), which was intended as a critique of the exploitative
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micropayment mechanics of many of the most popular Facebook games at that time (such as
ended up becoming a popular browser game in its own right. The popularity of Cow Clicker
owed much to the social narratives of collaborative play that were constructed around the
game by the players, rather than by the game for the players. In a game such as Cow Clicker –
or FarmVille, Mafia Wars and ChefVille for that matter – while animation self-evidently
provides the textual interface, there is a danger of overstating the significance of this
Simply put, in terms of the ambition and delivery of narrative, animation can be more
significant in some games than others. Yet, on a fundamental level, all game narratives are
Representation
considering the relationship between video games and animation; however, as Yussef Cole’s
2017 article, ‘Cuphead and the Racist Spectre of Fleischer Animation’ highlights, all games
rely on animated characters, and with this characterisation comes the politics of animated
representation. When asked about the implications of paying aesthetic homage to the 1930s
animation of the Fleischer Studio, made in an era where racial stereotypes prevailed in US
animation, Cuphead Lead Inking Artist and Producer Maja Moldenhauer noted: ‘It’s visuals
and that’s about it . . . . Anything else happening in that era we’re not versed in it. Blame it on
being Canadian’ (Kleinman, 2017). While Moldenhauer’s sentiment might come from a
position of naivety, it is also emblematic of a wider unwillingness on the part of the games
industry to engage with the politics of representation in any meaningful way. The subject of
representation takes on even greater significance given the unbounded scope of animation to
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represent whatever the mind can imagine. It is therefore disappointing to recognise, for
heteronormative sexual appeal being the guiding principle that still shapes many video
games. While male game protagonists are similarly straightjacketed in terms of sexuality, the
physical representation of male characters draws upon a much wider spectrum of possibility
than can be said of female characters. For example, whereas female characters are often
small-waisted, big-busted and dressed in impractical clothes, there is more diversity in the
physicality and appearance of male characters. Compare, for example, the rotund Mario, the
ageing and partially-sighted Solid Snake featured in Metal Gear Solid V (2015), the visually
malleable CJ from Grand Theft Auto: San Andreas (2004), and the world-weary everyman
Joel from The Last of Us (2013), with the uniformly limited physical characterisation of Lara
Croft, Princess Peach, Jill Valentine, Rayne, Mai Shiranui, or any of the female characters
from the Virtua Fighter (1993 – 2012), Tekken (1994 - present), and Dead or Alive (1996 -
2016) franchises.
Kennedy 2002; Guins 2004; Nooney 2013), with Justine Cassell and Henry Jenkins making
an important early contribution with their edited collection From Barbie to Mortal Kombat:
Gender and Computer Games (1998). This book brings together a range of perspectives, with
the intention of jumpstarting a more nuanced and progressive conversation about gender and
computer games. While much attention has been paid to issues of representation by Game
Studies, there has been little change in the games themselves, which can be seen to stem
partly from the overwhelmingly male composition of the industry itself, as well as the narrow
popular discourse surrounding it.35 Cassell and Jenkins, writing in 2011, recall how responses
to their 1998 book ranged from total rejection by the closed ranks of men who populated the
games industry, reviews in popular publications (such as Ms. and Playboy) that sought to
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ridicule, and fan commentary that prioritised factual detail over the larger arguments about
gender inequality (Cassell and Jenkins 2011: 10-11). Cassell and Jenkins write: ‘So many of
the young males who responded to the book seemed worried that some maternal presence
might force them to tuck in their shirttails or that the companies would stop making games to
their tastes once women became gamers’ (Cassell and Jenkins 2011: 10-11). These are not
simply observations about how imbalanced representations of gender are received by gamers,
games journalists and games scholars, but this is also a commentary about how video game
As Cassell and Jenkins observe, ‘designers and critics alike have continued to find it
difficult to avoid essentialising gender as designers seek to identify what types of games girls
want to play and reformers seek to promote the kinds of games they think girls should be
playing’ (2011: 10). Furthermore, they assert that ‘both sides have lost track of the fact that
gender is a continuum rather than a set of binary oppositions: one is never going to design
games that adequately reflect the tastes, interests, and needs of all girls’ (2011: 10).
In her blog Feminist Frequency, Anita Sarkeesian tackles this subject through a series
of posts called ‘Tropes vs Women in Video Games’, noting that when ‘fictional female
view them as sex objects, and reinforces the already pervasive and harmful notion in our
culture that sexualization is the most viable or only real route to power for women’ (2016a).
Out of all the arguments that are tossed out to defend the impractical and
objectifying clothing that women are made to wear in games, there is one in
particular that I hear the most often and that is perhaps the most pernicious.
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That argument is: “Maybe that’s what she wants to wear!” Which is
ridiculous. These women are fictional constructs. That means that they don’t
dress themselves or pick out their own clothing. [. . .] All these visual designs
are deliberate choices made by the developers, and they serve a specific
purpose: they communicate to straight male players that these characters exist
primarily as sex objects to be consumed. In doing so, they also reinforce the
larger notion in our culture that the value of real human women is determined
Beyond this demarcation of the female form as sexual site, Sarkeesian also turns her attention
to the representational politics enacted in the workplace; in doing, Sarkeesian picks up, nearly
two decades later, the mantle of Cassell and Jenkins, who in their 1998 edited collection
placed a significant emphasis on providing a space for female voices from industry to be
heard.
emerged following Ubisoft’s 2014 E3 debut of Assassin’s Creed Unity, at which Alexander
Amancio (Creative Director) said that ‘although there were originally plans to allow for
female assassins, the development team couldn’t add them because it would require “double
the animations, double the voices, and double the visual assets”’ (Sarkeesian 2016b). Here, it
is the act of animation itself that is offered up as a gender-biased process, with the claim that
one gender is easier to animate than another serving as a smokescreen for the wider failures
of the industry and Ubisoft as a studio. This claim was roundly dismissed, with Jonathan
Cooper, who had worked as an animator on Assassin’s Creed III (2012) tweeting ‘In my
educated opinion, I would estimate this to be a day or two's work’ (Cooper, 2014), while
190
‘We don’t really care to put the effort in to make a woman assassin’ (Heir, 2014). This is not
an isolated example: Sarkeesian rightly highlights in her article ‘Are Women Too Hard To
Animate? Female Combatants’ that it took EA twenty years to introduce female footballers in
their hugely lucrative FIFA franchise, and it took Activision ten years to introduce female
playable characters in their Call of Duty series. Clearly, significant work remains to be done,
Conclusion
Throughout this chapter we have considered how the study of animation provides new ways
of intervening into the key issues of games studies. As a final remark, I would like to return
to Cuphead, which at the time of writing feels like a genuinely significant moment in the
shared history of animation and video games. Arguably, there is equal pleasure to be gained
From a production perspective, Cuphead also serves as a reminder of the need to remain
Ultimately, by overtly calling attention to its animated surface Cuphead reminds gamers and
191
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Fruin & P. Harrigan (eds), First Person: New Media as Story, Performance, and
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196
SECTION THREE
197
Representation: Frames and Contexts
Introduction
As with all forms of visual media, animation raises questions of representation. Who is being
pejoratively stereotypical representations along familiar lines including race, gender and
sexuality. The questions raised about animation’s (in)ability to represent diverse identities is
explored in the chapters in this section across a range of historical, geographic and generic
(Loader), gender and sexuality (Dobson, Denison and Davis) and disability (Norris).
198
17. Race, Resistance and Violence in Cartoons
Nicholas Sammond
Blackface Minstrelsy and the Rise of American Animation (Duke University Press 2015).
The original chapter also covers additional key concepts and historical processes such as
how a chattel slave (the imagined basis for blackface minstrels) has been considered an
object, not a subject with agency. Another is the dynamic interplay between minstrel
performers and their audiences, and how that dynamic carried into vaudeville and then early
common experience of the performance instead of identifying with the star onscreen. This
contributes to a sense of the cartoon character as both living and made, occupying a
199
18. We’re Asian. More Expected of Us: The Model Minority and Whiteness in King of
the Hill
Focusing on the TV animated series King of the Hill, Loader considers how the show
represents Asian American identities as well as whiteness and masculinity in an article first
published in 2006. Arguing that the series both reifies and challenges stereotypes, Loader
here also considers the function of comedy and satire, ultimately arguing that animation can
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19. Transformers: Rescue Bots: Representation in Disguise
Nichola Dobson
TV animation series aimed at children and teens often feature subtle (and not so subtle)
content aimed at an adult audience. There are multiple layers of meaning which can be in the
form of subversion for political purposes, simple pop culture references and/or more
sophisticated humour to placate the adult viewing along with the child. According to Wells
(2002), animation has a long tradition of multi layered and self reflexive approaches,
particularly seen in comedy from the Warner Bros.’ Looney Tunes (1930-1969) series to Matt
Groening’s The Simpsons (1990 -). These animations thus appeal to a mixed range of
audience members and can cater to different ages within one text. Over the last ten years,
there has been a rise in TV animation created for children and pre-teen audiences with
increasingly progressive political themes, appealing to adult fans and educating younger
ones.
and My Little Pony: Friendship is Magic (2010-) include positive representations of a wide
diversity of race and sexuality.37 This tendency is also seen in the preschool variation of the
Transformers series, Rescue Bots (Hasbro, 2011-16). The series’ main themes are of co-
operation, teamwork and acceptance of difference and these are presented via smartly-written
self-reflexive, often intertextual, comedy. There is a great deal for adults to enjoy along with
the children with parodies and spoofs of films and TV, as well as of their own franchise and
toy sales. This chapter considers the extent to which Rescue Bots can be seen as a model of
progressive representation of gender and sexuality, and whether an increasingly diverse voice
cast gets reflected in terms of the way the characters are drawn in the show, both literally and
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metaphorically. However, it will also examine whether in an attempt to challenge stereotypes,
The chapter will adopt a production studies approach using interview material,
combined with textual analysis, to develop a discussion of the casting within the series and to
consider how diversity is represented through the characters and cast. With a plethora of toy
negotiate the use of stereotypes whilst at the same time attempting a degree of diversity and
inclusivity.
Transformers: Rescue Bots, produced by Hasbro and animated by several studios over its
four-year-run, is a Daytime Emmy award-winning show. The franchise has been incredibly
popular with several elements, including books, live action movies, video games, different
animated series, and the toys. While Rescue Bots is not overtly tasked with presenting
progressive diversity or educating its audience it diverges from simply being a toy
commercial,39 and interviews I conducted with personnel involved in the show’s production
revealed that the writers were keen to develop the narratives with a well rounded,
contemporary and thoughtful approach to help young children learn about the world. They
did this by featuring a cast and character grouping which, as writer Brian Hohlfeld explained,
would present ‘a group of characters “that looked like America,” as they say, so that any kid
watching could have someone they recognize…’ (2017). That said, the series still leans on
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Transformers: Rescue Bots takes a different approach to the battle between good and
evil (and consumerism) seen in the other Transformers series, instead featuring a side mission
for four lost Autobots. They have ended up on Earth, in the small, fictitious island community
of Griffin Rock, Maine, and instead of fighting their enemies, the Decepticons, they are
charged with helping the humans in rescue work, while disguising their true forms. The four
bots, in different vehicle guises of police car, fire engine, helicopter and bulldozer, are
teamed with the Burns family – Griffin Rock’s rescue team (human counterparts: police
chief, fire fighter, EMT and civil engineer). The youngest Burns son, Cody, helps guide the
bots as they learn about their new home planet and provides cover for the bots ‘robot’
pitched at a younger fan base in the preschool years, and the toys on which the series is based
are also designed for smaller hands. As with many of the most successful pre-school series
produced in the 2010s (such as Go Jetters [2015-] and the Octonauts [2010-]) the series uses
diverse character types and voices to demonstrate acceptance of difference. 40 For Rescue
Bots, as this chapter will argue, this acceptance comes late in the series, in its fourth season.
As previously suggested, it was important for the writers to include what Hohlfeld
described as, ‘a variety of diverse characters (in age, profession, ethnicity, philosophy,
gender, etc.) [which] makes for better storytelling.’ This was also important to the overall
Since the Bots’ mission from Optimus was to learn the ways of humans, the
more diverse humans there were, the more realistic and relatable the Bots’
mission would be. So it wouldn’t just be learning to fight bad guys or make
rescues, it would also be them tacitly accepting a society that encompasses lots
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of different-looking people (as we hope our audience would be doing at the
As such, both the characters and the actors who voice them were diverse in terms of race and
gender, although with more male than female characters, but what is of particular interest in
The representation of female characters in the show has varied since its first year of airing;
they were less visible in the early episodes with fewer female characters on screen and this
was in part due to the presumed male demographic, despite the fact that there was already a
keen female fanbase.41 The show lacks significant female parental roles and both Cody and
his best friend Francine (Frankie) Green are raised by very capable single fathers; as Hohlfeld
admits, having no mother in the series is a well-used narrative trope. The two key female
characters in the series, Dani Burns (Cody’s older sister) and Frankie Green are very
accomplished. As such they provide good role models for the audience while also reinforcing
that females play equally strong roles to the male characters (interestingly both with the
‘masculine’ version of their names). However, the other female characters in the early
episodes had few if any speaking roles and reinforced the notion of the smiling, pretty damsel
in distress (Hayley in episode 14 ‘Small Blessings’), the cranky old cat woman (Mrs
Neederlander, episode 5 ‘Alien Invasion of Griffin Rock’), or the silent trophy wife (Mrs
Luskey, married to the Mayor). The range of speaking female characters increased over the
years - and female bot Quickshadow was introduced in season 4 - arguably in response to
fans’ demand for female bots and reflecting the increasingly mixed gender production and
writing team (as well as a female Network lead). This exemplifies David Gauntlett’s
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observation that the inclusion of women in key creative production roles positively influences
One of the key elements of interest in the show is its range of characters of different
gender (albeit weighted towards the male in the early series), age and race to represent a
diverse society, or ‘all of America’ in Hohlfeld’s terms. This includes a range of stereotypical
masculinities, from strong and muscular, non emotive and boorish, to what might be termed
as a sensitive ‘new man’,42 which fulfil different functions for the audience. The stereotypes
presented within the main character grouping demonstrates different possible masculinities
but also challenges them by questioning their function within society via the bots’ attempts to
understand humanity. This allows for an interesting and arguably progressive discourse
around masculinity for a children’s TV show, and develops the range of comedy within the
series.43
Clatterbaugh (2004) suggests that many of the terms and meanings in the discussion
of ‘masculinities’ are problematic, in that they either conflate masculinity with men, and thus
adulthood, or confuse biological behaviours with socially constructed traits which are
accepted as norms. He argues that there is a confusion in some respects between gender roles,
roles we assume, and perceptions of gender, how we view these roles, and that this perception
problematizes the very notion of what masculinity is. We could of course apply this to
femininity as well or any discussion of gender or broader stereotypes but as the main
characters in the series are coded as male, it is appropriate to consider these traits in the way
The pairing of bot and human counterpart becomes a way for the show to question
certain notions of masculinity. For example, Police bot Chase is partnered with Police Chief
Charlie Burns. Chase is strong, patient and considerate, but always follows the letter of the
law and is fascinated by earth regulations. His extreme and unquestioning zeal for law
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enforcement can be problematic as he lacks understanding of human social cues and the
subtleties of grey areas such as white lies and protecting people’s feelings. This is balanced
by Charlie, perhaps the ultimate ‘new man’, who is thoughtful, patient, kind and a responsible
father. He is also tough when needed but guides Chase (and the rest of the bots and his
traditional ‘masculine’ body type with broad shoulders and a strong physique, and a very
masculinity in her discussion of Spongebob Squarepants, ‘“Patrick, you see I’m growing a
moustache/ and though I know I must ask you/ does it really make me look like a man?”
Faintly ludicrous and smacking of uncertainty, these lines typify how the film characterizes a
A fascination with what ‘adult manhood’ might entail, particularly in relation to body
image, can be seen in ‘One for the Ages’ in season 2 when Cody is transformed into a grown
up (in a Vice Versa [1988]/Big [1988] parody) complete with bushy moustache and again in
season 3’s ‘Rescue Bots Academy’ when Blur enquires about the different ‘types’ (sexes) of
the humans:
Salvage: but only the males can have the thing above their lip?
people…
Blades: We don’t know how it works but somehow it makes him more
huggable…
The notion of facial hair equalling male adulthood seen in ‘One for the Ages’, as previously
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cites Hendershot, ‘[t]he icing on the maturity cake…[is] sideburns’ (ibid). So, this discussion
of facial hair is reasonably commonplace in notions of adult maleness and how children may
view this. Arguably this then also reinforces how Charlie is designed to be viewed – as a
proud, strong man – but as Blades suggests, still sensitive enough to be hugged. Charlie is the
most fully rounded of all of the adult characters and is described by Hohlfeld as having,
‘sensitivity and empathy, yet […] still “masculine” in [… ] physical capabilities, sense of
honor, and gallantry…modeling emotional intelligence paired with traditional male traits was
Modelling emotional intelligence in this way through Charlie and main protagonist
Cody shows that the writers were mindful of the potential role models they were creating for
a young audience (albeit with a very traditional male body type in Charlie, his broad
shoulders alone, suggesting a dependable strength). The show tries to mitigate stereotypes
continuum of “masculinity” that our characters fall on…all our characters, like
real people, contain both masculine and feminine traits (in traditional societal
and Freudian terms). Even Kade, who sees himself as a real “he-man,” (and
he-men are usually the only ones who see themselves that way), also exhibits
We see this in the other pairings where there is a stereotype which is often reinforced in the
storyline but then challenged either by the bot or resolved in the plot. In the case of Fire bot
Heatwave, he is presented as the very gruff and reluctant leader of the Rescue Bots; reluctant
in that he is unhappy with the mission to hide their true identity – he feels that his skills
would be better suited in the fight against a greater foe - but follows Optimus Prime’s
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directive loyally. His friendship with the Burns family and respect for the town develops over
the four seasons. He is fairly reactionary and although the show does not include any violence
as such, he is quick to temper and could be termed as the most aggressive of the bots (or
perhaps the most ‘traditionally masculine’ and an authority figure). He is partnered with the
eldest Burns son, Kade – an arrogant, oafish, self styled ‘he-man’ with an ego the size of his
appetite. However, he puts the job as rescuer first and is also fiercely loyal to his team/family.
Kade and Heatwave share personality traits and gradually see this as a positive strength and
work together. They challenge each other’s authority, each wishing to be the alpha male or
bot, but they always need each other to successfully and safely complete their mission. This
teaches the importance of co-operation as well as showing that physical strength or a bad
temper isn’t the way to overcome adversity. Over the years of the series, this has further
Another friendship, and one which is forged very quickly, is between the Bulldozer
bot, Boulder, and his partner Graham. They are both engineers and scientists. Bulldozer is
passionate about nature and is fascinated to learn about Earth. He is thoughtful, patient and
very strong. These traits are complimented, rather than challenged, by Graham. He is a high
achieving academic but their combined force of brains and brawn (through Boulder’s
physicality) often resolves the crisis. Together these characters demonstrate that it is ok to be
male and be clever and interested in learning, something Bulldozer reinforces as a stronger
and more confident version of Graham. In season 3, episode 7 ‘Bugs in the System’ Graham
develops a special cologne to gain confidence to speak to a girl he likes but after things go
wrong it is revealed that he always had confidence. This is a well used trope in film and TV
and here tries to teach the young audience that you have to believe in your own ability. Each
of traditional masculinity and occasionally reinforcing them (often for comedic effect).
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However, if we consider the fourth Bot, Blades, we see yet another challenge to stereotypical
gender norms.
Blades was a ‘ground based EMT’ in his previous Cybertronian life, but as the last to
choose his bot mode, is left with no choice than to be a helicopter, despite a fear of heights.
He is opposite to Heatwave in terms of masculinity; both care about the mission but where
Heatwave is gruff, serious and ‘masculine’, Blades is often perceived as cowardly, silly and
could be read as effeminate. There is a suggestion on one of the many Transformers wikis
that Blades is a ‘young’ robot and as such we could surmise that his fear and curiosity about
the human condition, as well as his love of pop culture, is a childish naivety, or represents the
curious voice of the audience.44 There is also something interesting in his pairing with the
only female Burns sibling, Dani, as his ‘gal pal’ with whom he gossips and consumes all
forms of pop culture, especially musicals.45 All of these camp stereotypes are heightened in
an early episode when he asks, ‘does this make my hips look big?’ after the addition of a new
This combination of traits could encourage a queer reading of Blades, which would be
an interesting addition to the types of masculinity in the series, however it is a rather broadly
less masculine traits, to those of Kade or Heatwave could be seen as problematic, giving
negative connotations to his queerness. Alternatively, we could read this as an opportunity for
the children watching to understand that there are different ways to be, especially as
ultimately the bots all form an effective team (and Blades is often heroic).
This is further complicated by the fact that Blades is voiced by Parvesh Cheena, an
openly gay actor who brought to the character his ‘own ebullient personality’ (Hohlfeld
2017). Cheena also willingly performs the character in a way that plays on existing vocal
stereotypes of gayness, such as pitch and speech pattern (see Davis 2009). For example,
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Cheena’s voice is higher in the show than in interviews or other acting performances. Later
the writers used his performance to influence the script and character development, and
Hohlfeld (2017) acknowledges that they embraced Cheena’s vocal ‘qualities that might be
stereotyped as “gay”—his flamboyant side and his diva-like qualities’. However, Hohlfeld
attests that:
I know that as a child, I would have just thought Blades is silly and funny and
nice. I’d like to think that straight kids watching our show will grow up and
meet gay people and be accepting of them. If it’s because they happen to
recognize them as someone they know and like from TV, then we’ve done a
good thing. And I’d also like to think that kids who are struggling with their
sexuality will recognize themselves in Blades and see that the character is
As the series progressed, the creators continued to emphasise Blade’s camp traits, but they
also challenged the earlier characterisation of Blades as a young and inexperienced bot by
allowing him to demonstrate his pop culture credentials, and giving him the role of wise
conduit between the humans and the bots. This means that the later version of Blades can be
simultaneously read as fun and funny as well as camp and reassuringly positive.
Blades’ pairing with the only Burns female, Dani might be read as reinforcing his
difference from the other bots and thus his queerness. However, while he could be seen as
feminized via this pairing, Dani is not presented as ‘girly’ or soft, but strong, accomplished,
with what may be termed as traditional masculine qualities (including being a terrible cook –
a simplistic challenge to male and female stereotypes). Dani is an accomplished woman who
is driven by career goals and cares for her family, but not to the extent that she is a surrogate
210
mother for younger brother Cody and she displays few stereotypical female traits, besides the
aforementioned gossiping. Her friendship with Blades develops over the series and although
initially she has to adopt a maternal role in encouraging him to fly, their relationship is more
of siblings as the series goes on. What this pairing does then is to present another type of
masculinity and also show the similarities between the genders in what Hohlfeld previously
refered to as a ‘continuum’ in which all characters display male and female characteristics.
The notion of the bots being ‘in disguise’ and, in particular, the revelation of the bots’
true ‘alien’ selves in series 4, offers a potential queer reading of the series overall. There is
much made in the first few episodes of the sense of panic and fear which the townspeople
may have if the bots ‘come out’ to them and of fearing that which is different or we don’t
understand. The bots reveal their true selves and the town decides to accept them and allow
them to live as bots without their disguises on the Island. The message of acceptance of
difference is again reinforced and the initial worry is unfounded, with only a couple of
exceptions (who are mocked and made out to be ‘cranks’), the townsfolk are accepting of
This brief overview of the main characters of the show demonstrates that the show
them, not always successfully. The bots are used to question the absurdity of life and human
society through their lack of prior knowledge and attempt to fit in to their adopted home. By
asking about the differences between male and female for example, the show addresses, and
implicitly challenges, current gender norms. The show also tries to educate the young
audience on issues such as lying to protect your family, team work, trusting friends, and
accepting difference. Overall the series features a white, male protaganist with a largely male
support network, however by representing different ways to be ‘male’ and ‘female’ as well as
different races and sexualities, all voiced authentically by the cast (who at least in the case of
211
the humans, look like their characters),46 the series attempts to promote progressive diversity.
By learning from the humans, the bots can complete their mission and by challenging some
212
References
Abel, S. (1995), ‘The Rabbit in Drag: Camp and Gender Construction in the American
and Grace and the situation comedy genre’, Critical Studies in Media
https://journal.animationstudies.org/shannon-brownlee-masculinity-between-
Burke, K. & T. Burke (1998), Saturday Morning Fever: Growing up with Cartoon
Davis, G. & G. Needham (2009), Queer TV: Theories, Histories, Politics, London:
Routledge.
Dennis, J. (2003), Perspectives: ‘“The Same Thing We Do Every Night”: Signifying Same
Sex Desire in Television Cartoons’, Journal of Popular Film and Television, 31 (3):
132-140.
Gauntlett, D. (2008) Media, Gender and Identity: An Introduction, 2nd edn, London:
Routledge.
213
Maier. K. (2015) ‘The Adult Appeal of “Steven Universe”’, Animation Studies 2.0. Available
Mulvey, L. (1975), ‘Visual Pleasure and Narrative Cinema’, Screen 16 (3): 6-18.
Patterson, G. & L. Spencer (2017), ‘What’s so funny about a snowman in a tiara? Exploring
Ralay, A & J. Lucas (2006), ‘Stereotype or Success?’ Journal of Homosexuality, 51 (2): 19-
38.
Sweeney, G. (2012) ‘What do you want me to do? Dress in Drag and do the Hula?
Timon and Pumbaa’s Alternative Lifestyle Dilemma in The Lion King’, in J. Cheu
(ed), Diversity in Disney Films: Critical Essays on Race, Ethnicity, Gender, Sexuality
Truitt, B (2015), ‘Female ‘Transformers’come to the fore’, USA Today 2 April. Available
online: https://www.usatoday.com/story/life/2015/04/23/transformers-female-
214
20. Anime’s Bodies
Rayna Denison
In this chapter from her book Anime: A Critical Introduction (Bloomsbury 2015), Denison
contextualises how women’s bodies in anime are read and understood by both Japanese and
Western audiences. She examines their mutable and transformative properties, arguing that
these properties are crucial to understanding the genres in which they appear, from horror,
215
21. Disney Films 1989-2005: The “Eisner” Era
Amy M. Davis
Davis’ chapter from her book Good Girls and Wicked Witches: Women in Disney’s Feature
Animation (Indiana University Press 2007) considers Disney films between the years 1989 to
Disney, Davis argues that this period evidences a change in Disney’s thematic
preoccupations and the representation of female characters; the films produced at this time
are concerned with issues of equality and difference as well as featuring more active female
characters.
216
22. Taking an Appropriate Line: Exploring Representations of Disability within British
Mainstream Animation
Van Norris
relatively neglected, but important, topic. He argues that Aardman’s use of comedy allows
incongruity, Norris suggests that the comedy functions in a number of ways, but notably to
217
1
Whereas much of film theory’s early enquiry coalesced around issues of ontology, and in particular
the unique relationship between film and reality (see for example, Bazin 1967), Animation Studies has
lacked such a singular theoretical enquiry. This is probably due to the fact that animation is not
‘indexical’ in the way that film is (i.e. it lacks the direct causal relationship between reality and image).
2
To the extent that this term has given title to Johnston and Thomas’ 1981 behind the scenes book
about Disney animation as well as two books on animation theory edited by Alan Cholodenko (1991
and 2007).
3
Questions of animated realism are especially relevant to – and productively illuminated by – animated
4
It is also apparent that when the proportions of character faces are not aiming for human likeness,
highly detailed surface rendering in digital animation can be a sensual, haptic invitation into the story
world, rather than a distraction. Pat Power discusses ‘low and high modality cues’ for human-ness in
3D animation, noting that when it comes to animation of the human form, ‘due to our cognitive
sensitivity […] lower modality stylized cues can be more effective or expressive, and are less likely to
cue dissonance, as in, for example, the uncanny valley effect’ (2009: 113). In other words, despite the
attention lavished on the surface details of skin, hair, and eyes of characters like Gollum in Peter
Jackson’s Lord of the Rings (2001, 2002, 2003) or Neytiri in Avatar (James Cameron, 2009), neither
character evokes the uncanny valley because their facial design proportions follow low human
modality principles.
5
This also explains why the benign plasticine universes produced by Aardman avoid uncanniness.
Because they are fashioned from plasticine and follow principles of caricature and stylisation,
Aardman’s characters clearly occupy their own fictional world, separate from the one in which we live.
6
The Rotoscope was invented by the Fleischer Brothers and patented by Max Fleischer in 1915. Dave
later took on the role of Koko the Clown, his rotoscoped performance forming the basis for the popular
animated character.
7
Bob Sabiston’s Rotoshop process, used in Waking Life (Richard Linklater 2001) and A Scanner
Darkly (Richard Linklater 2006) and many short films directed by Sabiston, is another digital
‘embodied’ and ‘figurative’ acting. For Crafton, this distinction is also partly a historical one, with
embodied characters coming about with the alignment of acting and animation at the Disney studio in
the 1930s, at which point the animated character begins to become an avatar for the animator, replacing
the hand of the animator seen on screen in early animation. Although, as Crafton notes, much
animation combines both figurative and embodied approaches. See Crafton (2013: 15-57)
11
Laura Ivins-Hulley (2008), in a discussion of puppet animation, similarly points out the importance
(2013)
13
The ‘total archive’ refers to the idea that digital technologies could one day completely replace
human memory because of our use of them to record everything in our lives.
14
This list was first published in: Taberham, P. (2018). It is adapted from Paul Wells (1998: 36) and
be notably elusive.
16
The labour of animation has often been co-opted into the subject matter of a number of animated
films, forming the bedrock of what Wells (2002) has labelled ‘deconstructive’ cartoons that reflexively
fall back on the contexts of their very creation to stress the visible process of moving image production.
From early British series Jerry the Tyke (Sid Griffiths, 1925-27) through to the irreverent Chuck Jones
cartoon Duck Amuck (1953), numerous shorts have disclosed the mechanics and unravelled the
constituent parts of animated production (page, paint, ink, brush and even film strip) all laid bare in a
Oswald the Lucky Rabbit (1927-28) series (before the character migrated to Winkler Productions and
Universal, only returning to Disney in 2010); and the Silly Symphonies, a series of 75 theatrical shorts
produced between 1929 and 1939, which were parodied by Warner Brothers for their subsequent
studios, typically costing in excess of fifty thousand dollars each’ (Barrier 1999: 393).
19
Pixar’s advertisements are, however, easily accessible online
20
For my view of how puppets and animated cartoons engage modern philosophy and political theory,
Guy including several, with one episode centred around ‘that episode of Who’s the Boss…’ the 1980s
would still be watching then. See ‘South Park is not suitable for youngsters says Mum’ (1999)
26
Cartoon Network’s ‘Adult Swim’ late night animation block which was set up in the late 1990s to
broadcast adult only animation began a dedicated anime slot ‘Toonami’ in 1999. This was generally
scheduled at midnight though later often included popular anime within the Cartoon Network’s
daytime schedule.
27
Although the Romantic period reached its peak from 1800-1850, its roots stretch back to the 1700s.
expensive, as an average seven-minute MGM short, for example, cost between $40,000 and $60,000 to
produce (Mittell 2003: 38). This cost was not feasible for networks, particularly given the amount of
new short films they would need to fill the broadcasting schedule.
29
For more discussion on the connection between Hanna-Barbera and Kellogg’s see Cartoon Research.
computer games (typically PC based) is becoming increasingly redundant, given the proliferation of
electronic gaming platforms and the newfound multifunctionality of once dedicated devices (consoles
such as the PS4 and Xbox One offer much more than just gaming). With this in mind, the more popular
term ‘video game’ will be used as the shorthand to refer to both types of electronic games throughout
this chapter.
31
For more on the subject of interactivity and distinctions between ‘old’/analogue and ‘new’/digital
media see Manovich (2001 and 2013). For a discussion of the intersection of interactivity and mimesis
within animated environments see Pallant (2015).
32
There is not the space to consider other salient subjects such as glitching, machinima, or recent
alternate and virtual reality gaming developments, but hopefully this chapter will provide some solid
foundations so that curious readers can continue to explore this topic. For more on glitching see
as male, while a similar survey of the UK Games Industry (Ramanan 2017) states that only 14% of
online discussion forums for over a year following a misogynistic blog post by Eron Gjoni about his
game developer ex-girlfriend Zoë Quinn. For a more detailed account of this saga see: Golding and van
37
See Claire Burdfield (2014) and Kodi Maier (2015) which deal with masculinity in My Little Pony
mission for the bots: ‘Learn from the humans, Serve and protect, Live in their world, earn their respect.
A family of heroes will be your allies, To others remain robots in disguise’ this signals to the audience
that the bots and the Burns family are important but they need to remain ‘in disguise’.
39
See Burke & Burke (1998) and Ratelle (this volume) on the increase in TV animation designed to
the traditional received pronunciation commonly used in early British television. That the characters
are all different types of anthropomorphised ocean creatures also helps to show diverse forms and
Rescue Bots writer, Nicole Dubuc discussed the addition of female characters in the preschool version,
‘That comes from little girls coming up to me saying, “I’m a Rescue Bot, I’d like to be on the team”.’
(Truitt, 2015)
42
The term ‘new man’ was said to emerge in the 1980s and described men who were ‘generally
characterised as sensitive, emotionally aware, respectful of women and egalitarian in outlook’ (Gill
2003: 37)
43
This area has received little study in animation but in cinema has seen an increasing amount of work
since Steve Neale in 1983. His main thesis was about the way men’s bodies are presented on screen
and how we relate to this as spectators, building on Mulvey’s (1975) seminal work on the ‘male gaze’
in cinema. This was argued to be centered around ‘narcissistic identitfication’ of the male as the ‘image
of authority’ (Neale 1983: 7-8) which is arguably still prevalent on contemporary screens.
44
One of the most comprehensive is Transformers Wiki available online at
volume), or even in some contemporary animation series such as The Simpsons. In the long running
series, the Asian character (and other ethnic minorities) Apu Nahasapeemapetilon is voiced by a white
actor and has been the subject of a recent documentary, The Problem with Apu (Michael Melamedoff,
2017).