Showing posts with label literature. Show all posts
Showing posts with label literature. Show all posts

Saturday, March 13, 2010

Jack Zipes Talks Fairy Tales at UBC

Image still from Fractured Fairy Tales: The Phox, The Box & The Lox (1999)

Heads up, children's media fans in the Vancouver area - you're about to get the chance to hear the wonderful and prolific Professor Jack Zipes (Professor Emeritus at the University of Minnesota) discuss his ongoing and thoroughly fascinating work on fairy tales. UBC's Green College is currently hosting Zipes as Cecil H. and Ida Green Visiting Professor, through which he will be giving a series of public and community lectures from March 23-27, on various aspects of his research on the evolution and function of fairy tales within childhood and children's media (literature, films, tv). Here's a copy of his bio, as posted on the Green College site:
Jack Zipes is one of the world’s leading authorities on fairy tales, writing about and translating them. An internationally renowned scholar and author of more than 50 books on many subjects, he has through his writings transformed research on fairy tales, particularly with respect to how they function in the socialization of readers. His books include Why Fairy Tales Stick: The Evolution and Relevance of a Genre (2006), Relentless Progress: The Reconfiguration of Children’s Literature, Fairy Tales, and Storytelling (2008), Fairy Tales and the Art of Subversion (1985, 2006) and The Enchanted Screen: A History of Fairy Tales on Film (coming, 2010). His translations include The Complete Fairy Tales of the Brothers Grimm (1987), The Fairy Tales of Hermann Hesse (1995), and most recently Lucky Hans and Other Merz Fairy Tales by Kurt Schwitters (2009). Jack Zipes is Professor Emeritus of German and Comparative Literature at the University of Minnesota.

Zipes' work has been an invaluable resource to me, ever since my early days as an undergrad writing about Disney Princesses. I've particularly enjoyed his discussions of subversion and transgression in fairy tale storytelling traditions, and his descriptions of how visionary media creators like Jim Henson have managed to translate these elements (at least partially) into film and television. For example, in Happily Ever After: Fairy Tales, Children, and the Culture Industry (1997), Zipes proposes that whereas many children’s media texts, such as Disney’s fairy tale films, employ “techniques of infantilization, narrative strategies of closure, and the exaltation of homogeneity” (p.96), there are also some that work to challenge hegemonic conventions. As mentioned, Zipes points to the works of the late Jim Henson (including The Muppet Show, Muppet Babies, Sesame Street and The Storyteller) as key examples of subversive children’s media texts. Using bricolage, multimedia pastiche, satire and parody, these texts subvert their own authority by transgressing established norms and conventions (such as "breaking the fourth wall” or having characters step “out of character” to question a particular plot development) and reviving pre-Industrial, oral storytelling traditions that invite children “to explore the tale’s manifold meanings” (p.99). Rather than simply promoting conformity to established scripts, structures and consumer behaviours (although these features may nonetheless also be present), these texts can be seen as “challeng[ing] the creative and critical capabilities of young viewers” (p.95).

Reading through next week's schedule of talks, Zipes will likely address this aspect in further detail, along with more thorough discussions of gender, Disneyfication, and the ways in which certain versions of fairy tales get lost while others become the "authoritative" texts. I've reproduced a very brief outline of the schedule below, but if you want to see a more detailed overview, I recommend visiting the Early Romance Studies Research Cluster website, which includes descriptions of each talk/event. I have a major scheduling conflict that will take me out of town for most of these talks, unfortunately (or fortunately, given that the reason for my trip could ultimately lead to major awesomeness, including opportunities to set up similar events in the very near future). But I'll definitely try my best to be at the Tuesday lecture on feminist interpretations of fairy tales and the fireside chat.

Jack Zipes, Folklore and Fairy Tale Scholar at UBC
March 23-27, 2010

Green College and ISGP Weekly Lecture
RADICAL VISIONS: FEMINIST INTERPRETATIONS OF FAIRY TALES IN PAINTINGS, SCULPTURES, AND PHOTOGRAPHY
Green College Coach House,
6201 Cecil Green Park Road, UBC
5 – 6:30 pm, Tuesday, March 23, 2010, with reception to follow

FIRESIDE CHAT WITH JACK ZIPES
Piano Lounge, Graham House, Green College,
6201 Cecil Green Park Road, UBC
8 – 9 pm, Tuesday, March 23, 2010

Special Lecture
UTOPIAN TENDENCIES OF ODDLY MODERN FAIRY TALES
Dodson Room #302, Irving K. Barber Learning Centre,
1971 East Mall, UBC
12 – 12:50 pm (followed by discussion), Wednesday, March 24, 2010
Co-presented with the UBC MA in Children’s Literature Program

Arts Wednesdays Public Lecture
DE-DISNEYFYING THE FAIRY-TALE FILM
UBC Robson Square Theatre,
800 Robson Street, Vancouver, BC
6 – 7:30 pm, Wednesday, March 24, 2010

Vancouver Children’s Literature Roundtable
DISCOVERING BURIED FAIRY TALES: ADVENTURES OF A SCHOLARLY SCAVENGER
The University Golf Club,
5185 University Blvd, UBC
9 am, Saturday, March 27, 2010 (Registration and coffee from 8 am)
* TICKETED EVENT: For prices and details, see the VCLR website

Monday, November 02, 2009

Transmedia Expansions from Fairies to Fairy Godmothers

There's been so much "buzz" around the Disney Fairies, Tinkerbell and Pixie Hollow these past couple of weeks I don't even know where to start. I was initially thinking of posting about Tinkerbell's recent "makeover" (which actually isn't a makeover but rather just a new additional outfit she appears wearing in the new Disney Fairies direct-to-DVD Tinkerbell and the Lost Treasure), perhaps in comparison with other much discussed revamps of girls' culture characters Dora the Explorer, Strawberry Shortcake and Rainbow Brite. But style is just the tip of the iceberg when it comes to the new media powerhouse emerging out of the Fairies/Tinkerbell/Pixie Hollow media brand, which just seems to keep growing in both reach and success since the site's launch a couple of years ago.

Some of the more interesting/important developments right now revolve around the launch of the second Tinkerbell-based DVD, which of course comes with its own Nintendo DS tie-in game, both of which in turn tie-in to the Pixie Hollow virtual world. According to the press release, the new game creates even more linkages with the virtual world than the previous title (i.e. the original game/DVD released last fall). Considering how much of the virtual world (features and activities) are now exclusive to paid subscribers, this likely also ties in nicely with the velvet rope marketing model the site has increasingly oriented itself toward to accord with the VW's gains in population base and popularity. Here's an excerpt about the tie-in features taken from the press release (as published on Business Wire:
Unique to this year’s game is the ability for players to create and personalize up to five of their own fairies, from facial features to hair accessories, each with different talents focusing on tinkering, light, water, animal and gardening. One of those fairies can be uploaded onto the Disney Fairies Pixie Hollow (PixieHollow.com) virtual world from Disney Online, where visitors worldwide have created more than 22 million fairy avatars. Players are then able to use their DS fairy to go on quests, play talent games and gather items within the PixieHollow.com world.

Players can also embark on an online quest that ultimately unlocks a special item on both platforms and they can add ingredients gathered in the DS game to their collection on PixieHollow.com. The two platforms are now linked through up-to-date news and polls, dispatched from the online world directly to DS.

In addition, Disney Fairies: Tinker Bell and the Lost Treasure includes DGamer, the online community exclusive to Disney gamers on Nintendo DS, allowing players to connect with others and unlock Fairy-themed items in their DS game.

Interesting to see that Disney is still updating DGamer - I haven't checked in on that game/site in awhile, it might be time for a return visit to see if things have improved or expanded much since its soft launch last year. But anyway, without seeing them firsthand, the cross-platform features sound a lot like the Club Penguin virtual world/DS game campaign built around Secret Agents that emerged soon after Disney acquired the site. I think it might be time for a more formal comparison of the ways in which these tie-ins function, are marketed, and impact the virtual world space/community.

Another esp. noteworthy Tinkerbell news story that also (surprisingly, or perhaps even shockingly) ties into the launch of the Tinker Bell and the Lost Treasure DVD is the UN's announcement naming Tinkerbell an "Honorary Ambassador of Green". And then the UN screened the film at its New York headquarters, making it the site of the DVD's "world premiere". Bizarre! Here's an excerpt from the UN press release:
The United Nations today named the Disney animated character Tinker Bell an “Honorary Ambassador of Green” to help promote environmental awareness among children. The announcement came just prior to a screening at UN Headquarters in New York of the world premiere of the Walt Disney animated film, “Tinker Bell and the Lost Treasure.”

“We're delighted Tinker Bell has agreed to be our Honorary Ambassador of Green,” said Kiyo Akasaka, Under-Secretary-General for Communications and Public Information. “This beloved animated character can help us inspire kids and their parents to nurture nature and do what they can to take care of the environment.”

Today's event is intended to promote environmental awareness in the lead-up to the UN climate change conference in Copenhagen in December, where countries will aim to 'seal the deal' on a new global agreement to curb greenhouse gas emissions.

Okay...I had no idea that the UN was now part of the Disney promotional machine. I mean, using a beloved children's character as a kid-targeted "ambassador" is only ambiguously different from using a celebrity or sports hero, and there are of course promotional undertones anytime a media persona (real or fictional) gets involved in a campaign like this. Identifying Tinkerbell or any other Disney character built around the promotion of pro-environment values is in itself not so troubling - I've had these discussions with Amy Jussel before about using children's media characters to promote healthy foods. and overall I'm still open to the idea of using icons and themes from kids' culture for pro-social, pro-health and pro-environment type purposes. But all of that aside, it's the fact that this particular initiative announcement came as part of the promotional spectacle of the movie's (and game, books, toys, etc.) "premiere" (i.e. release date) that really stands out as odd, off and unworthy of the UN. This announcement is much too deeply embedded in the marketing of the film and much too in conformity with Disney's promotional interests to be seen as anything but a new and disturbing form of product placement.

Can't get enough Tinkerbell news? Disney Fairies is also an iPhone app now. Hmmm - there sure are a lot of kids' games coming in as iPhone apps. Looking forward to reading some research on parent/child co-use of iPhone devices for (cooperative?) gaming. ************Nov.5th update: And on that note, here are some emerging statistics courtesy of MarketingCharts, which indicate that: "More than 59% of US mothers who own an iPhone say they let their children use it, and 61% of these moms download games or educational content specifically for their kids." Hmmm - and what about dads?********

Not that Disney is the only one playing the transmedia game these days. The examples are endless. A recent, and also fairy themed venture Jan Bozarth's "Fairy Godmother Academy" book series/transmedia brand. As Omar L. Gallaga writes in yesterday's Statesman, Bozarth's book deal with Random House resulted from how well argued and organized her online/multimedia tie-ins were in her initial proposal; tie-ins that came with an existing media team at the "ready to begin work." Gallaga writes:
The staff is made up of designers and artisans whom Bozarth has worked with for about 15 years — the people she says she could trust to translate her detailed fantasy world into what Bozarth and the team call "Transmedia."

Explains Mario Champion, FGA's creative and technical director, "'Transmedia' is a shorthand way of saying the way kids play in a connected age. It's not just that it's digital — it's that it's connected."

Such connected media might mean a part of the Web site where girls can ask questions about or communicate with characters from the books, design their own virtual clothing or participate in a "Million Girl Choir," downloading audio tracks created by friends to combine with their own for a digital duet.

The ambitious project, which the team says will be rolled out over several years as the books are published, combines elements of massively multiplayer online games like "Club Penguin" with design tools, interactive music and video, and activities meant to get readers off the computer and into real-world activities with friends.

The interviews with the designers is well worth the read -- their comments tie into the whole girls' games discourse quite nicely and they have some interesting things to say about making space for UGC, craft and dress-up play, etc. But I can't help but sigh at the suggestion that transmedia is something new or innocuous or kid-based. Kids might play well with transmedia intertexts, but let's please not blame them for multi-modal branding. And the vast majority of the time the texts themselves are designed to maximize cross-promotion and incite multiple sites of consumption, rather than truly experiment with or tap into the opportunities contained within children's transmedia play practices.

I do like how the team presents its vision for the site/book/game, but only a thorough review of the contents themselves will tell if this is just another promotional strategy or something that's actually unique and postmodern. In particular, I think that future reviews (my own or yours) of the Fairy Godmother Academy's online components should focus on testing the following three statements that appear in Gallaga article:
"We're aiming to create a place where the books are a jumping-off place into this world of play and discovery, and of girls finding their own wisdom." ( - Ann Woods, art director of the Web site)

Here, the focus should be on opportunities for UGC or inter-user communication, flexibility of the system, opportunities for uploading original materials without usurping the kids' authorship or IP. Are kids able to engage with and subvert the source materials? If not, how are the books serving as a jumping off place. Where's the "discovery" occurring and what parameters are being placed on it?
In one example of the team's work, girls have the ability to not only choose virtual clothing, but to design it themselves.

What does 'design it themselves' amount to? Are we talking customization or real opportunities for original creations. If it's the former, what is the range of freedom and creativity afforded by the design/options available. What's the palette, what "sizes" are available, etc.?
"It's an intriguing balance," Woods said. "We never dumb down to girls."

This one's a bit harder to give a brief guideline for - what are some good ways to question or identify how games/sites "dumb down to girls" in their language and design. Then again, this might be the most intuitive one to detect. I'd love to see/read some good descriptions of what dumbing down is and what it looks like, so I'll leave this one open.


********On a totally different note:
Also, has anyone been watching the Jim Henson Company's new kids' animated TV program Dinosaur Train? Catchy tunes, cute characters, and some cleverly integrated educational content - I'm sure there are a zillion commercial tie-ins current or in development to consider and critique here too, but in the meantime the series itself seems delightful, intelligent and very Jim Henson-esque. Definitely worth keeping an eye on. Here's a clip to start the week off on a foot-tappingly good note.

Wednesday, October 14, 2009

The Kids' Comic Space

Part of the digital literacies discussions that I've been following of late have centered on the long-discussed (but not always applied) potential associated with using comics for intertextual, heavily visual, narrative formats through which kids can explore cultural themes, literature and learning. It's a fascinating idea that draws on the long history of comics, picture books, and transmedia intertexts within children's culture...while tapping into children's actual leisure practices in a way that transcends the usual boundaries between cultural categories (high/low culture, literature/entertainment, etc.) and gives some serious consideration to the value and possibilities contained within the re-emergence of comics as a literary form.

Not that comics have ever really gone anywhere, but they've certainly resurfaced within the mainstream in a big way these past few years -- a way that hasn't really been seen since, well, i'm not really sure when! (golden age? silver age?). I remember that Scholastic initiated a big push toward graphic novels and comics a number of years ago (e.g., click here to find out more about the launch of their Comix line back in 2005). And certainly, the emerging research on kids' reading habits within digital games and online environments is relevant to this discussion as well (e.g., Jackie Marsh's work on kids reading and writing in virtual worlds). Obviously, there are many more connections between this body of work and the research I'm doing on kids' games, and some cool possibilities of merging the two areas...not just thematically (which has been done before), but "ludic"ally as well. I still have a lot of catching up to do, and until my PhD is "in hand," this is definitely on the back-burner. But as a former comicbook collector and current reader of graphic novels (well, TPBs in my case), this whole realm definitely draws my attention.

Some neat places to start for finding out more about the kids' "comics space," and exploring its increased presence within both educational curriculum and kids' digital culture:

James Bucky Carter's En/Sane World - a repository of info and resources on "Sequential Art Narratives in Education (SANE)". His site includes lots of links and ideas for educators, as well as a variety of sources on "multigenre, multimodal, or otherwise "New" literacies."

The Online Visual Literacy Project - not just about comics, but appears to have some interesting background literature.

A short but sweet archive of comics-related posts on Media Macaroni, which includes a list of comics that the "cool kids" read and a great post about (as well as my first introduction to) Babymouse.

This excellent reading list of kids' comics posted by Jonathan Liu on GeekDad, in which he provides some great "off the beaten path" alternatives to the usual big name titles put out by Marvel and Disney (and yes - it was written in response to their partnership announcement this past summer).

Some of my own favourite kid-friendly titles (which I also posted in the comments section on GeekDad), that I would love to see more of within kids' digital culture:

Ted Naifeh’s Courtney Crumrin (think Harry Potter meets Hellboy meets Angry Little Girls)

Mike Kunkel’s Herobear and the Kid (actually anything by Astonish Factory is unique and all ages)

Jacob Chabot’s The Mighty Skullboy Army

And, although not always for kids, I really like the artwork and concept behind Roy Husada's Opera Manga, which he creates for the Vancouver Opera as a way of communicating/summarizing the storylines of upcoming performances to audiences. Very cool.

Of course, the renewed academic/press interest in comics, visual literacies and interactive storytelling is also in part being driven by kids themselves. For example, according to an article published last August in Publishers Weekly by Ada Price, web comics are being produced/created by younger and younger artists and writers, who are in turn benefiting from online distribution systems and exposure to land publishing deals with traditional book publishers. Again, nothing exceedingly new here...but the increased access (to younger age groups) and viability (in terms of potential for creators to actually generate an income from their artistic labour) are certainly keeping the topic relevant. I wonder how many actual "kids" are getting in on this, and I want to find out where they distribute their UGComics, and what the audience or community is like. I'm glad to see that this topic hasn't faded away and in fact appears to be gaining momentum. More links to come as I find them.

Tuesday, November 27, 2007

Children's Studies at York University

Cool news on the academic front. York University (in Toronto) has launched a new undergrad program and Children's Studies department dedicated to exploring "global childhood experiences in philosophical and social terms and their personal, societal and human consequences." The program currently maintains a small full-time faculty, with a much larger number of associated faculty drawn from different York University departments. According to the press release and program description, students will learn about the various dimensions of children's culture -- "distinguishing between culture created by adults for children and the culture of children themselves" -- as well as practical skills needed for working with and researching children. It sounds absolutely, positively awesome, and is the first of its kind in Canada. Here's an excerpt from the press release:
The Children's Studies program is truly interdisciplinary and multidisciplinary, incorporating expertise and courses from programs such as sociology and psychology. Courses include The World of Childhood, Listening to Children: Ethics and Methodology of Child-Centered Studies and Contemporary Children's Culture Internships/Practicums. You are required to participate in community-based programs involving local schools and are encouraged to take part in advocacy work. Graduates of this program can pursue a wide-range of careers including counsellors, social workers, lawyers, teachers, librarians and international development workers.

It also sounds like the program is hitting the ground running: the school has a massive archive of "child-related materials" called the Canadian Children's Culture Collection, which includes data from a number of previous studies conducted out of York University, as well as unique toy collections, including toys designed by kids themselves. Very cool indeed. No news about job opportunities, but I'll definitely be keeping an eye out.

Here's a link to the Children's Studies department website.

Thursday, September 27, 2007

Trend Alert: From Buffy to Twilight

Interesting story from the CBC this week on Twilight, an enormously popular tween/YA book series written by a young Mormon woman named Stephanie Meyer - think Buffy the Vampire Slayer without a super-powered protagonist and even more relationship talk. From the CBC website:
Meyer’s saga — the third book was published recently — offers readers supernatural bodice rippers without much bodice ripping (more on that later). Since its 2005 debut, the series has sold upwards of 2 million books, and the latest installment, Eclipse, sold 150,000 copies on its first day alone. With a certain boy wizard in retirement, Twilight is the biggest young-adult phenom going.

Frothing with romance and gothic atmosphere, the books tell the story of Bella Swan, a regular jeans-and-T-shirts girl who moves from Phoenix, Ariz., to a drizzly corner of Washington state. It’s all doom and gloom — that is, until she encounters boy-vampire Edward Cullen on the first day of school. "He was glaring down at me," she narrates in the first book, Twilight, "his black eyes full of revulsion. As I flinched away from him, shrinking against my chair, the phrase if looks could kill suddenly ran through my mind."

The article goes on to describe the books' huge fan following, which includes swarms of vampire-attired girls showing up for book signings, and a healthy online component. The series has been optioned for film adaptations by Summit Entertainment, and two more installments are set for publication by 2009.

Disappointingly, the article doesn't make any mention of Buffy the Vampire Slayer, despite the obvious points of comparison...both in terms of themes and in terms of the substantial fan base. Ok, so Buffy was never at the same level ($$-wise or audience-wise) as Harry Potter, but still! It seems kind of likely that Twilight is tapping into some of the same audience, and at the very least extended an already established tradition of "vampire-romance" within girls' culture (from Anne Rice to Buffy and Angel to The Darkangel Trilogy).

By the way, for those of you who still miss it, Joss Whedon has been publishing a comic version of Buffy Season 8 through Dark Horse Comics. I suspect the book will eventually be made available as a graphic novel as well, so if you've missed the first few issues you might want to hold off until next spring and get the "complete season."

Wednesday, July 11, 2007

The "Harry Potter Effect"

Via Cynopsis: Kids!, a new press release came out today from The Nielsen Company providing a handy run-down of the impact Harry Potter has had on the entertainment industry since his first appearance (which they've dubbed "The Harry Potter Effect"). Here's an excerpt of some of the key stats:
-- Book sales (Nielsen BookScan) - Since 1998, when Nielsen began measuring book sales in the United Kingdom, the six Harry Potter books have sold more than 22.5 million copies in the UK alone. In the United States, the Harry Potter titles published after 2001 have sold more than 27.7 million copies.

-- Box Office sales (Nielsen EDI) - Combined, the first four Harry Potter films have grossed more than $3.5 billion worldwide. The first film, "Harry Potter and The [Philosopher's] Stone," is the fourth all-time highest grossing film worldwide.

-- Advertising (Nielsen Monitor-Plus) - In the U.S., ad spend for all Harry Potter branded merchandise (including books, movies, DVDs and other promotional products) totals $269.1 million from 1998 to date. Outside of the U.S. from 2000 to date, $119.3 million was spent on total advertising for all Harry Potter branded merchandise in Canada, Germany, Italy, Netherlands, Norway, South Africa, Switzerland, and the U.K.

-- DVD/Video sales (Nielsen VideoScan) -All three Harry Potter DVDs/Videos - [Philosopher's] Stone, Chamber of Secrets, and Prisoner of Azkaban - debuted at #1 and remained the #1 family film for the first 3 weeks of each release.

-- Internet Traffic (Nielsen//NetRatings) - The Warner Bros. "Harry Potter Order of the Phoenix" Web site drew 446,762 unique visitors in May 2007.

-- Internet Buzz (Nielsen BuzzMetrics) - On blogs, the final book "Harry Potter and the Deathly Hallows," is generating more "buzz" than the latest movie installment, "Harry Potter and the Order of the Phoenix."

-- Music sales (Nielsen SoundScan) - The four Harry Potter soundtracks combined have sold more than 1.1 million copies in the U.S. and almost 100,000 copies in Canada since the initial release back in October 2001. There have been a total of 180,000 downloads of individual songs that tied to the four Harry Potter soundtracks.

-- TV ratings (Nielsen Media Research) - Since 2002, the Harry Potter movies have aired on U.S. television a total of 366 times.

-- Moviegoer Profile (Nielsen Cinema) - A recent survey of moviegoers shows 51% of persons age 12+ are aware that the new book is coming out next month. Twenty-eight percent of persons 12+ in the U.S. have read one or more of the previous Harry Potter books, and 15% have read all of the Harry Potter books-to-date.

-- Consumer (ACNielsen) - More than $11.8 million has been spent by U.S. consumers on Harry Potter-licensed trademark cookies, candy and gum products since June 2002.

Back in 2003, Ipsos Reid released a report that "45 per cent of Canadian households have read at least one of the books", which included 19% of Canadian adults (18+). I'm not sure what the stats are for Canadian kids and teens, but I suspect it's through the roof.

For more info about the Canadian market and to read about the global marketing plan for Deathly Hollows (only 10 days to go before the big release) read this article from Marketing Magazine.