Possible Questions?
How do you appeal to everyone, all ages and genders
Why do adults never grow up
Expanded Question
In this essay I will explore how a product can be designed and created for all ages, sizes, and gender.
Why do adults never grow up
Expanded Question
In this essay I will explore how a product can be designed and created for all ages, sizes, and gender.
In this essay I will investigate how today market appeal to such a broad adults through cartoons,television, and films.
Research Area To Keep In Mind
Nostalgia (Music, Images, Colour, Movies)
Childhood Nostalgia
Adult References
Humour
Character Designs
Disney
How games/characters/movies have changed to appeal to a broader audience.
Nostalgia (Music, Images, Colour, Movies)
Childhood Nostalgia
Adult References
Humour
Character Designs
Disney
How games/characters/movies have changed to appeal to a broader audience.
Resources Found
Audio Visual Communication Review
Film: The Case for Children's Films
by Robert W. Wagner
Vol. 5, No. 2 (Spring, 1957), pp. 476-482
Summary: This is a book/section of a book which talks about how children take to films through it's images and sounds, however these images are sounds are very old from 1940 to 1950's as this book is old. It supports the idea of how adults view childrens films and how children might feel when watching cartoons made by adults, which is supported by research. it also points out the many ways that children engage with cartoons and animations.
Arguments:
This book is old and it's research is old, children animation have changed thanks to technology, we are now able to encourage children entertainment with other uses of media such as games and TV.
This book address children as objects, there is no mention of how a child feels and the joy and excitement from it, only the theory of how they might feel
Key Phrases From this resources:
"Experiments at Edinburgh during 1955-56 indicating that child communicators command attention not giving to adult voices on film, that colour attracts but of itself does not hold attention, and that children do not like to see other children misbehaving on screen." Page 481-482
"Mary Fields studies of children's film preferences show that Children from 7 to 12 years of age wanted to identify themselves with other children on the screen, and that the "good guys" have to win out over the "bad guys" until adolescences." page 481-482
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PBS Idea Channel
Is Nostalgia the Reason for Adventure Time's Amazing Awesomeness?
By Mike Rugnetta
Published by Youtube
Published on 14 Nov 2012
Description from Publisher: Adventure Time is an animated kids show on the Cartoon Network that is super popular, not just with the kids, but with full grown adults too! Why would a bunch of serious adults, including Mike's Mom, watch Adventure Time??? We think its because the show taps into our memories of childhood with nostalgia. But this isn't the "I Love the 90's" kind of nostalgia that we normally talk about! We're talking about Romantic Nostalgia which is a confusing emotion, mixing happy and sad, creating a powerful mix that really hits you right in your gut. It adds a ton of emotional depth to an already great kids show, which you should all really watch, because it is AMAZING!!!!!!!!!!!
http://www.youtube.com/watch?v=7MVvkqbXiws This is a wondering and insightful review into how nostalgia works in Adventure Time. Contains the dark side to Adventure Time and the hero and happy side to Adventure Time.
Summary:
Mike Rugnetta sums up a lot of evidence and support to why adventure time is so popular with children and adults. He argues that the nostalgia used in adventure time is something called classical nostalgia where you crave, ache, for that memory that you can't recreate. He goes on to explain how adventure time is romantically nostalgic, with the perfect collection of Imaginary friends, tree houses, magic, weapons, adventure it's perfect for childhood nostalgia. He goes on to the say that adventure time is nostalgia within nostalgia, this is done by adventure time wide collection of history within the show, which is a dark one. Finn is the only human, the lands are scattered with human technology and buildings, there is mention of wars, all of which creates a history within the show. he goes onto to explore how ambivalence is used in adventure time as this is what you see within he characters relationship, but also in the cute but disturbing creatures, the comedic but dyer situation, child like but none the less high stakes situations, which is in the show but is also experienced by the audience, which all contributes to drama.
Arguments from text/video:
No mention of the style of animation, and how the character designs can reflect a young boy.
No mention of how the music in adventure time is styled with 8-bit and analog music which can bring up nostalgia to those who played retro games.
No mention how it can be also liked by all genders, even girls, despite the fact the man character is a boy with a male sidekick.
No mention of adult references and humor, just nostalgia, when there clearly are adult references and humor (mainly from Jake as he's older)
The use of realism, despite the fact that it is a cartoon and there are weird and wonderful creators, Finn and Jake do however experience the sight of death, and can be badly wounded or even come close to death, making it more appealing to adults as there is a hint of realism, rather than a slap stick style character where no body dies. This also raises the question of where it is okay to allow death to be shown to children (that might be off topic though)
Points/Connections and ideas
The use of Childhood nostalgia connected with (From BBC Finlo Rohrer, quote from Spike Jonze) is used in adventure time and movies such as Up, Finn and Jake live in a tree house, they do things like adventures that were done when we are young.
Adult references for childhood nostalgia, such as princesses in need of help from the hero, can be connected with fair tales. (This is pointed out in the video)
Key Phrases From this resources:
"If your a kid adventure time probably looks like the inside of your head, exciting sights, magical objects, and impossible terrifying things, but if your adult adventure time is like remembering your childhood, fighting to be taken seriously, consistent encounters with new and unfamiliar challenges." 0:57 - 7:49
"Pendleton Ward has even said his favorite emotion is feeling simultaneous happy and sad, so that's a reaction he tries to elicit in adventure time. This is called ambivalence, and this is what is at the route of nostalgia, it means your holding on to two different conflicting emotions at the same time, and adventure time does it on two levels, so that's four total emotions." 3:34 - 7:49
" Adults watch cartoons but that's not the interesting part, the interesting part is the most of the cartoons adults watch, are made for adults. The Simpsons, Bobs Burger, Family Guy, South Park, even most anime, adults situation, adult humor, and maybe with the acceptance of anime, very little emotion depth." 4:41 - 7:49
"Adventure Time is maybe the closet television comes to classic theory tales, Exhibiting a combo of terror and humor, excitement and fear, that are the very hallmarks of childhood." 5:13 - 7:49
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By Finlo Rohrer BBC News Magazine
How do you make children's films appeal to adults?
Published on 16 December 2009
http://news.bbc.co.uk/1/hi/magazine/8415003.stm How do you make children's films appeal to adults? I perfect research and article how to appeal to adults."If your a kid adventure time probably looks like the inside of your head, exciting sights, magical objects, and impossible terrifying things, but if your adult adventure time is like remembering your childhood, fighting to be taken seriously, consistent encounters with new and unfamiliar challenges." 0:57 - 7:49
"Pendleton Ward has even said his favorite emotion is feeling simultaneous happy and sad, so that's a reaction he tries to elicit in adventure time. This is called ambivalence, and this is what is at the route of nostalgia, it means your holding on to two different conflicting emotions at the same time, and adventure time does it on two levels, so that's four total emotions." 3:34 - 7:49
" Adults watch cartoons but that's not the interesting part, the interesting part is the most of the cartoons adults watch, are made for adults. The Simpsons, Bobs Burger, Family Guy, South Park, even most anime, adults situation, adult humor, and maybe with the acceptance of anime, very little emotion depth." 4:41 - 7:49
"Adventure Time is maybe the closet television comes to classic theory tales, Exhibiting a combo of terror and humor, excitement and fear, that are the very hallmarks of childhood." 5:13 - 7:49
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By Finlo Rohrer BBC News Magazine
How do you make children's films appeal to adults?
Published on 16 December 2009
Summary: This magazine article talks about how hollywood movies such as toys story, and shrek make their films popular with children as well as adults. "If the adults think there is something in it for them, they may even be more sympathetic to the shameless wave of merchandising aimed at their pestering offspring". These movies are often done by using a range of adult jokes and references that children wouldn't get but there will also be jokes and references that the adults wouldn't get. These adult refereneces comes from a range of interpretations such as finding Nemo a shark alcohol group trying to give up eating fish, when adults now they can only survive in the real world by eating fish, making the joke funny. It's not about how good the animation is, it's also highly depends on the story. by asking makers of the certain animation films and getting there views and opioions it's easy to see that when they're are many ways and views on how to approuch such films, some suggest making it for adults then children, or children then adults. after a great quote by Jonze explaining that they didn't make it with children in mind, but childhood, Finlo then goes onto say.
"Perhaps such an approach is inevitable when adults are asked to adapt a work that was important to them in their childhood"
There is certainly a question of what is a children's film. Are there, in fact, only "family" films? Why is there a presumption that an animation is aimed at children, unless demonstrated otherwise?" these are some of the question I myself need to know. Exploring films like the Incredible 2004 he find out that the film was criticised for going to fare in it's attempts to amuse adults. He also points out flows in making films with adult references for example Shrek the third it over done the adult references, which can't be seen to be working within 30 years as those references would be out dated, making the film unfunny to adults, and possibly children, Shark tale constructed around the references of the godfather which is very pointless in the future. He sums it all by from a reference from Mr Justin Johnson
"In terms of the fundamental good family film, the story is absolutely the driver. No matter how many references you hang around them if you haven't got a good story you haven't got a good film."
My views:
From reading this I can understand how Hollywood movies approach adults within animation films, but doesn't talk about the use of nostalgia just adult references from other movies or famous people. It's clear from this that movies like Shrek play on adult references but movies such as Up uses childhood, something that the adult can connect with and feel for, possibly resulting in there nostalgia, toy story as well can be used to play on adults nostalgia by the use of toys from the past, that adult possibly know and loved to play with when they were young. One of the main things i can see from reading this article is that no matter how many adult references you use they will be out dated if you use references from old movies or famous people, however typical adult reference that happen in adult life for everyone can still work, e.g. love, work, grown up problems. it's all about the story, if the story stinks the movie will to.
Arguments:
No mention of connection with nostalgia, which is also one of the key actions to take when making a film for adults.
No mention of how characters can be designed to be applying to an adult and child.
The movies this article points out are in fact all animation of films for both adults and children, no mention of live action films The Grinch, a classic example of a film for children and adults.
Key Phrases From this resources:
"Shrek was seized upon as a turning point in that it had very definitely one kind of a text for kids and definitely a subtext for adults," says Justin Johnson, head of the Children's Film Programme at the British Film Institute."
"This year's Up represented a high water mark for the tactic, says Tony Earnshaw, head of film programming at the National Media Museum.
"There are so many layers to that film. It is more than just a standard cartoon or animated movie."
There has to be a smorgasbord of appeal in these modern family films to keep the adults interested, he says.
"Shrek was seized upon as a turning point in that it had very definitely one kind of a text for kids and definitely a subtext for adults," says Justin Johnson, head of the Children's Film Programme at the British Film Institute."
"This year's Up represented a high water mark for the tactic, says Tony Earnshaw, head of film programming at the National Media Museum.
"There are so many layers to that film. It is more than just a standard cartoon or animated movie."
There has to be a smorgasbord of appeal in these modern family films to keep the adults interested, he says.
"If there isn't, all they can do is listen to the kids crunch popcorn and slurp their drinks."
"In terms of the fundamental good family film, the story is absolutely the driver. No matter how many references you hang around them if you haven't got a good story you haven't got a good film." Justin Johnson
BFI
"Spike Jonze seemed to confirm it himself when he told an American newspaper:
"The main goal wasn't to make a children's movie. I wanted to make a
movie about childhood."
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Future of Nostalgia
Svetlana Boym
published by Basic Books
Published in 2001
Keywords/phrases
"The object of romantic nostalgia must be beyond the present space of experience, somewhere in the Twilight of the past or on the island of utopia work time has happily stopped, as on an antique clock." page 13 - 404
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http://www.jstor.org/stable/3874449
Children's Imaginings and Narratives: Inhabiting Complexity
Amal Treacher
Published by: Palgrave Macmillan Journals
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Information
Television, memory and nostalgia
Amy Holdsworth
University of Glasgow
published by Palgrave Macmillan
26th august 2011
Book outline and reviews from others:
'Television, Memory and Nostalgia provides an insightful and highly evocative consideration of television's multiple relationships to memory, and is stimulating in both its range of examples and in the way that the book cuts a path through debates within television and memory studies. The book moves elegantly from a broad-based critical and theoretical reflection on television time and memory – utilizing The Royle Family to brilliant effect - towards a series of chapters that examine memory texts, memorialized TV moments, and the material networks of television memory. These are all handled with considerable critical skill. Amy Holdsworth pulls off a sometimes rare quality in academic writing, producing a work that is, at once, intellectually stimulating and original, but also accessible and effortless to read.' - Paul Grainge, University of Nottingham, UK
'Television, Memory and Nostalgia is an exemplary work of interdisciplinary scholarship that will have a significant impact on its readers' thinking about the vexed relationships between our media and our memories. Holdsworth's investigation of television's contemporary "memory boom" draws together the theories and methodologies of television and memory studies in a manner that complicates the fundamental assumptions of both disciplines, dismantling the doxa that television fosters - and itself suffers from - a profound amnesia. Breaking with past treatments of this subject, Holdsworth focuses on the quotidian as opposed to the catastrophic, on popular as opposed to consecrated texts, and on memory's spatial dimensions as opposed to time. The originality of the book's approach extends to its presentation: sprinkled amidst its meticulous analyses of clip shows, season-ending montages, museum exhibitions, and discarded television hardware are deeply personal descriptions of Holdsworth's own televisual madeleines. These recollections beautifully capture the sensuousness of memory, and the sensuousness of television as well.'
- Max Dawson, Northwestern University, Chicago, USA
Often characterised by its 'transience' and 'ephemerality', and even more seriously, seen as an 'amnesiac', television's relationship with both memory and nostalgia has long been neglected and ignored. An innovative and original new study, Television, Memory and Nostalgia re-imagines the relationship between the medium and its forms of memory and remembrance through a series of case studies of British and North American programmes and practices. These include the role of memory in serial dramas ER, Grey's Anatomy and The Wire, an investigation of the family history format Who Do You Think You Are?, forms of nostalgia television including the US and UK versions of Life on Mars, and a study of television's material cultures in both the home and the museum. Offering new conceptual and analytical insights into television, the book considers not only the role of television in the constitution of contemporary memory cultures, but the role of memory and nostalgia in the operation of specific television cultures as well.
Summary: The book focuses on plenty of television marketing methods and the ways the are used to target viewers when watching TV, it as plenty of evidence and support to back up the theory’s and methods used in the arguments. The book many focus how TV uses nostalgia to get viewers in, and how by rerunning old TV shows or making TV shows looking at classic moments in TV how they can keep the viewer in. Amy Holdsworth does not talk as such about how the nostalgia had been created in the first place, she does touch on programs like countdown and how a TV program like that always creates memorable moments, but not in the way the brings happiness and sense of joy to the viewers/ childhood or romantic nostalgia.
Arguments: Talks too much about how TV is marketed with the use of nostalgia to bring in people to watch reruns, allowing them to make more money from viewing.
Doesn’t show a great deal or understanding how nostalgia can be created only how it can be used to bring back memory’s as such
Key words/phrases:
Susan Stewart writes that ‘the nostalgic is enamored amount of distance, not of referent itself. This nostalgia cannot be sustained without loss’ (1993, p 145) on longing (Durham: duke university press.)
Television is arguably responsible for the construction of a popular iconography of the nostalgia, and though not alone, it can be seen to build and reinforce a series of visual repertories which refer to a specific era or period, or combined selected and selective images, objects, sounds and soundtracks to connote an appropriate sense of ‘pastness’ (p 97-98)
As perhaps the most clearly defined type of nostalgia program, the ‘countdown’ often runs across several hours and is occasionally drawn from viewers’ polls in listing magazines such as the Radio Times. Pro-grammes such as the hundred 100 Greatest Kids’ TV Shows (Channel 4, 2001) or vision that are based upon the notion of the ‘memorable moment’- but are also, through the process of canonization, involved in constructing certain moments as memorable. (p 101)
Nostalgia television is a characterised by the playful address with the expectations of remembering. Here, a desire to remember may translate into the pleasure of recognition and deep forms of affection generated by the nostalgia, yet this is tempered by the risk of non-recognition or the disappointments of mis-remembering. Despite these variable ‘payoffs’ the pleasures of nostalgia television are driven by curiosity and anticipation: Will it be how I remember it? Is this how we once were? These pleasures in part reveal the successful ‘hook’ (p 102)
The makers of life on Mars is explicitly stated that the program was designed to challenge the nostalgic representations of the 1970s (see Downey 2007). Based on an understanding of nostalgia as a longing for an idealised past, life on Mars certainly offers a more complicated world view -1973 Manchester is far from idealised. However, it is Sam’s central ambition to ‘get home’ that makes the series, first and foremost, a nostalgic narrative. (p 107)
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Understanding Disney
Janet Wasko
Published in 2001
Published by Polity Press
Book outlines / Reviews from others:
Review
′Janet Wasko′s Understanding Disney is a comprehensive
critical examination of the Disney company and its operations. This is
an ambitious, thoughtful and exciting book – one of the most important
books in media studies in years, and it deserves the attention of
scholars and students everywhere.′ Robert W. McChesney, University of Illinois at Urbana–Champaign. ′Janet
Wasko, one of the foremost political economists of communication, turns
her considerable skills and energy to analysing the nearly endless flow
of Disney products worldwide. The result is an E–ticket ride for
everyone, from general readers to Disney specialists.′ Susan Davis, University of California, San Diego
From the Back Cover
Since the 1930s the Walt Disney Company has produced characters, images, and stories which have captivated audiences around the world. How can we understand the appeal of Disney products? What is it about the Disney phenomenon that attracts so many children as well as adults? In this major new book, Janet Wasko examines the processes by which the Disney company – one of the largest media and entertainment corporations in the world – manufactures the fantasies which enthrall millions. She analyses the historical expansion of the Disney empire, examines the content of Disney′s classic films, cartoons and TV programs and shows how they are produced, considering how some of the same techniques have been applied to the Disney theme parks. She also discusses the reception of Disney products by different kinds of audiences. By looking at the Disney phenomenon from a variety of perspectives, she provides a fresh and comprehensive account of one of the most significant media and cultural institutions of our time.This important book by a leading scholar of the entertainment industries will be of great interest to students in media and cultural studies and will appeal to a wide readership.
Summary: Janet Wasko cleary shows a tremendous amount of understatement as well as passion to understand an Interpretation of the world of disney, no stone is unturned within this book as Janet Wasko explores every little detail about diseny you may or may not wanna know about. Janet Wasko found the meaning behind a lot of things that Disney do to make there films/cartoons so great, from the rules animators follow, to the writers, anything you need to know about Disney is in this book.
Arguments: No arugments can be made within this book, as the book is about the investigations into Disney.
Keywords / phrases:
The
importance of Disney in the market for children's products cannot be
overemphasised. For instance, the company represents well over 10
percent of the 2.2 billion infant products market. Page 50 of 261
According
to one source, the Disney home page itself attracts more than 9.7
million "unique visitors" each month. Meanwhile, Grover estimate that 25
percent of nearly 80 million Internet users in the USA visit a
Disney-related website each month. Page 52
The
more structured story lines became moral tales with overt values
symphonies, which helped to develop the classic Disney style model as
well as serve as experiments in technology (sound/colour) and aesthetics
(animation techniques, movement, etc) page 111
The
classic Disney style came to be typified which revolved mostly around
physical gags and slapstick, relying heavily on anthropomorphised (human
like), neotenized (childlike) animal characters. Page 111
Animators
were told to "keep it cute" when it came to creating characters, as the
description of each Disney character reveals. Page 111
Classic
Disney developed as a specific type of story with a predictable plot
featuring a collection of formulaic characters. In addition, the theme
empathised in Disney productions came to represent specific values and a
fairly well- defined ideology. Page 112
Disney
Often used, and still relies quite heavily on, classic folk and
fairytales as the basis for feature films and even shorter cartoons.
Page 113,
As
many critics have noted, stories and characters typically go through a
process of Disneyfication, which involves sanitisation and
Americanisation.
Page 113
Classic
Disney films represent commercial, Hollywood Cinema and thus have
employed family narrative elements. In fact, it certainly seems to fit
rather nicely into Bordwell, Staiger, and Thompson's well-known model
of "classic Hollywood Cinema," which is described as follows. Page 113
Classic
Disney includes characters who are usually quite predictable. The
Disney animators are careful formulas in creating characters and
stories, which typically revolved around heroes or heroines who are
Strikingly handsome/beautiful, with an upper class or aristocratic background. There is always a villain, who is typically the opposite of the hero/heroine, often ugly, extremely fat or extremely thin, with exaggerated facial features. In addition, humorous sidekicks are usually provided for the main characters. Page 115
Strikingly handsome/beautiful, with an upper class or aristocratic background. There is always a villain, who is typically the opposite of the hero/heroine, often ugly, extremely fat or extremely thin, with exaggerated facial features. In addition, humorous sidekicks are usually provided for the main characters. Page 115
Many Disney plots revolve around characters wishing to escape from their current setting or situation. Page 117
And
of course, the wish is most often grouted all made possible by a ferry
all magical being, not necessarily by the actions of the character.
Certainly, this is an attractive fantasy to be able to escape without
any effort from one's current life forward to another more appealing
one. Page 117 and 118
Note to self.
Disney
have a market in pretty much everything, it's almost impossible to
avoid Disney, as they own markets in radio, Internet, TV, theme parks,
films, toys, and even video games. ( just a personal view and options
not in the book.)
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Submitted by Seth Fair on May 19, 2011 - 6:42am
http://3dcharacterfactory.com/community/blog/what-it-means-create-appealing-character-and-why-its-important-animation
Keywords:
“appeal is anything that a person likes to see”
Disney animators and legends Frank Thomas and Ollie Johnston wrote about the animation principals and the formulaic approach they helped create in their landmark 1981 book, The Illusion of Life. They wrote that “appeal is anything that a person likes to see”.
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Public idea's a views: This section is to help me understand what some of the public feel, these can give me idea's and possible some support with my investigation.
http://forums.digitalspy.co.uk/showthread.php?t=1792977
http://www.giantbomb.com/forums/general-discussion-30/has-makeing-a-game-appeal-to-a-broader-audience-ev-577825/
http://www.gamefaqs.com/boards/615803-/61212400
Notes to ask lecture:
If i've collected information about a product from the internet, but do need to qoute it, only need to lightly touch it, do i still need to reference the source. Example the information about sonic's popularity such as the comics and games, ( Ialready personly know this information) same for the appeal to character design website.
Try to understand what is plagiarism and what isn't