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ANIMATION WORLD MAGAZINE - ISSUE 4.7 - OCTOBER 1999

Toys R Us' Fragile Cartoon World...
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Narrative
In the 1980s, there was concern among academics about the practice of character licensing. Scholars who study animation usually do so because it offers a glimpse into the experience of children's culture. Whether the debate du jour is violence or commercialism or education, one insight is the stories and images children are drawn to, and what they do with them. When the intermingling of toons and toys became so obvious, and distressing, academics began to note its impact on children's experience and imagination. Of particular concern was a new sequence of events: once, stories were told because they were compelling as stories, and related toys merely followed; now it seemed the toys and the toons were born together, and often designed simply to help each other sell. Tom Engelhardt dubbed this seemingly new approach to children's media "The Shortcake Strategy," after its most strawberry-scented example.

The concern about licensed toys was that they tend to substitute commercial pleasures for narratives ones. The toys sell because they have a fantasy world already created for them, but that fantasy world was designed simply for commercial appeal, not psychological resonance. In the `80s heyday of the "program-length commercials" of Care Bears and He-Man, the distinction nearly disappeared. Today things have calmed a bit, but the worry remains: are the fantasy worlds of children's imagination depleted by licensed toys?

If the toy is fitted with a pre-existing story -- this is not just some plasticine hero, it's Tarzan, and we know what he does -- does it spur the imagination, or eliminate any need for it? Did the child play more creatively when they toy they manipulated was storyless, an empty narrative ready for the child to fill? One thing that is clear exploring Toys R Us, the toys are trying very hard to invite the child into a pre-existing fantasy world, one that is appealing because it has been fully thought out.

An example: in recent years the Koosh, that glorious little spindly ball, has morphed into a series of characters -- Koosh balls with plastic faces and arms protruding from a rubbery center. These have often been licensed characters -- Koosh Bugs Bunnies and Koosh Daffy Ducks. But the newest in the series are the "Cool Scenes Kooshlings;" the box proclaims they are "Doin' the same stuff you do!" Apparently kids are surfing, painting works of art, and playing electric guitar, because these Koosh creatures come with plastic paraphernalia for each specific hobby. Ignore for the moment the decision to spoil the strangely compelling Koosh with hard plastic protrusions that nullify its capacity as a ball. What is fascinating here is this insistent imposition of narrative, which suggests that today's toys are made appealing by constructing a fantasy world for children, rather than giving them the materials to do so themselves.

Many critics cite this kind of example as proof that modern marketing is steamrollering children's imaginations. But this criticism is based on a nostalgia for some collection of toys that inspired vast imaginary worlds -- a nostalgia that may be more hazy fiction than hard fact. But more importantly, the world of animation might remind us that we do not need vacant playthings to inspire creativity. The pleasure of the cartoon has always been engaging with an already fleshed-out fantasy world. And despite the assumptions of many parents and politicians, children are not passive, brain-dead, unimaginative lumps when they watch cartoons. They play, they react, they make up stories about their favorite characters. All this even though children are experiencing a fully formed fantasy world. Clearly, imagination is made of hardier stuff.

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Note: Tarleton Gillespie can be lovingly praised and roundly criticized at editor@awn.com.