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Children's
Toy Advertisements - Merris Griffiths
Chapter 5
Semiotic Analysis of Children’s
Televised Toy Advertisements
Abstract
The aim of this
chapter was to focus on the so-called ‘latent content’ of the toy
advertisements in the sample as a way to identify any possible
gender connotations in the way that the texts were constructed (cf.
Research Issue 3). Semiotic analysis is a qualitative approach to
(media) texts and is perhaps the most effective way to consider
textual elements that are not quantifiable but never the less
significant in terms of the overall ‘feel’ of an advertisement. A
number of textual aspects or codes were focussed on in the context
of this study, including appeals, characters, attitudes, colours,
rhetoric, narratives, aesthetics and overall product philosophies.
The process of
analysis began by identifying any possible connotations in a small
sample of advertisements – three ‘typical’ girls’ advertisements
(art product, fashion doll and feeding doll) and three ‘typical’
boys’ advertisements (train-set, military-based toy and racing car).
It then became possible to generate a series of binary oppositions
that could be summarised in terms of features with distinct ‘male’
and ‘female’ connotations. It was too complex to analyse the total
sample of (117) toy advertisements in such detail, so the sample as
a whole was studied in terms of broad thematic codes of
construction. In this way, strong patterns could be seen to emerge
across the sample, further illustrating those codes that were either
frequently or infrequently used in the boys’ and girls’
advertisements.
Once the sample
had been considered as a whole, it proved an interesting exercise to
compare and contrast the ways in which similar product-types were
targeted differently depending on whether the intended target
audience was male or female. Two toy types were compared – a
‘vehicle’ product and a ‘doll’ product – and the emergent patterns
tended to follow traditional gender stereotypes. Product themes,
contexts and details, use of colour and on-screen characters were
all considered.
5.1 Aims and methodology
While the content
analysis revealed strong patterns within the integral structure of
the toy advertisement sample, these patterns only highlighted the
manifest content of the advertisements. That is, certain elements or
factors within a (media) text and the so-called ‘priorities’ or
importance placed on those elements. As Hart (1991: 109) emphasised,
however, the frequency with which given elements or factors appear
is not necessarily proportional to or synonymous with their level of
significance. So, an analysis of a (media) text should also consider
the ‘latent’ content in terms of the value judgements within a given
cultural system and the ‘relationships’ within a structural meaning
of a message. This chapter will therefore apply some of the
principles of semiotic analysis to the same sample of toy
advertisements, focusing on their so-called ‘latent’ meaning.
It would be
possible to apply the principles of semiotic filmic codes to the
content analysis findings (cf. Bignall, 1997: 141 ff.;
Berger, 1991: 26) or combine the two methodologies (cf. Leiss
et al., 1990: 225 ff.). However, some possible
implications have already been alluded to and reviewing the patterns
again would arguably not add to a deeper understanding of the
advertisement sample. Therefore, a semiotic analysis will, in the
context of this chapter, aim to focus on those features present in
an advertisement that were not quantifiable in terms of being a
formal content feature, but are vital in terms of creating the
overall ‘feel’. Hence, textual aspects or codes such as appeals,
characters, attitudes, colours, rhetoric, narratives, aesthetics and
overall product philosophies will be considered. Emphasis will,
however, be placed on the visual rather than the verbal codes
because these are said to hold greater impact for children (Hodge &
Tripp, 1986: 61).
The field of
semiotics is awash with complicated jargon and is often difficult to
disentangle. Brief descriptions of the terms used in this chapter
are therefore included in order to clarify the approach. Perhaps one
of the main starting points in semiotics is the sign, as
anything from which meaning is generated. The sign can, in turn, be
split into the two aspects of signifier – the form that the
sign takes, and signified – the concept(s) that the sign
represents. Associated signs are often placed within a paradigm
or defining category. A paradigmatic analysis involves a study of
patterns other than internal relations. Signs also interact in
combination to form a syntagm or meaningful whole, where a
syntagmatic analysis considers the narrative sequence formed.
The meanings
generated by signs are also considered in two ways. Firstly,
denotation refers to the ‘literal’ or definitional meaning of a
sign, where there is relatively broad consensus about the meaning of
the signified. Secondly, the socio-cultural and personal
associations that a sign may carry are referred to as
connotations. Very often, there is no clear distinction between
denotation and connotation but they form part of the overall
ideology of the sign system. Two further terms often used in
semiotics are metaphor and metonymy, where the former
refers to the unfamiliar expressed in terms of the familiar, and the
latter refers to an individual example that stands for a general
category. Taken together, one could argue that all these elements
comprise a code, which can be defined as a set of practices
within a broad cultural framework. When semiotically deconstructing
a given text, it is also possible to apply a commutation test.
This involves substituting one textual element or signifier for
another in order to understand the contribution or effect of the
original. Further details of semiotic codes and their applications
can be found in Thwaites et al. (1994) and Chandler (1994a).
The application
of semiotic principles will, in part, be used to identify any
possible gender connotations in a selected sample of toy
advertisements targeted at boys and girls respectively. In order to
offer a more detailed and contained analysis, six advertisements
(three ‘female’ and three ‘male’) were randomly selected as examples
of what might be described as typical male- or female-oriented
approaches. The female-oriented advertisements included an art
product, a small fashion doll and a feeding doll, while the
male-oriented advertisements included a train-set, a military-based
toy and a racing car. Brief descriptions of the advertisements are
provided in Appendix F.1 (1-3) and F.2 (1-3), along with a tabular
breakdown of the audio soundtrack, while a semiotic analysis of the
texts is discussed in full below. A summary will then be provided of
features that could be described as having specific gender
connotations.
5.2 Detailed deconstruction of three
‘typical’ girls’ advertisements
5.2.1 Blush
Art
(Waddingtons)
The opening
sequence of shots focussed on the types of pictures that could be
produced using the product. The ‘gaze’ of the overhead camera shot
might signify the audience point-of-view (Chandler, 1999). The
position of the audience as protagonist was confirmed when hands
extended from the bottom of the frame to interact with the product
signifying ‘us’, the product users. The camera movement also seemed
to mimic the way an individual might survey the scene. Taken in
sequence, these filmic codes might represent the movement of our
eyes and the accompanying mental processes such as deciding which
pastel colour or stencil to use next. Hence, these syntagms might
represent the possible actions of the product user and may, by
association, give a ‘feel’ for the product.
The camera paused
briefly on the ‘portrait of your Mum’. This is an advertising
convention perhaps best described as cause-and-effect, in which the
product – ‘cause’ – is directly related to the standard of a given
conclusion – ‘effect’. One could easily understand how this linear
principle related to an art product such as Blush Art, in
that the product allowed the user to produce ‘art’. The shot of the
‘portrait’ was also given added life because the ‘mother’ wore an
earring that glistened attractively. There was perhaps a subtle
emphasis on and a preoccupation with female beauty in this instance,
since one’s focus was drawn to the earring as the only ‘animated’
feature in the shot. The glistening effect may also signify an
element of magic and glamour, which is consistently identified as
having a positive effect on (female) children (cf. Del
Vecchio, 1997: 53). Perhaps ‘Mum’ was also a metonym for ultimate
(female) perfection and, arguably, the best model for any young girl
to imitate.
The subject
matter of the other pictures that were produced using the product
maintained a sense that the best (female) inspiration for ‘art’ was
found in the home environment, particularly family members (people
and pets) and the garden. One could argue that the images were
conventionally ‘cute’, such as fluffy animals, hearts and smiling
faces. Each image became the signifier for a concept alluded to in
the product jingle such as ‘puppies’, ‘kittens’, ‘horses’ and
‘flowers’, all traditionally associated with female interests (cf.
Acuff, 1997: 142-3). If one were to apply the commutation test and
substitute the names of these images for ‘dog’ and ‘cat’, for
example, one could argue that the ‘cute’ appeal would be lost and
the pictures would no longer appear stereotypically ‘female’. So the
‘labels’ or ‘verbal codes’ used in advertisements may have powerful
appeals for the audience and influence the way in which the screen
images are interpreted. In the context of this advertisement, it
became apparent that there were certain rhetorical appeals that
grounded the already ‘female’ visual images more firmly in the realm
of ‘femininity’.
There was also an
emphasis on the ‘fun’ that could be enjoyed through ownership of the
product (cf. Del Vecchio, 1997: 31-32, 215), coupled with an
emphasis on prolonged interaction with the product ‘for hours’. One
could argue that this alludes to the notion that girls are more
likely to have the patience and physical control to sustain an
activity, where their male counterparts may quickly feel bored or
frustrated in the same situation. Furthermore, the product would
appear to be most suited to the confinement of indoor activities in
the home environment.
The gaze of the
audience suddenly shifted from that of protagonist to that of
spectator. An on-screen girl character was shown using the product,
perhaps connoting that she produced the pictures shown previously. The setting in which the girl appeared was important in
the sense that it contextualised the location for most likely
product use. In this instance, the setting was an indoor living room
location, complementing the notion of domesticity as signified by
the images already shown. Interestingly, the colour yellow dominated
the scene since the girl lay on a yellow carpet, propped up by a
yellow cushion with her yellow hair around her shoulders. One could
argue that the colour has connotations of warmth, happiness and
welcome (Bignall, 1997: 142), and the broad smile on the young
girl’s face would substantiate this suggestion. This would arguably
have a positive effect on the audience as they subconsciously
associated the product with the connotations of the dominant colour.
In the next shot,
the audience was repositioned as active participant, although on
this occasion one might have felt more like the ‘best friend’ of the
girl in the advertisement. A low angle camera shot created the
feeling of sitting next her on the yellow carpet. Perhaps this was a
re-enactment of a scenario when ‘best friends’ spend time together.
This feeling of companionship and intimacy was emphasised by an
over-the-shoulder shot from behind the girl, looking down at the
picture she was creating. These connotations were positive in terms
of what the product could offer the audience because ownership
seemed to be equated with popularity, acceptance, admiration and
fun.
A second female
character then appeared in the advertisement. Unlike the
first character, she might be described as more stereotypically
feminine in the way that she was dressed in top-to-toe pale pink.
She seemed to tone in delicately with the pastel shades of the
product colours described as ‘blushes’ in the jingle. This might be
taken as a metaphor for femininity. There was an interesting
contrast between the apparent personalities of these screen
characters. The first character was happy to occupy herself with the
product, her lowered eyes concentrating on her picture in a manner
detached from the audience. The second character, however, turned to
face the audience with a broad smile, allowing a clear view of the
pastel colour she was using. In this way, she appeared to be
interacting with the audience on a more personal level and
communicating her enjoyment of the product.
Yet if one
followed the eye-line of the second character, one could argue that
she was looking upwards rather than directly at us. Perhaps she was
looking up at an adult figure and may have been seeking approval or
encouragement. Whatever the direction of her gaze and for whatever
reason, this character connoted a sense of pride and happiness,
positively endorsing the product. It was intriguing to consider the
position of the audience during this interchange of glances, since
it would seem that we were in an elevated and superior position.
Perhaps, in this instance, the advertisement was addressing the
adult audience sector and adopting a parental point of view to
emphasise the happiness of the child. A parent would perhaps be more
likely to purchase a product offering such positive benefits.
The closing few
shots of the advertisement once again showed examples of the types
of pictures that could be produced using the product. Images of
teddy bears, idyllic houses, flowers, rainbows and a man and woman
holding hands romantically might all connote notions of femininity.
The whole point of the product seemed to be to allow the user to
create soft, fuzzy, warm, delicate and perfumed pictures. This kind
of philosophy was clearly not conducive to producing more
‘masculine’ images such as cars, super-heroes and weaponry. Taken
together, the jingle lyrics and visual images placed this product
firmly within the realm of the feminine.
5.2.2 Popsy
(Tomy)
There was
something distinctly ‘unreal’ about this product in that there was a
cartoon feel to the setting and the images seemed stylised (cf.
Kress & van Leewen, 1996: 258). The grass was very green, the sky
was very blue and the daisies were very white. The product then
appeared in the centre of the screen comprising a small, bright
pink, hard plastic case with rounded edges, the colour code placing
it firmly in the realm of femininity.
The overall
aesthetics of the product might also signify certain notions of
stereotyped femininity. Rather than having sharp edges in the sense
of a traditional ‘box’ shape, the corners of the product were
rounded to offer a more ergonomic feel, producing a softened
appearance and might, arguably, be representative of a more feminine
image. This kind of idea has often been echoed in other contexts,
such as Mother and child and other sculptures by Henry Moore
or the bubble-like appearance of small cars that tend to be designed
with women in mind.
Suddenly, the
white daisies surrounding the box became animated and began to sing
Popsy’s theme song (product jingle). The music was very
upbeat and the flowers smiled broadly, connoting a sense of fun and
the notion that the product would bring happiness to the owner. The
camera continued to focus on the pink box, which gradually
metamorphosed in staggered movements demonstrating how it could be
opened. This might signify that the product required a little
assembly before it would look its ‘best’, with the mirror in
position and Popsy placed on a podium. However, the staggered
movements with the product elements seeming to ‘appear’ from no
where might also signify a kind of ‘magic’ or ‘fantasy’ (Acuff,
1997: 68-9; Del Vecchio, 1997: 89). ‘Fairy magic’ was often depicted
in such a way in other media contexts and television genres, such as
the 1960s comedy Bewitched (recently re-shown on television)
where things would often materialise at the wiggle of a nose! Since
Popsy also described herself as ‘the prettiest fairy’, the
magical connotations remained consistent throughout.
When Popsy
initially appeared in the advertisement, she was shown looking at
herself in the mirror. One could argue that she symbolised the
stereotypical notion of female preoccupation with outer appearance,
and the vanity often associated with prolonged mirror gazing. The
notion of beauty seemed somewhat stereotyped in the advertisement in
that Popsy had waist-length blond hair and a ‘painted face’
with red lips and long eyelashes. This image of femininity was seen
in various contexts from Barbie to the actress Pamela
Anderson and is often regarded as the contemporary (Western) beauty
ideal. It was also echoed in the artwork produced by the children
involved in the study, such as Chloe’s (age 7) Tooth Fairy (cf.
Chapter Seven). Hence, this combination of physical markers may
combine to signify ‘feminine’ and categorise the advertised product
as ‘girlie’.
Popsy
was then shown turning away from the mirror to gaze directly at the
audience. Attention was focussed on her face, before she asked ‘What
shall I wear today?’ This may again be rooted in the philosophy that
females think carefully and care about their outer appearance. This
feminine preoccupation was manifested in a slightly different way in
this advertisement, however, in that Popsy sought feedback or
an answer from those who gazed upon her. This may be a way of
seeking approval or some kind of reassurance, even to the extent of
objectification, but at the same time offered a degree of
familiarity and trust. It was somewhat unusual that a doll figure
should have a first-person voice. In many ways, her voice allowed
her to take on a life and existence of her own. However, the degree
of empowerment this may afford her was distinctly limited in that
she was asking for guidance and help. Her question would appear to
cast her as someone incapable of making her own decisions and this,
one could argue, made her reliant and weak. The connotations of this
reliance might signify that Popsy was a child who needed to
be ‘mothered’, perhaps positioning the (female) audience as primary
caregiver. Alternatively, the (female) audience might be encouraged
to imitate her as a role model of stereotyped femininity.
The next shot
sequence demonstrated how Popsy could be dressed, her various
garments clipped or ‘popped’ into position. This sequence
incorporated the advertising technique of ‘demonstration’ as the
audience was shown how to interact with the product. Once dressed,
Popsy again turned to face the audience and involve them in
the scene (cf. Kress & van Leeuwen, 1996: 254). There was a
sense that the audience represented the mirror into which she gazed
as she sought approval and a positive reflection. It might also
signify that Popsy was ‘looked upon’ and objectified for the
benefit of spectators (cf. Chandler, 1999). Since this
advertisement was so upbeat and jolly throughout, one could argue
that objectification was portrayed as something positive
A somewhat
leisurely scene then opened in which Popsy was shown walking
her dog in an idyllic park. The dog was also delicate and feminine,
rather like a fluffy longhaired lapdog and one would almost expect
it to be wearing a ribbon! Such dogs might signify a certain social
status connoting wealth, extravagance, leisure, and pampering. It
might also suggest that both the dog and Popsy have no
practical function in life and are simply decorative or even
‘useless’. Popsy then became ‘other worldly’ by donning her
sparkling wings to confirm her status as a fairy. Her detachment
from everyday ‘reality’ and the fact that she describes herself as
the ‘prettiest fairy’ seemed to somehow displace the feminine ideal
that she personified throughout. Her ‘femaleness’ became a thing of
fantasy and a means of escapism, implying that her life was one of
daydreams.
An on-screen,
human character was then introduced and it is likely that she was
cast in the role because of her resemblance to the doll.
She too had long blond hair, rosy cheeks and a cute smile, and the
similarity between her and the doll was more notable when she held
it against her cheek. This resemblance might connote a family
connection such as mother-and-daughter or sisters. A sense of love
and friendship was connoted through the way in which the girl
interacted with the doll, while the jingle implied that Popsy
would be a good playmate from ‘the moment you wake, to the end of
the day’. One could argue that the doll was being promoted as a
‘best friend’ figure, confirmed in the penultimate shot when the
young girl and her doll shared a pillow as they ‘slept’. This may
also connote that a ‘female’ day filled with preening and wardrobe
decisions is an exhausting business or that all females need their
‘beauty sleep’ to be the ‘prettiest fairy’.
The notions of
‘prettiness’ and ‘femininity’ were fore-grounded in the final
close-up shot of Popsy before she sank away into a bed of
flowers, paralleling the young child as she sank into her pillow in
the previous scene. The images used in the advertisement were
consistently delicate and ‘girlie’. There was also something
pleasingly balanced about the jingle lyrics with the use of
alliteration. Indeed, the opening line of the jingle, in which the
‘p’-sound was repeated in time with the music, drew attention to the
other ‘p’ words, binding the jingle with the product – ‘Popsy’,
‘pretty as a picture’, ‘pop’ and ‘play’.
There was further alliteration in the phrases ‘magic mirror’
and ‘Trust Tomy’, binding the visual and verbal
elements together and creating a coherent whole (cf. Myers,
1994: 32).
5.2.3 Baby All Gone
This
advertisement opened with a shot of a baby’s feeding bottle filled
with milk, obviously setting the product in the context of baby
care. The way in which the viewer was positioned in this opening
shot was also important because the feeding bottle was held within
eyeshot casting the viewer in the role of ‘mother’ and making the
advertisement distinctly ‘female’. Perhaps the advertisement was
based on the stereotyped notion that young girls wish to imitate the
care-giving role of their mothers, so feeding a baby would be a
means to re-enact these behaviour patterns.
The perspective
then shifted so that the audience became spectator rather than
participant. The feeding bottle was held in the hand of an angelic
blond child, back-lit by a ray of sunshine so that her ‘wholesome
goodness’ was emphasised by a halo effect of warm light around her
head. The tranquil and heavenly atmosphere of the soft-focus scene
might connote that the young girl was the epitome of (female)
perfection, gladly playing the role of dutiful ‘mother’ within the
safe and comfortable environment of home. Her attention was focussed
on the feeding bottle to ensure that the baby’s milk was ‘all gone’.
Once the bottle was empty, the young girl looked up with a broad
smile and sparkling eyes, perhaps seeking the attention and approval
of a figure that was subsequently revealed as her father. The
‘father’ seemed suitably impressed by his ‘daughter’ as she
identified the needs of her ‘baby’ so well. However, one could argue
that the father was the personification of or metonym for (male)
authority, power and knowledge, as often associated with the male
voiceover (cf. Content analysis). In the specific context of
this advertisement, one could argue that the stereotyped female
domain of childcare was portrayed as subject to male guidance and
approval.
The young girl
then involved her father in the feeding process by making him smell
the cherries she was about to feed to her doll. This
sensory experience seemed to bring the father and daughter closer
together as they huddled around the doll that was the focal point
for both them and the audience. This scenario might connote a
close-knit family environment in which love and affection were
openly shared. The audience was positioned at an angle where they
seemed involved in the feeding process, looking down on the doll as
the food disappeared into her mouth, rather like the view a mother
would have when caring for her child. The ‘child’ looked
helpless and dependent, perhaps connoting a need for devotion and
security, as a way to encourage nurturing feelings. This notion also
seemed to be echoed in the subsequent interaction between the father
and daughter as they shared a hug filled with pride and love. In many ways, the product functioned as a means of bringing the
family together.
Father and
daughter seemed to be observed by a third person, and this was the
position occupied by the audience for the most part. Perhaps this
third person was the real mother of the young girl, looking at the
way her daughter re-enacted her behaviour patterns. The ‘father’
playacted his role as husband-and-father in order to make his
daughter’s play situation seem ‘real’ while the daughter adopted the
role of ‘mother’ and the doll adopted the role of ‘daughter’. The
roles seemed strongly gender prescribed because the daughter was
very ‘feminine’ and the father was very ‘masculine’. This notion was
outwardly signified by the fact that she was dressed in pink while
he was dressed in blue, using the stereotyped tradition of gender
colour-coding to perpetuate stereotyped gender roles.
The atmosphere of
the advertisement and philosophy of the product promoted familial
harmony and interaction, as well as support and love. Perhaps this
picture was perceived as the ‘ideal’ scenario or set of values
(Hart, 1991: 92). A strong family unit may be a reality for some
young girls enabling them to fully understand the codes of
interaction seen between the screen characters. The scenario might
also stand as an escapist fantasy for those in the not-so-ideal
environment of family upset or divorce, allowing them to ‘feel’ what
it would be like to be part of an ‘ideal’ family. In both
situations, the product may be seen as a binding and positive force,
either as reinforcement for a child’s home reality or as a means of
wish-fulfilment. The bonding and love between the father and
daughter characters was also demonstrated by their dialogue
exchanges, encapsulated by his final utterance of ‘That’s my girl’.
One cannot be sure whether the father was referring to his own
daughter or still role-playing as the father of the doll, so the
child and the product seemed to fuse into one positive,
interchangeable force.
5.3 Emergent
patterns in the ‘typical’ girls’ advertisements
By
deconstructing, in detail, just three of the female targeted
advertisements in this sample, it is possible to identify a number
of patterns or semiotic codes that made these advertisements
distinctly ‘female’:
·
constructive play-scenarios where the product is depicted as a
positive force;
·
product demonstration;
·
dominance of pink and other delicate pastel colours;
·
emphasis on outer appearance, adornments, beauty and ‘prettiness’;
·
magic and surprise;
·
aspire to be ‘like Mum’ – the need to grow-up and be womanly;
·
home environments and domestic, nurturing situations;
·
cuteness and the ‘ah-factor’;
·
the
ability to exercise patience and perseverance;
·
smiling faces (on-screen characters and doll products);
·
girls/dolls with blond hair to reflect the ultimate ‘feminine look’;
·
friendship, companionship and family bonding resulting in love;
·
seeking approval for actions, particularly from males;
·
idealism, perfection and happiness.
5.4 Detailed deconstruction of three
‘typical’ boys’ advertisements
5.4.1 Tomy
Trains
(Tomy)
A young
blond-haired boy was the immediate focus of attention as he clutched
a bunch of red helium-filled birthday balloons. It would appear that
he had just been summoned by his father to receive his gift, his
facial expression connoting anticipation as he smiled wickedly,
rocking slightly from side-to-side in excitement. The audience was
positioned in the role of parent or ‘Daddy’ in this opening shot,
physically handing the product to the little boy. In turn, the
product was invested with the special quality of a surprise gift and
the ultimate in birthday presents. The way in which the little boy
looked joyfully at his father might signify that the purchase of the
product would guarantee the happiness of a child. One could argue
that little boys tend to greatly admire their fathers and often
aspire to be ‘like’ them. Just as young girls might be encouraged to
take on a female role through imitating the actions of their
mothers, so young boys might learn what it is to be a man from their
fathers. Since this advertisement showed the product being chosen
and recommended by someone as authoritative as ‘Daddy’, the audience
could safely assume that it is the best of its kind.
Once the little
boy was given the box, the scene changed from the living room
setting to a completely different world. Perhaps it was the opening
of the box that transported the young boy away from every day life
and into a fantasy world, just as the opening of a wardrobe door
might transport one to Narnia. The audience was drawn into
the product, following the train track as it twisted between two
mountains and into the distance. The scene was very green and
idyllic, although rather cartoon-like because of the intense and
stylised colours (cf. Kress & van Leeuwen, 1996: 258). The
audience became passengers journeying into a world of activity. The
train pulled up at a station to signify arrival at the desired
destination. The camera then imitated the behaviour of someone
arriving in a strange place, looking around and registering various
sights, making the audience feel part of the action. It also
provided an accurate ‘feel’ for playing with the product. Many
interesting features were focussed on including railway bridges,
track gauges, fuel lines and carriages, with endless activity
connoting industriousness. All the features shown were technical and
heavy-duty, signifying a masculine environment of physical work.
On a number of
occasions the little boy was shown interacting with the product,
demonstrating the various features or displaying technical
knowledge. He even assembled extra sections of track to expand his
newly created world. This might connote a sense of empowerment and
control to have a ‘whole new world at (your) command’, as emphasised
by the jingle lyrics. The word ‘command’ also connoted leadership,
perhaps even suggesting that the owner of the product was
automatically the ‘commander’, a position that might be described as
traditionally ‘male’. Thomas the Tank Engine and Friends were
then introduced, bringing the popular children’s television
programme and book series to life. Emphasis was placed on the way in
which Thomas and his friends provided companionship, perhaps
implying that the toy was ideal for isolated indoor play. In a
sense, a child could experience risk-free socialisation in a
perfectly safe ‘world’.
The boy appeared
very small within the vast parameters of his play world. An overhead
shot might connote the position of ‘Daddy’ supervising his son’s
play activities, where the elevated position might also signify
‘wisdom’. The perspective of ‘Daddy’ was juxtaposed by a
number of level shots depicting the possible views through the eyes
of the child and placing the audience in the centre of the play
situation. Any high angles used in these sequences are usually only
minimal, serving to imitate the gaze of an individual looking down
at an object. Perhaps the interchange of different
perspectives was used to illustrate how a father and son might be
united by the play experience. Their perceptions of the product
seemed strikingly similar suggesting that, aside from the obvious
difference in height, father and son were cast from the same mould
and saw the world in very similar ways. Consequently, a masculine
bond was established between father-and-son as well as between
father-son-and-product, setting the advertisement firmly in the male
domain. The product also seemed to function as an element within the
maturation of the young boy when he was assured by his father that
‘those trains will grow up with you, son’.
One particularly
interesting perspective was afforded with the use of a low angle
where the audience seemed to be placed inside one of the train
carriages, rather like passengers. The young boy was shown looming
overhead rather intimidatingly (cf. Kress & van Leeuwen,
1996: 254). A visible hierarchy of power might be in operation where
the young boy was more important than the audience was, but still
second-in-command to the ultimate power of his father. In a sense,
the product encouraged the child to take control of the world he had
created and also learn to behave like a man. The end of the
advertisement was interesting, since the little boy was shown
sitting in the middle of the track complex, waving his hands as if
saying goodbye and smiling broadly, perhaps signifying that he was
happy to remain in his fantasy world. Interestingly, the shift in
camera perspective then suggested that the boy had been transported
back to the ‘real world’ of his living room and that the train was
returning to the fantasy world, breaking the spell of the play
scenario. The train tracks reached into the distance as far as the
eye could see, signifying the extent of the journey into a world of
new possibilities.
The product
jingle was rather humorous in that it was sung by a man with an
exceptionally deep voice and contrasted dramatically with the
physical appearance of the little boy. Since the narrative thread of
the jingle was in the first person narrative one can assume that it
was meant to represent the young boy’s ‘life story’. The depth of
the man’s voice contrasted dramatically with the frail delicacy of
the young blond-haired boy, perhaps connoting that the little boy
could be a man in this new fantasy world, as well as symbolising the
things-to-come in adulthood.
5.4.2
Micromachines Night Attack
(Galoob)
The whole
atmosphere of this advertisement was dark, shady and foreboding
perhaps connoting imminent threat and the risk of ‘evil’ activities.
The initial scene was so poorly lit that it made it difficult to
decipher what the camera was framing. Gradually, a shape emerged
from a patch of dense undergrowth and the sly appearance of the
character might signify that he was an ‘enemy’ figure. A dark-haired
boy with a menacing facial expression, dressed in military attire
with camouflaged stripes painted across his face came into view,
rather like the ‘stereotypical’ enemy in the context of a war film.
His appearance also corresponded with the opening line of the
product jingle referring to ‘when the enemy attacks’, warning the
audience of danger.
The low camera
angle placed the audience on a par with the enemy, creating a sense
of uncertainty where the audience might feel unsure about their
status as ‘good’ or ‘bad’. The next shot adopted the point-of-view
of the ‘enemy’, looking up at the control tower of Night Attack.
The tower loomed out of the darkness of the undergrowth. The use of
phallic symbolism was obvious since the product was literally just a
tall tower attached to a base unit. Perhaps the (male) audience was
meant to admire not only the product but also the foreboding
appearance of the phallus, connoting power, authority and manhood (cf.
Harris, 1999: 58/60). Indeed, the low camera angle used for the
initial sighting of the tower created the illusion that it was a
looming force of considerable proportions, which might signify male
potency and all things ‘macho’.
There were two
male characters in charge of the Night Attack tower – a
blond- and a dark-haired boy – yet their statuses differed. The
blond-haired boy seemed to be vested with the main responsibility
for the searchlight, the most significant feature of the product. He
must therefore have been in control of defence and a significant
component in the process of enemy defeat. While colours often carry
powerful messages about mood, atmosphere and target audience, there
were long-standing codes attached to the use of ‘white’ and ‘black’
as binary oppositions within a semiotic framework. ‘White’, is
related to notions of purity and a signifier of ‘good’, while
‘black’ has come to represent what is tainted, nasty or corrupt,
signifying ‘bad’. This type of coding is often seen, for example, in
classic Western films where the Sheriff wears a white Stetson and
the outlaw a black one.
One could argue
that blond-haired characters (as ‘white’) have traditionally been
thought to represent the forces of ‘good’, such as Luke Skywalker
in Star Wars. Indeed, in many of the advertisements in this
sample, for both male and female target audiences, it was often a
blond child who was shown joyfully interacting with the product
(e.g. Jonny Quest, Tomy Trains, Baby All Gone,
Sindy and Barbie). In the context of this
advertisement, the ‘good’ blond character operated the searchlight
signifying that the product was a vital component in the battle
against evil. The dark-haired boy, in contrast, appeared
to have less power signified by the fact that his head-level was
lower than that of his blond-haired counterpart (cf. Goffman,
1979) and he remained passively in the background perhaps signifying
that blond was ultimately ‘better’.
All subsequent
shots placed the audience in the authoritative position of the
blond-haired boy, giving insight into product ownership and power.
The weapons were shown in graphic detail, perhaps connoting a sense
of military ‘realism’. As each missile was successfully fired and
the enemy ‘blasted’ the boys became increasingly excited, signified
by a lot of ‘air punching’ and the buddy male bonding of
‘constructive destruction’. The product therefore connoted notions
of camaraderie. The surroundings were consistently ‘dark and
dangerous’ as stressed by the jingle lyrics, connoting a sense of
the unknown, imminent attack and high drama. To heighten the sense
of searching fearlessly in the dark, the enemy was suddenly caught
in the powerful searchlight of the Night Attack tower,
blinding the advancing threat with a powerful ‘white-out’. The way
in which the scene was obscured by blinding whiteness might also
signify that the forces of good captured the ‘enemy’ who was perhaps
even ‘cleansed’ by the purity of the light.
In the next shot,
the Micromachines product logo exploded out of the screen,
perhaps connoting the destructive theme of the toy and echoing the
way in which the weapons were fired at the enemy. The graphics also
connoted energy and dynamism to add to the excitement of owning the
product. The closing product-still was interesting in terms of the
lighting used and it incorporated two the extremes or binary
oppositions of ‘light’ and ‘dark’. The view of the Night Attack
tower was initially shown in ‘natural daylight’, looking
uninteresting and a little too ‘plastic’ to be a convincing military
base. The basic code or format of most toy advertisements generally
means that the product will be shown at its very best in the end
still. After the ‘excitement’ of the advertisement, the audience was
made to wait in anticipation for a few moments, until darkness
suddenly fell over the scene and a starry backdrop emerged behind
the tower. The strength of the searchlight cut through the
gloom and the product looked more foreboding and formidable,
allowing the advertisement to finish memorably on a ‘high point’.
The soundtrack heightened the suspense since the rhythm of the male
chanting and the staccato strains of a rock guitar and drumbeats
made everything seem dramatic, unpredictable and intense.
5.4.3 Mutator
(Tyco)
The words
‘Maximum Heat!’ opened this advertisement, both printed on the
screen and spoken by the voiceover. The words might carry with them
various product connotations. ‘Maximum’ might connote notions of
extremity and pushing something to the limits without compromise.
‘Heat’ is directly linked with the concept of ‘hot’ as being ‘cool’!
That is to say, individuals often use words such as ‘hot’ or ‘cool’
when they wish to speak approvingly of something. ‘Hot’ might also
signify the temperature of the car due to the rapidity with which it
is said to travel, where one can ‘burn rubber’ by speeding along or
doing wheel-spins!
The car then
burst suddenly onto the screen at great speed and from a very
peculiar angle, perhaps connoting the dynamism of the vehicle. The
angle also made the entrance of the car very dramatic, unpredictable
and surprising, an intrusion that might also force one to sit up and
take notice. The name of the product – Mutator – then
appeared across the width of the screen. The lettering was
flame coloured, perhaps as a means of visually representing the
concept of ‘maximum heat’. Flame symbolism was often used in the
male targeted advertisements in this sample (e.g. Action Man,
Criss Cross Crash), perhaps as a way of connoting that the
products were all ‘too hot to handle’ and were, by implication, only
suitable for strong and hardy boys. The lettering in this instance
also sloped to the right, using a sweeping font, perhaps to signify
a forward movement and speed. This method of connoting dynamism was
often used in the cartoon genre to emphasise forward movement.
Perhaps the most famous representation of this technique is
Roadrunner who often speeds along with diagonal posture!
The remote
control unit or handset was then shown from a high angle, placing
the audience in ‘the driving seat’. This connotes a sense of power
and control over the events on screen. This sense of control was
emphasised later when the voiceover gave a highly complicated and
technical description of what was essentially a simple battery unit
– ‘ Tyco rechargeable 9.6 3-60 turbo Mutator’. This
phraseology seemed to mimic the way in which cars are often
described in advertisements, relying on so-called (masculine)
‘assumed knowledge’ about all things technical. The battery was
presented as a mysterious source of winning power and, when held in
the hands of a young boy might also make him a powerful winner.
The advertisement
included, as one might expect, a number of fast-moving images of the
car speeding along in a rugged outdoor landscape. Such settings are
traditionally ‘masculine’ in the sense that they connote physical
hardship, challenge and hostility. In many ways the product seemed
detached from the constraints of the ‘real world’ in that it
inhabited an escapist environment of adventure and excitement. In
one instance, the camera followed the car from the rear creating the
feeling of actually riding on board. This kind of technique was
often employed for coverage of motor-racing events such as Formula
One, adding a sense of authenticity and a taste of heart-stopping
exhilaration and action.
The product was
called Mutator for the rather logical reason that it was
capable of changing shape to ‘mutate’ into different types of
vehicle. Hence, the product offered extra value of several exciting
vehicles in one unit. Each version of the car was explained in an
animated way, as superimposed cartoon arrows indicated where the
changes occurred. After each mutation, the car was shown
in the appropriate context. For example, the off-road truck
negotiated a very rocky setting, while the lower racing vehicle
travelled on a flat dirt track. Each setting suited the capabilities
of the vehicle type so the context of the advertisements was closely
aligned with the nature of the product. This is an example of the
notion that ‘form’ follows ‘content’ (cf. Singleton-Turner,
children-media-uk archive).
A slowly paced
shot showed the car placed at an angle on a pile of rubble. In many
ways, this display reflected the way in which real cars were shot
for static advertisements, such as the Landrover Discovery
perched precariously on a cliff edge. The implication seemed to be
that one must have expertise and professionalism to control the car,
traits that arguably belong in the stereotyped male domain of
competition, prowess and aggression. The use of lighting was very
interesting because it was natural and ‘outdoors’. The setting sun
was used to add extra dazzle to the product and also reiterated the
concept of ‘maximum heat’, a reddened scene connoting warmth. The
clouds of dust churned up by the car also created a kind of veil
through which the car was shot. The atmosphere became dreamlike
perhaps signifying that this car was a ‘dream machine’. The final
shot showed the car bursting through a pile of twigs towards the
viewer. This approach could certainly be described as ‘in your
face’.
5.5 Emergent
patterns in the ‘typical’ boys’ advertisements
By
deconstructing, in detail, just three of the male targeted
advertisements in this sample, it is possible to identify a number
of patterns or semiotic codes that made these advertisements
distinctly ‘male’:
·
constructive play-scenarios where the product is ‘positive’;
·
destructive play-scenarios where the product is ‘negative’;
·
emphasis on technical and/or mechanical features with insight into
what things ‘do’;
·
assumed knowledge and technical know-how for an understanding of the
product;
·
use
of either bright or primary colours (for younger boys) or dark and
gloomy colours (for older boys) to echo the theme of the product;
·
empowerment of the product-user through control of product and
product-outcomes;
·
aspire to be ‘like dad’ – the need to grow-up and be manly;
·
clear distinctions made between ‘reality’ and ‘fantasy’;
·
unsightliness and the ‘yuck-factor’;
·
action oriented with rapid movements to pump the adrenaline;
·
‘nasty’ or ‘nice’ facial expressions, depending on the product
philosophy;
·
use
of cartoon conventions in terms of characters, settings and
on-screen animation;
·
performance, accomplishment and winning at any cost;
·
cross-media tie-ins.
5.6 Comparing male- and
female-targeted toy advertisements
By summarising
the prominent patterns that emerged from a detailed analysis of just
six advertisements in this sample, it is possible to create a basic
framework of what ‘is’ and ‘is not’ masculine and feminine in the
world of children’s toy advertisements. The girls’ advertisements in
the overall sample were shown to be essentially constructive in
terms of the play scenarios perpetuated by the product. Things were
made, friendships were forged and the status quo was maintained. The
boys’ advertisements, on the other hand, involved a curious mix of
constructive and destructive play. Things were made, competitions
were won and buddy scenarios evolved as a result of the products,
but things were also devastated, violence often erupted, rivalry
might be fierce and the play scenario might disintegrate into chaos.
Here, the stereotyped perceptions of masculinity and femininity
began to emerge as girls were expected to behave calmly with
compassion, kindness and reasoning, while boys were encouraged to be
angelic one moment and aggressive the next. These observations might
be summarised as a series of classic binary oppositions based on
male/female, including destructive/constructive, nasty/nice,
cruel/kind, un-co-operative/co-operative, and chaos/calm.
Male- and
female-oriented products also seemed to be presented in different
ways. Girls’ products were often ‘demonstrated’ – the product
features were made apparent to the audience as an on-screen
character was seen to use them within the play scenario. The
products tended to be approached as if the (female) target audience
had never encountered or used such a product before, and the ‘fun’
of product interaction was emphasised. A young girl might be told
‘this is a baby and this is how you feed her’ or ‘this is an art kit
and these are the pictures you can create with it’. Those
advertisements aimed at a male audience once again took a dual
approach. An insight was given into what the products could ‘do’, in
other words a demonstration, while at the same time assuming that
the (male) target audience had a certain level of existing knowledge
about the product. A young boy might therefore be told ‘this is a
baddie and you know what to do about it’ or ‘this is a
remote-control car and you know how to operate it’. In many ways,
the male audience was given credit for being mature and
knowledgeable. The female audience, in contrast, seemed to be
regarded as naïve, ignorant and in need of guidance. Further binary
oppositions emerge, including knowledge/ignorance and
mature/immature.
As previously
suggested, colours are often seen as a powerful culturally based
marker of gender. From a very young age, children are likely to
assimilate the various connotations of one colour over another. One
could argue that colours are utilised in toy advertisements as
easily identifiable markers to appeal to specific audience sectors.
Needless to say, there was a predominance of pink in the female
oriented toy advertisements in the sample. Pink was repeatedly
identified as a ‘girlie’ colour by both the adult coders (Chapter
Four) and the children interviewed during this investigation
(Chapter Seven), seeming to have very clear-cut ‘feminine’
connotations. On no occasion was the colour even vaguely considered
to be suitable for boys and was often rejected (by both boys and
girls) because of its female exclusivity. It was also the intention
of manufacturers such as Mattel to vest a high degree of feminine
status in the colour (cf. Miller, 1997) by wishing to make
designated aisles in major toy shops immediately recognisable as
being ‘for girls’.
The use of colour
in the advertisements aimed at boys was a little different because
there were distinct variations depending on the age of the target
males and also on the theme of the products. Those advertisements
aimed at the young (under seven-year-old) sector of the boy market
generally utilised bold primary colours that were both cheerful and
eye-catching. Indeed, primary colours were often used in the sample
advertisements aimed at a mixed audience, because they tend to
connote ‘fun’ and happiness. As the target boys became older,
however, there was a distinct colour shift from ‘cheerful’ to
‘gloomy’. This shift may be more complicated than simply a
maturational issue where gloomy colours might be perceived as more
serious and grown-up. Rather, the changing use of colours also
corresponded with a shift in the types of products marketed to
slightly older boys. The product themes became darker, often
grounded in the fight against evil. The characters depicted in the
advertisements, such as Dread Wing from Dragon Flyz
(discussed below) or Darth Vader from Star Wars, are
innately ‘bad’ and the use of dark colours works well to signify
their inner personalities and threatening presence.
It is also
possible to decipher what one might refer to as ‘attitude codes’ in
how boys and girls appear to be perceived by advertisers and toy
companies. There was a difference, for example, between the way in
which boys and girls were ‘expected’ to behave when interacting with
the products being sold. This might bring us back to the question of
so-called appropriate gender behaviour and the expectations of
society (cf. Chapter Two). Past researchers have identified
the binary opposition of ‘active’ versus ‘passive’ in boys’ and
girls’ advertisements respectively (Smith & Bennet, 1990: 101). From
an in-depth analysis of just six advertisements, the same binary
opposition is seen to emerge, similar to that suggested by Berger
(1972, in Vestergaard and Schrøder, 1985: 81). The boys’ products,
for example, encouraged the adoption of a rather active role of
‘doing right’ while the girls’ products encouraged the more passive
role of simply ‘looking right’– The girls tended to ‘be’ whilst the
boys’ tended to ‘do’. This might also be said to tie in with the
previous notions of ‘assumed knowledge’ versus ‘assumed ignorance’.
In this way, one could argue that the status of girls and girls’
toys was diminished when compared with that of boys and boys’ toys
because of the reduced levels of both the mental and physical
involvement required to ‘enjoy’ or ‘appreciate’ the product. Two
more binary oppositions, in this instance, might include bad/good
and active/passive.
The theory of
imitative behaviour in young children has often been investigated,
particularly in terms of the re-enactment of violent acts (cf.
Bandura & Walters, 1963). One could argue that the process of
growing up and negotiating one’s place in life is one of
experimentation and that in a modern (Western) materialistic society
toys might play an integral part in children’s role-play scenarios.
It is also reasonable to assume that young children will look up to
and admire their parents and might seek to imitate adult behaviour.
Aspiration can be identified as a theme running through many of the
toy advertisements in the sample, in that the children on-screen
were shown using the advertised products to recreate adult scenarios
and behaviour patterns. While the advertisements in this sample, for
boys’ and girls’ respectively, utilised very different models of
behaviour the underlying notion remained common – the boys and the
girls were encouraged to relate to and seek to be like adult
versions of their own genders.
Many of the
advertisements in this sample provoked certain reactions from the
adult coders. The overall appeal and theme of the advertisements
aimed at boys and girls seemed to be defined as having either the
‘yuck’ or ‘ah’ factor respectively. A similar notion might be
identified in the small sample of advertisements analysed here in
that a vile incarnation such as Dread Wing (discussed below)
might inspire an ‘yuck’ reaction, while a cute doll like Baby All
Gone might inspire an ‘ah’ reaction. Of course, these reactions
would also reflect, in part, the perspective of the individual
audience members where young boys might also label Baby All Gone
as ‘yuck’! Essentially, however, the underlying idea or ‘feel’ of
male- and female-targeted advertisements remained distinctly
separate. ‘Yuck’ was generally related to anything gross and
disgusting, ugly, destructive or ‘dark’ and might therefore be
described as stereotypically ‘masculine’. ‘Ah’, in contrast, was
generally related to anything cute, fluffy, dependent and ‘nice’, so
might therefore be described as stereotypically ‘feminine’. Applying
the commutation test to such concepts only serves to further prove
this point. A character as unsightly as Dread Wing could
never be classed as having the ‘ah’ factor, even if he were painted
pink, while Baby All Gone simply would not become a powerful
force in the ‘yuck’ world of evil and destruction!
There was also an
obvious contrast between the appearance of the on-screen characters
in the advertisements aimed at boys and girls respectively. In order
for a toy product to appeal to a given sector of the audience, it is
a convention to show the product being demonstrated by a member of
that audience sector. In other words, boys were shown playing with
‘male’ products while girls were shown playing with ‘female’
products. One might expect such a scenario in the context of
narrowly prescribed products, but the gender of the on-screen
characters was not the only difference in male and female targeted
advertisements. When one looks at the emotions conveyed by the
on-screen characters through their (exaggerated) facial expressions,
it is possible to identify distinctly male and female
characteristics and temperaments. In advertisements aimed at girls,
for example, the female screen characters (almost without exception)
appeared to exude happiness from every pore. Their faces beamed
brightly, as they seemed eternally ecstatic about the products they
were advertising. The appearance of the female screen characters
might also be said to tie in with the notion that girls and women
are expected, by society, to be mild mannered and genial at all
times (cf. Courtney & Whipple, 1983: 158; Verna, 1975).
The advertisements
aimed at boys were a little different in that the emotions expressed
by the on-screen characters were variable. In some advertisements,
the on-screen male characters appeared to be happy and excited,
which might be said to relate to the advertiser’s wish to make the
toy products appear ‘fun’ and ‘enjoyable’. While the girls appeared
somewhat two-dimensional in their happiness, however, many male
characters were also shown transgressing to the side of darker
emotions such as anger, aggression and pure evil. Smiling faces were
often replaced by furrowed brows and grinding teeth, signifying the
harsher side of masculinity.
While the
on-screen characters were male or female depending on whether the
advertisements were aimed at boys or girls, there were also subtle
differences between the ways in which the characters interacted
within the structural narrative of the text. That is to say, there
were differences between the way in which boys interacted with boys
and girls interacted with girls within the male- and female-targeted
advertisements respectively. These interactional differences might
once again be described as masculine or feminine in connotation. In
the advertisements aimed at girls, for example, where more than one
character appeared on the screen, an emphasis seemed to be placed on
social interaction and friendship. The girls were often shown being
drawn together by the product, conversing about the product features
and mutually constructing the play scenario. They tended to show
consideration and respect for one another, demonstrating ‘female’
socialisation tendencies (cf. Bonelli, in Manca & Manca,
1994: 88).
Boys, in
contrast, occupied more antagonistic relations towards one another.
In many of the advertisements, the need to win within a competitive
or dangerous context seemed to be the driving force behind the
actions of the characters. Even where the narrative might be
described as ‘buddy’ there tended to be sense of rivalry about who
might outperform the other and be ‘best’, so that boys were
portrayed as ego-driven. The product was consequently positioned as
an effective ego-boost, facilitating the winning process and vesting
the product owner with a degree of all-important superiority or
power over his male (non-product-owning) companions. Essentially,
the on-screen characters, in either the male or female audience
context, served to personify the notion of ‘empowerment’ as a result
of product ownership. It was often an underlying suggestion in the
advertisement sample as a whole that the product would ‘enhance’ the
life of the owner by bringing with it friendship, comfort, control,
admiration or victory depending on the overall philosophy the
product manufacturers wished to convey. One other binary opposition
might therefore be anti-social/social.
A final point to
consider is that of the differing product contexts in male- and
female-targeted advertisements. Those advertisements aimed at girls,
in this sample, tended to be stand-alone in the sense that the
product had an existence in its own right. That is to say, the doll
worlds of Barbie, Sylvanian Families or the Cabbage
Patch Kids have an established life of their own and their
successes in the marketplace have not relied upon being grounded in
any other media genres. One could argue that young girls would have
relative freedom to build their own play narratives around the types
of products being marketed. The boy-targeted products in the sample
were approached in a slightly different way. Many of products were
grounded in other media genres and the development of product lines
often corresponded with developments within those other narrative
outlets (cf. Miller, 1997). Product lines such as Jonny
Quest and Space Monkeys were launched on the strength of
televised cartoon series, Batman and Action Man began
life as comic-book heroes, whilst the Star Wars Trilogy
fuelled one of the most successful boy-toy lines in merchandising
history. The marketing of male-oriented toys is often accomplished
through the clear establishment of cross-media parallels, grounding
the toy within a very specific context. One could argue that this
allows little possibility for total fantasy play because the toys
are often manufactured as a means of re-enacting specific scenes
from television, film or print. Whether the product is stand-alone
or media-grounded, however, one could argue that play possibilities
were limited for both girls and boys because of the integral
weaknesses of the ‘stylised’ play scenarios that were presented as
‘real’ and ‘spontaneous’ in the advertisements.
It is possible to
summarise the above observations in terms of whether they can be
described as distinctly ‘male’ or ‘female’ in connotation. The
reader can clearly see that a number of interesting binary
oppositions or gender codes emerge (cf. Chapter Two –
2.3.1.4.1):
5.6.1 Summary of the toy
advertisement features with specific gender connotations
Features with ‘male’
connotation
|
Features
with ‘female’ connotation |
|
Constructive and destructive
play |
Constructive play only |
|
Assumed knowledge |
Assumed
ignorance |
|
Bold or dark colours |
Pink
|
|
‘Like Father’ |
‘Like
Mother’ |
|
‘Yuck’ |
‘Ah’
|
|
Nasty |
Nice |
|
Ego driven |
‘Other’
driven |
Media grounded
|
Stand-alone |
5.7 Codes in children’s toy
advertisements
Given the
enormous detail extracted from and the connotations generated by
just six toy advertisements within the overall sample, it should be
clear to the reader that undertaking a semiotic analysis of the
entire sample would be too great a task within the confines of this
investigation. It may also be the case, given the highly prescribed
and generally repetitive nature of the advertisements in the sample,
that few new ideas would actually be revealed about what is
intrinsically ‘male’ or ‘female’ in the world of children’s toy
advertisements and would consequently not be an insightful exercise.
It is, however,
still possible to take the complete sample and deconstruct it in
ways conducive to the identification of images, messages and ideas,
and a discussion of what these might communicate to the audience. In
the context of a semiotic analysis, these patterns can generally be
referred to as codes or sets of practices (cf. Chandler,
1994a). The semiotic codes might include such issues as
advertisement themes, gender-specific behaviour patterns, narrative
frameworks, and product philosophy. In terms of toy advertisements,
these codes might well feed back into what it means to be firstly a
child and secondly a boy or a girl. One could also work on the
assumption that these codes might carry with them subtle inferences
for the child target-audiences, positioning them in particular ways
and offering them specific frameworks through which they should view
their play worlds and wider social existence.
Each
advertisement in the sample was viewed in an attempt to identify
some of the most prominent patterns of thematic construction. Some
advertisements contained multiple thematic codes, in the same way
that many individual shots contained several interacting production
and post-production features (cf. Content analysis). Each
time a thematic code was identified it was noted. A complete summary
of the codes in each advertisement across the toy sample as a whole
is given in Appendix F.3-5, while a summary is also given for each
audience category (Appendix F.6). For ease of reference in this
chapter, the codes have been summarised for each audience category
into a rank-order table (5.7.1). The codes appear in descending
order of importance and the number of advertisements in which the
codes appeared is marked in brackets. The various themes have also
been grouped together within the table to facilitate comparisons of
their importance within the context of a given target audience. Some
intersecting codes and interesting similarities are shaded, but it
should be noted that their rank orders within each audience category
do not necessarily correspond. That is to say, their relative
importance within the structure of the (gendered) advertisements may
differ.
5.7.1 Rank order summary of the
thematic codes in the children’s toy advertisements
|
Boys’
Adverts (43) |
Girls’
Adverts (43) |
Mixed
Adverts (31) |
|
Gendered interests (43) |
Gendered interests (43) |
Sense of chaos (27) |
|
|
Friendship (43) |
Active characters (27) |
|
|
Action starts slowly (43) |
|
|
|
Constructive play (43) |
Constructive play (24) |
|
|
|
Reality play (24) |
|
Ad. opens mid-action (37) |
|
|
|
Sense of chaos (35) |
Sense of order (37) |
|
|
Reality play (33) |
Reality play (36) |
|
|
Passive characters (32) |
Passive characters (36) |
|
|
Constructive play (28) |
|
|
|
Rivalry (27) |
|
Rivalry (19) |
|
Destructive play (26) |
Maintain status quo (28) |
Ad. opens mid-action (17) |
|
Gendered role play (22) |
Gendered role play (25) |
Destructive play (16) |
|
|
Secrets & magic (22) |
Action starts slowly (14) |
|
Maintain status quo (17) |
Metamorphosis of toy (16) |
|
|
Toy empowers owner (15) |
Toy empowers owner (10) |
|
|
Fight against evil (15) |
|
Friendship (11) |
|
Friendship (14) |
|
Maintain status quo (11) |
|
Fantasy play (12) |
Fantasy play (8) |
Fantasy play (10) |
|
Active characters (11) |
Active characters (7) |
|
|
|
Sense of chaos (6) |
Secrets and magic (7) |
|
Metamorphosis of toy (8) |
|
Toy empowers owner (5) |
|
Sense of order (8) |
|
Sense of order (4) |
|
Action starts slowly (7) |
|
Passive characters (4) |
|
|
|
Metamorphosis of toy (3) |
|
|
|
Fight against evil (1) |
|
|
Order from opposite sex (2) |
|
|
|
Destructive play (1) |
|
|
Secrets & magic (0) |
Rivalry (0) |
Gendered role play (0) |
|
Order from opposite sex (0) |
Ad. opens mid-action (0) |
Gendered interests (0) |
|
|
Fight against evil (0) |
Order from opposite sex (0) |
The majority of
the terms used to classify these codes are self-explanatory, but
others may require brief clarification here. Gender stereotyped
interests was used to classify those advertisements which showed
boy and girl characters pursuing (product related) activities that
were traditionally regarded as ‘male’ (sports, vehicles, fighting)
or ‘female’ (babies, art, animals) (cf. Acuff, 1997: 142-3).
The product may also be portrayed as constructive, so having
the positive connotations of producing something or destructive,
having negative connotations of eliminating something. Similarly,
the product may be grounded in the ‘reality’ of everyday
existence (home, school) or seem otherworldly and contextualised in
‘fantasy’. The product may be shown to ‘empower’ the
user by making them more popular, successful or socially accepted.
The on-screen characters might appear to be passive, in the
sense that the product governs and constrains their actions or
active, in that they have the freedom to govern the product.
Finally, the action on the screen might unfold slowly so that
the audience is gently coaxed into the situation, or open
mid-action to throw the audience in at ‘the deep end’.
Whilst the mixed
audience advertisement codes are also included in the table, the
main focus will remain on those advertisements targeted at boys and
girls respectively. This should have little impact on the overall
conclusions drawn from the emergent patterns in this instance
because the content analysis effectively demonstrated that the mixed
audience advertisements were essentially ‘male’ in construction. In
many ways, a similar philosophy emerged from an identification of
thematic codes. Many of the codes such as ‘chaos’ and ‘rivalry’
followed the male pattern. The mixed audience advertisements were
‘universally’ appealing because they eliminated any possible
exhibition of ‘gendered role-play’ and ‘gendered interests’; two
codes that figured very highly in the single-sex advertisements. The
only instance in which the mixed audience corresponded with the
girl-targeted advertisements was in terms of ‘constructive’ play
scenarios. Perhaps this might link to the nature of the toys being
advertised where the majority of girls products involved
establishing good social relations through ‘caring and sharing’,
while the mixed audience advertisements involved many social,
interactive family games that required more than one player.
Interestingly, ‘fantasy’ was the only code noted about equally
across all three audience-categories perhaps linked to the ‘fantasy’
emphasis in most play scenarios.
It is interesting
to compare the most frequently and the least frequently used codes
in the context of boys’ and girls’ advertisements. Such a comparison
clarified what can be described as ‘distinctly masculine’ or
‘distinctly feminine’ within the context of children’s toy
advertisements. The following summary table provides a convenient
overview of the emerging patterns:
5.7.2
Summary of the frequently and
infrequently used thematic codes in the toy adverts
|
Most
frequent codes in boys’ adverts |
Most
frequent codes in girls’ adverts |
|
Gendered
interests (43) |
Gendered
interests (43) |
|
Advert
opens mid-action (37) |
Friendship
(43) |
|
Sense of
chaos (35) |
Action
starts slowly (43) |
|
Reality
play (33) |
Constructive play (43) |
|
Passive
characters (32) |
Sense of
order (37) |
|
Least
frequent codes in boys’ adverts |
Least
frequent codes in girls’ adverts |
|
Metamorphosis of toy (8) |
Order from
the opposite sex (2) |
|
Sense of
order (8) |
Destructive
play (1) |
|
Action
starts slowly (7) |
Rivalry (0) |
|
Secrets and
Magic (0) |
Advert
opens mid-action (0) |
|
Order from
the opposite sex (0) |
Fight
against evil (0) |
What seemed most
apparent was the distinct pattern of codes used in the
advertisements aimed at girls in this sample. The first four codes
listed in the above ‘top five’ actually appeared in every
girl-targeted advertisement. There was no comparable strength of
coding in those advertisements aimed at boys. It would seem that the
advertisers were working within the confines of a highly prescribed
notion of femininity, adhering to gendered interests, friendship,
slowly unfolding action and constructive play. A similarly strong
pattern emerged from the least frequently used codes in the
girl-targeted advertisements, with only three exceptions in an
otherwise zero use of destructive play, rivalry, mid-action
openings, fights against evil and orders given by the opposite sex.
The boy-targeted advertisements, in comparison, appeared to exhibit
a broader base of coding offering more variety and fewer extremes
or, as one might argue, the ‘unmarked norm’. Essentially, one can
observe that gendered interests would appear to be a key factor in
the targeting of a given product at an audience sector. This is
perhaps rather predictable in the context of toy advertisements
because young children are thought to relate to and associate most
closely with their own genders (cf. Courtney and Whipple,
1983: 47; Manstead and McCulloch, 1981: 178). The gendering of
interests was equally prominent in advertisements aimed at boys and
girls respectively and should probably be read as integral to the
success of a product in the market place.
In other
respects, there was a balanced contrast between the approaches taken
to targeting boys and girls in this sample of advertisements. There
was direct opposition in the construction of male and female
advertisements. It was as frequent for male-targeted advertisements
to open in mid-action as it was infrequent for female-targeted
advertisements to do so. Similarly, the position was reversed in
terms of the slow unfolding of action since it was more frequent in
girls’ than in boys’ advertisements. Further cross-referencing in
the above table reveals the distinctive masculinisation of chaos,
destruction and rivalry compared with the feminisation of order,
construction and friendship. These patterns would once again appear
to correspond with traditional stereotyped notions of what it means
to be male or female – a clear structure of extremes, where the
advertisement codes were seen as either clearly masculine or clearly
feminine at the upper and lower ends of the ranking.
To return to the
initial summary table (5.7.1) of thematic codes, however, there is a
surprising degree of equilibrium towards to middle of the ranking.
One could argue that, as well as the heavily prescribed approaches
that force the sampled advertisements into either male or female
domains, there are also certain elements that appeared equal within
these particular types of advertisement. Reality and fantasy play
seemed to have about equal representation across the sample of boys’
and girls’ advertisements, with only marginal differences in counts.
There were three more instances of reality play in girls’ than in
boys’ advertisements and four more instances of fantasy play in
boys’ than in girls’ advertisements. This might suggest that girls
are marginally more likely to be placed in home or school
environments while boys are marginally more likely to indulge in
escapism. These differences, however, do not seem to mark as obvious
a gender bias as suggested in other studies (cf. Smith, 1994:
329).
Similarly, the
use of passive and active characters was about equal. The product
governed the child (passive character) in four more girls’ than
boys’ advertisements, while the child (active character) governed
the product in four more boys’ than girls’ advertisements. One could
argue that this was akin to the previously suggested notion that the
girls tended to ‘be’ whilst the boys’ tended to ‘do’, but again the
contrast does not seem dramatically noticeable across the sample as
a whole. Perhaps what makes the contrast between ‘active’ and
‘passive’ appear more obvious in the boys’ and girls’ advertisements
is the use of distinctive editing and post-production techniques,
where the former employ faster cutting rates to increase the sense
of pace. Hence what emerged as only a minor difference in thematic
content codes was exaggerated by form, demonstrating that form and
content can actually be autonomous (cf. Content analysis).
Gendered role-play was given about equal representation within the
sample, where the universal appeal of empowerment through toy
ownership was slightly more likely to be employed in boy-targeted
advertisements. One could argue that these minor differences have
more to do with the marketing of the product in a positive and
appealing way (i.e. in accordance with the theme of the product)
than with the overt gender stereotyping of the audience.
5.8 Comparing similar products
targeted at different audiences
The possibility
that the nature or theme of the product might have greater influence
over the marketing strategy than any overt gender stereotyped
advertising techniques prompted a comparative study of similar
product-types that were differentially advertised to boys and girls.
Perhaps products, identical in terms of construction and principle,
were thematically manipulated in order to cater for gendered
interests and therefore appeal directly to distinct sectors of the
audience. As Bosch (1985: 145, in Forceville, 1996: 76), explained:
‘If two things appear similar or are even indistinguishable in one
context, they may not only be easily distinguishable but even quite
dissimilar in another context’. Whilst the deconstruction of single
advertisements within given audience domains revealed some
illuminating contrasts between boy- and girl-targeted advertisements
respectively, it was equally startling to compare the way in which
near identical products were given male and female ‘spins’.
Within the whole
sample, four advertisements emerged as the strongest examples of
identical products marketed in gender stereotyped ways. These
advertisements could be grouped into the two toy ‘realms’ of
vehicles and dolls, where the former were arguably ‘male’ and the
latter were arguably ‘female’. Comparisons might therefore
demonstrate how advertisers interchange product principles between
the ‘male’ and ‘female’ by manipulating the ways in which they are
grounded in a given advertising narrative. The advertiser’s choice
of marketing strategy in each instance might also give an insight
into the fundamental differences between ‘male-’ and ‘female-’
oriented advertising techniques.
The first pair of
advertisements to be juxtaposed was for Action Man and
Sindy. These products were both manufactured by the toy company
Hasbro, were both standard sized (9 inch) dolls although the former
was referred to as an ‘action figure’ (cf. Miller, 1997), and
were generally aimed at children in the ‘middle band’ of young
childhood (aged 4 to 8 approximately). Each ‘doll’ was marketed
along with separately acquired accessories. The product ranges were
extensive and variable within the original themes of Action Man
as a military figure and Sindy as a fashion doll. For the
purpose of this comparison, focus will be placed on the vehicular
aspects of the product lines, as found in this advertisement sample.
The vehicles can be paralleled as strongly as the ‘dolls’ in that
both the Action Man Lightning Strike Vehicle (LSV) and
the Sindy 4x4 Jeep were designed for adventure in the great
outdoors and had various features concealed within the construction
of the product. If one were to apply the commutation test to the
products, the play principles could be easily interchanged between
the male and female target audiences.
The second pair
of advertisements to be compared was for Dragon Flyz and
Sky Dancers. These products were both manufactured by the toy
company Galoob (a subsidiary of Hasbro), both worked on the same
mechanical principle of the winged ‘dolls’ being launched into the
air (spinning like sycamore-tree ‘helicopters’), and both were again
aimed at children in the ‘middle band’ of childhood. When these
products were first introduced to the toy market in 1996/7 they won
an industry award for innovative design. The commonalties between
the two products were uncanny in the sense that they needed to be
the same shape, dimensions and construction for the ‘fly’ mechanism
to work. Most of the ‘action’ depicted in the advertisements was
obviously in mid-air and young children were shown operating the
launch pads. As with the vehicles referred to above, the application
of a commutation test demonstrated the potential interchangeability
of the products between the male and female audience contexts.
The main aim here
was to identify some of the strategies that manufacturers and
advertisers adopt in order to make identical products appeal to
either male or female viewers as distinctive audience sectors. Brief
descriptions of the advertisements are provided in Appendix F.7,
along with a tabular breakdown of the audio soundtrack, while the
semiotic analysis of structure and presentation is discussed in full
below. A framework will then be constructed to identify the
similarities and differences in the ways that the products were
presented to the target audience sectors.
5.8.1 Detailed deconstruction of two
‘vehicle’ based advertisements
5.8.1.1 Action Man 2 in 1 LSV
(Hasbro)
The context was
established immediately as the audience was introduced to Action
Man’s enemy, Dr. X, who arguably looked like a
stereotypical villain. His black eye-patch was reminiscent of old
pirate films where it was often used as a symbol of badness (cf.
Kress & van Leeuwen, 1996: 254). His head was shaved perhaps
connoting a character that presents himself to the world as someone
‘hard’ and ready for a fight or someone who has spent a period of
time in a prison or a mental asylum. This idea seemed substantiated
by a male voiceover that described X as ‘demented’. A
scowling facial expression made him look all the more menacing as
his character was portrayed as angry and a little ‘mad’. Dr. X
was effectively captured by Colin (age 7) during the advertisement
design workshop (discussed later).
The audience
could deduce from the scene that some kind of military manoeuvre was
underway, to recapture Dr. X as he dodged bombs and raced
along a river in his speedboat. There was a very dynamic
feel to the scene as the camera mimicked the movement of the
speedboat. The audience might feel as though they were travelling in
their own speedboat through a thrilling chase scene, with bombs
landing on all sides and the spray of the turbulent river obscuring
the view. This particular perspective of the enemy might serve to
place the audience in a similar role to that of Action Man,
bravely pursuing and determined to overpower Dr. X (cf.
Winick et al., 1973: 30). The chase scene was made all the
more dramatic by the fact that the backdrop was a tropical
rainforest. This might connote a sense of untamed wildness and the
threat of the unknown – uncharted territory that few would risk
exploring. In this way, the bravery and determination of the
fearless Action Man (and that of the audience) was
emphasised.
The opening scene
then changed dramatically as the Action Man A/M logo closed
on the shot of Dr. X, rather like sliding doors on an
underground train, to reopen with the first shot of our hero in his
unstoppable vehicle. The use of the logo and the sudden appearance
of the product created the sensation that it burst through the
television screen. This ‘sudden appearance’ might connote a sense of
dynamism and excitement, suggesting that the product had ‘surprise’
qualities. A young boy was then shown interacting with the product
by pushing it along a stretch of dirt track. This might
signify that he was a key player in the action and the individual
who ultimately controlled Action Man. Perhaps he was cast as
a military commander with an active role to play in the success of
the mission. He also wore military camouflage and in many ways his
appearance was similar to Action Man, so he might have been
the human personification of (or metaphor for) the action figure
concept. Since the advertisement was aimed at a male target audience
it is possible to argue that the viewer is being encouraged to
relate to or aspire to be like this boy and to the hero figure of
Action Man, and to feel empowered by proxy. Indeed, Action
Man was described as the ‘greatest hero of them all’ and the
young boy might also have achieved this prestigious status through
owning the product.
The vehicle
dramatically skidded and created a cloud of dust. Not only might
this further signify the dynamism of the product concept but might
also connote that Action Man was capable of surviving in an
essentially uninhabitable, rugged environment. The actual vehicle
was also shown in a positive light because it was tough enough to
survive and conquer such terrain and was ‘military’ in appearance.
The vehicle was presented as unstoppable, driving over wasteland
before suddenly transforming into a boat produced, as if by magic,
from the roof of the vehicle. Advertisers often assume
that ‘transformation’ appeals to all children (cf. Acuff,
1997: 68-9) but especially to boys.
The convertible
boat was presented as a ‘secret weapon’ with Action Man at
the controls. Details were focussed upon, perhaps to show that care
was taken to produce an authentic and realistic ‘military’ scene.
This sense of reality was heightened when shots of the action figure
were interspersed with shots of a real man. His set facial
expression, square jaw and controlled head movements of surveillance
connoted many masculine characteristics such as determination,
stealth, fighting spirit and military intelligence. The square-jawed
seriousness of the character might also reflect the stereotyped
notion of the ultimate male good looks of a chiselled face. While
the product was explicitly connected to the concept of ‘manhood’ by
interspersing shots of strong masculine images subtle suggestions
were also made about the power of the product user to dictate ‘what
happens next’. The male screen character had the technical knowledge
to operate the weaponry and guide the vehicle engendering a sense of
pride and bravery.
The pacing of the
shot sequence gathered momentum towards the end of the advertisement
where many brief shots were cut together rapidly, generating a sense
of mounting tension, adrenaline rush and the thrill of stalking an
enemy. As the action unfolded on screen, the accompanying music
became heavier and more dramatic. The drumbeats signified that
something exciting was about to happen and Dr. X’s fate
seemed sealed the moment Action Man launched the rocket.
Nearing the point of impact, the camera focused on Dr. X, his
mouth open wide in a dreadful scream, perhaps signifying the
realisation of his impending doom. The rocket was shown moving away
from the camera, carrying Dr. X with it in a spiral of terror
and confusion. The actual ‘death’ of X was not shown,
however, because the Action Man logo slammed across the scene
in much the same way as it did at the beginning of the
advertisement. This technique might be used to spare the ordeal of
looking at the gory details of an exploded Dr. X, but also
functioned as a cliff-hanger, leaving an opening for a ‘to be
continued’ story line. The audience could not be sure whether X
was dead or whether he would survive to terrorise Action Man
again, so such a cliff-hanger might leave the audience thinking
‘what if’ and therefore be ‘on guard’.
5.8.1.2
Sindy’s 4x4 Jeep
(Hasbro)
The opening
sequence of shots in this advertisement followed the format used in
all the Sindy advertisements in the sample. Five girls
huddled together and chanted in unison that they wanted ‘adventure’,
perhaps signifying the wish-making process. The fact that
they all chanted together might signify the unity of the female
voice and articulate common female wants and needs. Their voices
were ‘one’ which might also connote that women agree with one
another all the time and ‘think alike’. The physical closeness of
the girls also emphasised the (female) importance of friendship. One
could argue that the product was presented in a way that implied it
was best enjoyed with a group of friends and that it was designed to
facilitate social interaction.
The scene that
followed might signify the process of a wish being granted as one of
the girls traced an ‘S’ shape in the air that became animated with
pink stars. The way in which the girl scrolled the ‘S’ was
reminiscent of the way in which Fairy Godmother conjured up
Cinderella’s dreams in the Disney film, stylistically similar
to the classic trail of ‘fairy dust’. The stars in the context of
this advertisement might also have other connotations. One could
argue that a star, especially when shaded pink, was a ‘typical’
feminine motif. The term ‘star’ is also regularly used in speech to
signify someone with many positive characteristics (‘you’re a star’)
or someone famous in terms of being a ‘pop star’ or a ‘Hollywood
star’. In this way, the product was vested with many positive
connotations of ‘specialness’, fame and glamour. The ‘S’ also
utilised the same font as that appearing on the product packaging,
forging a connection between the advertisement and the marketplace.
The next shot saw
the product bursting suddenly onto the screen. The jeep’s dramatic
appearance was emphasised by the fact that it was painted in two
shades of pink (dark and pale) with splashes of turquoise. It was
certainly colourful and stood out against the natural backdrop. It travelled aggressively along a dusty and rugged track,
signifying its 4x4 driving capabilities. The backdrop of pine trees
and snow-capped mountains confirmed that the product was designed
for an ‘outdoor adventure holiday’.
Sindy
then made her first appearance and from the sequence of events, the
audience might assume that she had driven the jeep in such a daring
way. Needless to say, she ‘looked’ the part being suitably dressed
for the ‘adventure’ theme in a lycra outfit, trainers and trendy
wrap-around sunglasses! Her long blond hair was also tied back in a
rather sporty ponytail. The outfit worn by the doll might signify
that she was ready for anything and every bit the outdoor
adventurer, although she maintained a certain awareness of the
importance of fashion and ‘looking right’. One might argue that she
was shown venturing into the male domain of the ‘outdoors’ but at
the same time was distinctly feminine in the way that she was going
about it.
Once the vehicle
was stationary it opened out to reveal all the hidden features
inside. The transformation was signified by the appearance of yet
more magic stars traced into a ‘S’ shape. Typically, the vehicle was
not what it initially appeared to be, so one could argue that it was
all the more exciting and interesting because of the fact that it
transformed. Some areas of the vehicle folded out while others
converted into the most unexpected things. The jeep itself became a
kind of ‘base camp’ equipped with all the comforts of home. The
transformation also included the appearance of a sundeck, a small
speedboat and a set of water-skis. Sindy was shown
water-skiing in the next sequence of shots. Her
involvement in sports might work well to shatter the stereotyped
notion that most women, given the choice, would prefer not to
participate. The way in which the voiceover commented on her
activity might seem to connote a little amazement at the fact that
she ‘really water-skis’ suggesting that it is perhaps rather
unusual for females to participate in such a sport, let alone
actually be good at it!
It was
significant, however, that her boyfriend Paul should be in
control of the speedboat. This might connote that she was incapable
of participating in an activity without being guided by a man, and
was content to follow unquestioningly with a smile on her face.
Perhaps Paul even drove the jeep dramatically in the opening
sequence of shots. Feminist media theorists posited a similar
argument in the early 1990s, when the children’s television series
Thomas the Tank Engine and Friends was criticised for being
sexist because the male engines always pulled the female carriages!
In other words, such images of males leading females may have a
negative and disempowering effect on young female viewers.
The dynamism and
excitement of the adventure scenario and water-skiing was
highlighted in slow motion so that the audience could appreciate
every detail of the product. One particularly dramatic effect
involved a close-up shot of the jeep tyre as it skidded on the rough
terrain creating a cloud of dust. In the context of a fashion doll
advertisement, it might be unusual but at the same time in line with
the theme of the 4x4 jeep. Hence the on-screen presentation of
product was very likely to echo product themes or, as often stressed
by advertisement producers, a situation in which ‘form follows
content’ (cf. Singleton-Turner, children-media-uk archive).
5.8.2 Detailed deconstruction of two
‘doll’ based advertisements
5.8.2.1 Dragon
Flyz Riptor
(Galoob)
The advertisement
opened with a shot of the cartoon style product name. The
word ‘Flyz’ glinted on the screen accompanied by a strange
metallic sound effect. Not only did the sound depict the
teeth-grinding sensation of metal-on-metal, and might therefore be
described as harsh, but also worked well to connote movement, speed
and strength. There was a close-up shot of an unsightly figure
introduced as Dread Wing. He seemed very disfigured and
blackened facially as if he had been severely burnt, and he
exhibited glaring eyes and gnarling teeth (Fig. 5y). Such physical
appearance might be open to varied interpretations (cf. Kress
& van Leeuwen, 1996: 253). He might easily be described as a
stereotypical enemy because he was ‘ugly’ and the ‘blackness’ of his
persona added to the notion of inner evil and badness. His
appearance also conjured images of figures such as Darth Vader
in Star Wars – the quintessential foe with dark and harrowing
powers.
Dread Wing
was launched into action by an on-screen, male character with dark
hair, dark eyes and a frowning facial expression so one might
reasonably conclude that he had adopted the role of ‘baddie’. This presented the audience with a new possibility by
suggesting that the product could allow one to behave aggressively
and exorcise any inner demons. The camera followed the figure
upwards imitating the feeling of being launched skyward at the same
speed and pace as the toy. In this way, one might ‘experience’ the
dynamism of the launch situation. Since the audience seemed to be
placed in the midst of the action, interest in the fate of the
‘baddie’ was sparked and maintained.
The background
scene was interesting because it was contextually unspecific. It
consisted mainly of large glass panels rather like the roof of a
conservatory, through which a ‘sky’ appeared in strange shades of
purple-blue creating an aura of shadiness and a rather gloomy
atmosphere. It seemed distinctly otherworldly and perhaps the most
effective depiction of the environment of Airlandis (cf.
Galoob website). There was also a sense that the world was cold,
harsh and full of foreboding. Needless to say, with such an
uncomplicated backdrop the attention of the audience was not
detracted from the products being advertised.
In the next shot
the camera angle changed and the audience suddenly found themselves
on the ground, perhaps connoting a rather vulnerable position and
forced to look up as the hero-dragon Riptor appeared. One would, however, be challenged to realise that Riptor
was one of the forces of ‘good’ as suggested by the voiceover
because he appeared as an awesome and rather frightening creature.
Blood red in colour with rough textured skin, he had large exposed
teeth and ‘mighty grabbing claws’ and seems somehow hyper-real (cf.
Kress & van Leeuwen, 1996: 257). Riptor swooped down from the
sky and the relative freedom of movement made the dragon appear
strong, powerful and unstoppable. Riptor swooped down towards
the camera making the audience feel both threatened and helpless.
The audience
seemed to remain in a submissive and inferior position throughout
the advertisement since the main action took place overhead. Another
component in the fight against evil was then introduced in the form
of Z’neth, Riptor’s warrior. Z’neth was
designed to ride, clad in armour, on the back of Riptor
before being launched using a pull cord. As Z’neth took
flight his upward movement was tracked by the camera. Having
experienced the point of view of Dread Wing, the so-called
‘bad’ element, the audience was now related to Z’neth, the
so-called ‘good’ element. This dual perspective on the battle
perhaps made it acceptable for (male) children to re-enact either
side without guilt, depending on their mood. The voiceover announced
the arrival of Riptor and Z’neth with a tone of relief
and anticipation connoting that good would triumph over evil. The
very name Riptor carried connotations of pain and
destruction, visually illustrated when Dread Wing was
released from his clutches to fall to his death. Ultimately,
Riptor was portrayed as a harsh force to respect and not
challenge.
5.8.2.2 Sky
Dancers
(Galoob)
The advertisement
opened with a shot of an ornately decorated carousel set within an
otherworldly paradise garden. It was almost as if the
audience had been transported to fairyland, with its lush
vegetation, exotic flowers and picturesque waterfall. Glittering,
shimmering fragments cascaded in front on the camera lens,
functioning rather like squiggly ‘dream lines’, to connote a fantasy
world. The way in which the glitter caught the light created an
almost magical atmosphere that was certainly delicate and, by
association, ‘feminine’. The use of lighting added to this
atmosphere of otherworldliness since everything was bathed in a
tranquil blue colour. In many ways, the scene connoted a notion of
gentle beauty that was not quite real but enchanting none the less.
Suddenly, two
girls appeared on screen, their facial expressions
connoting that they were in awe of everything they saw. The camera
then drew the audience slowly into the scene and might signify the
way in which the girls felt drawn to the product. The camera focused
on various features paying attention to the detail. Indeed, the
images framed by the camera generally followed the comments made by
the girls. In this way, the audience might feel that they were
looking at the scene through the eyes of the young girls connoting a
sense of intimacy, familiarity and the opportunity of first-hand
experience.
The wide-eyed and
open-mouthed awe-struck behaviour of the girls seemed a little
exaggerated in that each utterance was an exclamation. In many ways
there was a balance between the two characters. One of the girls was
blond-haired while the other was dark-haired and they took it in
turns to comment about the product. One could therefore argue that
the product was portrayed as something that promoted fairness and
companionship. The details that the girls commented so
enthusiastically about could be described as stereotypically
feminine in interest such as a ‘pony’, ‘kitty’ and a ‘dancing bear’.
There was, perhaps predictably, a predominance of the colour pink.
The clothing worn by the girls was rather muted compared to the
rather garish appearance of the product but this colour contrast
ensured that audience attention was drawn to the bold shades of the
product.
Once the fairies
were launched, there was a sense of dynamism as the camera tracked
their flight into the sky. When it was clear that the fairies were
airborne a rather dramatic overhead shot of the girls was used to
signify the sheer height achieved by the fairies as they flew. The audience therefore experienced the point of view of the
fairies as the girls gazed up at them (and us) in amazement and
happiness, connoting the sense of fun made possible by the product.
The excited exclamations from the girls seemed to will the fairies
to fly as high as possible. This was followed by a slow motion shot
to show the spinning action of the fairies in mid-air, rather like
the filming of ‘elegant’ sports such as figure skating, where every
pirouette is replayed for the benefit of the audience. Many other
fairy figures were shown surrounding the carousel suggesting that
they could also pirouette in such a way.
5.9 Discussion of differential product
targeting
From an analysis
of these similar product types, strong gendered patterns can once
again be identified as a means of illustrating how advertisers
target the male and female audience sectors differently. Strategies
of audience address and on-screen visual representations were
considered in terms of product themes, contexts and details, use of
colour, and on-screen characters to identify ‘same’ and ‘different’
approaches to essentially the same products. Again, the emergent
patterns may indicate how the advertisers perceived the likes, needs
and wants of boys and girls respectively. It is arguable that the
differences in approach would provide the most insightful
indicators of contrasting audience perceptions.
The product
themes in both comparative instances could be described as broadly
similar in the sense that the products belonged to the definable
categories of ‘vehicle’ and ‘doll’. The way in which these themes
were presented on screen, however, was vastly different and these
visual representations might arguably be accounted for by the
contrasting preferences of the intended target audiences (as
perceived by the advertisers). While the Action Man LSV and
the Sindy 4x4 Jeep were similar in the sense that the
vehicles transformed into other things, with particular emphasis on
converting the roof into a boat, these transformations were shown to
occur for very different reasons. Similarly, Dragon Flyz and
Sky Dancers utilised identical operating mechanisms but
within very different contexts.
Action Man
was introduced as a professional soldier in a life-or-death
situation, exhibiting bravery and determination to overcome an
enemy, where the vehicle was presented as an integral aspect of his
success in the mission. Sindy, on the other hand, was
presented as a somewhat frivolous creature with no responsibilities,
wanting adventure and outdoor relaxation, where the vehicle was
presented as a way of making the holiday situation more stylish and
comfortable. Thematically, Action Man was involved in a
dangerous fight against evil, while Sindy was energetic in
her pursuit of mindless fun. While the former was presented as
dutiful in the sense of a ‘needs must’ situation of ‘saving the
world’, the latter frolicked in a process of wish-fulfilment in
which her desires were met.
Dragon Flyz
was presented as a brutal battle for survival in which aggression
was the only real weapon in a dark world of danger. The pivotal
theme of the product was the fight of good against evil and the
on-screen manifestation of this was graphic and violent. Sky
Dancers, in stark contrast, was presented as a gentle and
graceful fairground of fun in which strong friendships were easily
forged and much laughter heard as a result of the product. While the
former might make the user feel uneasy, the latter might promote a
sense of safety and contentment. One could argue that these product
themes appeal to the stereotypically prescribed ‘wants’ and ‘needs’
of differing genders. While boys are perceived as aggressive,
competitive, professional and serious, girls are perceived as
carefree, happy, sociable and decorative.
The contexts in
which the products were presented also revealed some interesting
issues. In many ways, the Action Man and Sindy
products were surprisingly similar in the sense that both were set
outdoors in rugged landscapes. One could argue that these settings
were the most effective way to portray the capabilities of the
vehicles to overcome obstacles and be suited to such terrain.
Action Man found himself in an exotic rainforest setting, while
Sindy found herself in a rather glamorous mountain resort,
each connoting a sense of adventure and new experiences. Both
vehicles were even shown skidding and sending clouds of dust into
the air. In this respect, the context might be
described as ‘same’ even though the presence of the characters in
those environments was different. Perhaps the most obvious
difference in these contexts was the way in which the activities
were depicted on camera (cf. Content analysis). While the
camera made the audience feel involved in the dynamism of the
movements on screen in the Action Man advertisement, riding
along in the speedboat dodging bombs, the camera was more static in
the Sindy advertisement. While the Action Man audience
was ‘active’ in the narrative, the Sindy audience was rather
more ‘passive’ in the sense of simply being spectators. Again, one
could argue that these techniques were reflective of the stereotyped
perceptions of boys and girls.
No similarity in
product context was noted in the ‘doll’ category. The Dragon Flyz
advertisement was set against a minimal modern background with few
recognisable or distinguishing features. Indeed, one could argue
that the setting was meant to portray a kind of post-apocalyptic
world of hardship and coldness. The Sky Dancers
advertisement, in complete contrast, was set against a tropical
background of lush vegetation and flowers rather like the
stereotypical idea of a pre-lapsarian paradise idyll. The settings
were both notable in their exaggerated ‘unreality’ but contrastive
in the effects created by each. There were, however, parallels in
the filming techniques used of the different products, not seen in
the ‘vehicle’ advertisements. In both instances, there was upward
camera movement after every launch situation as a means of
demonstrating how the products function and ‘spin’ through the air.
In both instances, the use of slow motion shots afforded clear views
of the fliers. One could argue that this was the most
effective way to portray the main selling point of the product,
perhaps further evidence that ‘form’ followed ‘content’ even though
the ‘themes’ were very different.
In accordance
with the themes of the products within their broader categories,
there were marked contrasts in the product details focussed on in
the advertisements that might easily be categorised as ‘masculine’
and ‘feminine’. In the Action Man advertisement, for example,
many militaristic details were focussed on as a way of emphasising
the authenticity of the product. The weaponry was a particularly
significant feature and also a means of emphasising the ultimately
aggressive theme of the product. Similarly, the details focussed on
in the Dragon Flyz advertisement were ‘ugly’ to say the
least, and razor-sharp teeth and claws clearly connoted violence and
fear. These elements might all be described as stereotypically
‘masculine’. While Action Man’s vehicle was portrayed as
essential to survival in the wilderness, Sindy’s vehicle
represented ‘survival’ of a different kind. Essentially, the vehicle
features were meant to provide the intrepid traveller with all the
comforts of home (including the kitchen sink), perhaps suggesting
that women would be unable to leave the house without such
distinctly ‘domestic’ paraphernalia. The details shown in the Sky
Dancers advertisement were ‘pretty’ in the sickly-sweet sense of
the word where flowers, teddy bears and fairies might all be
described as ‘girlie’ and would never translate into a stereotyped
‘masculine’ context.
The same gendered
perceptions were echoed in the use of colours, following the same
patterns identified by the adult coders. Perhaps predictably, there
was a predominance of the colour pink in the advertisements for
Sindy and Sky Dancers. The colour seemed more striking in
the former advertisement because the colour was so at odds with the
surrounding ‘natural’ environment, marking the (female) product (and
the associated target audience) as ‘different’. The colours used in
the Action Man advertisement were different in the sense that
the khaki green colour ensured that the product was ‘at one’ with
the environment, perhaps connoting the (male) product (and the
target audience) was ‘natural’. The Dragon Flyz advertisement
was different in the sense that the colours corresponded with the
‘dark’ and ‘evil’ theme of the product, making everything appear
‘gloomy’ and essentially ‘masculine’.
One final issue
was the way in which the on-screen characters were presented in the
advertisements where the term ‘characters’ could be used to describe
both the products and the children who may appear on screen. The
villains in the advertisements also looked suitably ‘bad’ in the
sense that they had frowning facial expressions, gnarling teeth, sly
eyes and costume markers such as eye-patches or black cloaks. The
Action Man figure was predictably dressed in military attire to
suit the context of the advertisement and his ‘undercover’ mission
into the wilderness. Similar attire was also worn by the on-screen
boy character to continue the military theme throughout the
advertisement. Sindy was also dressed in clothing appropriate
to the ‘outdoor pursuits’ theme of the product. This was not true,
however, of the five girls who made their wish at the beginning of
the advertisement since they, just like the girls in the Sky
Dancers advertisement, were dressed in conventionally female
(pink) clothing. This might suggest that those advertisements
appealing to ‘boys’ were more likely to advocate complete
submergence in the ‘fantasy’ situation while the advertisements
appealing to the girls were grounded, at least in part, in the
normality of ‘reality’ (cf. Kress & van Leeuwen, 1996: 257).
There were
further differences in the interrelations between the characters and
the products. Action Man, for example, was shown in
‘independent’ and ‘brave’ pursuit of the enemy. Sindy, on the
other hand, seemed rather ‘dependent’ on her male companion. There
was obvious involvement from the boy character appearing in the
Action Man advertisement as he was shown interacting with the
product and even ‘looking like’ the action figure. This screen
presence was not seen in the Sindy advertisement, however,
because the only involvement that the five girls were shown to have
was during the wish-making process in the opening shots. After their
initial presence they were largely absent from the screen and
totally uninvolved with the actual product. Indeed, such a pattern
might indicate the ‘active’ versus ‘passive’ gender stereotypes
already identified. The girls were similarly uninvolved in the
Sky Dancers advertisement and once they had launched the fairies
they were portrayed as awe-struck impressed spectators.
Interestingly, the human involvement in the Dragon Flyz
advertisement seemed rather more like play-acting. The male
characters either imitated the ‘badness’ of the enemy by adopting a
snarling facial expression, or were only partially visible wearing
unobtrusive dark clothing and ‘embedding’ themselves in the screen
action creating the illusion that the products had a life of their
own.
Similar product
types were therefore thematically manipulated in a number of
distinct ways in order to make them more ‘appealing’ or suited to
one audience sector over another and the main issues are summarised
in the following table:
5.9.1 Differing gender interpretations
of the ‘same’ product types
|
Main
Issues |
‘Male’
Product Spin |
‘Female’
Product Spin |
Product theme
|
Aggressive,
competitive, violent, dangerous |
Gentle, fun,
friendly, sociable |
|
Product
context |
Suited to the
product theme |
Suited to the
product theme |
|
Product
detail |
Practical,
professional, authentic, ‘nasty’ |
Domestic,
cute, delicate, ‘nice’ |
|
Colours |
Tonal, dark,
gloomy |
Pink, bright |
Characters
|
Active,
involved, in ‘control’ |
Passive,
spectators, ‘controlled’ |
While content and
semiotic analyses are effective in the construction of a formal
framework of textual composition, identifying all major elements and
suggesting possible connotations, these methodologies do not account
for the ways in which the intended audiences may receive the media
texts. The findings of such analyses simply give an account of what
is ‘there’ but fail, by their very nature, to detail how the
individual elements are interpreted by the audience. There is a
particular theoretical problem in that a researcher undertaking an
analysis of any (media) text will automatically and unconsciously
impose adult values and structures on their methods of
interpretation irrespective of whether they are the intended target
for the text. In this investigation, the toy advertisements that
were analysed in such detail were primarily intended for child
audiences. Since it is likely that the value systems of the
researcher would differ widely from the perspectives taken by a
group of children, it was necessary to address the issue of ‘child
advertisement reception’.
The theory
adopted by Hodge & Tripp (1986: 15) seemed to capture the essence of
my own investigation. They argued that the ‘meanings’ and ‘codes’
identified in their own semiotic analysis of the cartoon Fangface
may not exist for the children in their sample, but that they may
be true if the children were using the same adult structures of
meaning. That is to say, they used their analytical frameworks as a
means of predicting the most likely forms of thought and experience
for the children whilst observing whether they responded to the
cartoon in the ways they might expect. I consequently set up
workshop sessions with the children in my target primary school as a
means of eliciting their responses to a selection of toy
advertisements. In much the same way as Hodge & Tripp (1986), I also
encouraged the children to design their own advertisements in order
to determine whether or not they understood and were able to
reinterpret the advertisement codes identified in my own formal
frameworks. These workshop sessions will be discussed later.
Before these
reports, however, one should return to the theoretical triangle of
Text-Producer-Receiver in order to re-address the interlocking
considerations of mass media production and reception. During the
processes of the content and semiotic analyses, the main aim has
been to try and disentangle from the texts a clear idea of the ways
in which advertisers and toy manufacturers perceive their target
audiences. Needless to say, the conclusions drawn are speculative
and based only on what is clearly seen within the advertisement
texts. It is arguable that my own biases as an investigator might
have subconsciously coloured the judgements made. Consequently the
next chapter will focus exclusively on the industry perspective to
consider how advertisements are conceived and how the target
audiences for each product-type are perceived.
Summary
Once the
‘typical’ girls’ and boys’ advertisements had been semiotically
analysed, a number of definable patterns or codes emerged. The
advertisements aimed at the girls included instances of:
constructive play scenarios, product demonstration, dominant use of
the colour pink, emphasis on outer appearance and ‘prettiness’,
magic and surprise, aspirations to be ‘like Mum’, home and domestic
environments, cuteness and the so-called ‘ah-factor’, patience and
perseverance, and smiling faces. The boys’ advertisements, in
contrast, included instances of: constructive and destructive
play scenarios, focus on mechanical and technical features, assumed
knowledge about the product, colours to echo product theme,
empowerment of the product user, aspirations to be ‘like Dad’,
distinctions between reality and fantasy, ugliness and the so-called
‘yuck-factor’, action and rapid movement, facial expressions to
illustrate product philosophy, cartoon animation, success, and
cross-media tie-ins.
Taken together
and compared, the semiotic codes for the boys’ and girls’
advertisements can be summarised into a series of binary oppositions
based on male/female, including: destructive/constructive,
nasty/nice, cruel/kind, un-co-operative/co-operative, chaos/calm,
knowledge/ignorance, mature/immature, bad/good, active/passive and
anti-social/social.
The total toy
advertisement sample was then studied in terms of the various
thematic codes that they used, and some of these codes emerged as
being distinctly gendered when ranked in order of occurrence. The
most frequently used codes in the boys’ advertisements were
structured around gendered (‘male’) interests, mid-action openings,
a sense of chaos, depictions of reality play and ‘passive’
characters. The girls’ advertisements, in contrast, were most
frequently structured around gendered (‘female’) interests,
friendship, slowly unfolding action, constructive play and a sense
of order. The least frequently used codes in the boys’
advertisements included the metamorphosis of the product, a sense of
order, slowly unfolding action, secrets and magic, and orders from
the opposite sex. Similarly, the girls’ advertisements were least
likely to include orders from the opposite sex, destructive play,
rivalry, mid-action openings, and the fight against evil. These
thematic code rankings indicated that the toy advertisements in the
sample tended to follow a heavily prescribed gendered approach,
despite the fact that there was some balance towards the middle of
the ranking.
Some interesting
parallels and contrasts emerged when comparing similar products that
have been given masculine and feminine ‘spins’ in order to appeal to
the appropriate audience sector. These patterns were grouped
according to product themes, context and appeals, as well as the use
of colour and the roles of the on-screen characters. The products
given a masculine ‘spin’ utilised themes of aggression, competition,
violence and anger, contrasting with the gentle, fun, friendly and
social themes of the advertisements with feminine ‘spin’. Product
context was suited to the over-riding theme in both
audience-contexts. Product details, on the other hand, seemed
gendered in the sense that masculine products were presented as
practical, professional, authentic and ‘nasty’, while feminine
products were domestic, cute, delicate and ‘nice’. Masculine colours
tended to be tonal, dark and gloomy, while feminine colours were
(predictably) pink and bright. Finally, the characters in the boys’
advertisements tended to be active, involved and ‘in control’, while
the characters in the girls’ advertisements tended to be passive
spectators and ‘controlled’. Essentially, the emergent patterns were
strongly gender stereotyped.
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