Tuesday, May 22, 2012

Media Lab 4 - To the Toys, and Beyond


                Interactive multimedia paratexts are arguably the most prominent paratext for further developing storylines within a text, as well as keeping the excitement alive.  Jonathan Gray discusses the impact of these “primary paratexts” in his chapter entitled “In the World, Just Off Screen” in Show Sold Separately  (176).  A hit animated film series that I believe accurately assists Gray’s claims is the Toy Story Franchise.  Because of its spaced out releases of each of the three Toy Story films, the franchise has been able to capture multiple generations in its hype.  Through the use of paratexts such as action figures, video games, and interactive online games, Toy Story has created deeper plot lines and furthered character development with its fans and essentially boosted the text’s popularity. 
 
                Like all Disney-Pixar released films, Toy Story was an instant hit.  The release of the first film in 1995 instilled a love and wonder for toys in a generation, and prompted a mass release of all kinds of Toy Story themed toys.  To begin, the classic action figures released in 1995 still hold meaning today.  These replica action figures do everything the characters in the movie do.  For example, Buzz Lightyear has a “karate chop”, while Woody has an authentic drawstring in which he quotes the same catch phrases from the films.   The authenticity of these toys allows the consumers and fans to take the movie home with them, and continue the action on their own.  This allows them to step into the director’s chair and create any scenario they see fit.  Gray quotes Dan Fleming’s work by stating, “their ability [licensed toys] not only to continue the story from a film or television program, but to provide a space in which meanings can be worked through and refined, and in which questions and ambiguities in the film or program can be answered,”  (Fleming qtd. in Gray, 178).  The accessibility of all the characters replicated as action figures allows the audience to interact with in text in a way that infiltrates daily life.  Instead of being restricted to only dealing with the text at the movie theater, or when it is playing on TV, the fan has the privilege of having a “mobile Toy Story” of their own.  Through the use of the action figures, scenes can be recreated, altered, or added in to appease the fan’s imagination.  The action figures also help to perpetuate the films’ themes because although it is up to the fan to decide how they would like to play and interact with the dolls, all of the dolls are consistent, meaning that across manufacturers and retail outlets the characters will not change (Gray  179).  This consistency allows for the audience to always know that Woody is a sheriff, Buzz is a space warrior, Bo-Peep is a sheep herder, and so forth.  The characters functions do not change, which reinforces their roles within the text itself.



                Another popular mode of interaction with paratext outside of the film is through the use of video games.  As a child, one of my favorite video games was Toy Story for the Super Nintendo.  This game was simple enough and followed the plot of the first film, yet was engaging because it allowed the fan to delve into the actual text.  In the game, the player being controlled is Sheriff Woody, and the fan in then invited on an adventure as Woody – this is literally placing the player in the movie, or “story world” (Gray  190).  This game allows the audience to “inhabit the world and its characters” (Gray 192) by seeing extended versions of Andy’s room, house, and other places in the movie.  The fan has the chance to interact with the text a new way since they can now freely explore certain scenes from the film.  This full on interaction, according to Gray, becomes almost a necessity to engage the entire text  (196).  Video games also allow the fan to relive the experience, and for young children playing the game, it allows them to identify with a main character.  I believe that this is an important fact because after this association with the characters through a gaming world, the children will be more inclined to want to live the experience, thus prompting their parents to buy them other Toy Story themed merchandise.  Also, as children (and occasionally adults) are playing these video games that are set on one path in line with the film, they are being taught to identify with the good guy – an inadvertent morals lesson.  



                Along similar lines of interaction, a third paratext is that of Disney Junior’s Online Toy Story website.  The website includes media clips, a coloring section, and interactive games.  Bearing in mind that this website’s target audience is children, we can see how this paratext invokes the use of several different means to engage the audience and promote the text as a key platform.  The media clips on the website are a collection of clips from the three Toy Story movies that are set up in a YouTube like fashion.  This allows the audience to see their favorite moments from any of the movies.  What I want to focus on from this particular paratext, however, is the interactive game section.  There are two games currently available and are both themed with plots from the third Toy Story film.  In particular, “Bonnie’s Flashlight Fun” is about helping a little girl find her toys in a dark room.  This game takes a character from the third film, Bonnie, and develops her character outside of the film.  This game gives Bonnie a little more background, as the audience is prompted to sit through an introduction clip and then asked (rather, instructed) by Bonnie to search for her toys.  This extended side to Bonnie’s character allows the audience to “enjoy a different relationship with the characters than the film allows” (Gray 192) because it plays off of her characters – as well as the fans assumed – love for her toys.  



                Moreover, as Gray states, “toys not only intensified several themes of the films – the focus on the cosmic battle, and the voyage of personal discovery especially – but also allowed individual children or communities of children playing together to personalize these themes, situating the child in the middle and as active participant”  (183).  The paratexts associated with Toy Story help to shape the fan’s experience with the text because it allows them to take it home, play with plot line, and incorporate it into their daily experience. 

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