Professional Documents
Culture Documents
Elliott 2014
Elliott 2014
191–211
doi:10.1093/adaptation/apu007
Advance Access publication 2 July 2014
Keywords Intertextuality, tie-in merchandise, franchise entertainment, Tim Burton, Walt Disney,
Alice in Wonderland.
On 1 September 2009, six months prior to the release of Tim Burton’s much-anticipated
film, Alice in Wonderland, two enormous fabric-wrapped, ribbon-tied parcels inscribed,
‘Mad Tea at Three’, stood tantalizingly beneath a large clock at the Magic fashion trade
show in Las Vegas. At three o’clock, a whistle blew and cirque de soleil-style performers
costumed as Alice-themed characters unwrapped the packages to reveal furniture and
crockery for a mad tea party. While performers ‘drank’ invisible tea, they seductively
dangled and donned visible jewellery. As the performance ended, banners bearing the
Disney logo, the film’s title, and the words, ‘You’re invited to a very important date,
March 5th, 2010’, unfurled from a balcony. Yet this was not so much a promotion for
the film as for Disney Couture’s tie-in merchandise. The video description posted by
Disney Living on YouTube the following day ‘announces new Wonderland-inspired
fashions now available … featuring luxury jewelry inspirations from Tom Binns’ (‘Alice
in Wonderland Official Disney Fashion Tea Party’). As the Las Vegas Magic convention
performance concluded, another banner unfurled, declaring, ‘Alice is the New Black’.
The YouTube video description asserts: ‘Tim Burton’s interpretation of this classic
changes the way you think of fashion’. The claim offers the generic ‘you’ (individually
© The Author 2014. Published by Oxford University Press. All rights reserved.
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192 Kamilla Elliott
intertextuality’s dispersion of authority and power, Paul Grainge considers the pro-
cess of corporate intertextuality to be one of ‘interlocking products and services’
through the corporate brand (47). More specific to this study, Christopher Anderson
perceives Disney constructing ‘a centrifugal force that guide[s] the viewer away from
the immediate textual experience towards a more pervasive sense of textuality, one that
encourage[s] the consumption of further Disney texts, further Disney products, further
Disney experiences’ (155).3
Yet even in the domain of corporate intertextuality, scholars still champion the radi-
Tie-In Merchandise
‘DCP [Disney Consumer Products] develops Disney entertainment franchises into 365 day-
a-year product opportunities at retailers worldwide.’—Disney Consumer Products (DCP)
press release
‘Today, Disney continues to reign as the world’s largest licensor.’—The Walt Disney
Company, ‘About Us’
Publications addressing tie-in merchandise tend to divide sharply along capitalist and
anti-capitalist lines. Books on marketing and advertising highlight profitable intertex-
tual practices for businesses (e.g. Marich), while humanities and social sciences aca-
demic works generally adopt an anti-capitalist stance (e.g. Thomson). Disney features
prominently in both capitalist and anti-capitalist accounts, serving as both exemplary
superhero and excoriated arch-villain, cited fifty-two times in Robert Marich’s Marketing
Tie-Intertextuality: or, Intertextuality as Incorporation 195
to Moviegoers: A Handbook of Strategies Used by Major Studios and Independents and forty-two
times in Edward S. Herman and Robert W. McChesney’s anti-capitalist The Global
Media: The New Missionaries of Corporate Capitalism. Both camps agree that ‘Disney leads
the world in the production and distribution of popular culture’ (Artz 75).
Tie-in merchandise produces and distributes the culture of Disney beyond the
cinema. Established in 1929, Disney Licensing today ‘is aligned around five strategic
brand priorities: Disney Media, Classics & Entertainment, Disney & Pixar Animation Studios,
Disney Princess & Disney Fairies, Lucasfilm and Marvel’, claiming to ‘deliver[] innovative
Tie-Incorporation
The postmodernisms have, in fact, been fascinated precisely by this whole ‘degraded’ land-
scape of schlock, kitsch … materials they no longer simply ‘quote’, as a Joyce or a Mahler
might have done, but incorporate into their very substance.—Frederic Jameson
Consumer intertexts were relatively unimpressed with the product as a tie-in to the film.
Blogger Vampy Varnish writes: ‘I must say that I thought that this collection would be a
bit more fun. I love red, but a collection based on Alice could have been so much more’;
however, she was impressed with the labels: ‘I actually could get Mad as a Hatter just
for the name’ (Vampy Varnish).
Urban Decay similarly took its ‘best-selling eye shadow shades’ and renamed them
‘with quirky Alice-inspired monikers such as “Muchness,” “Midnight Tea Party,” and
“Curiouser”’ (Boxwish). However, its ‘Book of Shadows’ packaging went further to cre-
ate a virtual world in which consumers could apply their makeup:
The palette opens to reveal a pop-up scene from the movie, colourfully depicting Alice sur-
rounded by massive mushrooms … Behind all of this is a mirror allowing you to carefully
apply the make-up and yet still inhabit the weird and wonderful world of Alice. (Boxwish)
The high street accessories chain, Claire’s, created a pop-up shop at its Mayfair branch
(26 February to 5 March 2010), offering a virtual world for the purchase of products. The
fantastical shop was crammed with props, sets, and décor evoking the film; shoppers
were given a golden key to unlock a door holding Wonderland merchandise marketed
as ‘presents’ (see ‘Visit Claire’s’).
Unlike Urban Decay and OPI, Claire’s tie-in merchandise incorporated imagery
from the film in the merchandise itself, which included miniature top hats, fingerless
gloves, striped knee socks, Alice headbands, jewellery, glasses cases, tote bags, umbrel-
las, stationery sets, T-shirts, handbags, makeup bags, cases, notebooks, and pencil boxes
decorated with watches, hearts, roses, teapots, cards, and keys. Going further than
companies who merely renamed their existing projects, they changed their own name
through Carrollian word play: ‘Claire’s becomes an anagram of itself and turns into
Alice’s’. The unincorporated letter ‘r’ of the anagram gestures to the company’s simul-
taneously retained and jettisoned registered trademark, while the full sentence con-
taining it stretches to incorporate consumer desire: ‘As Claire’s becomes an anagram
of itself and turns into Alices, this is the perfect pop-up shop for any Alice wannabe’
(‘Claire’s Alice in Wonderland Pop-up Shop’). Both Claire’s and consumers, it claims, wan-
nabe Alice.
Tie-Intertextuality: or, Intertextuality as Incorporation 197
‘Alice’ is the name of a character as well as inhabiting the titles of Carroll’s book,
Disney’s film, and Claire’s pop-up shop. In the case of the affiliated companies who
develop tie-in merchandise, it is not the corporate Disney brand for which they seek a
license but branded Disney characters. In 2014, Matt Edwards, chief executive at mar-
keting and advertising agency WCRS, attests:
Disney was decades ahead of this trend: Disney characters have dominated tie-in mer-
chandise since the 1920s.
In new media studies, scholars have tended to focus more on world building than on
characters (e.g. Hutcheon 2012, xxiv). Characters, however, are more central to Disney’s
intertextual incorporation of products and consumers—so central that Disney’s home
page makes ‘Characters’ a main menu link along with movies, TV, music, events, holi-
days, shop, win, videogames, parks, and travel—as though they are themselves products
and experiences rather than copyrighted content inhabiting other products. Characters
lie at the heart of tie-in merchandise, essential not only to its construction and produc-
tion, but also to its reception and consumption. Rich Ross, chairman of Disney Studios,
considers that a franchise film ‘starts with the human connection to the story and char-
acters, but downstream there are opportunities to own the DVD, see live stage versions,
buy apparel, toys, or other licensed products’ (quoted in Kung and Schuker). What’s
implied in this statement is that consumer identification with characters and their sto-
ries produces consumer desire to consume them in/as tie-in merchandise.
Disney Consumer Products not only produces those ‘opportunities’, it further seeks
to incorporate production and consumption by producing consumers as Disney charac-
ters via its products. Beyond the imaginative identification of characters and projective
identification with characters available to consumers of books, live performances, film,
and television, tie-in merchandise enables consumers to act as characters. Barbie not
only offers consumers an opportunity to possess its Mad Hatter doll as property, but also
to own ‘the incomparable Johnny Depp as the Mad Hatter’ (‘Mad Hatter Barbie Doll’).
Depp here serves not only as model for the doll but also for ways in which consumers
can act as the Mad Hatter by donning clothing, accessories, and makeup to get ‘in char-
acter’. Claire’s was confident in 2010 that, ‘As Tim Burton’s film hits our screens this
spring, there are bound to be plenty of Alice in Wonderland fans eager to replicate her
look’ (View London). Marketers for Urban Decay, OPI, and Paul & Joe touted their prod-
ucts as ‘a charming threesome guaranteed to give you the ultimate Alice makeover’.
More broadly, they affirmed that ‘The oodles of top tie-in merchandise has helped us
dress the part with graphic tees and mad-cap costumes, accessorize our outfits with belt
buckles and handbags and sparkle in gorgeous jewelry from names such as Swarovski
and Tom Binns’ (Boxwish). The ‘part’ here evokes both playing a part and the process
of incorporation in which the part is absorbed by the whole. In this case, consumers
198 Kamilla Elliott
replies the White Rabbit (Michael Sheen). Beyond the trademark Disney animation
of inanimate objects, the vorpal sword is accorded knowledge and desire and personi-
fied as the Jabberwocky’s ‘ancient enemy’: ‘The vorpal sword knows what it wants. All
you have to do is hold onto it’, Absalom (Alan Rickman) tells Alice. Desire here passes
from persons to possessions (‘it wants’); all that Alice and wannabe Alices have to do
is to resolutely possess possessions to be endowed with their power and agency. Why is
an animate raven like an inanimate writing desk? In Carroll’s book, no one answers.
In Burton’s film, the Mad Hatter (Johnny Depp) confesses, ‘I haven’t the slightest idea’.
Tie-Interactivity
Tie-interacting expands to tie-interactivity in tie-in games, in which consumers not only
dress as and look like branded characters, but furthermore act as characters in interac-
tion with other characters in character worlds, thereby taking the incorporation of con-
sumers and merchandise one step further. The interchange of inanimate and animate
entities in gaming begins in Carroll’s books, where live animals are croquet mallets and
balls and where, conversely, chess pieces and playing cards are animated, sensate, talk-
ing characters. It continues in Burton’s film, whose animate and inanimate creatures
often follow the structure of a videogame (‘flee the Bandersnatch; get the vorpal sword;
slay the Jabberwocky’—Elliott 195).
Videogame scholarship is heavily invested in probing the degree to which player
agency can subvert the agency of the capitalist corporations that produce them
(Gregersen and Grodal). Yet marketing for tie-in games to the 2010 Disney Alice is
equally heavily invested in touting gamer agency. The advertisement for the DVD-
ROM game calls consumers to:
• E nter the vividly imagined world of Wonderland, based on the Tim Burton
movie and inspired by the classic book by Lewis Carroll.
• Step into the shoes of classic characters like the Mad Hatter, the White
Rabbit, and the Cheshire Cat.
• Assist Alice in her journey through Wonderland as she makes her way towards
the final battle against the Jabberwocky.
• Master abilities like altering perception, making objects invisible, and manipu-
lating time.
• Roam through an intriguing world filled with whimsical settings, optical illu-
sions, challenging puzzles, and formidable adversaries. (CPU Gamer)
consumers complicit with producers, who also seek to master and conquer markets,
alter perception in advertising, and make products disappear through consumption.
In contrast to profiteering producers, consumers are to become masterful and develop
creatively through consumption; indeed, all gamer agency is directed towards consum-
ing the product.
Here and in general, videogames construct narratives in which acquisition is essen-
tial to survival, as well as to access and progress through spaces, triumph over enemies,
and maintaining allies. Players cannot progress in the game without engaging in virtual
‘Great brands find our characters very inspiring.’—Johanna Mooney, director of health and
beauty business for Disney Consumer Products, (quoted in Howard)
The arresting settings and characters in Tim Burton’s interpretation of Alice in Wonderland
provided great inspiration and have made it possible for us to work with a group of renowned
designers to create a truly unique collection of lifestyle products that will continue to position
Disney at the forefront of fashion trends.—Pam Lifford, Executive Vice President of Global
Fashion and Home at Disney Consumer Products (Disney Dreaming, ‘Charlotte Tarantola
Alice in Wonderland Fashion Collection’)
both literal re-creation and translation into a more real, that is more vivid, visual, physically
present medium. To move from mind’s eye to body’s eye was realization, and to add a third
dimension to two was realization, as when words became picture, or when picture became
dramatic tableau. (30)
The Claire’s Alice in Wonderland pop-up shop invites you into a wonderful world of acces-
sories inspired by the theme of Alice in Wonderland. One of the world’s favourite classic
children’s stories has been reinvented by Tim Burton, and now you can be inspired by this
famous heroine too. (View London)
Inspiration here is not only a starting point for designer production but also for buyer
consumption. Claire’s went further still to figure inspiration as a product of consump-
tion, calling its customers to turn consumption into competitive production aimed at
economic reward: ‘Visit your local Claire’s store for the secret password and be inspired
by the new collection. The most magical outfit will win a private screening of Disney’s
Alice in Wonderland at a tea party held especially for the winner and 20 friends’.
Joining the Nintendo DS videogame, here was another game designed to encourage
consumption and identification with capitalist processes.
Following Disney’s sophistic rhetoric figuring mass-produced merchandise as ‘truly
unique lifestyle products’, Claire’s broke down boundaries between individual creation
and mass-produced merchandise, claiming to stock ‘everything you need to create your
very own Alice style’ (View London). ‘Own’ here resonates doubly and opposition-
ally as ‘individuality’ and ‘ownership’ of standardized, assembly line products; one’s
202 Kamilla Elliott
Tie-Infidelity
‘Are you the right Alice?’—The White Rabbit, Alice’s Adventures in Wonderland (2010)
adapt to consumer personalities, lifestyles, and desires in order to serve the bottom
line corporate quest for profit. One size does not fit all; as in Carroll’s book, there are
various sizes of ‘Alice’; Alice costumes, produced in sizes spanning toddler to child to
tween to teen to adult to plus sizes, epitomize the drive to adapt merchandise not only
to the film but also to consumers. Neither does one gender fit all: Mad Hatter costumes
were produced for females as well as males. Most of these costumes are not faithful
to the film’s representation of Alice or the Mad Hatter. Beyond age, size, and gender
differentiations, costumes were designed and marketed to target a variety of consumer
In contrast to Alice’s repeated insistence in the film, ‘I make the path. This is my dream’,
Alice is physically, narratively, and emotionally disempowered in the game. Children
too young for videogames are also invited to interact with Wonderland against their
characterization in the film. An advertisement for Plush Toys markets ‘The endear-
ingly insane Mad Hatter in a cuddly, plush retro style’, crying to child consumers that
‘Lewis Carroll’s beloved Alice in Wonderland characters are ready for some love!’ (‘Alice
in Wonderland Plush’).
Beyond consumer expectations, much of the tie-in merchandise to the 2010 film is
unfaithful to the aesthetics and ideologies of the Disney brand. Like translation theo-
rists, brand consultancy firms determine the success of tie-in merchandise as the prod-
uct of a two-way, reciprocal fidelity to both adapting and adapted brands: ‘I think
[Clipper Teas’] design for a limited edition Alice blend works really well because it sticks
faithfully to the brand’s house style’ (Amos). Press releases, interviews with designers,
and promotional videos insist that tie-in merchandising artists retained their ‘signature
style’ even though they had ‘teamed up with Disney’ (Bumpus). And yet in many cases,
their signature styles are non-Disney—even anti-Disney.
Disney articulates its six core values:
• innovation and technology
• quality (‘We maintain high-quality standards across all product categories.’)
• community (‘positive and inclusive ideas about families’)
204 Kamilla Elliott
While a great deal of tie-in merchandise to the 2010 film is generic, resembling tie-in
merchandise for other Disney films, director Tim Burton attracted elite and countercul-
tural designers who produced high-end, collectable, unconventional, limited editions in
2011, merchandise for the earlier Disney film resurged, which Burton’s film has served
primarily to establish as ‘classic’ Disney.
In spite of its etymology (freedom, immunity, privilege—OED), a corporate franchise
license is not free. The freedom to market products based on Disney films and charac-
ters with immunity from prosecution must be paid for, and a portion of the profits must
be returned to the corporation. Neither is a franchise permanent; limited editions, sold
for a limited time only, mark the end dates of franchise contracts; at the end of all of
these contracts, franchised merchandise sells out and vanishes from the marketplace,
The intertextuality here is not Marxist dialectics but capitalist dialogics, in which com-
peting capitalist interests contest. FunnyLilBunBun is not challenging corporate capital-
ism as an institution; she is demanding that corporate products be faithful to corporate
rhetoric in order to maintain Disney as a credible corporation from which she would
consume future products. Another consumer, dissatisfied with the too-ready detach-
ability of the official Disney Mad Hatter eyebrows, adopts the moniker 1AngryHatter
to post a negative review, word-playing on ‘mad’ as angry rather than insane and play-
ing intertextually on the name of a Disney character to prevent other consumers from
Tie-Intertextuality: or, Intertextuality as Incorporation 207
Tie-‘In Conclusion’
‘I said you were not hardly Alice. But you’re much more her now. In fact, you’re almost
Alice.’—Absalom the Caterpillar, voiced by Alan Rickman, Alice in Wonderland (2010)
Tie-in merchandise for the 2010 film conjures the phrase, ‘Almost Alice’, spoken as
dialogue in the film and the title of a tie-in CD whose songs are not heard in the film
(only one plays over the credits). ‘Almost Alice’ suggests ‘not quite Alice’, a state that
keeps adapters adapting, designers designing, producers producing, and consumers
consuming. In contrast to Anderson’s view of Disney’s ‘all-encompassing consumer
environment’ and ‘total merchandising’ (134), its corporate intertextuality depends on a
concept of adaptation that is almost, but not quite, what it adapts. As long as an adapta-
tion or tie-in product is not quite what it adapts, more adaptations need to be made; as
long as tie-in merchandise is not quite what it ties to, more tie-in products need to be
produced.
‘Almost’ is a portmanteau modifying ‘all’ with ‘most’. Like the ‘near perfect rep-
lica’ of Disney’s Authentic Mad Hatter costume, corporate franchise intertextuality
depends on a sense of nearly, but not quite perfectly replicated tie-in merchandise to
foster the slight dissatisfaction necessary to fuel ongoing consumption. Complete dis-
satisfaction would drive away customers, as it did FunnyLilBunBun and 1AngryHatter.
Complete satisfaction would equally put an end to consumption; slightly dissatisfied
208 Kamilla Elliott
consumers, however, remain hungry, eager to consume more. The vast array of tie-in
merchandise multiplies the Almost effect by dispersing Alice amongst so many prod-
ucts that are Almost, but not quite, Alice. The more products there are, the closer
Alice seems; yet from the other side of the looking glass, the more products there
are that are not quite Alice, the more Alice recedes. In addition to the incorporating
dynamics that this essay has traced, such multiplying, even poststructuralist dispersals
of near misses feed the franchise, creating desire for more sequels and more tie-ins.
In the final analysis, corporate intertextuality not only incorporates its varied and
Notes
1
See Allen and Juvan for a fuller account.
2
I use corporate in the sense of an incorporated company of traders legally authorized to act as a single
individual; I use franchise in the sense of a general title, format, or unifying concepts engaged to create and
market a series of products. Both definitions can be found in the OED.
3
Anderson refers to Disney in the 1950s; the process is not, however, limited to that decade but remains
operative today.
4
Not all of these costumes were licensed by Disney; costumiers capitalized on the fact that Carroll’s books
were in the public domain in 2010 and claimed to be adapting them rather than the film. However, the
‘Buy Alice in Wonderland Costumes’ website blazons lettering, iconography, and graphic design imitating
those of the Disney-Burton film.
5
She casts Alice in traditionally male roles: androgynously costumed monster-slayer in Underland and
British empire builder in ‘Overland’ (Elliott’s term).
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