Abstract
This paper introduces the concept of ‘organizational readiness’: socio-cultural expectations about working selves that prepare young people (albeit indirectly and in complex and multi-faceted ways) for their future life in organizations. This concept emerges from an analysis of Disney animations and how they constitute expectations about working life that may influence children through their representations of work and gendered workplace roles. The paper’s exploration of Disney’s earlier animations suggests they circulated norms of gender that girls should be weak and avoid work. In contrast, its contemporary productions circulate gender norms that suggest girls should be strong and engage in paid work. In this reading, the continued circulation of earlier alongside contemporary animations may convey to young viewers a paradox: girls must and must not work; they must be both weak and strong. We thus offer new insights into the puzzle of the continued relegation of women to the sidelines in organizations; more optimistically, we also point to ways in which future generations of employees may forge ways of constituting forms of gendered selves as yet hardly imaginable.
‘Just whistle while you work, and cheerfully together we can tidy up the place….It won’t take long when there’s a song, to help you set the pace. And as you sweep the room, imagine that the broom is someone that you love. And you’ll find you’re dancing to the tune. When hearts are high, the time will fly so whistle while you work’ ( ‘No right, no wrong, no rules for me. I’m free!’ (
Introduction
In September 2014, the UN’s
We start our paper with the assumption that films are performative (Cabantous, Gond, Harding, & Learmonth, 2016; Gond, Cabantous, Harding, & Learmonth, 2015; Learmonth, Harding, Gond, & Cabantous, 2016). So, for example, how women are (or are not) represented in film and other cultural media influences constructions of the female self (Stacey, 1994) and the continued depiction of women as somehow inferior and powerless, as revealed in the UN report, has effects in the world outside the cinema. By representing versions of gendered practices films inevitably contribute to the circulation of gendered norms: this continued representation of women as silenced and inferior is therefore deeply problematic. But as feminist research has long shown (e.g. Kuhn, 1985), the analysis of films may not only assist with potentially understanding gender inequalities – but also help to challenge these inequalities. Film analysis can provide insights into the ‘simultaneous production and subjugation of subjects’ (Butler, 1993, p. 130) and the mechanisms that sanction certain imaginaries as ‘real’ and others as ‘fantasies’.
Although films have been used within research to understand gender and organization (Godfrey, Lilley, & Brewis, 2012), the influence of children’s films on young people’s expectations about working life has so far been under-explored. This is important because young girls are just as silenced in movies aimed at them as are adult women in broader film culture. In the hugely popular ‘Disney Princess’ animations, for example, male characters speak between 68% and 77% of the time, effectively silencing female characters (Fought & Eisenhauer, 2016; see also Hamilton, Anderson, Broaddus, & Young, 2006). However, the representations of work in those animations, and in Disney animation more generally, have not been much researched, so we have little to go on in understanding how the films they watch in childhood produce expectations that may influence girls’ future working lives. In this paper, therefore, we explore possible readings of the messages about work in Disney’s most popular animations. Our intent is to develop a theory of how these animations may give rise to expectations about work, especially in young female audiences; expectations that prepare them (albeit indirectly and in complex and multi-faceted ways) for their adult experiences of organizational life. We call these expectations ‘organizational readiness’.
We develop a theory of organizational readiness through analysing changing representations of work and gender in Disney animations that span more than 70 years. These animations make ‘crucial contributions’ to the most important discourses of the self (Miller & Rode, 1995, p. 86). We ask about their power to create representations that their young viewers are likely to negotiate and inhabit; and in so doing are being educated into norms both of organization and working lives and of gender, including masculinity’s supposed superiority over femininity (Bell, 1995; de Lauretis, 1987). We argue that the organizational readiness provided by Disney animations incorporates the dynamics of a jostling between ‘reconfigured’ and seemingly outdated femininities. While later animations may offer new ways of conceptualizing femininity in organization, they are also trapped by the past, consciously and unconsciously citing back to previous ‘traditional’ performances of gender.
This paper’s introduction of the concept of ‘organizational readiness’ to organization studies explores the cultural products (Disney animations) consumed by the future workforce, and from our own readings of those films we explore ways in which they might influence – exert power over – taken-for-granted images, ideals and expectations of work. In presenting Whether we like it or not, cinema assumes a pedagogical role in the lives of many people. It may not be the intent of a film-maker to teach audiences anything, but that does not mean that lessons are not learnt. … Movies … provide a narrative for specific discourses.
The aim of this paper, therefore, is to develop new insights into the social and discursive production of ‘organizational readiness’, and through analysing Disney animations we speculate about how young girls may configure ideas of their future working lives. We thus follow the tradition of Within a seamless process, people, through their thoughts and behaviour, continuously enact and construct social reality, the culture at large or national culture. At the same time, the culture at large, through a wide variety of social processes, shapes and moulds people’s thought and behaviour.
The paper proceeds as follows. After a discussion of the theoretical basis of our analysis and our methods, we explore the depictions and imitations of gendered work found within Disney’s ‘classic’ animations. We focus initially upon the ‘traditional’ period of Disney feature-length animations from
Organization and Cultural Representation
New beliefs about issues of political or social significance often find prominence by being presented in a variety of cultural vehicles. In the words of Richard Rorty, ‘the novel, the movie, and the TV program have, gradually but steadily, replaced the sermon and the treatise as the principal vehicles of moral change’ (Rorty, 1989, p. xvi). Movies, in other words, have a capacity to shape and influence the world, albeit often without our conscious awareness, and in complex and subtle ways. The work of the Disney studio, in particular, ‘appear[s] to inspire at least as much cultural authority and legitimacy for teaching specific roles, values, and ideals as more traditional sites of learning such as public schools, religious institutions, and the family’ (Giroux, 2004, p. 164).
Furthermore, how we discuss and view work (in common with any social phenomenon) is inevitably selective, such that our view of it is, at least in part, necessarily constructed from the melee of cultural ideas we have already imbibed about the nature of work. Czarniawska and Rhodes (2006) show how fiction of all kinds can transmit ideals, identity models and patterns for sense-making about work and organization. Thus, our experiences of the world are inescapably mediated via stories, images and aphorisms. It follows that both ‘common-sense’ and academic understandings of work and organization and the quotidian practices therein are infused with and, to some extent at least, shaped by influential portrayals of work from the wider culture. Importantly, however, movies are themselves produced from within the wider culture(s). Influential portrayals of work (or anything else) in movies are therefore as much shaped by the wider culture as they shape it (hooks, 1996/2009).
Unsurprisingly then, there is a substantial literature which explores the sociology of popular culture (Clark, 2008) and the way that movies, in particular, have been used or can be interpreted as critical insights on modern life (Stam, 2000; Storey, 2012). Organizational theorists are contributing to a steadily growing academic literature that explores the two-way interaction between popular culture on the one hand, and work and organization on the other (see for example, Hassard & Halliday, 1998; Parker, 2006; Rhodes & Parker, 2008; Rhodes & Westwood, 2008). This literature typically focuses on the way that novels (Czarniawska, 2009; Grey, 1996; Land & Sliwa, 2009; McCabe, 2015; Michaelson, 2015a, 2015b; Morrell, Learmonth, & Heracleous, 2015; Styhre, 2016) and television or films (Bell, 2008; Buzzanell & D’Enbeau, 2013; Höpfl, 2002) represent and influence the understanding of organization.
There has also been an increasing engagement with the way that gender in organization is represented through popular culture (Czarniawska, 2008; Czarniawska, Eriksson-Zetterquist, & Renemark, 2013; Panayiotou, 2010, 2014) reflecting an increased willingness to consider and analyse TV shows such as
These studies focus on their cultural influence on
One of the pleasures of animation is its wonderful capacity to engage with multiple audiences often simultaneously, interweaving material that works for a 5-year-old girl with material that works for a 50-year-old man. We struggle to think of another cultural medium that does so as effectively. Even so, animation is primarily part of what Kavanagh (2013, p. 1489) identifies as ‘those spaces inhabited by children, and the phenomenon of childhood more generally, [that] have been unexplored, unmapped and ignored by organization studies’. Since Laura Mulvey’s seminal paper on the female spectating subject of film, much research has been carried out into women and film, but the child as spectating subject has been explored only through theory, and not empirically (see, for example, Cheu, 2013), although Kuhn (2002) has studied elderly people’s memories of their childhood cinema-going experiences. The absence of studies may be due to difficulties of studying abstract experiences with young people whose language does not yet allow for them to articulate experiences which work on them through affect (Kuhn’s participants’ memories were not of films’ contents, but of how they made them
Nevertheless, we know from previous studies that children’s attitudes, behaviours and self-esteem are affected and influenced by the TV and film they watch (Livingston & Bovill, 2001; Meltzoff, 1988; Vanderburg, 1985) – albeit not uniformly nor without some semblance of agency (Tulloch & Lupton, 1997). TV, film and animation shape how children begin to make sense of and demystify the world around them. In Western societies like the UK (where children now watch an average of two and a half hours of TV and film a day; Sellgren, 2011), films’ images and characterizations have a substantial role in most children’s play and social development (Marsh, 2014; Marsh & Bishop, 2012). They influence their understanding of the world. For example, Pugh (2012) argues that depictions of the Middle Ages in Disney animations and the studio’s other movies have come to figure
Our analysis of Disney’s animated features in this paper builds on work that has documented the influence in them of such themes as romance and adventure. Perhaps most well-known are the numerous studies looking at the Disney princess phenomenon (e.g. Cummins, 1995; Do Rozario, 2004; England, Descartes, & Collier-Meek, 2011; Lieberman, 1972; Orenstein, 2014; Wohlwend, 2009). Indeed, the Disney Corporation uses the (currently) eleven princesses appearing within Disney animations to generate profits and an attachment to the brand, primarily through marketing related products ranging from costumes and cosmetics to cutlery and car booster seats. Although studies point towards the corrosive effect of the Disney Princesses’ apparent worklessness (Orenstein, 2014), very few explore what women and girls actually
In Disney’s first four feature-length animations, for example, work and (forced) labour are paramount. In
Some may argue that these earlier animations are out of date because they were produced at a time when women’s subordination to males was widely regarded as ‘normal’ – that the animations merely articulated the discourses of male superiority/female inferiority that were then in circulation. However, this ignores the fact that today’s children see these early films as much as a hundred times (Miller & Rode, 1995). Not only have the animations been re-released in cinemas; the advent of video and DVD technologies, and latterly the internet, ensures they reach new, young audiences. For example,
Such histories suggest that Disney animations were both a reflection of contemporary culture and a producer of it. Today’s theorists argue similarly about Disney’s recent animations. In what follows, therefore, we speculate about the effect of Disney animations’ continuing circulation of pre-World War II discourses of gender, class and work, alongside contemporary Disney animations that are articulated within and through very different concepts of gender and work, if not of class. That is, contemporary Disney animations reflect assumptions that women’s position is no longer governed ‘solely in terms of exclusion connected to a dominant masculine norm’, but within reconfigured femininities experienced in contemporary organization (Lewis, 2014, p. 1849).
Let us turn now to the Disney animations themselves. We start with an account of the way they were analysed.
Methods
The data for this study are productions found within the ‘Disney Animated Canon’, based on the Disney Corporation’s own classification of its best or ‘classic’ animations regardless of when they were released. The ‘classics’ or ‘Disney Animated Canon’ label is one of which there has been much discussion (Pallant, 2013) and there are numerous ‘non-classic’ animations – often straight to DVD – that could have been explored. Nevertheless, building and extending upon similar studies (Tanner, Haddock, Zimmerman, & Lund, 2003; Towbin, Haddock, & Schindler, 2004) the 54 animations of the animated canon – officially considered by the Disney Corporation itself as their best and most well-known animations (IMBd, n.d.) – were considered sufficient. The 54 animations were watched and analysed, from
During the first stage of the research, the animations (all in DVD format) were watched and extensive notes were taken on each by author 1 following in the qualitative content analysis tradition (Schreier, 2014). Important work-related events, narratives, occurrences and quotes were observed and recorded. As part of this first stage of the study, gender and the types of work portrayed were also recorded (Macnamara, 2005). Work was defined both traditionally – ‘oriented towards producing goods and services for one’s own use or for pay’ (Reskin, 2000, p. 3261) and non-traditionally – to include housework, unpaid or forced labour as well as other non-paid forms of work as distinct from leisure and play-time or time for relaxation and sleeping. Before the films were watched, 14 categories were created for a wide variety of jobs from sportsperson to business owner, from royalty to armed forces (see Appendix I). Whenever characterizations of these jobs appeared within the films, they were recorded. Within this process the gender was also captured for each work representation in the broadest extent, expanding the female to the feminine to include those times when, as Lewis (2014, p. 1847, following Alvesson, 1998) suggests, ‘women and men can successfully mobilize femininity when managing and doing business’. Animators develop and use what one might characterize as feminized male characters (e.g. Dumbo, Pinocchio) (see Putnam, 1995) in working situations.
The second stage of the research comprised an in-depth analysis of those issues relating to work identified and recorded in the first stage (Boyatzis, 1998). In this part of the study, following previous investigations into TV and film (Bowman, 2011; Panayiotou, 2010), specific codes were produced relating to work including violence, crying and manipulation at work (see Appendix II). The authors discussed the animations (and notes) over a number of weeks and generated codes such as ‘accentuating the positive’ (from the ‘whistle while you work’ scene in
The coding and notes were then used to look for repeating patterns or themes that exist within and between the animations (Fereday & Muir-Cochrane, 2006). However, ultimately, there can be no systematic way to show that our claims are anything other than our own interpretations of the animations. Indeed, we acknowledge that there will always be multiple readings (Boje, 1995; Learmonth & Humphreys, 2012; Rhodes, 2000) of these animations available to viewers. With this in mind, we organized our readings following Czarniawska’s (2008, p. 165) approach of seeking ‘repeated patterns of emplotment’, leading us to identify a five-stage pattern in Disney’s characterization of work. This sequence of work (and the codes related to each from Appendix II) involves: (i) separation from parents (by way of codes such as ‘child labour’; ‘forced labour’); (ii) subjection to dangerous, dirty or unfulfilling work (through ‘violence at work’, ‘death at work’, ‘boredom’, or being ‘scared/frightened in work’); (iii) manipulation and deception by managers (by way of ‘manipulation/deception’, ‘domination’, ‘bullying’); (iv) accentuating the positive at work (by way of the corresponding code); and (v) being rescued and returned to a safe environment (by way of ‘quitting job’). We discuss each in turn, first in their representation in Disney’s traditional animations (pre-second wave feminism, between 1937 and 1977), and then in the more recent animations. See Table 1.
Disney films depicting characterizations of work.
Disney Constructing Work and Gender
Separation from parent(s)
In this first stage, individuals – usually children – are subjected to work due to their vulnerability, invariably through the death of (or separation from) one or both parents. Separation from parents is a common story device in fairy tales (Propp, 1968), and Disney drew deliberately on European fairy tales, sanitizing them through replacing tales of common experiences, erotic encounters and violent struggles with nostalgic longing for well-ordered patriarchal realms (Borland, 1991; Zipes, 1995). Separation from parents is an overriding theme in Disney animations, with main characters suffering this fate in 35 of these 54 ‘classic’ feature animations. In such well-known animations as
Subjection to dangerous, dirty or unfulfilling work
The work to which the character is subjected is invariably characterized as violent, degrading and frightening, with numerous depictions of characters crying or being subjected to abuse and domination (Courpasson, 2000; Le Flaive, 1996). Parker (2006, p. 2) evokes what he calls organizational gothic to remind us that:
workplaces are often imagined as places of repetitive violence. Bored bodies serving machines; lowering mills and office blocks; rows of heads bent in sullen silence. Whether in Marx, Dickens, Weber, or Kafka, the image is one of repeated acts of indignity, leaving hidden injuries that last a lifetime.
To Marx, Dickens, Weber and Kafka we add Disney.
Manipulation and/or deception by managers or overseers
Third, the work being experienced is usually controlled by duplicitous and manipulative individuals – often portrayed as managers or overseers – whose pretence to be caring and compassionate hides their deceitful exploitation of the abandoned child (see Dutton, Worline, Frost, & Lilius, 2006; Frost, Dutton, Worline, & Wilson, 2000). The theme of manipulation by managers or overseers appears in no less than 33 of the Disney classic animations. Bosses are represented as pursuing their own high status and wealth accumulation at any cost. Children are tricked into situations where they can be exploited. For example, in
This running critique of capitalist manipulation and exploitation could be seen as ironic, given that Disney is often portrayed as embodying American capitalism (‘Disney constructs childhood as to make it entirely compatible with consumerism’ (Smoodin, 1994, cited in Giroux & Pollock, 2010, p. 96). However, its intent, we tentatively suggest, was perhaps not to undermine or even critique capitalism, but rather to construct the normative child who would be expected to work hard at school so as to avoid the hard labour of manual work (Sammond, 2005).
But the gender norms in these animations can be read as equally oppressive. The exploitative female boss, the ‘Queen Bee’ (Cooper, 1997; Kanter, 1977; Mavin, 2006) or dominant, aggressive woman who blocks the progress of younger females for her own ends, appears in Disney in various guises. For example, Snow White’s stepmother exploits Snow White for her own purpose of remaining the prettiest in the land; female elephants bully and cast out young Dumbo from the circus; the psychopathic Queen of Hearts in
In this pre-feminist phase of Disney animations, therefore, we see girls represented on screen as vulnerable subjects who must find work in order to exist. Feminine passivity is to be admired: its opposite, powerful, strong women, are portrayed as wicked, evil and requiring to be overthrown. In our reading, then, a message conveyed by these films is that the ‘strong’ woman is an excrescence that is to be resisted. The norms circulating in the story-lines of these classic animations are thus (a) the necessity of employment (in the home if one is female) while (b) women who remain on the public stage of the organization are evil. The disavowal of strength in women is reinforced in one of the few portrayals of a strong woman in traditional Disney. In a short segment of
Accentuating the positive in the working role
The fourth stage of the Disney characterization of work involves the character directly responding to this individual crisis. The apparent pedagogic message at this point concerns conformity. Despite all of its dangers and negative experiences, individuals should accentuate the positive in organization and bravely soldier on in the face of adversity and abuse (Learmonth & Humphreys, 2011; Luthans & Youssef, 2007). This theme appears in 30 of the feature-length animations, and is perhaps most famously represented within
Work, as portrayed in Disney’s classic animations, holds an expectation and a promise of a better future if one labours in the present, albeit a future that (as we adults believe we know) never comes. One of the animations’ messages, therefore, seems to be that manual work is something that must be experienced; it is not to be enjoyed but endured; and if it is endured then perhaps something better might emerge, some time in the future. This bright future will arrive without agentive action on the part of the subject (and indeed females must not be agentive) and, as we see next, rescue arrives.
Being rescued and returned to a non-working environment
Finally, the Disney characterization of work suggests that if individuals persevere in exploitative situations they will eventually be rescued by well-meaning and decent heroes (Fletcher, 2004). Often these are men saving women (usually pet-like in sensibility and from privileged backgrounds), as in
However, another female working ‘role trap’ is represented at this stage, the ‘mother’ who helps those in crisis (Bowman, 2011). According to Kanter (1977, p. 233) this is a woman – in an organizational context – to whom men ‘brought their private troubles, and she was expected to comfort them … [reflecting] the assumption that women are sympathetic, good listeners and easy to talk to about one’s problems’. The caring mother is represented in 22 of the Disney animations and is no better captured than in
The mother figure is regularly used to resolve crises experienced by one (or more) of the characters. Examples include fairy godmothers employed to care for and rescue the princesses in
Contrast the villainesses, discussed above, who are powerful, agentive, strong, fearless, mature, independent and in control. As Davis (2006) points out, they all suffer the same fate – they are destroyed. The mother, on the other hand, who keeps the home and cares for the family, is valorized. She is the person whose absence has precipitated the child’s terrible adventure, and the person who should be waiting on her return. This takes us to the theme of rescue from unpleasant working experiences that appear in 29 of the feature animations. Classics such as
Rescue from dire organizational situations acts as an end point and ‘happily ever after’ that disarms all previous problems. It often locates safety from oppressive working conditions within the home. Parker (2006, p. 2) argues that ‘the assumption that work is boring and degrading, and that escaping from it can be fun, reflects a wider culture that simultaneously celebrates and denigrates management and organization’. Disney, and the contradictions found within the Disney stages of work, suggests something slightly different. Disney is part of a Western culture which celebrates management and organization, but denigrates exploitative management, manual labour and the working class.
Both boys and girls watch these films, and boys would not be immune to their messages. The communications directed at boys about their future working lives in the classic Disney canon that contribute to ‘organizational readiness’ is the importance of having high aspirations. The future
Summary
Traditional Disney animations and organizational readiness
Work is an important theme in Disney’s traditional animations. Our analysis suggests that in the pre-second-wave feminist era these animations represented work as no place for women, and especially not for strong women. To performatively constitute one’s gender as female, within the domain of this norm, is therefore to constitute a self that rejects the public space of organization in favour of the private space of the home.
In our reading, a precise image of femininity is therefore offered to young girls. Stacey’s (1994) study of the production and reproduction of feminine identities in relation to the idealized feminine images of Hollywood stars of the 1940s and 1950s suggests that adult women’s femininity is based centrally upon appearance. ‘Femininity,’ she writes (Stacey, 1994, p. 225), may be characterized as ‘the constant reproduction of self as object of consumption for others, which is achieved through the consumption of other objects.’ Disney’s princesses are slim and beautiful and walk like ballet dancers (Do Rozario, 2004); they offer the image of beauty to which young girls may aspire as they grow. But in our reading of Disney animations, femininity is concerned not only with beauty, important though that is, but with ‘character’, and the ideal female is passive, nurturing and belongs in the home. The exiling of women from public spaces was a dominant theme in feminist organizational studies until the turn of the century (Bondi & Domosh, 1998) but what those earlier studies did not show was how childhood influences, speaking within and through animations, could perhaps instigate in girls a desire for (and expectation of) their own subordination. This, we suggest, was the work of the classic Disney animations; the generation of norms of femininity in which work should be left to men who will heroically battle through its trials in order to bring home the monthly salary (note, not the working-class weekly wage).
However, that second-wave feminism could take hold so effectively, so that women now occupy public spaces in large numbers, suggests the limitations of even such a popular producer of culture as Disney to influence constructions of the (female) self. Disney’s animations have adapted to changes in gender culture, as we will explore in the next section, where we analyse Disney animators’ articulation of changed dominant gender norms in its contemporary animations.
Contemporary Disney animations and their characterization of women and work
Of the 1388 directors and writers of the 158 feature animations of the top production companies from 1937 to 2014, 1294 (93.23%) were men; of directors alone, 96.28% were men (
This ‘feminist turn’ by Disney is, in part, no doubt a reaction to pressure to include new representations of gender, and is seen in portrayals of a cross-dressing female Chinese soldier ( We have no obligation to make history. We have no obligation to make art. We have no obligation to make a statement. To make money is our only objective. (Cox, 2000)
This is a statement which suggests that Disney’s new generation of managers are tapping into the current zeitgeist in order to capitalize even further on the multi-billion-pound cinema and merchandizing industry. Nevertheless, companies are not able to control the effect of their animations once they are in circulation: the performativity of the norms and discourses (perhaps sometimes cynically) circulated through these animations may become part of the discursive formations of new gender norms. We turn now, therefore, to considering how these changes influence the five-stage sequence of work presented in the most recent Disney animations.
The common story device of separation from parent(s) to create a sphere of vulnerability continues to inform the first stage. Indeed, the original fairy stories on which the animations were based that did not include this device are often adapted to include it: the tragic death of parents was a new plot device in both
This new generation of animations therefore continues to represent its female characters as vulnerable. However, the characters now more typically seek subordination through immersion in organization, as seen in the second stage of work – subjection to frightening or monotonous labour. This theme is carried on in rather interesting ways that consciously interact with, i.e. cite (and so in some cases undermine) what has gone before. For example, we might contrast the confident, intelligent scientist Jane in
The third stage – manipulative and deceptive bosses – remains as strong in recent Disney animations as in their predecessors. Lawyers accept a rival’s bid for the restaurant Tiana wishes to purchase in
The fourth stage of work – accentuating the positive – continues in recent animations, but is represented differently. The accentuation of the positive is now portrayed through agentive female characters whose destinies are in their own hands. In You wish and you dream with all your little heart but you remember Tiana that old star can only take you part of the way. You gotta help it along with some hard work of your own and then you can do anything you set your mind to.
The ‘star’ references several previous appearances of this image in Disney animations including Jiminy Cricket singing ‘When you wish upon a star’ in I remember Daddy told me ‘fairy tales can come true you gotta make ‘em happen, it all depends on you’. So I worked real hard each and every day. Now things for sure are going my way. Just doing what I do, look out boys I’m coming through.
We suggest, however, a need for caution before applauding Disney’s portrayal of women as agentive and in charge of their destinies. In It’s funny how some distance can make everything seem small, and the fears that once controlled me, can’t get to me at all. It’s time to see what I can do, to test the limits and break through. No right, no wrong, no rules for me. I’m free!
Elsa gives up trying to be a ‘good girl’ who fulfils the responsibilities of her work, and makes a physical transition before the viewers’ eyes from a relatively plainly dressed girl into a glamorous woman. In this ‘vision of female self-actualization as narrow and horizon-diminishing as a makeover …. the “good girl” goes over to “the bad side” thanks to a quick cosmetic fix-up’ (Stevens, 2014). There is a paradox here. Elsa is transformed into a beautiful, seductive woman: she may be freed from her duties as ruler, but she is not freed from the imposition of rules about how a woman
In the fifth stage in contemporary Disney animations, the female or feminine lead character’s need to be rescued from work takes a new direction. In
Meanwhile, the villainess seems to have more or less disappeared from Disney films in the 1990s and the 21st century (Davis, 2006). She is replaced by a wise mother figure, such as Mama Odie in
Contemporary Disney animations and organizational readiness
Although contemporary Disney animations continue with similar story-lines as in earlier productions, the characters are portrayed very differently, with the female passivity and retreat from the work and organization of the earlier animations replaced by active, agentive girls and women. Rescue comes not from princes or other male characters who return females to the home, but from themselves as strong females or other females who help these characters face up to the responsibilities of work.
Second-wave feminists fought for the rights of women both to enter the public space of organization and to enter as the equals of men. The norms circulating within contemporary Disney animations testify not only to the achievement of at least the first of these goals, but to perhaps unexpected consequences. The recent animations can be read to encapsulate a normative, ethical requirement and expectation that women be active and agentive within public space. Strength rather than weakness is now desirable. In short, our reading of the earlier Disney animations in terms of organizational readiness is that girls could not be women if they were workers; whereas our reading of contemporary Disney animations is that girls cannot be women if they are
Discussion and Conclusion
Our reading of Disney animations as cultural artefacts illuminates how, over the course of three-quarters of a century, the norms of organizational gender have shifted substantially. But there is no neat division between eras and epochs: the echoes of the old continue to reverberate through the new. Disney’s contemporary animations represent particular gendered norms about work and organization that have moved significantly since its earlier features, but audiences watch the older animations alongside the new. We have suggested that the world of work as shown in the contemporary animations is one where females are expected to be active and agentive occupants of the public space of organization, but that young viewers will also be well versed in the older animations, and they continue to be subjected to ideas governing the necessity to work on their appearance, much as their mothers, grandmothers and great-grandmothers were enjoined to do.
This reading is encapsulated in a curious scene repeated in contemporary Disney animations; one that might suggest that girls cannot escape from the taint of that past understanding – that as they become women they should expect to be weak, passive, in need of rescuing, carers rather than creators. The clearest example of this understanding is in
This extract, we suggest, can be read as a condensation of the circulation of traditional Disney animations alongside the company’s contemporary creations. We noted above how the pre-second-wave feminism Disney films continue to be widely watched. The first,
This discussion leads to the question of the power of such representations to influence the identity work and work aspirations of young girls as they perhaps sit in their Disney Princess or Pirate outfits, watching
We can, however, speculate. Kuhn’s (2002) study of recollections in their later life of early cinema-going experiences suggests that what is remembered is not story-lines or ideas, but feelings. So although film-watching is self-evidently an embodied experience involving sight and sound, Kuhn’s study emphasizes the life-long impact of the emotions that cinema arouses. We add to this Barker’s (2009) analysis of the work the film does on the embodied, emotion-saturated viewer. Action adventure films, for example, invite our bodies to experience the chase and the escape. They seduce us, hold us tight, trap us, and then suddenly throw us off, again and again. The body and the affect constituted in, around and on that body are actively incorporated into understanding of films’ stories. Of animations, she writes that their ‘
This haptic theory points to the value of reading emotions invoked when watching Disney animations. In Sobchack’s (2004, p. 76) words, ‘Our embodied experience of the movies … is an experience of seeing, hearing, touching, moving, tasting, smelling, in which our sense of the literal and figural may sometimes vacillate.’ Disney animations provoke fear (of loss of the mother, of being alone, of being stuck in a terrible workplace), hope (of rescue), confusion (if I am a girl and there are such contradictory ways of being a girl, who can I be?), strength (the strength merely to survive in the earlier films, but of agency in the recent films), excitement (at taking responsibility for my own rescue into my own hands), care (for others who need caring for), loathing (of the wicked, whether portrayed as a manager or an older woman), and so on. What such an experience may incorporate into the child’s body is ‘unrepresentable memories’ (Marks, 2000), that is, memories that exist in images and bodies but for which there is no language.
Speaking of intercultural cinema in terms that perhaps tell us much also about the child viewer, Marks (2000, p. 195) writes that when language fails, the memory of the senses offers alternative modes of remembering. Thus she talks about ‘sense knowledge’ as a source of social knowledge; and of how we may have two or more sensoriums, such as those of the child and those of the young adult as she decides upon her career choice and makes herself ready to enter the workplace. That is, it is in the child’s sensorium that the impressions of Disney animations’ telling of the gendered world of work are stored, memories that precede the sophisticated language that would make more sense of them, but whose affects are recalled in young adulthood and later.
This then is our theory of how Disney animations influence organizational readiness: immersed in their stories the child viewer is engaged in a visceral, affective encounter in which she experiences loss, longing, danger and passive waiting for rescue as she watches the earlier films. But when she views the later films she knows what it is like to be agentive and possess the power to rescue herself (and others) from villains and all they throw at her. She may be dressed like a Princess, in frills and lace, but Princesses, she feels (literally) can act upon the world.
Thus we disagree with Miller and Rode’s (1995, p. 102) typification of Disney animations as ‘extracurricular identity-schooling’. Haptic film theory suggests there is no simple cause/effect mechanism in which children absorb the animations’ messages and make their norms their own reality. Further, contemporary film theory, in abjuring earlier accounts of women as passive viewers (e.g. Mulvey, 1975), suggest the relationship between viewer and film is not one-way – in our terms the child does not merely wish to emulate, say, the hero, but engages in a back-and-forth movement with her (Tisseron, 2013). Served up complexly contradictory messages, children are likely to interpret, re-interpret and re-interpret again what they have seen. In other words, they are far from passive: although they are born into languages, discourses and cultures that preceded them and restrict the possibilities of identities, they also play with as well as within the terms of the always-already there. Thus they may learn resistance even as they absorb ways of conforming.
If a ‘major virtue of the visual arts is their capacity to make the invisible visible’ (Bersani & Dutoit, 2004, p. 1), then our study suggests important insights into the continuation of organizational gender inequalities. Women who currently occupy organizational space, our account suggests, are there only under sufferance but at the same time they are also there as legitimate occupants – the two positions battle against each other. The scene from
And yet, in terms of future generations of women workers and their organizational readiness, the complexities of the paradoxical gendered identities portrayed in Disney animations, and the visceral affective responses we suggest they may evoke in young girls, point towards a certain optimism. So while the earlier animations may arouse fear and the desire for rescue, the more recent may induct young viewers into a sense of their own power and strength. By power, here we mean a corporeal, affective refusal to be passive. Organizational readiness, in this reading, emerges within and through a sensorium that is alert to an expectation of oppression – and how it can be resisted – and the possibilities of refusing passivity in favour of agency. If this is the case, then Disney animations may be far more radical than ever intended by the Disney Corporation: the ‘organizational readiness’ of the next generation of female workers may incorporate an intolerance of contradictions, an understanding of the self as agentive, and therefore a knowledge that the future working self will be able to resist intolerable, paradoxical, or contradictory gendered organizational norms.
At least, that is our reading, as adults who have watched 54 Disney animations. We have watched them as cultural artefacts for this paper, but we have also watched them many times – laughing and singing along with them – with our children (and grandchildren).
Footnotes
Appendix I
Appendix II
Funding
This research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors.
