Highlights
Damsels In Discourse
Dawing upon theories that reconceptualize toys and artifacts as identity texts, this study employs mediated discourse analysis to examine children’s videotaped writing and play interactions with princess dolls and stories in one kindergarten classroom. The study reported here is part of a three-year ethnographic study of literacy play in U.S. early childhood classrooms. The specific focus here is on young girls who are avid Disney Princess fans and how they address the gen dered identities and discourses attached to the popular films and franchised toys. The study employs an activity model design that incorporates ethnographic microanalysis of social practices in the classroom, design conventions in toys and drawings, negotiated meanings in play, and identities situated in discourses.
The commercially given gendered princess identities of the dolls, consumer expectations about the dolls, the author identities in books and storyboards associated with the dolls, and expectations related to writing production influenced how the girls upheld, challenged, or transformed the meanings they negotiated for princess story lines and their gender expectations, which influenced who participated in play scenarios and who assumed leadership roles in peer and classroom cultures. When the girls played with Disney Princess dolls during writing workshop, they animated identities sedimented into toys and texts. Regular opportunities to play with toys during writing workshop allowed children to improvise and revise character actions, layering new story meanings and identities onto old. Dolls and storyboards facilitated chains of animating and authoring, linking meanings from one event to the next as they played, wrote, replayed, and rewrote. The notion of productive consumption explains how girls enthusiastically took up familiar media narratives, encountered social limitations in princess identities, impro vised character actions, and revised story lines to produce counternarratives of their own.
Childhood cultures are made up of interwoven narratives and commodities that cross TV, toys, fast-food packaging, video games, T-shirts, shoes, bed linen, pencil cases, and lunch boxes...teachers find their cultural and linguistic mes sages losing power and relevance as they compete with these global narratives. Just how do we negotiate these invasive global texts? (New London Group, 1996, p. 70)n a global array of children’s merchandise and play things, the Disney Princess franchise stands out. The Disney Princess brand, “the most successful property for Disney Toys” (Disney Consumer Products, 2007, paragraph 3), brings together eight heroines from Walt Disney Pictures animated film classics: Snow White, Jasmine from Aladdin, Belle from Beauty and the Beast, Pocahontas, Mulan, Cinderella, Ariel from The Little Mermaid, and Aurora from Sleeping Beauty. Young girls, ages 3 to 5 years old, are the target market for Disney Princess multimedia and an accompanying line of licensed toys, collectibles, apparel, and household goods featuring the film characters. The entire fran chise produced $4 billion in global retail sales for 2007, offering a bedazzling collection of pastel products that includes animated films, DVDs, toys, fast-food meals, music CDs, books, interactive webpages, video games, costumes, clothing, bed linens, school supplies, makeup kits, and even Cinderella cleaning supplies (Iger, 2006; Noon, 2005).
Identity messages circulate through merchandise that surrounds young consumers as they dress in, sleep on, bathe in, eat from, and play with commer cial goods decorated with popular culture images, print, and logos, immersing children in products that invite identification with familiar media characters and communicate gendered expectations about what chil dren should buy, how they should play, and who they should be (New London Group, 1996). During play with Disney Princess toys, children reenact film scripts Reading Research Quarterand expectations for each princess character, quoting memorized dialogue or singing songs from the films as they talk in-character while playing with dolls or while using princess accessories. The pervasive availability of consumer products associated with the Disney Princess films blurs the line between play and reality, allowing children to live in-character: One can be Cinderella all day long, sleeping in pink princess sheets, eating from lavender Tupperware with Cinderella decals, and dress ing head to toe in licensed apparel, from plastic jewel encrusted tiara to fuzzy slipper-socks.
Fascination with Disney royalty also travels to school, toted in pink backpacks and lunchboxes deco rated with large smiling princess heads. In some class rooms, popular culture media and toys are relegated to the unofficial space of the playground, deemed inappro priate topics for the serious business of learning to read and write. However, in classrooms with permeable cur ricula (Dyson, 1993), children selectively choose ma terial from their popular culture repertoire for literacy play themes (Dyson, 1997, 2003). In the classroom case in this article, a permeable curriculum incorporated Disney Princess dolls and stories into writing workshop activities, enabling children to replay and rewrite the well-worn story lines and characters from Disney films and to use princess themes to fuel their passions and impress their peers.
This article examines kindergartners’ play with Disney Princess dolls and stories to discover how young girls read and respond to constraining story lines at tached to their beloved media toys. (The focus of this article is on the girls’ play and writing with Disney princesses and associated discourses. A thorough dis cussion of the boys who also played, wrote, and clearly loved these films is beyond the scope of this article and is the focus of a separate article; Wohlwend, 2008a.)
Do girls enthusiastically take up and replay stereo typical gendered narratives evoked by dolls, or do they revise stories and characters to produce counternarra tives of their own? Analysis of excerpts from a three year ethnographic study of literacy play in kindergarten classrooms shows that when girls played with Disney Princess dolls and repeatedly enacted the associated film texts, they rewrote plots they knew by heart and subtly altered character roles to take up more empow ered identity positions in child-ruled imaginary spaces. As they wrote plays and books about Disney Princess characters, children drew upon their media knowledge as well as valued school literacy practices (Street, 1995) and available classroom identities as girls and boys, au thors and animators, and actors and directors. In this article, I examine recursive processes of improvisation and revision in children’s play and writings with Disney Princess dolls to understand how toys act as durable texts that concretize identities and discourses in media
narratives as well as children’s counternarratives (my use of the term discourse is consistent with Gee’s [1996] use of the term as particular ways of talking, speak ing, dressing, playing, and so on, that index affiliation with a larger group or set of beliefs. Because these ways simultaneously index a group’s beliefs and tacit rules, I also use discourse in a Foucauldian sense to indicate how language circulates power in global and local ways. When I refer to specific verbal interactions, I will use such terms as talk or speech). More specifically:
Q-How do young girls combine play and writing to negotiate the tension between their desire to faithfully reproduce story lines from favorite Disney films and their desire to get past social limitations of performing the predetermined gender expectations associated with media toy marketing and princess play?
Q-What happens when teacher acceptance of Disney Princess dolls as appropriate materials for writing .
Workshop juxtaposes character and consumer identities in femininity discourseWith cultural artifacts, from children’s scribbled draw ings to manufacturers’ franchised toys, bear traces of the social practices that produced them (Brougère, 2006). Rowsell and Pahl (2007) combined theories of text with sociocultural theories of identity (Gee, 1996; Holland, Lachicotte, Skinner, & Cain, 1998) to read child-made artifacts as tangible links to children’s iden tities and histories of experiences. An artifact can be read for its producer’s intended meaning and also for its sedimented identities, layers that reflect a child’s deci sions about which modes and materials to use (Kress, 1997, 2003b), the identity performances made available to children within prevailing discourses (Butler, 1993), and the practices and dispositions, or habitus valued by families, schools, or communities (Bourdieu, 1977). This expanded definition of texts in context recognizes drawings, crafts, and art projects as literacy artifacts, fashioned from material objects with physical proper ties and design affordances that can be read as layered assemblages of meanings, modes, practices, histories, and discourses.
The conflation and intersection of Discourses become modalities in texts, which, alongside practices, provide a formative picture of the meaning makers—not only their pathway into literacy but also how they make meaning in 58 Reading Research Quarterly • 44(1) certain contexts and engage in practice. The theory provides a lens on how producers sediment identities and what identi ties they sediment. (Rowsell & Pahl, 2007, p. 392, emphasis in original) Through ethnographic analysis, Rowsell and Pahl un covered evidence that children’s artifacts hold traces of literacy practices that tap into prior experiences and sediment layers of identities, social practices, and dis positions learned at home and school. For one child, making a bird from tissue paper layered his knowledge of chickens on his family’s farm in rural Turkey, a pet name that his mother had for him, a teachers’ reading of The Ugly Duckling, and a prior bird-making craft ac tivity at school. His hand-made artifact concretized the previous as well as the immediate social practices used to create them. “The text, then, becomes an artifact of identities as much informed by social practice, habi tus (Bourdieu, 1977), and context as it is by the mate rial choices made during its creation” (Rowsell & Pahl, 2007, p. 392).
This article extends Rowsell and Pahl’s (2007) no tion of artifacts as sedimented identities in texts de posited by layered histories of multimodal literacy practices. I suggest that commercially produced toys are artifacts with anticipated identities: identities that have been projected for consumers and that are sedimented by manufacturers’ design practices and distribution processes. Anticipated identities in toys and commercial media that children consume interact more subtle narra tives about identity and status that relate to global mar kets and societal beliefs about gender and childhood. In this expanded definition, toys invite players to read and perform particular identities through play. Carrington (2003) analyzed Diva Starz dolls as texts in the context of a “textual landscape” that merges consumer expectations in global markets and gender expectations in popular media. These talking dolls communicate a “hip” quality through their materials as well as their prerecorded one-liners. The dolls’ mate rial design updates the classic Barbie design by adding Japanese anime facial features: nonexistent ears, tiny nose and mouth, and enormous eyes that cover one third of the face. The identity text “cool girl” is com municated through the doll’s anime features as well as its hairstyle, makeup, and clothing. The doll’s snippets of talk, “I’m bored—Let’s go shopping,” voice gendered consumer identity messages for children in the target demographic of 6- to 12-year-old girls. Carrington’s analysis interrogates these popular dolls as complex texts that require children as readers, players, and con sumers to coordinate messages about taste, cultural capital, and social status (Bourdieu, 1986).
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