The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)

Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minec...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Animation : an interdisciplinary journal 2016-07, Vol.11 (2), p.130-145
Hauptverfasser: Wagner, Keith B, Jang, In-gyoo
Format: Artikel
Sprache:eng
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 145
container_issue 2
container_start_page 130
container_title Animation : an interdisciplinary journal
container_volume 11
creator Wagner, Keith B
Jang, In-gyoo
description Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minecraft (2014). To complicate matters, only recently are cinema and video games now tropes in 3-D computer animation, with films such as Wall-E (Andrew Stanton, 2008) and Wreck-It Ralph (Rich Moore, 2012) absorbing these cultural relations. In this article, the authors explicate on two interwoven yet separable themes in the Walt Disney/Pixar films. First, they theorize aspects of the ‘imperfect aesthetic’ as connected to an audience and industry’s desire to aesthetically ‘deskill’ – as explained in John Roberts’s article ‘Art after deskilling’ (2010) – the image of its characters, in the process making the characters more vulnerable and thus more endearing. This imperfect aesthetic is typically associated with avant-garde animation or animated shorts, yet to link imperfection to 3-D computer animation illustrates a new visual tendency since the 2000s. Second, they draw on the scholarship of Maurizio Lazzarato to relate immaterial labor to what each character does in their animated worlds, what they call ‘digital labor zones’: the Wall-E robot is prone to affective labor while in Wreck-It Ralph, Ralph, the goofy villain, begins to question the reasons for his rampaging behavior and the labor behind such actions.
doi_str_mv 10.1177/1746847716638267
format Article
fullrecord <record><control><sourceid>sage_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1177_1746847716638267</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sage_id>10.1177_1746847716638267</sage_id><sourcerecordid>10.1177_1746847716638267</sourcerecordid><originalsourceid>FETCH-LOGICAL-c323t-a4c156c5c4b65322f520d556c41ef3237e651219dd59020edbf13030593be5783</originalsourceid><addsrcrecordid>eNp1kM1Lw0AQxRdRsFbvHvdoD6v7vYm30lYtFASpFLyEze6kTZsmYTce-t-bWvEgeJrhze8NMw-hW0bvGTPmgRmpE2kM01okXJszNDhKJJGJOv_tjblEVzFuKVU8lWyAdssNYEGmeFyXe9uBx5PGQ3S2hUc837cQCnBd2dTY1h5Py3XZ2QovbN4E_NHUEHFZ45WtKjLDd5zSZPQNrgK4HZl3-M1W7eY4YXx0jS4KW0W4-alD9P40W05eyOL1eT4ZL4gTXHTESseUdsrJXCvBeaE49apXJIOiJwxoxThLvVcp5RR8XjBBBVWpyEGZRAwRPe11oYkxQJG1oX8uHDJGs2NY2d-wegs5WaJdQ7ZtPkPdX_g__wVZDmSg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)</title><source>SAGE Complete</source><creator>Wagner, Keith B ; Jang, In-gyoo</creator><creatorcontrib>Wagner, Keith B ; Jang, In-gyoo</creatorcontrib><description>Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minecraft (2014). To complicate matters, only recently are cinema and video games now tropes in 3-D computer animation, with films such as Wall-E (Andrew Stanton, 2008) and Wreck-It Ralph (Rich Moore, 2012) absorbing these cultural relations. In this article, the authors explicate on two interwoven yet separable themes in the Walt Disney/Pixar films. First, they theorize aspects of the ‘imperfect aesthetic’ as connected to an audience and industry’s desire to aesthetically ‘deskill’ – as explained in John Roberts’s article ‘Art after deskilling’ (2010) – the image of its characters, in the process making the characters more vulnerable and thus more endearing. This imperfect aesthetic is typically associated with avant-garde animation or animated shorts, yet to link imperfection to 3-D computer animation illustrates a new visual tendency since the 2000s. Second, they draw on the scholarship of Maurizio Lazzarato to relate immaterial labor to what each character does in their animated worlds, what they call ‘digital labor zones’: the Wall-E robot is prone to affective labor while in Wreck-It Ralph, Ralph, the goofy villain, begins to question the reasons for his rampaging behavior and the labor behind such actions.</description><identifier>ISSN: 1746-8477</identifier><identifier>EISSN: 1746-8485</identifier><identifier>DOI: 10.1177/1746847716638267</identifier><language>eng</language><publisher>London, England: SAGE Publications</publisher><ispartof>Animation : an interdisciplinary journal, 2016-07, Vol.11 (2), p.130-145</ispartof><rights>The Author(s) 2016</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c323t-a4c156c5c4b65322f520d556c41ef3237e651219dd59020edbf13030593be5783</citedby><cites>FETCH-LOGICAL-c323t-a4c156c5c4b65322f520d556c41ef3237e651219dd59020edbf13030593be5783</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://journals.sagepub.com/doi/pdf/10.1177/1746847716638267$$EPDF$$P50$$Gsage$$H</linktopdf><linktohtml>$$Uhttps://journals.sagepub.com/doi/10.1177/1746847716638267$$EHTML$$P50$$Gsage$$H</linktohtml><link.rule.ids>314,776,780,21798,27901,27902,43597,43598</link.rule.ids></links><search><creatorcontrib>Wagner, Keith B</creatorcontrib><creatorcontrib>Jang, In-gyoo</creatorcontrib><title>The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)</title><title>Animation : an interdisciplinary journal</title><description>Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minecraft (2014). To complicate matters, only recently are cinema and video games now tropes in 3-D computer animation, with films such as Wall-E (Andrew Stanton, 2008) and Wreck-It Ralph (Rich Moore, 2012) absorbing these cultural relations. In this article, the authors explicate on two interwoven yet separable themes in the Walt Disney/Pixar films. First, they theorize aspects of the ‘imperfect aesthetic’ as connected to an audience and industry’s desire to aesthetically ‘deskill’ – as explained in John Roberts’s article ‘Art after deskilling’ (2010) – the image of its characters, in the process making the characters more vulnerable and thus more endearing. This imperfect aesthetic is typically associated with avant-garde animation or animated shorts, yet to link imperfection to 3-D computer animation illustrates a new visual tendency since the 2000s. Second, they draw on the scholarship of Maurizio Lazzarato to relate immaterial labor to what each character does in their animated worlds, what they call ‘digital labor zones’: the Wall-E robot is prone to affective labor while in Wreck-It Ralph, Ralph, the goofy villain, begins to question the reasons for his rampaging behavior and the labor behind such actions.</description><issn>1746-8477</issn><issn>1746-8485</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><recordid>eNp1kM1Lw0AQxRdRsFbvHvdoD6v7vYm30lYtFASpFLyEze6kTZsmYTce-t-bWvEgeJrhze8NMw-hW0bvGTPmgRmpE2kM01okXJszNDhKJJGJOv_tjblEVzFuKVU8lWyAdssNYEGmeFyXe9uBx5PGQ3S2hUc837cQCnBd2dTY1h5Py3XZ2QovbN4E_NHUEHFZ45WtKjLDd5zSZPQNrgK4HZl3-M1W7eY4YXx0jS4KW0W4-alD9P40W05eyOL1eT4ZL4gTXHTESseUdsrJXCvBeaE49apXJIOiJwxoxThLvVcp5RR8XjBBBVWpyEGZRAwRPe11oYkxQJG1oX8uHDJGs2NY2d-wegs5WaJdQ7ZtPkPdX_g__wVZDmSg</recordid><startdate>201607</startdate><enddate>201607</enddate><creator>Wagner, Keith B</creator><creator>Jang, In-gyoo</creator><general>SAGE Publications</general><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>201607</creationdate><title>The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)</title><author>Wagner, Keith B ; Jang, In-gyoo</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c323t-a4c156c5c4b65322f520d556c41ef3237e651219dd59020edbf13030593be5783</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Wagner, Keith B</creatorcontrib><creatorcontrib>Jang, In-gyoo</creatorcontrib><collection>CrossRef</collection><jtitle>Animation : an interdisciplinary journal</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Wagner, Keith B</au><au>Jang, In-gyoo</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)</atitle><jtitle>Animation : an interdisciplinary journal</jtitle><date>2016-07</date><risdate>2016</risdate><volume>11</volume><issue>2</issue><spage>130</spage><epage>145</epage><pages>130-145</pages><issn>1746-8477</issn><eissn>1746-8485</eissn><abstract>Live-action film and video games share a presence and convergence in each media’s visuality and narrative storytelling; this is especially apparent over the last four decades – from Tron (1982) to Run Lola Run (1998) to The Beach (2000) and now ‘machinima’ as new computational genre cinema via Minecraft (2014). To complicate matters, only recently are cinema and video games now tropes in 3-D computer animation, with films such as Wall-E (Andrew Stanton, 2008) and Wreck-It Ralph (Rich Moore, 2012) absorbing these cultural relations. In this article, the authors explicate on two interwoven yet separable themes in the Walt Disney/Pixar films. First, they theorize aspects of the ‘imperfect aesthetic’ as connected to an audience and industry’s desire to aesthetically ‘deskill’ – as explained in John Roberts’s article ‘Art after deskilling’ (2010) – the image of its characters, in the process making the characters more vulnerable and thus more endearing. This imperfect aesthetic is typically associated with avant-garde animation or animated shorts, yet to link imperfection to 3-D computer animation illustrates a new visual tendency since the 2000s. Second, they draw on the scholarship of Maurizio Lazzarato to relate immaterial labor to what each character does in their animated worlds, what they call ‘digital labor zones’: the Wall-E robot is prone to affective labor while in Wreck-It Ralph, Ralph, the goofy villain, begins to question the reasons for his rampaging behavior and the labor behind such actions.</abstract><cop>London, England</cop><pub>SAGE Publications</pub><doi>10.1177/1746847716638267</doi><tpages>16</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1746-8477
ispartof Animation : an interdisciplinary journal, 2016-07, Vol.11 (2), p.130-145
issn 1746-8477
1746-8485
language eng
recordid cdi_crossref_primary_10_1177_1746847716638267
source SAGE Complete
title The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012)
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-29T02%3A41%3A25IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-sage_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=The%203-D%20Animated%20Codescape:%20Imperfection%20and%20Digital%20Labor%20Zones%20in%20Wall-E%20(2008)%20and%20Wreck-It%20Ralph%20(2012)&rft.jtitle=Animation%20:%20an%20interdisciplinary%20journal&rft.au=Wagner,%20Keith%20B&rft.date=2016-07&rft.volume=11&rft.issue=2&rft.spage=130&rft.epage=145&rft.pages=130-145&rft.issn=1746-8477&rft.eissn=1746-8485&rft_id=info:doi/10.1177/1746847716638267&rft_dat=%3Csage_cross%3E10.1177_1746847716638267%3C/sage_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_sage_id=10.1177_1746847716638267&rfr_iscdi=true