In No Logo, Naomi Klein discusses the progression of branding from the
act of claiming a place on clothing to claiming a place in the world. The branding of life – through the
sponsoring of events, objects, and locations – in an attempt to associate the
positivity of the brand with a lived reality has led to a drive “not to sponsor
culture but to be the culture.” Taken along with John Seabrook’s
chapter on Star Wars, the question
arises: what occurs when the brand is
a world? The longevity of the Star Wars franchise is largely due not
just to its success as a film but to its status as a fictional universe, with
its own history, culture, and natural laws. Marketing executives in The
Persuaders frequently spoke of the brand as a space of “meaning making.” In the case of Star Wars, the real-world sense of belonging that many brands
strive to enable in their customers is coupled with an escapist desire to participate
in a fictional world. Seabrook describes Star
Wars as a world layered “with successive coats of mythic
anthropology.” When the brand is a
world, the fan becomes at once a consumer and an anthropologist, or more
specifically, an anthropologist by being a consumer.
There is no denying that the Star Wars films were a cultural phenomenon
in and of themselves, as the tremendous following that the original films
generated at the time of their release remains a legendary standard in the
world of film and merchandise marketing.
However, nearly 40 years after the release of A New Hope, I would argue that much of the selling power of the Star Wars franchise has come not
strictly from the narrative events of the six films, but through the fictional
world in which that narrative is based.
The Star Wars logo calls to
mind not just the story of the Skywalker dynasty, but the planets, the ships,
the technology, the multitude of species, and space – space to create and
consume. Comic books, novels, and
video games capitalized off of the stories left untold in the original trilogy,
utilizing its hundreds of characters, locations, organizations, and passing
references to give fans expeditions into the “expanded universe” beyond that which
was seen in the films. The fictional
world offered not just a plethora of exploratory narrative experiences but a
corresponding abundance of opportunities for merchandising. The initial film may have made George
Lucas a millionaire as he predicted, but the world it created and the
corresponding profits built him an empire.
While the fictional world built by
the Star Wars films can be a primary
draw for fans, a world can’t be sold; it has to be a world translated through
products. If I want to traverse
the landscape of Tatooine, a video game gives me the opportunity to interact
with that world, but the game is ultimately a product as much as it is a
gateway. In 2007, there was a highly successful
cross promotion between Fox studios and 7-11, in which a series of convenience
stores across America were made into the fictional Kwik-E-Mart stores from The Simpsons, all stocked with fictional
products like Buzz Cola and Krusty-Os cereal. The goal was not just to promote the original product (The Simpsons film), but to give fans the
momentary chance to live in the world of The
Simpsons (and, of course, buy their fictional products). It is through the
act of consuming that the products become the tools of anthropology, allowing
the fictional world to become realized.
If, as Naomi Klein suggests, brands attempt to become an integral part
of the lived-in world, the goal is perhaps more easily accomplished when the
brand itself is a world in which we wished we lived, even if only at the level
of fantasy and escapism. While riding to work in a bus painted like a Snickers
bar may seem like a Freudian nightmare, for Star
Wars fans desiring to experience the brand-as-world, riding to work in the
Millennium Falcon would be like a utopian dream.
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