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Introduction
Todd Gitlin’s concept of slant, in which a network uses a show to sell advertising
space to products that will be of a similar socio-political leaning, positions the program as
a catalyst to create an ecosystem around itself (261-265). Seeking capital, the network
will sell advertising space to products they believe relate to a given program’s slant and
cultivate continued viewership of the channel within Gitlin’s conception. Considering
this relationship between a program and its advertisements, it functions similarly to an
ecosystem, as the two components interact with each other to ensure a program is able to
maintain the viewers required to remain on the air and that the products reach their
buying market. The term ecosystem, used here to define an interconnected network of
capitalist business practices, echoes its biological underpinning, which the Oxford
English Dictionary defines as, “A biological system composed of all the organisms found
in a particular physical environment, interacting with it and with each other”
(“ecosystem, n”). With this importance placed on interconnectedness, the biological
ecosystem sees its organisms relying on one another to survive as a television program
relies on advertisers to remain on the air. However, Gitlin’s definition of slant and the
ecosystem it cultivates is focused only on the single program.
Shifting this conceptualization to the broader sense of an entire network, or
portion of one, the programs themselves adopt this role, becoming an ecosystem in
which, the shows rely on one another to maintain viewership and put forth a singular
slanted message. As the programs rely on each other to present a singular slanted
message and maintain revenue, the ecosystem is inseparable from the concept. Where
Gitlin’s conception of the use of slant relies on traditional broadcast television with
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advertisers being the bulk of a network’s income, expanding to the ecosystem allows for
discussion of the topic in the traditional mode of television viewing as well as streaming
services moving towards an erasure of commercials (263-265). In that, where a
traditional network relies on advertisers to maintain capitol, as Gitlin has stated when
writing before the rise of online streaming services, many streaming platforms are
commercial free as a standard (or a premium upgrade with examples such as Hulu)
creating a stronger reliance on their catalog of programing maintaining a slant to retain
their subscriber base. Considering a network or streaming platform as ecosystem, the
programs exhibited rely on the others to maintain viewership to ensure the survival of
themselves as individuals, and in doing so, allow the network or streaming platform to
thrive. Thriving as a network, the success of an ecosystem is seen through its ability to
cultivate programs who enjoy extended runs, as the number of seasons they receive is
linked to their success, as Gitlin has outlined, and it should have an easily recognizable
slant as the network or streaming service’s programing will align directly with it.
In this thesis I will negotiate the animated ecosystem of Cartoon Network with its
liberal slant and emphasis on representing and re-representing various cultural identity
politics and how they are intersectional throughout its trajectory of programing. As an
ecosystem with a recognizable trajectory, I am also placing an emphasis on Cartoon
Network’s industrial practice of internal promotion (five of the seven programs being
discussed remain within a lineage of creatorship) leading to an evolution towards their
current means to give visibility to cultural groups who typically wouldn’t be seen on
children’s television. As an ecosystem successful in presenting its slant, Cartoon Network
has been singled out for its ability to maintain programs, cultivating multiple programs
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that have received runs of five or more seasons, each contributing to the established and
easily recognizable slant. The slant of this ecosystem, while remaining throughout its
trajectory, evolves from emphasizing the performativity of gendered identities to
presentations of gender egalitarian cultures and the difference of experience between
racial and cultural groups. The Marvelous Misadventures of Flapjack (Creator: Thurop
Van Orman 2008-2010, 3 Seasons) begins this trajectory followed, in order, by Regular
Show (Creator: J.G. Quintel 2009-2017, 8 Seasons), and Adventure Time (Creator:
Pendleton Ward 2010-2018, 10 Seasons), The Amazing World of Gumball (Creator: Ben
Bocquelet 2011-, 6 Seasons (ongoing)), Steven Universe (Creator: Rebecca Sugar 2013-,
5 Seasons (ongoing)), We Bare Bears (Creator: Daniel Chong 2015-, 4 Seasons
(ongoing)), and Craig of the Creek (Creators: Matt Burnett and Ben Levin 2018-, 2
Seasons (ongoing)). Each of these programs take an active approach in the
representations of topics, such as gender and race, and either subverts or realistically
portrays these cultural identity politics in a manner for a child audience to negotiate. As
each program takes an active approach in representation an overlapping discourse of
identity politics emerges. With this, their depictions of identity become intersectional as
defined by Kimberlé Crenshaw, who, writing on the experience of black women,
articulates the discrimination a black woman faces as directed at her for both her sex as
well as her race thus being intersectional (“Demarginalizing the Intersection”). The
Cartoon Network ecosystem, presenting a diverse cast of characters is able to represent
the intersectionality of identity as they, through the use of varying characters (both
human and nonhuman), establish and maintain cultural identities that include race,
gender, and age most consistently throughout the programming. If we consider these
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programs as part of an ecosystem, the identity politics of that ecosystem are bolstered via
the interactions of the individual programs.
Presenting an evolving progressive slant that often emphasizes gender, Judith
Butler’s work on gender performativity (Gender Trouble) is key in understanding the
construction of gendered traits and how they function to identify characters to gender
groups. In that, the characters in the Cartoon Network ecosystem are animated figures
and through their performance either conform or subvert all identity traits as they have
been constructed through their contemporary cultures. Linked to their contemporary
cultures and interacting with each other throughout their trajectory, the push towards
progressive representation within the ecosystem is further understood through the
production/reproduction model of television from Stuart Hall (“Encoding/Decoding”).
Hall further creates a discourse of the instilling of constructed identity traits through this
model of reproduction which aids in understanding how Cartoon Network represents
issues of identity to its child audience and how it subverts the typical representations of
cultural identities found within children’s television. Considering Cartoon Network to be
subverting what is typical representation in children’s television, I am considering
“typical” children’s media as Dafna Lemish, writing on gender representations in the
medium, states, “promote[s] restrictive ideologies of femininity and masculinity…and
says little about the multifaceted aspects of girls’ and boys’ lives, capabilities, and
potential contributions to society” (2). With Hall’s discourse of television as a
reproductive model, Jason Mittell’s concept of narratively complex semi-serial programs
presents its own form of reproduction (“Narrative Complexity”). Mittell’s concept finds
that certain programs have narratively complex modes of storytelling to allow for more
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development of characters as its episodes are serialized to allow them to gain knowledge
throughout the series run, while the individual episodes are able to stand alone as well.
This narratively complex structure allows for a greater exploration of a program’s
contemporary social issues is linked to both the production/reproduction model and the
ecosystem as each function to maintain viewership.
Within the discourse of children’s television, Cartoon Network can be considered
within, what Amy Holdsworth and Karen Lury define as “television’s ‘duty of care’
[which] is arguably heightened in its recognition of, and (anxious) responsibility for, the
child audience” (185-186) with specific emphasis placed on the corporate forces that
influence the network as well as its depictions of gender. As children’s television,
Cartoon Network is placed in dialogue with its peer networks of Nickelodeon and Disney
Channel. Within this discourse, other children’s television networks, like Nickelodeon,
and the advertisers that support them have been criticized for developing anti-adult biases
within their ecosystems while presenting characters who are overtly gendered with the
purpose of exploiting the purchasing power of the audience (Schor 51-58). Noting the
importance of portraying gender to children in a manner which is unrestrictive and
egalitarian in its presentation, Lemish has stated, “Equality [of gender] is advanced when
boys and girls are treated equally as well as offered equal roles and opportunities on
television, all the while recognizing and respecting their differences” (125). With this,
Adventure Time is the only program of those I am considering which has received prior
academic attention, in which it was praised for its depictions of gender equality (Jane).
Having received recognition of the progressive representation on Adventure Time, within
the ecosystem the program is interconnected with the other programs, bolstering the slant
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through the multiplicity of representations, creating a need for consideration of the
broader Cartoon Network ecosystem.
Cartoon Network, consisting entirely of animated programs, makes use of
characters who are aliens, anthropomorphized animals, and anthropomorphized objects
alongside or in absence of human characters to code depictions of race throughout its
ecosystem. Within the broader context of animation studies, anthropomorphic characters
have been considered by Nicholas Sammond for their perpetuation of racist stereotypes in
the early animated shorts of the 1920s and 1930s with particular emphasis on the
characters like Mickey Mouse as a minstrel figure (217-234). Paul Wells further
emphasizes the racist depiction seen in early animation; however, he begins to explore
more contemporary animated animals (The Animated Bestiary). In his discussion of
contemporary animated animals however, Wells only provides discussion of those who
strictly retain their animality, in that, while they maintain some human traits, like speech,
they are still heavily defined by their animal identity (175-202). With this restriction, as
well as the exclusive focus on animal characters, the anthropomorphic characters in the
Cartoon Network ecosystem, who are divorced from animality as a defining identity,
don’t receive discussion. Beyond discussions of race in animation, Kevin Sandler has
stated, “anthropomorphism reiterates the schema of gender” (159), in that where previous
scholars have noted the practice as a perpetuating force of racism, through the projection
of gender onto animals, it reinforces gendered traits. Similarly, discussion of Disney
animators using live actors as reference for their animation has been read as imbuing
characters with the same gendered performance as the actors (Honess Roe). Within
animation studies the identity politics acted out by the animated characters are both a
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visual display in the character’s model as well as a performance created by animators,
which in previous scholarship is remarked as reinforcing the racial stereotypes and
gendered traits of the contemporary cultures, however, the Cartoon Ecosystem pushes
against this.
For Ages One to One Hundred: Cartoon Network’s Age-Free Slant
Amongst its competing children’s television networks, Nickelodeon and Disney
Channel, Cartoon Network has typically received attention for bringing televised
animation out of the confines of specific time slots and presenting it to a wider audience
(Mittell 2004, 79-93). Mittell, writing about the network in 2004, states, “Cartoon
Network defines itself as the location for 24-hour cartoons,” (2004, 90) praising its
success in sustaining itself exclusively on animated content, however he delivers this
praise more for the network’s airing of licensed content over their (at the time) limited
original programming (90). Dafna Lemish, and Juliet B. Schor, discussing Cartoon
Network as children’s television, place the network within a discourse against
Nickelodeon and Disney Channel who both maintain live action programing alongside
their animated content (117-123, 51-58). Programing animated content on a twenty four
hour schedule exemplifies a basic interaction between the programs of Cartoon
Network’s ecosystem to maintain viewership and survive, albeit on a surface level that
does not account for its slant. In that, the programs being exclusively animated, rather
than being interspersed with live action content may be enough to persuade some viewers
to remain tuned into Cartoon Network, maintaining a flow of advertiser revenue.
Maintaining viewership of the network, the ecosystem should be thought of in the
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reproductive mode of television that Hall states is “a structure produced and sustained
through the articulation of linked but distinctive moments – production, circulation,
distribution/consumption, reproduction” (2006, 128). With the Cartoon Network
ecosystem, that which is produced then reproduced within the framework is, on the
surface, the animated programs which maintain its audience and allow the network to
thrive. Cartoon Network, having received the praise for the programming it has
previously exhibited it will seek to reproduce content within the same slant.
While Cartoon Network’s twenty-four hour animated programing schedule is
enough to differentiate it from its children’s television peers, Disney Channel and
Nickelodeon, a greater differentiation comes between the networks’ underlying
manifestos. Of the three networks, Disney Channel and Nickelodeon have opposite
manifestos while Cartoon Network becomes an outlier seeking to break the definition of
a children’s network. Nickelodeon “tries to take the child’s perspective [positioning]
itself as kids’ best friend, on their side in an often-hostile environment [leading to] an
antiauthoritarian us-versus-them sensibility,” which has led to criticism of the network as
potentially detrimental to a child’s relationship with the adults who surround them (Schor
52). Articulating these criticisms, Schor states that the ecosystem of Nickelodeon, with its
anti-adult programing and the commercials that air alongside it teach “the lesson to
kids…that it’s the product, not your parent, who’s really on your side” (55). Opposite
Nickelodeon’s anti-adult slant is Disney Channel whose former senior vice president for
programming, Rich Ross, has stated, “[Disney Channel] provide[s] situations where kids
and families see themselves in a positive way” (Sterngold). Creating a positive view of
family life is in direct opposition to the slant of anti-adultism held by Nickelodeon and
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sets Disney Channel as a network which should lead to a better representation of adults as
more than the often grotesque oppressors seen on the former. Despite Cartoon Network’s
being set against Disney Channel and Nickelodeon in the discourse of narrative of
children’s television, it has largely stood outside the debate of how it treats its audience.
Avoiding this discourse of anti-adult versus pro-family children’s programing,
Cartoon Network’s manifesto is that “the channel does not specifically target its
programming towards adults or children” (Mittell 2004: 84). Quoted by Mittell, Cartoon
Network’s former Senior Vice President of Original Animation, Linda Simensky,
“describes the channel’s target audience as a ‘taste culture’ or ‘psychographic’ consisting
simply of ‘people who like cartoon,’ regardless of age’” (2004: 84). While Simensky
states the network is for cartoon lovers, Cartoon Network’s demographics suggest that
majority of its audience is still adolescent (“45% of the audience is aged 2-11, 15% are
teenagers” (Mittell 2004: 84)), and the existence of its aptly named late night segment,
Adult Swim, further promotes the former as safe for and marketed towards children.
Looking directly at Cartoon Network, its manifesto of creating cartoons for animation
lovers over an exclusively child audience can account for some of its slant towards
progressive representation, with Adventure Time in particular having received previous
academic attention for its progressive depictions of gender (Jane). Having received
attention for its socially progressive mode of programming, Cartoon Network’s
ecosystem presents topics typically not given attention in children’s media in a manner
which is easily understandable for its audience.
Despite Cartoon Network’s stance that it is for lovers of animation rather than
exclusively children, the research by Davies et al. creates a narrative that puts forth the
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idea that television that appeals to children generally relies on physical comedy or action
and does not appeal to adults due to its crude nature. Davies et al. finds that for children
“one of the characteristics that [is] seen to make television boring [is] talking,” and they
are interested instead in the physicality of the characters on screen (19). Perceiving
children to be broadly more interested in physical activities on television rather than the
complex narratives echoes Schor, who states that even products marketed towards
children set a schism between them and adults with the former seen enjoying gross out
novelty treats for their “shock” or “cool” value (Schor 58-65). Davies et al. states,
“children…need to see the world in simple binary terms before they can learn to
understand its full complexity,” however, earlier in their article they find children
enjoying the shows which the authors deem too “adult” and complex for them (21, 6).
Citing the children who were studied for the article enjoying those programs which were
not meant for them suggests Cartoon Network’s ecosystem of shows which are not
specifically aimed at children aides in their reaching and informing this audience.
Within the Cartoon Network ecosystem, creating their programs for “cartoon
lovers” over children specifically, Emma A. Jane has cited Pendleton Ward, the creator of
Adventure Time, stating that his creative process concerns making the program
entertaining for himself first while still being a children’s show (234). With this insight to
the creative process, Cartoon Network reinforces “research revealing a longstanding
tendency for children to prefer watching programs that are not specifically made for
them” (Jane 234). Adventure Time, which concerns Finn the Human and his magical
adoptive brother Jake the Dog traversing the post-apocalyptic Land of Ooo, takes part in
the story telling mode of narrative complexity as outlined by Mittell allowing its
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characters to gain social knowledge. Interrogating the animated sitcom The Simpsons
(Creator: Matt Groening, 1989-), Mittell relates the program to live-action sitcoms like
Seinfeld (Creators: Larry David and Jerry Seinfeld, 1989-1998), in that it “generally
embraces an excessive and even parodic take on episodic form, rejecting continuity
between episodes by returning to an everlasting present equilibrium state of Bart in fourth
grade and general dysfunctional family stasis [which] offers ambiguous expectations over
which transformations are ‘reset’ after each episode” (2006, 34). Unlike The Simpsons,
the programs in Cartoon Network’s ecosystem, beyond Adventure Time, do not reset after
every episode allowing their characters to maintain the knowledge they have gained from
an episode and better depict social issues as a result furthering the network’s slant. This
use of a stronger episodic format shifts Cartoon Network’s programing away from the
reset format of animation towards what Mittell defines as narratively complex television.
In that, the narratively complex program typically “feature[s] some episodic plotlines
alongside multi-episode arcs and ongoing relationship dramas [however] individual
episodes have a distinctive identity as more than just one step in a long narrative journey”
(2006, 32). This eschewing of the reset format for that of narrative complexity gives the
programs in Cartoon Network’s ecosystem an increased ability to represent cultural
identity politics. In that, allowing characters to develop throughout the course of a
program, rather than remaining largely stagnant as they do in shows like The Simpsons,
they are able to better represent cultural identity politics as they are granted the time to be
explored and the characters can maintain the social intelligence they gain between
episodes.
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While the programs within the Cartoon Network ecosystem use narrative
complexity to their advantage to more acutely represent cultural identity politics and
further the network’s slant, this works in conjunction with their most prominent feature,
being animated. Lacking a physical set and actors, animation relies solely on
representation, whether dealing directly with a real environment, or imbuing an imagined
character with performance (Wood 27-46, Honess Roe, 69-79). Imbuing an imagined
character with performance Annabelle Honess Roe recalls “animators at Disney us[ing]
actor[s] as a frame-by-frame reference for how an animated character moved,” breathing
life into their fanciful characters (71). Using the real to create an imagined character,
while creating a believable image for an audience, leads to the character becoming a
representative model. In that, an animated character who appears as an African American
man, for example, is imbued with the cultural identity politics which the hegemonic gaze
places upon him, whereas a character who is a talking book is coded with its identity by
the other characters’ reactions to it. Seen within the ecosystem of Cartoon Network, the
normalcy of animate candy people in Adventure Time, for example, are given this
normalized identity by the other non-candy characters treating them with equality.
This choice to animate a character as a human or an anthropomorphic proxy
character enters into a discourse of direct and indirect representation, with the human
character being direct, and indirect being a proxy creature like a rabbit. Similar to the
manner in which an animated character’s performance is a representation of a real one,
animation makes use of characters who stand in as proxies for real people having cultural
identity politics grafted onto them to more abstractly comment on society. This practice
of using proxies has been maintained throughout the history of animation, as Sammond
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has stated, with “commercial Animation at the beginning of the twentieth century [for
example] turn[ing] to the minstrel stage to produce…characters such as Felix, Krazy and
Mickey” imbuing these characters with the same identity politics as the minstrels that
came before them (218). With this reading of Mickey and Felix as minstrel characters
they become proxies for blackface characters, carry the same racial identity, and perform
the same racist caricature.
The proxies at play in the current catalog of Cartoon Network however, while
continuing the tradition of indirect representation, put forth an opposite message to what
was outlined in early twentieth century animation. Where these early twentieth century
animated figures reinforce racist stereotypes, the characters of Cartoon Network seek to
perform cultural politics such as race, gender, or sexuality and how they act
intersectionally in a progressive way. With this, the catalog of programming on Cartoon
Network does not exclusively use direct or indirect representation. Craig of the Creek, for
example, is direct as it uses exclusively human characters and realistic performances
throughout its series, whereas The Amazing World of Gumball is indirect with no human
characters and a world which ignores the laws of physics. Adventure Time, Regular
Show, Flapjack, Steven Universe, and We Bare Bears all maintain a hybridized sort of
representation with proxy characters and human characters living amongst each other.
Considering these seven programs as presenting direct and indirect representations of
their society at large Gitlin’s concept of slant becomes directly concerned in the
ecosystem producing a social ideology. Like the animation of the early twentieth century
reproducing images of the minstrel Gitlin notes, “Commercial culture does not
manufacture ideology; it relays and reproduces and processes and packages and focuses
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ideology…from social elites and…active social groups and movements” (1979, 253). In
that, the manner in which an animated character represents the cultural identity they
embody is derived of the contemporary cultural consciousness from which the originate.
Getting Animated: Imbuing Animated Figures With Identity
An example of performing cultural politics, both in the real and animated world,
is gender, in which an individual displays gendered traits within their culture as an
expression of the gender or genders to which they identify. As a display of signs
previously understood within a culture, the performance of gendered traits functions to
conform to or subvert a hegemonic definition of gender. Discussing gender
performativity Butler states, “If the inner truth of gender is a fabrication and if a true
gender is a fantasy instituted and inscribed on the surface of bodies, then it seems that
genders can be neither true nor false, but are only produced as the truth effects of a
discourse of primary and stable identity,” in that gender identity is performed to conform
to the culture in which an individual is embedded (186). While cultural identity politics
like gender are expressed as they have been inscribed on the body however, this is not to
say that they are related to sex or given by nature. Examining how the representation of
identity traits, like gender, may appear given by nature Hall states, “Certain codes may,
of course, be so widely distributed in a specific language community or culture, and be
learned at so early an age, that they appear not to be constructed…but to be ‘naturally’
given” (2006: 132). The repetition of codes that construct gender are so often repeated
by a culture that they appear to be natural when they are not and function instead to
conform to a preexisting gender identity. This “naturalization” of gender by a hegemonic
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culture early in life can be seen in the class room studies of Davies et al., in which she
notes “a group of girls cover[ing] their ears every time football [is] mentioned…self-
consciously constructing their own [feminine identity] by rejecting the [masculine] world
of football” (12). Noting these young girls seeking to define themselves as feminine
against what is perceived as a masculine activity demonstrates the inscription of gendered
traits. Believing the girls to have learned and mimicked this gendering from television
bolsters the argument of the importance of doing away with the gender binary stereotypes
so often presented in children’s television and is echoed by authors like Lemish and Jane.
Considering the actions of this group of girls, they are enacting a constructed code
which “demonstrate[s] the degree of habituation produced when there is a fundamental
alignment and reciprocity…between the encoding and decoding sides of an exchange of
meanings” (Hall 2006, 132). In that, the group of girls’ reactions against football both
places it outside the binary of their gender and cements its place within a masculine
gender binary whilst bolstering their constructed feminine identity. Furthering this acting
out of identity traits, gender is only recognized when it is enacted in conformity with the
recognized binaries of its culture (Butler 22). Within the context of the child audience,
and the children studied by Davies et al., they are seen being acutely affected by the
desire to fit into identities which Lemish cites as often being perpetuated by children’s
television (Lemish 1-7). With Lemish’s criticism of the portrayals of gender typical to
children’s television she identifies a need for programs which display gender in an
egalitarian manner. The animated programs at home in the Cartoon Network ecosystem,
each with their fabricated cultures, are free to create their own gender traits.
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While it isn’t stated within Cartoon Network’s own manifesto, the statement by
Nickelodeon’s Donna Sabino, “It’s tough to be a kid in an adult world,” (Schor 52) sets a
binary between children and adults. Children, unlike adults, are more subjected to
restricted viewing, with certain media, like Cartoon Network, Nickelodeon, and Disney
Channel, being for them while networks like HBO and Cartoon Network’s own adult
segment, Adult Swim, are not. This binary between the adult world and the child’s world
deems the former a hegemonic power, which in the case of Nickelodeon leads to an anti-
adult slant. However, Cartoon Network, despite Adult Swim, does not take this approach
in its regular programming, placing the network outside Nickelodeon and Disney
Channel’s concept of children’s television. To reiterate, Cartoon Network states they are
for people who like cartoons, despite age, gender, or race, whereas Nickelodeon and
Disney Channel are stated as children’s television, and other animation, such as The
Simpsons, or Rick and Morty (Creators: Justin Roiland and Dan Harmon, 2013-), are
programed or otherwise set outside of a child’s reach. Cartoon Network’s approach to
programing, while still being children’s television, functions as a microcosm of narrative
complexity, educating its audience on topics like gender, sexuality, race and how they are
intersectional through their serialized storytelling and interaction between programs in
the ecosystem.
Appealing to their child audience, most of the programs in the Cartoon Network
ecosystem have children as their central characters, with the exceptions of Regular Show,
whose main characters are Mordecai and Rigby who are both 23 year old employees at a
public park, and We Bare Bears, which follows a trio of young adult brother bears living
outside of San Francisco. Existing in worlds which all maintain age as an identity politic,
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the children and young adults who star in the programs, as animated figures with
identities constructed upon them, enact age as a constructed identity trait similar to
gender. Similar to gender performance as outlined by Butler, the proxy animated
character performs all cultural identity politics since they are given all identity politics
and traits through their performance and appearance as created by their animators. In that,
if a character identifies as a lesbian African American woman, it is due to a conscious
choice by the animators to both give the character the identity and instill them with the
politics which are associated with said identity. However, while a character is performing
identity politics, identity traits, such as race, which are fixed in the real world, remain
fixed within the confines of the animated program (or so is the case for one seeking to
create an accurate portrayal of those traits which are fixed, and is the case for the
programs being interrogated in this thesis). Emphasizing the performativity of gender
Butler notes “the performance of drag [as] play[ing] upon the distinction between the
anatomy of the performer and the gender that is being performed,” and notes that the
performance “reveals the imitative structure of gender itself” (187). Applying this to the
animated character, its performance of any identity politics is the imitation of how it
functions in the real world.
As imitations, the genders, races, and ages depicted in animation echo how these
cultural politics are acted out within the physical world. Commenting directly on the
gendering of anthropomorphic characters in animation, Kevin Sandler states, “by
repeating…imitation, the animators create the illusion of a talking gendered animal while
reproducing the illusion of gender itself. Anthropomorphism reiterates the schema of
gender” (159). As an imitation of gender, Sandler suggests that the anthropomorphic
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character can only receive a gender which is preexistent within the physical world, in
that, presentations of gender non-binary characters in Adventure Time (of which there are
many) can only occur due to an increased knowledge of the gender in the real world.
Presenting a greater quotient of characters who often eschew traditional gendered traits,
as they do in the Cartoon Network ecosystem, demonstrates that, as Paul Wells states,
“animators do not merely imitate but interpret,” (67) and work through the performance
of gender to create a believable characterization. Beyond this, Wells states that, as with
this gendering of animal characters and instilling them with other identity politics, it
“points up issues of…’social embedding,’ exposing notions of consensus,” (175) such as
the cultural construction of gender. Exposing notions of consensus, animation’s history of
caricature is directly concerned, as proxy characters, not being directly human, are able to
be inscribed with identity traits at the will of the animator. The proxy character is not
bound by the same standard of beauty as the human character, allowing it to more easily
break free of presentations like the “hyper-attractive, hyper-sexual, thin, and/or…clichés
such as ‘the helpless blonde or the cheeky red-head’” (Jane 231) which children’s
animation has been previously criticized for. However, Cartoon Network’s ecosystem
does not include exclusively programs that are all proxy characters as most of the
programs are a hybrid of human and proxy characters, with Craig of the Creek being the
only program with exclusively human characters. With varying ratios of human and
proxy characters, the interaction between the programs in the Cartoon Network
ecosystem further the network’s slant towards progressive representation and the
intersectionality of cultural identity politics.
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Maintaining an ecosystem with varying usage of proxy characters, the Cartoon
Network ecosystem is able to temper what politics and to what degree each program
interacts with them. While all of the programs do deal with similar issues of cultural
politics, their representational modes are linked to their animation styles. For example,
Craig of the Creek and We Bares Bears, with the first having an exclusively human cast
which is racially diverse, and the second creating a dichotomy between the human society
and the brother bears, use their form to comment more on issues of racism, over
Adventure Time, which maintains an extremely diverse cast of proxy characters, engages
with issues of gender and sexuality more readily. This is not to suggest that Adventure
Time doesn’t tackle issues of race however, and that Craig of the Creek and We Bare
Bears don’t comment on representations of gender and sexuality, but only that through
their varying use of proxy and human characters between programs certain issues come
to the foreground more readily. Creating this broader understanding of cultural identity
politics, the ecosystem, as a capitalist organism, maintains its slant to receive the
viewership that sustains it while furthering its message. The varying proxy characters on
the programs determining their levels of depiction of certain issues of cultural identity
politics over others exemplifies the ecosystem’s ability to create a broader understanding
of cultural identity politics and how they act intersectionally for its audience through its
multiplicity of representations.
Beards, Birds, and Bubblegum: Establishing and Eschewing Norms
The eldest program, being explored within the evolving ecosystem of Cartoon
Network, The Marvelous Misadventures of Flapjack, which ran from 2008 to 2010 and
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received three seasons, is acutely concerned with the performance of cultural identity
politics among its cast of characters. Flapjack follows its titular character, a young white
orphan boy, and his caretakers, Bubbie, a female sperm whale, and a washed up sea
captain, K’nuckles, on adventures at the docks of Stormalong Harbor. Exemplifying the
program’s interest with performativity of gender, the episode entitled “Beard Buddies,”
(2008 S1:E 18) follows Flapjack attempting to help K’nuckles win a beard growing
contest to exemplify the latter’s prowess as an adventurer. Linking the possession of a
beard to one’s prowess as an adventurer, Flapjack restricts adventuring to a masculine
gendered binary, and the character models of the other adventurers further this gendering,
as they are often crude, overly muscular, and covered in tattoos. Through this gendering,
the adventurers who inhabit Stormalong are similar to the heroes in programs that target
young boys who are “the embodiment of the “perfect” traditional man: most heroes are
strong, brave, muscular, always on the lookout to defend the weak, undefeatable, active
in the outdoors, full of adventure, and are adorned by females” (Lemish 16). While their
appearance alone doesn’t suggest the adventurers in Flapjack are “perfect” traditional
men however, Flapjack’s admiration towards them suggests otherwise, and perpetuates
their overt masculinity and the gendering of adventuring.
While “Beard Buddies” seems to present the bearded people, who are competing
in the bearding contest to be physically men, the final moments of the episode reveal
everyone in attendance, with the exception of Flapjack and K’nuckles, to be women.
With this reveal, the performance of the women in drag acting out a masculine identity
emphasize Butler’s statement that “in imitating gender, drag implicitly reveals the
imitative structure of gender itself-as well as its contingency” (187). In that, the bearded
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women, speak in low voices, wear traditionally masculine clothes, and act aggressively,
which is overturned when they are revealed to be women, as they all quickly adorn
themselves with traditionally feminine clothing and calmly leave Stormalong Harbor.
With this subversion, as well as many other costume gags throughout the series that act in
a similar manner (characters who appear scrawny before removing their clothing to
reveal they’re actually thrice their size, men mistaken for women, and vice-versa on both
accounts), a mobility of gendered performance is emphasized in Flapjack. However, the
characters who are statically gendered remain strictly within the gender binaries of the
program emphasizing the typical presentation of male and female characters in children’s
television purposed by Lemish.
The most notable female character in the program, Bubbie, Flapjack’s adoptive
mother, is defined exclusively on this binary, being passive to Flapjack and K’nuckles
while offering them mothering care. Aside from Bubbie, Stormalong has few reoccurring
women, and even fewer who receive dialogue, with another female character who
receives a significant amount of attention being the inanimate Candy Wife. Candy Wife
is the wife of the local bar’s purveyor, who created her entirely out of candy for the sole
purpose of being married, and receiving no further name, she is an embodiment of the
male culture of Stormalong. While Flapjack has emphasized the mobility of gendered
politics through performance of other characters, Candy Wife aligns with Lemish’s
assertion of traditional “women [characters in children’s television] associated with
“being” in the private sphere and are characterized, generally, as passive, emotional,
caregiving, childish, sexy, subordinate to males, and of a lower social status” (2010: 2).
In that, Candy Wife, essentially a mannequin, remains within the confines of her
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“husband’s” bar, existing only for his pleasure and never interacting with male characters
outside of the bartender, while Bubbie is defined by her role as a caregiver to Flapjack
and K’nuckles. Aside from Bubbie and Candy Wife, the gender binary in Flapjack is
further enforced, as the background female characters, opposite the overtly masculine
adventurers, are often dressed as southern belles or flappers seeking the attention of the
male characters in Stormalong. Flapjack, as the first program being considered in this
trajectory, while emphasizing the performance of gender traits, establishes a distinct
binary between genders like those criticized by Lemish.
Evolving towards gender egalitarianism, the next program within the trajectory of
the Cartoon Network ecosystem is Regular Show, created by J.G. Quintel, who
previously worked as a creative director on Flapjack, receiving eight seasons from 2009
to 2017. The program follows the two best friends Mordecai, a six foot tall blue jay, and
Rigby, a raccoon, through their adventures in and around the park they work at.
Differentiating itself from Flapjack, Regular Show’s mode of animation relies more
heavily on hybridized representation, featuring a greater number of proxy characters with
no human characters featured in the core cast. With this, Regular Show continues to
distance itself from the previous program by increasing number of reoccurring female
characters in the program. However, where Regular Show shows its most marked
difference to Flapjack is through Mordecai, Rigby, and many of the other male characters
in the program going directly against the definition of typical male characters in
children’s television. Where Lemish finds the typical male character to be heroic, strong,
and outgoing, which Flapjack enforces, the men of Regular Show, and particularly
Mordecai and Rigby, are domestic, scrawny, and largely unmotivated. With this, the
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typical male centric children’s television program often features “storylines involving
dominance and aggression situated in the context of conflict and threats [that] restrict
young males’ identity development and limit their ability to experiment with emotions
and experience other possible social scripts” (Lemish 16). Regular Show subverts this
typical depiction of male protagonists, with episodes like “Dumptown U.S.A.,” (2015
S7:E1) “Yes Dude Yes,” (2012 S3:E25) and “Rigby Goes to the Prom,” (2016 S7:E27)
that feature Mordecai and Rigby having to work through some sort of emotional trauma,
such as processing a breakup or negotiating an estranged father-son relationship. Against
Flapjack’s idolizing of men who fit squarely within the mold of typical male heroes in
children’s television, Regular Show provides a subversive and alternative representation
of male characters to those in Flapjack allowing for greater exploring of emotional issues
within the Cartoon Network ecosystem.
Evolving the Cartoon Network ecosystem, Regular Show, aside from its
alternative view of male characters, represents a turn towards increased visibility of
female characters on the network. Unlike Flapjack, Regular Show gives a greater
autonomy to its female characters, who enter and exit the series as they attend colleges or
enter into relationships with the protagonists that span multiple episodes of the series.
With this, Regular Show begins the Cartoon Network ecosystem’s trend of serialized
storytelling that aligns with narrative complexity as defined by Mittell “often oscillat[ing]
between long-term arc storytelling and stand-alone episodes” (2006: 33). It is this long-
term arc storytelling which allows Regular Show to depict, for example, the relationship
dramas that Mordecai and Rigby face throughout the series, as, unlike a reset format, the
relationships either remain or degrade between episodes, and any love or antagonism felt
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by those partaking in a relationship also remains. Using long-term arc storytelling
however, the episodes maintain they ability to stand alone, in that, while the characters
gain social intelligence between episodes, they all follow the same basic, self-contained
plot structure. Regular Show maintains linearity between its episodes to create characters
who are capable of aging and learning and this practice can also be quickly seen through
the permanence of objects in the series. For example, the episode “Eggscellent” (2012
S3:E17), follows Rigby’s quest to complete an eating contest and win a trucker hat that
reads “I’m Eggscellent,” within the context of the episode this hat is merely the
McGuffin, however, following episodes continue to portray Rigby wearing the hat, with
it eventually becoming a sentimental object for him, as seen in the later episode “Bank
Shot” (2013 S5:E10). As a stand-alone episode, “Eggscellent” provides the self-contained
plot of Rigby seeking to earn the hat, however, the hat continuing to remain in the
program and become a sentimental object for him demonstrates the long-term arc
storytelling Regular Show enters into the Cartoon Network ecosystem.
Shifting to the long-term arc storytelling paired with stand-alone episodes of
narratively complex television as defined by Mittell, along with its male characters
receiving a more diverse mix of masculine and feminine gendered traits, Regular Show
also begins to present female characters with greater autonomy. However, the female
characters depicted in Regular Show remain secondary characters, with Adventure Time,
as the next program in the evolution of the ecosystem, pushing heavily for gender
egalitarianism. Adventure Time, created by Pendleton Ward who formerly worked as a
writer and storyboard artist on Flapjack, received ten seasons and ran from 2010 to 2018,
sets an almost equal ratio of male and female characters. Creating near gender
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egalitarianism within its main cast, Adventure Time also presents a significant number of
gender non-binary characters within the reoccurring cast in the first five seasons of the
program where “45 of [the cast] are females, 55 are male, and 8 are of unknown or
multiple gender/s” (Jane 244). Noting the significance of this distribution of gendered
characters, Jane states in an article on the representation of gender on Adventure Time
that the roughly equal number of male and female characters in the program along with
the characters who are gender non-binary allows for the “subver[sion of] many traditional
gender-related paradigms” (235). Aside from having an almost equal number of male and
female characters, Adventure Time also demystifies gendered actions and traits, such as
Jake the Dog occasionally wearing make-up and women’s clothing, or Princess
Bubblegum having super human strength. Typically, feminine gender tropes of children’s
television find “female characters appear[ing] between a quarter and a half as frequently
as males, and are often presented as hyper-attractive, hyper-sexual, thin, and/or via
clichés such as ‘the helpless blonde or the cheeky red-head’” to which Bubblegum and
the other female characters in Adventure Time are almost entirely antithetical (Jane 231).
In that, Bubblegum, having superhuman strength and a genius IQ is capable of saving
herself while being able to avoid discourses of physical beauty as she is an
anthropomorphic, human shaped, glob of gum. Refusing to depict women under the
previously noted clichés, Adventure Time continues to evolve Cartoon Network’s
ecosystem further towards egalitarian representations of gender.
Compared to the female characters present in Flapjack, both those who appear in
the background and the limited number of those in the main cast, typically remain strictly
within their gendered roles. Tracing Cartoon Network’s evolution to Regular Show, while
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it doesn’t reach a level of male and female character equality as great as Adventure Time,
it does begin to present more female characters, who eschew typical gendered roles.
However, with Regular Show there is a quandary in regard to definition of how female
characters traditionally appear in children’s media, as a majority of the female characters
in the program are not human, their attractiveness, not being visually signified, is
understood through the male characters’ discussion of them. In that, appearing less often
than the male characters of the program, when Mordecai and Rigby discuss, for example,
Margret, a six foot tall robin, her physical attractiveness is often regarded, and due to her
absence in a majority of the episodes, this becomes one of her defining traits. Unlike
Margaret, the only reoccurring human female main character in Regular Show, Toothpick
Sally, goes against the gendered roles Lemish attributes to the typical female character in
children’s television, as she is a highly competent soldier with large muscles, tattoos, and
a gruff attitude. Outside of Sally however, the other, non-human, female characters
remain within traditional gender norms in children’s media, with their defining features
often being how attractive the male characters find them and their romantic relations.
Considering the female characters of Flapjack, Regular Show, and Adventure Time in
their order of release already demonstrates Cartoon Network’s ecosystem pushing
towards progressive social consciousness within the realm of gender representation, with
the latter beginning to provide visibility to non-cisgendered characters.
Adventure Time, like the previous two programs, uses a hybrid style of
representation of proxy and human characters, with a majority of the figures being candy
people. Within the story world of Adventure Time, the land of Ooo, there is an almost
equal distribution of male and female characters and a significant number of gender fluid
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characters, all sharing equally distributed gendered character traits leading to an overall
sense of transnormativity. Subverting gendered stereotypes to create a sense of
transnormativity, Adventure Time is interacting with what Hall conceptualizes as a
subversion of positive and negative images, by “invert[ing] binary opposition, [and]
privileging the subordinate term” (1997, 272). Within the context of gender, the positive
and negative image is, (in no order) feminine and masculine traits, and the inclusion of an
opposing trait within a gendered identity subverts its meaning. Adventure Time is “greatly
expand[ing] the range of [gender] representations and the complexity of what it means to
be [gendered]” (Hall 1997, 272-273) within its story world through this practice. In that,
both masculine and feminine gendered characters in Adventure Time enact a mix of traits
and actions typically attributed to their opposite gender creating a more complex
representation of genders. Bubblegum, for example, while displaying her femininity in
dress and mothering of her subjects, complicates her gender through her physical prowess
and tendency to flatulate while she remains overall feminine. Beyond being an example
of complex gendering on Cartoon Network, Bubblegum is also one member of the first
lesbian couple, of her and Marceline, on the network, which sees no stigmatization from
their story world’s culture, further promoting the ecosystem’s slant towards progressive
representation. In the Cartoon Network ecosystem then, Adventure Time, against the
stricter gender binaries of Flapjack and Regular Show, interacts to create a broader range
of gender representation.
Making use of animal and other proxy characters, Regular Show, and Adventure
Time subvert the use of these types of characters as providing the backgrounds to act out
racial caricatures and reinforce stereotypes as they had in the past (Sammond 217-234).
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Unlike the proxy characters of the past, the programs create a plurality of characters who
lack definition into a unifying race and resist the creation of dichotomies. However,
ignoring differences in race, Regular Show, and Adventure Time still create commentary
on gender in their interaction and evolve to a more progressive depiction of the topic in
the ecosystem. Lacking dichotomies of race Regular Show, and Adventure Time have
created societies that are too pluralized, with many characters being the sole member of
their race and the cultures openly accepting them, to comment on issues of racism. These
racially egalitarian societies in Adventure Time and Regular Show create an idealized
image similar to that in Jim Jinkins Doug, where “the array of color[ful characters] came
to symbolize the irrelevance of race” (Duca). The plurality of the characters in these
programs works similarly in eschewing issues of race and creating an importance in
learning who a person is before judging them but doesn’t articulate the harm caused by
racism. In order to comment on issues of racism, other programs to come within the
Cartoon Network ecosystem, particularly Gumball and Bears, establish dichotomies
through their use of proxy characters to create distinct races in their story worlds.
Through the establishments of dichotomies, while continuing discourses of gender, these
programs are also able to better comment on a broader range of identity politics, where
characters are no longer defined by two or three identifying traits, but a greater range
including more direct representations of race to aid in greater depictions of
intersectionality.
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Animating Prejudice: Dichotomies of Race
The only program in the Cartoon Network ecosystem that is produced outside of
the United States, created by Cartoon Network’s European branch in London, England,
Cartoon Network Studios Europe, The Amazing World of Gumball, created by Ben
Bocquelet beginning its run in 2011 and currently having six seasons, consists
exclusively of a diverse cast of proxy characters. Containing the greatest number of proxy
characters, and lacking human characters, Gumball creates its own dichotomy between
the characters through its use of both two and three dimensional characters who are
anthropomorphized plants, animals, and objects. Gumball follows its titular character,
Gumball Watterson, a blue cat, whose family consists of his mother who is also a blue cat
and his sister and father who are pink rabbits, as well as his adopted brother and best
friend Darwin, a goldfish with legs, as they live in the surreal city of Elmore. Using its
proxy characters to create racial dichotomies Gumball acts like the animated animal films
interrogated by Paul Wells, in which he states, “the animated animal…constantly
becomes the school by which measure of the animal is played out as the barometer of
human activity and foible: the status of the animal acknowledged as a center of a social
universe, the benchmark by which humankind is seen, known, and understood” (181). As
such, the Wattersons, being multispecies, are identified as a biracial family, however the
program still racially codes them along its stricter binary of two and three-dimensional
characters. Along this binary, Gumball occasionally refers to the prejudice two-
dimensional characters receive from those who are three-dimensional, “2D-ism,” in
which “flat” becomes a derogatory term for those characters that are two-dimensional.
While this “2D-ism” is repeatedly referenced by Gumball throughout the series of the
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program however, it remains latent, only receiving reference as being a negative
ideology.
While “2D-ism” as a form of racism remains on the periphery of the series,
Gumball’s own insensitivities come to the forefront in episodes such as “the Awareness,”
(2018 S6:E27) which follow Gumball as he feigns understanding the life experience of a
plant as he tries to prove to Leslie, an anthropomorphic flower, that he is not biased after
Leslie heard him making disparaging remarks about plants. Throughout the episode
Gumball seeks to prove that he understands plant culture while refusing to put in the
proper effort to research it and has to apologize to Leslie at the end of the episode for his
ignorance of plant culture. As a “barometer of human activity and foible” as stated by
Wells, Gumball’s ignorance of plant culture functions like ignorance of cultures in the
real world, and his seeking to prove his knowledge of Leslie’s culture suggests his own
position of privilege believing himself to be above the need to put in the research. The
broader “2D-ism” hinted by Gumball throughout the series paired with his own ignorance
towards cultures emphasizes an array of prejudices within the program, as both are
dismissed as being negative and based in a lack of understanding of other culture. Much
like the plurality of characters in Adventure Time, and Regular Show, the multitude of
characters in Gumball similarly presents a push towards egalitarian depictions of race.
Since the prejudices hinted at in Gumball remain mostly latent throughout the series,
while “the Awareness” presents the most acute reading of ignorance of culture, much of
the program instead depicts the characters, regardless of dimension, species, object, or
plant, acting in harmony. With this, Gumball’s parents, unlike the other parents depicted
in the series, are the only couple shown to be of different species, a blue cat and a pink
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rabbit, who, through this visual dichotomy, are coded as a biracial couple. Furthermore,
Darwin, Gumball’s adopted brother, is voiced by a black voice actor, while the rest of the
Wattersons are voiced by white actors, creating an aural difference between him and the
family, furthering the multiracial identity of the family.
While racial prejudices are only hinted at in Gumball with ignorance only
becoming a significant concern in a few episodes, it does begin to steer the ecosystem
towards a greater awareness of the issues, retaining the use of plurality amongst its proxy
characters to depict a largely racial egalitarian society like those in Regular Show and
Adventure Time. However, Gumball, unlike Adventure Time, which depicted the lesbian
couple of Bubblegum and Marceline, avoids discourses of sexuality with the only
relationships shown in the program being heterosexual. Lemish, speaking on issues of
sexuality in children’s television, states, “The representation (or absence) of
homosexuality in children’s TV can be seen as a form of hegemonic regulation, an
informal control mechanism that reinforces the taken-for-granted nature of
heterosexuality. It assumes that the binary distinction between heterosexuality and
homosexuality is natural, total, and universal” (2010, 88). Taken out of the context of the
ecosystem, if depictions of homosexuality are absent from a singular program, as they are
in Gumball, Regular Show, and Flapjack, it reinforces the construction of the naturalized
status of heterosexuality and others homosexuality. Out of this context then, Gumball sets
this binary distinction within its series through its absence of homosexuality, however,
within the Cartoon Network ecosystem, it, and the other shows that don’t depict
homosexuality, bolster the understanding of other topics they comment on and allow their
issues to become intersectional through their juxtaposition with the other programs. With
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these first four programs, Flapjack, Regular Show, Adventure Time, and Gumball, the
strength of the ecosystem that puts forth their progressive slant, is their interaction with
one another that evolves toward gender egalitarianism, depictions of destigmatized
homosexuality, and presents the negativity of racial and cultural ignorance and biases.
The Socially Conscious Ecosystem: Social Consciousness as a Mode
Flapjack, Regular Show, Adventure Time, and Gumball rely heavily on the
ecosystem to present a broad understanding of the cultural identity politics they discuss,
as each show avoids the discussion of certain issues. Flapjack, as the originator of the
mode, which would begin to present more egalitarian images of race and gender, only
works to point out how cultural identity politics are performative. Regular Show, and
Adventure Time, each present a racially egalitarian setting, with Regular Show pushing
towards gender egalitarianism and Adventure Time taking this trend further and
beginning to include depictions of homosexuality. Gumball does away with this racial
egalitarianism, while the characters do mostly exist in harmony, to comment on issues of
racism. The latest shows being discussed however, Steven Universe, We Bare Bears, and
Craig of the Creek, do away with this practice of avoidance. These three latest programs
all present images of different races, sexualities, and religions (as much as this can be
visibly represented) to varying degrees, with limited to no use of proxy characters. The
final three programs being discussed in the Cartoon Network ecosystem outline the
moment of reproduction in the process of “production, circulation,
distribution/consumption, reproduction” (2006, 128) as outlined by Hall, emphasizing the
capitalist mode of television. In this moment of reproduction, the programs in this second
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phase are representative of the capitalist tendencies Gitlin ties to slant, as they directly
continue to put forth the same stance on representation as the shows that came prior.
Directly continuing the mode of representation, unlike Regular Show, and Adventure
Time who established the image of gender egalitarianism after Flapjack, these later three,
Steven Universe, We Bear Bares, and Craig of the Creek, as reproductions of the
ecosystem’s slant are no longer focused on establishment and are instead refining
Cartoon Network’s progressive message. In that, Regular Show, Adventure Time, and
Gumball (establishing a means to discuss issues of racism and cultural ignorance),
cemented, in their interaction, the ecosystem’s slant, which Steven Universe, We Bare
Bears, and Craig of the Creek, now continue to exemplify. Furthermore, Steven
Universe’s creator, Rebecca Sugar, is a symbol of the creation of this slant as an
industrial practice for Cartoon Network as she created the program after working as a
writer and storyboard artist on Adventure Time. Similarly, Matt Burnett and Ben Levin
created Craig of the Creek after working on Steven Universe as story editors and writers.
With this, the ecosystem of Cartoon Network is emphasized by the network’s industrial
practice of using their existing staff to produce new programs that further its slant.
Steven Universe, created by Sugar, began its run in 2013 and currently has five
seasons, follows the titular Steven Universe who is a hybrid being of a crystal gem, an
alien race with super natural powers, and a human, as he seeks to understand more about
his culture as a crystal gem and learn to control his powers. Steven Universe remains
within the mode of representation outlined by Adventure Time, continuing to present an
almost equal number of male and female characters, with the female characters
outnumbering the male characters within the main cast (four females, two males).
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Featuring Steven as the leading character, however, suggests that Steven Universe, like
Adventure Time, focusing on male characters who attend adventures seeking to fight for
the greater good, can be fit into a genre of television for young boys, but both programs’
push towards gender egalitarian casts and an equal distribution of gendered traits negates
this. Instead, both programs allow for their female and male characters to maintain a mix
of feminine and masculine gender traits leading to the overwhelming gender egalitarian
slant that places these programs outside of the binary of being for a male or female
audience cementing the ecosystem’s message.
Continuing the trend of Adventure Time, which brought a lesbian couple to the
Cartoon Network ecosystem in the form of Marceline and Bubblegum, representations of
lesbian women are plentiful in Steven Universe. The alien women who raise Steven, the
crystal gems, come from a species who is entirely female warriors similar to the amazons
of Greek mythology, who exhibit romantic relationship between each other throughout
the series. One of the gems who raises Steven, Garnet, is actually a fusion
1
of Ruby and
Sapphire (who are also women), who, as separate beings, get married late in the series
(2018 S5:E23-24) marking the first same-sex marriage on children’s television
(Henderson). At Sapphire and Ruby’s wedding each visually displays a typical “butch”
and “femme” identity respectively, using the “replication of heterosexual constructs in [a]
non-heterosexual frame [to] bring into relief the utterly constructed status of the so-called
heterosexual original,” (Butler 43) which is emphasized as several episodes prior Ruby
acted out a traditionally masculine role as a cowboy before donning a wedding dress
1
Fusion in Steven Universe is an ability the crystal gems have to meld physical bodies
and consciousness into a singular being, this is also an act love only possible through
harmonious emotions
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opposite Sapphire’s tuxedo at the ceremony (2018 S5:E21). With this performance of
gendered traits Ruby and Sapphire display a fluidity in their gender, choosing to display a
predominantly masculine or feminine trait. When fused, Garnet further exemplifies the
equal dispersal of gendered traits in the series as she is both the strongest warrior of the
crystal gems as well as the gem who displays the most affection and care for Steven as a
mothering figure throughout the program. Garnet, both as a separated being and a fusion,
cements the ecosystem’s slant, echoing the destigmatized relationship of Marceline and
Bubblegum, while exemplifying the equality with which gendered traits are distributed
within the context of Steven Universe furthering the representation of gender
egalitarianism on the network.
Steven Universe’s gender egalitarianism does not extend to depictions of race
however, with a binary set between the crystal gems and the townsfolk of the program’s
setting Beach City. Unlike Gumball, in which its racial prejudices are only hinted at for a
majority of its series, Steven Universe leaves the crystal gems segregated. The gems are
segregated based on the binary of humans and aliens, with the townsfolk often referring
to them as “those weird women,” and crystal gems lacking an understanding of the
human’s culture, with Steven, as the only hybrid, working as a mediator in many
situations. We Bare Bears, created by Daniel Chong formerly of Pixar Animation
Studios, began its run in 2015 and currently has four seasons, similarly sees its
protagonists, the three brother bears, Grizz, Panda, and Ice Bear, segregated from the
human society of San Francisco. Like the binary created between the crystal gems and
the humans in Steven Universe, a racial binary is established between the Bears and the
human society. Unlike the crystal gems however, who the human society has little
36
conception of as they typically avoid any contact, the Bears are subject to racial prejudice
based on stereotypical ideals of bears that previously existed in the human culture.
Hall notes, “stereotyping is…a ‘power/knowledge’ sort of game. It classifies
people according to a norm and constructs the excluded as ‘other,’” (1997, 259) the
Bears, as outside the norm of the human society, become othered, which forces them to
live outside the human society. This othering the Bears face manifests throughout the
program as they are seen consistently being excluded from human society as they are not
believed to be as refined as the San Franciscan human culture. Noting “stereotyping as
a…practice…central to the representation of racial difference,”(Hall 1997, 257) the Bears
are often asked by humans why they don’t act like normal bears, with the episode
“Grizzly The Movie” seeing Grizz asked to scare people “like a bear would” (2017,
S3:E1). “Grizzly The Movie” follows Grizz as he is cast in a horror film in which a
Grizzly bear is the monster, however, when he attempts to act scary for the film he
pretends to be a ghost or pirate, stating that that is how he, as a bear, would attempt to
scare someone. The director reacts to Grizz’s poor attempts to frighten people by creating
a CGI bear to do the job instead, which offends Grizz as the fabricated bear presents a
negative stereotype about his species, prompting him to quit the film. Throughout the
series, these negative stereotypes, as portrayed by the film Grizz was acting in, are seen
to have an effect on the Bears as they will often become scared at the prospect of meeting
other bears, suggesting they have internalized the stereotypes the human society of San
Francisco projects onto them. Furthermore, the enforcement of these stereotypes, force
the bears to live outside of the city limits in a cave as that is where the human culture
believes they ought to live. Displaying the harm of the racial stereotypes on the Bears,
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We Bare Bears continues within the mode of Gumball, furthering depictions of racial
difference within the Cartoon Network ecosystem.
Presenting a greater focus on the racial interaction between the Bears and the
human society however, We Bare Bears does not reach the same extreme of representing
homosexuality as Steven Universe, in which almost half the cast is identified as lesbian,
but it continues to present images of homosexuality in its story world as normative. As
previously stated, these latter three programs of the Cartoon Network ecosystem, do not
avoid the identity politics the other programs heavily depict, seeking to represent groups
within their milieu. With that We Bare Bears adds to the ecosystem’s diverse
representations with hijab clad Muslim women who can be seen in the background when
the Bears are in San Francisco.
The latest show being discussed in this thesis, Craig of the Creek, created by
Steven Universe story writers and editors Matt Burnett and Ben Levin, which started its
second season on March 18, 2019, follows Steven Universe and We Bare Bears in
presenting an increasingly diverse range of characters. Following Craig Williams, a nine
year old African American boy, and his best friends Kelsey Bern and J.P. Mercer, who
are both white, on their adventures as they play in a local creek near their suburban
homes in the Baltimore area. Craig of the Creek is a departure from the representational
models presented by the previous programs in the ecosystem as it eschews reliance on
proxy characters for exclusively human ones. With this, the program continues to depict
the racial differences between the characters, but with a greater sense of realism as it no
longer asks human traits to be placed on bears or aliens. A notable example of this is the
Junior Forest Scouts, who act as the creek’s self-appointed police force, regularly
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vilifying Craig and the other black kids in the creek. With this, Craig begins to address
issues of intersectionality within its own context with examples like “Jessica Goes to the
Creek” (2018 S1:E3), which sees Craig bringing his younger sister, Jessica who is also
African American, to the creek. Throughout the episode Jessica is discriminated against
for both her younger age by her older brother, as well as her race by the Junior Forest
Scouts. Facing discrimination for her age and race demonstrates the intersectionality of
Jessica’s identity. Discriminated against based on her age and race, Jessica “experience[s]
discrimination in ways that are both similar to and different from those experienced by
[people her same age] and Black men” (Crenshaw 149). In that, Jessica is pursued by the
Junior Forest Scouts due to her blackness, like Craig, however, she is repeatedly spoken
down to and left to sit out of activities in the Creek due to her younger age both by her
brother and other children in the creek. With this, Jessica represents the intersectionality
of the politics of age and race in Craig of the Creek and offers to the Cartoon Network
ecosystem a display of intersectionality that does not rely solely on its juxtaposition with
other programs.
Similar to the other programs within the ecosystem, Craig of the Creek maintains
diverse representations, including a hijab clad Muslim girl who attends the creek, as well
as children who appear to be from different ethnicities regularly interacting with each
other. Craig of the Creek continues to display homosexual relationships, with a young
adult lesbian couple who sneak into the creek to avoid their parents, and two homosexual
boys from the other side of the creek, whilst continuing, like Adventure Time, Steven
Universe, and We Bare Bears, to equally distribute gendered traits across both the male
and female characters of the program. Being the latest program considered in the Cartoon
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Network ecosystem for this thesis, Craig of the Creek, continues the representational
trends established by the previous programs and further pushes its representation to
depictions of intersectionality and further cements the ecosystem’s slant.
Conclusion
Recognizing Gitlin’s conceptualization of slant and its function within a televised
or streamed ecosystem as first and foremost a capitalist practice, it is still able to deftly
present progressive representations of gender and race, with programs relying on one
another to create a broad understanding on the topics and how they are intersectional.
Ranging from Flapjack to Steven Universe to Craig of the Creek, the animated ecosystem
of Cartoon Network succeeds in presenting a socially progressive message while
maintaining multiple programs who enjoy(ed) lengthy runs on the network, with
Adventure Time having ten seasons. Outside of the Cartoon Network ecosystem, this slant
is seen to have an effect on other children’s television, such as Disney Channel’s Gravity
Falls (2012-2016) featuring a gay couple, and Netflix’s Hilda (2018-) presenting a
gender egalitarian society as well as featuring multiple Muslim women as background
characters throughout the series. While neither of these programs reach the same level of
representing these peoples as the Cartoon Network ecosystem does however, it
exemplifies Western children’s television seeking to provide visibility to those who
traditionally wouldn’t receive any.
Outside of the programs that have been interrogated in the Cartoon Network
ecosystem, an ad campaign from Steven Universe emphasizing body positivity and anti-
bullying ads using Cartoon Network characters that air on the network further its
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progressive slant. With this, Cartoon Network’s progressive slant is gaining further
recognition with Steven Universe becoming the first ever animated program to win the
GLAAD Media Award for Outstanding Kids & Family Programing. Furthermore, if
gender “equality is advanced when boys and girls are treated equally as well as offered
equal roles and opportunities on television, all the while recognizing and respecting their
differences” (Lemish 125) then Cartoon Network’s consistent reproduction of gender
egalitarianism, equal distribution of gender traits, and characters who remain distinctly
masculine and feminine reinforces this sense of equality for its child audience. Looking
to the latter programs in the Cartoon Network ecosystem including Steven Universe, We
Bare Bears, and Craig of the Creek, it is observed as seeking to create this sense of
egalitarianism, with female characters being granted a far greater array of roles in the
programs and the male characters showing a greater range of emotional expression than
in typical children’s television.