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Building Brand Image Through Production Chain - Presentation - Arlenea H
Building Brand Image Through Production Chain - Presentation - Arlenea H
Branding seeks to build emotional bonds by creating values that translate into substantial
consumer experiences (Scolari, 2009; Sigthorsson & Davies, 2013; Troilo, 2015; Banet-
Weiser, 2017).
The studio has produced 23 animated films and have won various international awards.
"I believe that the uniqueness of Studio Ghibli lies in the fact that it is successful in
maintaining both 'quality of the content [of its films]' and 'commercial success'. — Suzuki,
1996 (Yoshioka 2018)
Thesis Statement Framework Used Implications
How each of Studio Andy Pratt's production Understanding how
Ghibli's production chain (2004) companies can solidify
chains contributes to their brand image by
shaping its brand Kevin Keller's strong paying attention to all
image. brand elements criteria aspects of their
(2013) production chain.
Creation Process
The creation process "encompasses the most visible activities of the sector" (Pratt, 2004).
The creation process is where consumers first attempt to identify the company (Keller,
2013).
source: Animation World Network Princess Mononoke (1997), dir. Hayao Miyazaki
Creation Process in Studio Ghibli
1. Authenticity and Consistency
Studio Ghibli's co-founders are heavily involved in the films' creation processes to uphold the
standards of the films' quality (Chute, 1998; McCarthy, 1999; Lamarre, 2009; Hu, 2010; Abbey,
2015).
Studio Ghibli employs a roster of permanent staff to solidify Ghibli's consistent aesthetic (McCarthy,
1999; Hu, 2010; Denison, 2015; Rendell & Denison, 2018; Yoshioka, 2018).
Studio Ghibli celebrates the intrinsic positive traits of its female characters and allows them to exist
outside the conventional image of femininity (Chute, 1998; Cavallaro, 2006; Napier, 2006)
Studio Ghibli takes elements from real life for settings, sounds, and themes (McCarthy, 1999;
Cavallaro, 2006; Napier, 2006; Hu, 2010; Denison, 2015; de Wit, 2017; Kaku, 2018).
Keller's brand
elements fulfilment
in Studio Ghibli's creation process
Devised marketing campaigns that influenced consumers' understanding of the studio in its early
development years while keeping faithful to Studio Ghibli's core ideals (Yamanaka, 2008; Denison,
2015; Yoshioka, 2018).
Studio Ghibli dictated that Disney is not allowed to cut even one second from the films in their
distribution rights deal (Cavallaro, 2006; Abbey, 2015).
Keller's brand
elements fulfilment
in Studio Ghibli's distribution process
Transferability Protectability
Studio Ghibli films are available Studio Ghibli films and core
to worldwide audiences, as long ideals are heavily guarded to
as the films are appropriately protect its authenticity.
translated and no contents are
omitted.
Exchange and Exhibition Process
The exchange process is where a brand's values come alive.
There are two aspects of the exchange process (Pratt, 2004) = exhibition function in venue-
based activities and the retail activity.
The exchange process establishes a ground for the brand to link tangible and intangible
brand associations (Keller, 2013).
The architecture was designed by Miyazaki himself, and was built so intricately to offer an immersive
experience to its visitors and brand the building as a work of art in itself (Cavallaro, 2006; Denison,
2010; Denison, 2015).
2. Merchandise
Studio Ghibli is careful to keep the merchandise from overshadowing the films, as the founders have
noted: Studio Ghibli, first and foremost, is a company that creates films (McCarthy, 1999; Lamarre,
2009; Yoshioka, 2018).
Ghibli refused to grant Disney merchandising rights to guarantee that the quality of the merchandise is
on par with their standards (McCarthy, 1999; Denison, 2011; Rendell, 2018).
Keller's brand
elements fulfilment
in Studio Ghibli's exchange process
2. Implications
These findings have significant implications for understanding how companies can solidify their
brand image by paying close attention to all aspects of their production chain.
References
Abbey, K. L. (2015). “See with Eyes Unclouded”: Mononoke-hime as the Tragedy of Modernity. Resilience: A
Journal of the Environmental Humanities, 2(3), 113–119. https://doi.org/10.5250/resilience.2.3.0113
Chute, D. (1998). Organic Machine: The World of Hayao Miyazaki. Film Comment, 34(6), 62–65.
http://www.jstor.org/stable/43454630
Banet-Weiser, S. (2017). Brand. In L. Ouellette & J. Gray (Eds.), Keywords for Media Studies (pp. 24–27). NYU
Press. https://doi.org/10.2307/j.ctt1gk08zz.11
Davies, R., & Sigthorsson, G. (2013). Introducing the creative industries: From theory to practice. SAGE.
de Wit, A. D. (2017). The art of anime. The World Today, 73(2), 18–20. http://www.jstor.org/stable/45180869
References
Hall, C. H. (2015). Totoros, Boar Gods, and River Spirits: Nature Spirits as Intermediaries in the Animation of
Hayao Miyazaki. Resilience: A Journal of the Environmental Humanities, 2(3), 158–165.
https://doi.org/10.5250/resilience.2.3.0158
Holt, D. (2003, March). What becomes an icon most? Harvard Business Review. Retrieved from
https://hbr.org/2003/03/what-becomes-an-icon-most
Hu, T.-yue G. (2010). Frames of anime culture and image-building. Hong Kong University Press, HKU.
角 一典
Kaku, K. ( , ) (2018). The Environmental Philosophy of Ghibli Films: Creation and Destruction, Material
Circulation, Symbiosis, and Equilibrium (ジブリ映画の環境思想 創造と破壊・物質循環・共生・均衡
(3) ).
Journal of Hokkaido University of Education (北海道教育大学紀要 人文科
.), Humanities, and Social Sciences (
学・社会科学編 ), 69(1), 55-68.
Keller, K. L. (2013). Strategic Brand Management: Building, measuring and managing brand equity (Fourth).
Pearson.
Lamarre, T. (2009). The anime machine: A media theory of animation. Univ. of Minnesota Press.
References
McCarthy, H. (1999). Hayao Miyazaki: Master of Japanese animation; films, themes, artistry. Stone Bridge
Press.
Napier, S. J. (2006). Animé from Akira to Howl's Moving Castle: Experiencing contemporary Japanese
animation. Palgrave Macmillan.
Nicholson, J. E. (2018). The Translation and Adaptation of Miyazaki’s Spirit Princess in the West, Princess
Mononoke: Understanding Studio Ghibli's monster princess. (R. Denison, Ed.). Bloomsbury Academic.
Pratt, A. C. (2004). Creative clusters: Towards the governance of the Creative Industries Production System?
Media International Australia, 112(1), 50–66. https://doi.org/10.1177/1329878x0411200106
Rendell, J. (2018). Bridge Builders, world makers: Transcultural Studio Ghibli fan crafting. East Asian Journal of
Popular Culture, 4(1), 93–109. https://doi.org/10.1386/eapc.4.1.93_1
Rendell, J., & Denison, R. (2018). Introducing Studio Ghibli. East Asian Journal of Popular Culture, 4(1), 5–14.
https://doi.org/10.1386/eapc.4.1.5_2
References
Scolari, C. A. (2009). Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in
Contemporary Media Production. International Journal of Communication, 3, 586-606.
Troilo, G. (2015). Marketing in creative industries: From creativity to customer value. Palgrave Macmillan.
Yoshioka, S. (2018). Toshio’s movie castle: A historical overview of Studio Ghibli’s collaboration and
promotional strategies. East Asian Journal of Popular Culture, 4(1), 15–29.
https://doi.org/10.1386/eapc.4.1.15_1