The corporate masquerade: branding masculinity through Halloween costumes.
Alexander, Susan M.
Ideas of masculinity occur within historically specific contexts,
thus masculinity carries multiple meanings depending upon context and
audience. Horrocks (1995) analyzes several myths of masculinity found in
popular culture sites such as the western, the horror film, rock music,
and pornography; he concludes that such myths communicate conflicting
messages about masculinity. These conflicting myths of masculinity
arguably influence concrete performances by men within specific
historical and cultural contexts, such as Kimmel's (2006)
discussion of the development of the "cowboy" mythology in
America as a reaction to the processes of urbanization and
industrialization. The figure of a lone cowboy riding the open plains
symbolizes individualism and freedom in landscape populated by wild
animals and hostile "others" on the edge of encroaching
civilization.
Each particular myth of masculinity necessitates particular
gendered behavioral practices; e.g., the cowboy myth implies riding a
horse, wrangling cattle, and surviving in the wilderness. Such
behavioral practices may require specialized material practices--the
distinct objects needed to successfully complete the behavioral
practice; e.g., being a cowboy requires specialized equipment from
pointed-toe boots that slide easily into stirrups to a heavy-duty rope
for lassoing stray cattle. Specialized equipment is a visual marker of a
particular form of masculinity (e.g., working "cowboy"). Men
wishing to express their individualism and desire for freedom can
emulate the material practices of the cowboy (see Bourdieu's [1984]
concept of symbolic capital), thus creating "urban cowboys"
wearing Stetson hats, Tony Lama boots, and embroidered
"Western" shirts with Wrangler jeans while two-stepping in the
simulacrum of country-western bars located in urban areas from Dallas to
London.
In a consumer-based culture like the United States, the
signification of "cowboy"--the material practice--is more
important in performing one's version of masculinity than the
behavioral practices of being a cowboy or the cultural myth associated
with the idea of cowboy. The signification of masculinities comprises
owning/wearing particular products, which are commercially produced
today--a "branded" masculinity (Alexander, 2003). While
cowboys of the past marked their property/cattle with a brand burned
into the flesh, Alexander (2003) argues that today men brand themselves
though the masquerade/wearing of brand(ed) clothing; hence marking their
masculinity as a particular style associated with particular
manufacturers.
The emphasis on a branded masculinity reveals masculinity to be a
masquerade, a purposeful impersonation of a person, an animal, or an
object to signals one's belief in a particular cultural myth.
Holmlund's (1993) analysis of masculinity in the films Locked Up
and Tango and Cash, for example, argues that Stallone established a
"tough guy image, built on muscles as a masquerade of proletarian
masculinity" (p. 214). The masquerades of masculinities can be seen
in a variety of men's costumes such as team jerseys worn by male
fans longing to associate themselves with the athleticism of star
players to the weekend warriors who dress in camouflaged fatigues to
emulate heroic soldiers while playing at war in the local paint-ball
arena. In each case, the costume is a commercially produced commodity
signifying a particular form of masculinity. The costume of cowboy
boots, athletic jerseys, or camouflage links the wearer to a known
brand--a branded masculinity--rather than displaying the wearer's
presumed, and perhaps contested, intentional presentation of a cultural
myth (e.g., freedom) associated with a particular form of masculinity.
The distinction between the intentional presentation of a cultural
myth and the unintentional display of a branded masculinity raises
several research questions when considering cultural rituals designed as
purposeful masquerade, such as Halloween. What kinds of costumes are
available for men? Who produces these costumes? And what do men's
Halloween costumes tells us about masculinity?
Halloween costumes disguise the male wearer while simultaneously
communicating an intentional and symbolic message about a desired
self-identity (e.g., superhero) or, at times, to cross the boundaries
into a marginalized status (e.g., man dressing as "ugly
woman"). Costumes may reveal cultural myths and beliefs; e.g., a
generic cowboy costume may communicate cultural ideas about
individualism or freedom that continues to resonate for men. However,
rather than symbolizing cultural myths about masculinity, this paper
argues that men's Halloween costumes embody the considerable power
commercial culture has today in constructing images of masculinity in
American culture. Halloween costumes are not mere masquerade, an
impersonation; rather, commercially produced costumes masquerade as
consumer "choice" while simultaneously masking the continued
transformation of American masculinity into specific brand products. An
analysis of Halloween costumes exposes the corporate masquerade in which
companies simulate consumer choice about masculine performativity when,
in reality, the products embody branded masculinity.
LITERATURE REVIEW
Origins of the Masquerade
The contemporary Halloween practice of dressing in costume can be
traced to medieval cultural practices associated with the harvest
celebration of Samhain. Santino (1983) describes the Samhain practices
of lighting bonfires and sacrificing fruits and vegetables in order to
do penance for the sins of those who died in the previous year, thus
allowing the souls of the recently dead to pass to the "land of the
just" (p. 6). James (1961) reports that during the Gaelic
observance of Samhain the skins of slaughtered animals were worn as
protection from the wandering sprits of the newly released dead.
As Christianity grew in prominence in medieval Europe, Gaelic
harvest festivals were modified to satisfy religious concerns. The
creation of "Allhallows," or the feast of All Saints, on
November 1, is traced to Pope Gregory III (731-741) who sought to
supplant the pagan celebration of Samhain with a Christian holiday
(Feldman, 2001). Allhallows Day parades featured participants
masquerading as their favorite saint (Myers, 1972).
The traditions associated with Samhain continued in Europe over the
centuries; however, Allhallows was not generally celebrated in the
United States until after the 1840s when the Allhallows evening
celebration became known as 'hallows eve, and eventually Halloween.
Santino (1983) attributes the spread of rituals across the United States
to Irish immigrants fleeing the 1820s famine who brought their European
traditions to the new world. Feldman (2001) observes that these Irish
immigrants cast off their All Saints Day costumes of Catholic saints to
don the secular costumes of Allhallows eve. The Irish also brought the
tradition of Allhallows mischief and minor vandalism, once believed
instigated by the "little folks"/fairies but now caused by
masquerading individuals (Feldman, 2001).
One significant factor in taming the Allhallows vandalism and
simultaneously creating collective Halloween practices in the United
States occurred in 1872 when Godey's Lady's Book published one
of the first articles about Halloween. As more articles describing
Halloween activities appeared in print, Feldman observes that Halloween
"became a proper Victorian lady--safe, sinless, and romantically
inclined" (p. 63). During the Victorian Era, Halloween moved from
the public square, with bonfires and vandalism, to the parlor as a
social gathering with adults in costume playing games.
In the United States, the ritual of costumed children going door to
door for a "trick-or-treat" did not start until the 1920s, and
one factor in establishing this new children's ritual was an
article in a 1920 issue of Ladies' Home Journal describing this new
activity (Feldman , 2001). By the 1950s, the ritual of costumed children
trick or treating was established and Halloween was largely viewed as an
event for children.
During the 1970s, Halloween practices shifted again to include a
greater variety of adult festivities--research in the late 1970s found
that Halloween activities had expanded to college campuses as 75% of
students on two northeastern campuses participated in Halloween
activities and, of those, 85% wore costumes (Hill & Relethford,
1982). The expansion of Halloween to college campuses is attributed to
The Rocky Horror Picture Show, released in 1975. According to Samuels
(1983), the film was shown at various midnight screenings on college
campuses during the fall of 1975. By Halloween, students were attending
the midnight shows dressed as the film's protagonist, transvestite
Dr. Frank-N-Furter, in black panties, camisole, and thigh high fishnet
stockings. In 1983, Demarest remarks, "Halloween has become an
escapist extravaganza for adults, a trickless treat that more closely
resembles Mardi Gras than the candy-and-apple surfeits of
yesteryear" (p. 110).
Gender Differences in Halloween Costumes
Previous research on the types of Halloween costumes worn by
girls/women and boys/men reveals significant gender differences. Using
data from participant observations and interviews with children and
adults in a large Midwestern city in 1988-89, Belk's (1990) found
that girls were more likely to be dressed as a witch, an inanimate
object (e.g., Pumpkin), as stereotypical female character (e.g., Snow
White), or in a stereotypical female role (e.g., nurse). By contrast,
boys were more likely to be dressed as a superhero (e.g., Superman), a
monster (e.g., zombie), a scary animal (e.g., lion), a stereotype male
character (e.g., cowboy), or in a stereotypical male role (e.g., sports
star). Adults of both sexes, Belk found, donned costumes such as
inanimate objects or as minority ethnic group members (e.g., Gypsy or
Chinese "coolie"). Similarly, Ogletree, Denton, and Williams
(1993) found age and gender differences in children's Halloween
costumes. From interviews with children ages 4-7, they found that
younger girls' costumes were more feminine than older girls'
costumes and younger boy's costumes were more masculine than older
boys, thus suggesting an increase in gender role flexibility with age.
Nelson's (2000) study of 469 ready-made Halloween costumes and
sewing patterns also reveals gender stereotyping; only 8.7% of the
costumes were gender neutral. Costumes that Nelson categorized as
feminine, such as princess, beauty queen, and animal, were the three
most popular girl costumes. For masculine costumes, the most popular
were "symbols of death" such as a grim reaper, warrior, and
superhero. Nelson concludes that children's Halloween costumes
reinforce the dichotomy between the masculine/active and the
feminine/passive.
A trend found in girl's and women's Halloween costumes
during the past decade is hyper-sexualization, costumes from
"sexy" pirate or nurse to Little Red Riding Hood in thigh high
boots and a red mini-skirt. Rosenbloom (2006) interviewed Christa Getz,
the purchasing director for BuyCostumes.com, one of the largest on-line
suppliers of commercial costumes. Getz estimates that 90-95% of female
costumes have a "flirty edge." Heather Siegal, vice-president
of HalloweenMart.com, told Rosenbloom that the "sexy category"
is her company's most popular costume. Dobrian (2009) reports that
the fifth most popular category of Halloween costume is the
"wench/tart/vixen." Dorbrian (2010) notes that "Industry
insiders agree that suggestive, although not necessarily revealing,
costumes will be the top sellers to women in 2010. Men are more likely
to choose historical or period costumes if they're not portraying a
licensed character."
As girl's and women's costumes become a parade of
skin-hugging spandex and sexualized characters, men's costumes are
designed to highlight traditional male power. Christopher Guzman, senior
vice president of sales for California Costume Collections stated,
"Our strategy on men's costumes is to base our designs on more
traditionally masculine characters" (quoted in Creamer, 2012).
On-line website Selling Halloween (2011) notes that men prefer licensed
characters and historical male figures. Alan Beckerman, president of
Peter Alan, a wholesale costume company, states, "I might bring out
a new line of costumes based on the old trade outfits of 18th-century
England, where you could identify a carpenter, a glazier, a tanner and
so on" (quoted in Dobrian, 2010, n.p.).
While the purpose of this paper is to examine men's Halloween
costumes, it must be noted that previous research on Halloween costumes
have found not only gender differences, race and ethnic based costumes
have also been a part of the history of Halloween (Mueller, Dirks, &
Picca, 2007). Indeed, costumes may reflect the racist attitudes of the
wearers. For example, at the University of Illinois in 2007, four white
male students posted photos on Facebook of themselves wearing racially
derogatory Halloween costumes, including being garbed as
"blackface" Jamaican bobsledders (Neville, Huntt, & Chapa,
eds., 2010). One of the pictures showed a student pointing to his crotch
with a caption reading, "I'm supposed to be black." This
particular costume was handmade and, thus, reflects the racist ideology
of these particular students. As disturbing as this incident is, what is
notable for this paper is that these racist costumes were handmade
rather than commercially produced.
The Commercialization of Halloween Costumes
Belk (1990) summarizes various functions that Halloween has served:
an anti-festival "that burlesques Easter by replacing the
resurrection with ghosts and skeletons;" a rite of reversal when
"the weak become the powerful;" a rite of passage for
marginalized people; to explore one's sexuality; to express
collective anxieties; to transcend rules of priority through
drunkenness, debauchery, and transvestism; to relieve the tensions of
rigid social order; and as consumer socialization to the value of
acquisition (pp. 5-9). This article primarily addresses the last of
these functions; Halloween as a consumer practice that links forms of
masculinity to specific material practices.
Santino's (1983) interviews with Halloween participants finds
that most respondents consider Halloween to be the least commercial and
most participatory of the holidays. However, Santino contends that this
tradition has become increasingly commercialized as costume
manufacturers produce more licensed characters such as E.T. and Spider
Man.
Commercially produced Halloween costumes are big business.
According to the National Retail Federation (2011), "Americans are
expected to spend $2.5 billion on Halloween costumes this year, forking
over $1 billion on children's costumes, $1.2 billion on adult
costumes, and $310 million on pet costumes." The business of
Halloween costumes is noted by Nelson (2000) who comments that
contemporary Halloween costumes are "the aftermath of a series of
decisions made by commercial firms that market ready-made costumes and
sewing patterns" (p. 138).
The first commercially produced Halloween costumes appeared in the
1930s (Galembo, 2002). While many of these commercially manufactured
costumes were generic creatures such as ghosts and witches, Galembo
(2002) points out that costumes based upon popular culture characters
were introduced at the time; comic book, radio, and film characters such
as Little Orphan Annie, Mickey and Minnie Mouse, and Popeye were among
commercially produced costumes during the 1930s. These early product
placements in the form of well-known characters were manufactured by
licensed costumes companies. By the 1950s, Galembo observes that several
companies (e.g., Ben Cooper, Halco, Collegeville, and Rubies Costumes)
were producing Halloween costumes based upon licensed characters. In the
1960s, the variety of Halloween costumes characters expanded to include
political figures such as John F. Kennedy, musicians such as the
Beatles, and inspirational figures such as the Apollo astronauts.
One of the largest licensed Halloween costume manufacturers, Ben
Cooper, exemplifies the growing commercialization of this practice. In
1937, the firm Ben Cooper assumed control of A. S. Fishbach, Inc., which
held the license to produced costumes based on characters owned by The
Walt Disney Company, such as Snow White (Shapiro, 1979). According to
Fendelman (2007), by the late 1940s, Ben Cooper, Inc. became one of the
largest and most prominent Halloween costume manufacturers in the United
States by selling costumes through prominent retailers such as J. C.
Penney, Sears, and Woolworth's. In the 1950s, Ben Cooper costumes
expanded to include licensed characters, such as Superman, Zorro, and
Davy Crockett, draw from popular television programs and films (Shapiro,
1979).
The commercialization of Halloween is discussed by scholars as
early as the 1950s when, describing the practice of trick or treat,
Stone (1959) writes, "The householder is greeted by a masked and
costumed urchin with a bag--significantly, a shopping bag" (p.
373). For Stone, the Halloween ritual shifted from a production
practice, a trick or prank performed by the child, to a consumption
practice imitating shopping. Stone's pilot study of children who
participated in the 1950s trick or treat practices finds that 83.3% of
the children had no idea what "trick" to perform if not handed
a treat; rather, the children anticipated "shopping" the
neighborhood for a treat. Moreover, Stone finds that two-thirds of the
costumes were commercially made, adding yet another layer of consumption
material practice to this ritual.
Levinson et al. (1992) observational study of children in retail
stores and festival sites associated with Halloween exposes
children's emphasis on consumption practices. For example, while
trick or treating in a neighborhood, the children rated houses based
upon the size and quantity of candy they received. The "good
houses" had unique treats such as a juice box, while a "bad
house" offered smaller or more common treats. Levinson et al. note
that when asked what he wanted as a treat, a boy in a pirate costume
"jumped wildly around waving his arms and exclaimed, 'MONEY!
MONEY! MONEY!"' (p. 226). For Levinson et al., the
children's desire for treats of money or gift certificates would
allow a child the autonomy, the buying power, to obtain what he truly
desired.
By the 1970s, Halloween was unquestionably moving from a community
ritual to a big business. Feldman (2001) reports that in 1973, in
Greenwich Village, New York, a Halloween parade grew into a celebration
of gay life that attracted thousands of participants, millions of
spectators, and added $60 million dollars to the local community (p. 5).
The popularity and commercial success of this Halloween parade spread to
other urban areas with a large gay population where participants spent
many hours and dollars to create extravagant costumes. Halloween was
emerging as a camivalesque party for masquerading adults. Rogers (1996)
theorizes that Halloween is a "postmodern festival whose motifs and
symbols continually engage mass-produced culture, particularly the
Hollywoodesque" (p. 463). Indeed, the feedback loop between images
of Halloween presented in media and local practices of people engaged in
Halloween festivities intensifies as individuals detail their various
Halloween activities by posting "selfies" (self photos) on
social networking sites.
The commercialization of Halloween is further exemplified by the
production of licensed Halloween costumes designed specifically for
adults. Creamer (2012) reports that characters in Hollywood
blockbusters--such as Spider-Man, The Avengers, Dark Shadows, The Lorax,
and The Hobbit--are expected to be top selling adult Halloween costumes
for 2012. Additionally, well-known brands like Crayola and food products
like Tootsie Roll, M&Ms Candy, Coca Cola, Campbell's, Nestle,
Laffy Taffy, Nerds and Wonka candy will license costumes in 2012
(Creamer, 2011). Selling Halloween (2011), an on-line website marketing
to Halloween stores, also points to the growing market of adult themed
licensed Halloween costumes such as Old Milwaukee, Schlitz, and Colt 45
beers; Heinz Ketchup, Mustard, and Relish; and Trojan Brand Condoms.
According to Dave DiPietro of Museum Replicas, "If you can choose a
successful license, it's almost a license to print money"
(quoted in Selling Halloween, 2011).
Halloween has changed over time from a pagan celebration of the
harvest to a commercialized ritual of consumption. While costumes
express gendered behavioral practices, the ritual of dressing in costume
today is significantly influenced by corporations seeking profit. This
study examines how corporations impact ideas of masculinity through the
types of commercially produced costumes available for male consumers.
METHODOLOGY
Data for this study was obtained using a content analysis of images
of 100 men's Halloween costumes obtained through a Google image
search using the term "men's Halloween costume." This
methodology was used because, unlike some other cultural products such
as films or books, there is no comprehensive list of the
"best-selling" or "highest revenue generating"
costumes that encompasses all manufacturers. Additionally, the data
would include non-commercial products, the photographs of handcrafted
costumes.
Without the availability of a comprehensive list of best-selling
costumes, a decision was made to use a Google search of images.
According to Wills (2006), Google is the top search engine used in 46%
of all search requests; hence a man looking on-line for a costume would
likely use a Google search. The top ranked Google images for each day
were included in the sample; therefore, a brief review of how Google
rank orders images is useful.
Google is a "crawler-based" search engine, which means
Google "crawls" websites and uses a mathematical algorithm to
rank images. People then search the data base of images that Google has
constructed. According to Sullivan (2002), the "the main rules in a
ranking algorithm involves the location and frequency of keywords on a
web page. Pages with the search terms appearing in the HTML title tag
are often assumed to be more relevant than others to the topic" (p.
1). The location of the key word near the top of the page is ranked as
more relevant, and the frequency of the key word's appearance on
the page is also considered relevant in the ranking. Because some search
engines index more pages and more often than other search engines,
search engine results can vary.
According to Wills (2006), the PageRank algorithm used by Google
assigns a rank to each of the more than 25 billion web pages available.
Since the data here consisted of a Google image search rather than a
text search, it should be noted that the process of rank ordering image
is the same as for text. Jing and Baluja (2008) note, "Commercial
search-engines often solely rely on the text clues of the pages in which
images are embedded to rank images, and often entirely ignore the
content of the images themselves as a ranking signal" (p. 1). Thus
any potential images included here must have been tagged in the text
with the words "men's Halloween costume."
Data was collected between November 1 and December 1, 2011. The
timeframe was purposely selected to directly follow the 2011 Halloween
festivities, thus increasing the possibility of finding the most recent
images posted by individuals or corporations on the Internet. The 100
costumes included were found on 51 different websites including
commercial websites selling Halloween costumes such as The Horror Dome,
Spirit of Halloween, and Halloween Costumes.com; discount websites that
sold a variety of discounted products such as American Sales,
Kaboodle.com, and buycheappowertools.com; fashion websites that include
a variety of clothing and fashion accessories such as Style Hive, Summit
Fashions, and Photosoffashion.com; men's informational websites
such as AskMen.com, The Ronin Mensch, and Men's Fancy Dress; and
informational websites that offered party ideas or homemade costume
suggestions such as Halloween Costume Ideas, Halloween Kids Costumes
Ideas.com, and Craft Costumes.
Each image was coded for the following; website name and address,
type of costume, character name, commercially produced or handmade,
product placement, weapons, and sexualization. Duplicate images were not
coded. The type of costume was categorized according to one of the
following: Product Placement (contained brand name product or was a
licensed commercial product from a film, television program, or other
popular culture product), Fantasy (based upon fictional characters,
place, and/or time period such as Star Wars characters), Monster (based
upon a recognized monster character such as vampire, zombie, or
werewolf). Gruesome (based upon shocking, nauseating, or repugnant
character such as headless man), Historical (based on a historical
figure or timeframe such as Elvis Presley or '50s guy in
duck-tail), Role Playing (based upon a real-life job or activity such as
business man or referee), Humorous (based upon a cartoon or comical
character such as "buzzed" beer can), or Fairy Tale (based
upon known fairy tale character such as Prince Charming). Costumes that
were product placements were always coded as such, while other images
might be double-coded. Note, of the 100 images, only two costumes were
coded in more than one non-product placement categories bringing the
total to 102.
FINDINGS
Historical trends indicate an increase in the wearing of
commercially produced Halloween costumes, and the data here supports
this trend finding that the majority (92.2%) of men's Halloween
costumes found in Google images were commercially produced rather than
handmade (7.8%). Given that most Halloween costumes are commercially
produced, what messages about masculinity are conveyed by these
men's costumes produced by corporations?
One historical trend regarding the gender portrayal of Halloween
costumes is an increase in women's Halloween costumes which are
intentionally sexualized; however, in this study only 4% of the
men's costumes were explicitly sexual. Sexualized men's
costumes featured models in skimpy outfits that highlighted male
muscularity; e.g., a "sexy football player" costume was a
football jersey cut to reveal the model's six-pack abdominal
muscles.
While few male costumes were sexualized, 23% of the men's
costumes included weapons, thus linking masculinity to potential
violence. As shown in Table 1, the most frequently displayed weapons
were a sword (34.5%), followed by gun (21.7%), human/weapon hybrid
(13%), and a knife (13%).
Swords accompanied historically based costumes such as gladiator,
pirate, and Viking. Guns accompanied costumes associated with role
playing such as policeman, soldier, and cowboy. The human/weapon hybrid
was central to costumes based upon fictional film characters such as
Captain Hook from Peter Pan, Edward Scissorhands from the movie of the
same name, and Freddy Kruger from Nightmare on Elm Street. Costumes that
included a knife were more varied in the source of the character from a
generic "bloody zombie surgeon" to the character Ezio from the
video game Assassin's Creed II. Overall, the men's costumes
featuring an accompanying weapon depict an image of masculinity that
draws upon a gender stereotype of men as individualistic warriors, and
potentially torturers, who use violence or have the potential to use
violence against others.
While many of the men's costumes were generic characters such
as a vampire or a cowboy, Table 2 shows that that product placement
costumes occurred most frequently (33%). These costumes were usually
brand licensed characters that also serve as a direct product placement
if worn to a private or public Halloween activity such as a party.
Product placement was followed in popularity by fantasy (21.6%),
historical (14.7%), role-playing (10.8%), monster (8.8%), humorous
(7.8%), gruesome (2.9%), and fairy tale (1.0%).
Brand licensing occurs when a company, like The Walt Disney
Company, leases an intangible asset, such as a character (e.g., Mickey
Mouse), a song (e.g. "Some Day My Prince Will Come" from the
1937 film Snow White and the Seven Dwarves), or a brand (e.g., Baby
Einstein, which is a division of the Walt Disney Company). Costumes
coded here as product placement typically had a direct link to a
licensed commercial product from a film or TV program, often this link
was found in the title of the costume itself. For example, a handmade
costume was advertised as a "Mad Men Executive" (an AMC
television program) rather than simply an executive, and a lifeguard
costume was labeled as a "Bay Watch Lifeguard" (a NBC
television program) rather than a generic lifeguard.
Table 3 shows the most frequently occurring licensed character in
men's Halloween costumes was a film character (78.4%), such as
Shrek from the movie of the same name, the Witch Lord from the film Lord
of the Rings, and The Joker from the Batman movie The Dark Night. The
remaining types of brand licensed product placement in men's
Halloween costumes include TV characters (13.5%), video game characters
(5.4%), and musicians (2.7%). Three of the product placement costumes
traced their origin to two types of media as the film character was
derived from a TV character.
Table 4 identifies the companies whose licensed characters occur
most frequently. The four top companies, comprising 54% of the product
placement, includes Disney/Pixar (18.9%), New Line Cinema/Warner
Brothers (13.5%), 20th Century Fox (10.8%), and Paramount Pictures
(10.8%). The remaining 46% of product placement costumes were licensed
by 13 different companies.
Given the significant number of brand licensed costumes that also
serve as product placements during Halloween activities, arguably
Halloween today has "commercials" embedded within the
festivities whether these festivities occur in public spaces such as
bars or private spaces such as house parties.
DISCUSSION
Changes in Halloween practices over time reveal a shift in the
meaning of Halloween; first as a collective ritual celebrating the
harvest, to a religious day to commemorate the lives of Catholic saints,
to a children's activity highlighting the significant role of the
1950s nuclear family, to a consumer activity with product placements
embedded within an adult costume party. Each shift in practice reflects
a broader transformation of the culture regarding the power holders in
society from farmer/producers, to Church authorities, to individual
family units, and finally to corporations. The data here suggests that
Halloween costumes today expose the growing power of corporations to
transform cultural meanings and cultural practices of masculinity from
an ideal to a commodified spectacle of branded masculinities.
The data shows that men's Halloween costumes reflect a variety
of versions of masculinity to be found in popular culture, from
hegemonic masculinity--men as strong, muscular warriors--to the comic
relief of over-the-top bro-culture in the guise of a "buzzed"
beer can costume. But to analyze costumes solely by the incidences of
hegemonic or non-hegemonic gender performance ignores the most important
issue, namely the power of corporations to regulate and limit the range
of gender performances available through commercially produced costumes.
As the majority of images of men's costumes on the Internet are for
commercially produced costumes, the "choice" of one's
male masquerade is limited by the items/ideas made available by
corporations.
The selection of a commercially produced Halloween costume is not
an act of creative identity performativity for men; it is not an
imaginative masquerade where men select from an infinite range of
possibilities. Rather, the masquerade is a ruse by the corporations to
deceive the wearer into believing he is participating in a democratic
ritual of identity construction which is, in reality, simply another
venue to generate corporate profit by branding masculinity.
The expansion of consumerism into all aspects of social life has
been noted by many previous scholars, including the corporate takeover
of "public expression" in places like museums (Schiller,
1989), schools (Molnar, 1996), religion (Einstein, 2007), and community
celebrations like parades (Souther, 2006). What makes the
commercialization of Halloween costumes more problematic is that while
most studies focus on the corporate takeover of public space, Halloween
costumes represent a corporate invasion of private spaces including
individual imagination and expression.
Commercially produced and licensed costumes have appear in public
spaces such as trick or treating in one's neighborhood or Halloween
parades, for decades; what is more significant today is how licensed
costumes penetrate private spaces during social gatherings in
people's houses, creating an evening-long commercial for multiple
corporate products. When a man in a licensed Halloween costume joins a
party at a private residence, the conversation may turn to the
product--"Hey, I saw Shrek. What a great family film."
Corporations benefit from the free product placement of the costume at
the party and also through the subsequent reiteration of product
placement through photographs posted on social networking sites like
Facebook, which then may reappear in an endless feedback loop of future
Google searches of men's Halloween costumes.
The private Halloween party of the past with children in handmade
costumes portraying a generic witch or ghost is vanishing under the
weight of commercialization. Today, the Halloween party may include the
Walt Disney character Shrek celebrating with the Witch Lord character
from Warner Brother's film Lord of the Rings, a Mad Man executive
from AMC's TV series, and a man dressed as his favorite
"Heineken" beer. Corporations profit from the licensing of the
characters, the sales of costumes, and through the free product
placements in our personal spaces.
Halloween no longer represents a cultural story about a season of
life and approaching death/winter, as found in the Samhain fall
festivals; today Halloween is simply another site for commercial culture
to brand the participants. The guises of masculinity are reduced to a
set of brand name products. In the end, men's costumes do not offer
insight on versions of hegemonic and non-hegemonic masculine
performativity as much as Halloween costumes tell us about the
colonization of masculinity by commercial interests leaving us with yet
another version of branded masculinity.
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DOI: 10.3149/jms.2203.180
SUSAN M. ALEXANDER, Saint Mary's College, Notre Dame, Indiana.
Correspondence concerning this article should be addressed to Susan
M. Alexander, Department of Sociology/Gender & Women's Studies
Program, 262 Spes Unica, Saint Mary's College, Notre Dame, IN
46556-5001. Email: salexand@saintmarys.edu
Table 1 Types of Weapons Displayed with Men's Halloween Costumes
Type F (%) Examples
Sword 8 (34.8) 200 Spartans Gladiator; 300 Movie
Spartan; High Seas Buccaneer; Pirate
Captain; Roman Gladiator; Shipwrecked
Stud ; Union Soldier; Viking
Gun 5 (21.7) 1930s Gangster; Cop ; Cowboy;
Gunslinger; Plastic army men
Hybrid 3 (13.0) Captain Hook; Edward Scissorhands;
(human/weapon) Freddy Kruger
Knife 3 (13.0) Assassin's Creed II Ezio; Bloody
Surgeon; Ventriloquist demented dummy
Bow & Arrows 1 (4.3) Robin Hood
Billy Club 1 (4.3) Keystone Kop
Cane 1 (4.3) Skeleton groom
Ghost trapping 1 (4.3) Ghostbuster
devise
Total 23 (100%)
Table 2
Commercial and Handmade Men's Halloween Costume by Type of Character
Type Commercial Handmade F (%) Examples
Product 31 2 33 (32.5) Shrek
Placement
Fantasy 21 1 23 (21.6) Witch Lord
Sorcerer
Historical 13 2 15 (14.7) Elvis Presley
Role Playing 9 2 11 (10.8) Referee
Monster 8 1 9 (8.8) Vampire
Humorous 8 0 8 (7.8) "Buzzed" Beer
Can
Gruesome 3 0 3 (2.9) Headless man
Fairy Tale 1 0 1 (1.0) Prince Charming
Total 94 (92.2%) 8 (7.8%) 102 * (100)
* Two costumes were coded in more than one category. Example:
"Metal Mayhem" costume was coded in both role playing (musician)
and monster.
Table 3
Product Placement in Men's Halloween Costumes by Media Type
Type F (%) Examples
Film Character 29 (78.4) Edward Scissorhands
TV Character 5 (13.5) Dog the Bounty Hunter
Video Game Character 2 (5.4) Assassin's Creed II Ezio
Musician 1 (2.7) KISS Spaceman
Total 37 * (100%)
* Four costumes were coded in more than one category. Example:
Gommez Addams was both a TV character (1960s) and movie character
(1990s).
Table 4
Men's Commercially Produced Halloween Costumes by Media Companies *
Name F (%) Examples
Disney/Pixar 7 (18.9) Jack Skellington
New Line Cinema/ Warner Brothers 5 (13.5) Witch King (LOR)
20th Century Fox Films 4 (10.8) 200 Spartans Gladiator
Paramount Pictures 4 (10.8) Top Gun pilot
Columbia/TriStar 2 (5.4) Captain Hook
Dreamworks 2 (5.4) Anchorman Ron Burgundy
Sony 2 (5.4) Zorro
Universal Pictures 2 (5.4) Spartacus
ABC TV series 1 (2.7) Gomez Addams
AMC 1 (2.7) Mad Men executive
A&E 1 (2.7) Dog the Bounty Hunter
Hanna-Barbera Productions 1 (2.7) Fred Flintstone
Lions Gate 1 (2.7) Jigsaw Killer (Saw)
Mercury Records 1 (2.7) KISS Spaceman
NBC 1 (2.7) Bay Watch lifeguard
Nintendo 1 (2.7) Mario
Pandora Cinema Total 1 (2.7) 37 Donnie Darko rabbit
* Four costumes were coded in more than one category. Example:
Fred Flintstone was a character in both a TV cartoon series for
Flanna-Barbera Productions and a movie produced by Universal
Pictures.