31 Women in Animation Films

Total Page:16

File Type:pdf, Size:1020Kb

31 Women in Animation Films Paper-10 Module - 31 Women in Animation Films I. (A) Personal Details Role Name Affiliation Principal Investigator Prof. Sumita Parmar Allahabad University, Allahabad Paper Coordinator Prof. Sisir Basu Banaras Hindu University, Varanasi Content Writer/Author (CW) Ajay Kumar Research Scholar, Banaras Hindu University, Varanasi Content Reviewer (CR) Samarth Shukla St Xavier’s College, Mumbai Prof. Sisir Basu BHU, Varanasi Language Editor (LE) Prof. Sumita Parmar Allahabad University (B) Description of Module Items Description of Module Subject Name Women’s Studies Paper Name Women, Media, and Films Module Name/ Title Women in Animation Films Module ID Paper-10 Module - 31 Pre-requisites Conceptual knowledge about stereotyping Objectives To help the students to critically analyse animation films and identify various gender issues inherent in them Keywords Animation, gender roles, stereotyping, Introduction We see animation everywhere around us – on the television, on internet web pages, in smartphones, in video games, and in films. Over the years, animation has evolved as a powerful tool of visual communication aided by advancement of technologies that help make them ever more realistic and immersive. Starting primarily from Europe and the USA, animation is now a global phenomenon with almost all film producing countries contributing to the wealth of animated films. However, like the live action movies, animated films from the USA, especially Disney, dominate the scene. From trivial entertainment meant for children, animation has come to be recognised as an influential art form having significant cultural implications. We now know that it is capable of affecting the thinking and behaviour of children and adults alike. Figure 1: Creating global childhool culture (screenshot from documentary Mickey Mouse Monopoly) In this module we take a look at the world of animation films and the kind of image it portrays of women through female characters. We start with a historical background of the development of animation as an entertainment medium. Like in other media we find a dearth of female professionals involved in the creation of animated characters. It is followed by a section that discusses the influence and wide scope of animation. We cite the views of some of the most influential persons in film and cultural studies and give examples of recent innovations in the use of animation. There onwards, we look at the issues related to representation of women in animated films. We take examples from some of the most popular animated movies with female characters in a lead role. Incidentally, most of these features are from Disney. We also take into account some critically acclaimed positive representations of female characters, with special reference to admired Japanese animator Hayao Miyazaki. A brief history of Animation The word 'animation' is derived from anima, the Latin word for soul or spirit. The verb 'to animate' is derived from Latin animare "give breath or life to". In its earliest and simplest form, Animation as a technical process was an attempt to imitate life by simulating an effect of motion from a series of static images. This effect of motion is made possible due to persistence of vision - the property of the human eye to maintain an image on the retina for a moment after the image has disappeared. By photographing drawings, puppets, or inanimate objects with slight changes in position and shape in subsequent frames, animators are able to create an illusion of motion. In this form, animation predated the invention of cinematograph by several decades. Several devices like the Thaumatrope, Phenakistiscope, Stroboscope and several similar ones that were based on the phenomenon of persistence of vision were created in the early 1800s. These devices or toys allowed viewers to see through small slits sequences of images painted on rotating disks or strips of paper that created an impression of motion. By the late 1870s, Frenchman Charles Émile Reynaud perfected the earlier devices by overcoming the shortcomings like blurring of images. He continued to work on combining the existing magic lantern (ancestors of the modern slide projectors) with the new optical toys in order to be able to project the ‘moving’ pictures to large audience. In the last decade of the 19th century, film made entry into the scene with the inventions of Thomas Edison’s Kinetoscope in America and French engineers Auguste and Louis Lumière’s cinematograph. On December 28, 1895 the Lumière brothers made the first public screening of a motion picture in Paris, marking the birth of film. French motion-picture director and special effects pioneer Georges Méliès, in 1902, inserted a sequence of animation of the moon into his masterpiece live-action film Le voyage dans la lune (A Trip to the Moon). This ‘animated’ sequence became one of the most indelible images in cinema history. Méliès went on to use stop-motion and trick photography techniques in many of the around 500 films he made. With the onset of the 20th century, filmmakers and cartoonists like J. Stuart Blackton in America and Emile Cohl in France continued to produce films utilising various techniques like blackboard drawings and paper cut-outs that would pave the way for animation as we know it today. Realising the potential of this new medium of entertainment, a number of studios came up around New York within a course of few years. Some Early Animation Films Humorous Phases of Funny Faces (1906) J. Stuart Blackton Fantasmagorie (1908) Emile Cohl Little Nemo in Slumberland (1911) Winsor McCay How a Mosquito Operates (1912) Winsor McCay Gertie the Dinosaur (1914) Winsor McCay In 1923, Walt and Roy Disney founded the Disney Brothers Cartoon Studio that was to become the most influential of all animation studios. They premiered Steamboat Willy, the first cartoon with synchronized sound in 1928. It featured for the first time Mickey Mouse, the most iconic of the cartoon characters. By 1932, Disney had brought colour to cartoons. Several other studios including Warner Bros., Metro-Goldwyn-Mayer, Paramount Pictures, Columbia Pictures, Van Buren Studio, Walter Lantz Productions and Terrytoons joined the scene. However, it was Walt Disney and his team of artists who took the medium to new levels with artistic rigour and innovations in designing memorable characters. Meanwhile, given the flexible nature of animation, a number of technological pioneers were able to devise various methods of animation. Besides creating memorable characters like Betty Boop and Popeye, animators and inventors Fleischer brothers (Dave and Max) invented the rotoscope process in 1920. It involved the projection of individual frames of filmed action of live figures on a glass screen. Tracings of the projected image were rephotographed, thus making the movements of the characters more realistic and human like. Disney evolved a distinct, realistic look by incorporating modified versions of different innovative processes. Their style of animation has continued to dominate the Western Cartoon tradition. In the second half of the 20th century, animation entered the televisions with animated series. In the 1960s and 1970s scientists and researchers at educational institutes worked on computer graphics that would lead to the birth of computer animation later. 3D animation entered the scene in the 1980s. Early versions of live action films incorporating computer graphics (CG) and animation, like Star Wars (Twentieth Century Fox) and Indiana Jones series earned wide popularity in these years leading to path breaking integration of both in subsequent films. But it was not before 1995 that Toy Story, the first feature-length animated movie created entirely with Computer Generated Imagery (CGI), instead of hand-drawn pictures, was released by Pixar. Women in the animation industry Books and articles (e.g. Furniss (2000) and John (2010)) based on testimonies of workers reveal that work at the animation industry had been divided on gender lines since the early days. The creative departments in most of the studios were handled by males. Women on the other hand were restricted to the inking and painting department where the work was largely noncreative and repetitive. Kirsten Thompson in the introductory paragraph of her 2014 article sums up the process followed at the studio as follows1: One of the final steps in a Taylorized labor intensive industrial machine of specialized labor, the Ink and Paint Dept. usually consisted of several hundred female workers in each animated studio, wearing white gloves (with thumb and two fingers cut off) and pongee smocks (to keep cels free from dust). After cleaned up pencil drawings were received from animators, inkers used the finest Gillott 290 nibs to make precise small, medium or large black (and sometimes color) lines around those drawings. Painters would then flip the nitrate cels and color in the inked outlines, following numbered specifications from a model sheet created by the Color Key Artist who selected colors for characters and props. They worked on raked boards (as inkers) or flat boards (as painters) producing 8-10 cels an hour, enduring the lowest pay in the industry, while supervisors like Dot Smith would walk up and down the aisles at Disney urging them to work faster and faster with phrases like “Come on now, quick– like a bunny!” Despite the male domination in the creative works of the industry, few female artists were able to make a mark. Notable among them are Sylvia Holland and Mary Blair who profoundly influenced the look of Disney animation2. Retta Scott, who is recognised by Disney3 as their first woman animator and LaVerne Harding were two of the few women who actually worked as animators during the ‘Golden Age’ of animation in the 1930s and 1940s. 1 Thompson, K. M. (2014). ‘Quick—Like a Bunny!’: The Ink and Paint Machine, Female Labor and Color Production. Journal of Animation Studies, 9. 2 Furniss, Maureen. "Animation." Microsoft® Encarta® 2009 [DVD].
Recommended publications
  • UPA : Redesigning Animation
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously
    [Show full text]
  • Animation: Types
    Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film.
    [Show full text]
  • The University of Chicago Looking at Cartoons
    THE UNIVERSITY OF CHICAGO LOOKING AT CARTOONS: THE ART, LABOR, AND TECHNOLOGY OF AMERICAN CEL ANIMATION A DISSERTATION SUBMITTED TO THE FACULTY OF THE DIVISION OF THE HUMANITIES IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY DEPARTMENT OF CINEMA AND MEDIA STUDIES BY HANNAH MAITLAND FRANK CHICAGO, ILLINOIS AUGUST 2016 FOR MY FAMILY IN MEMORY OF MY FATHER Apparently he had examined them patiently picture by picture and imagined that they would be screened in the same way, failing at that time to grasp the principle of the cinematograph. —Flann O’Brien CONTENTS LIST OF FIGURES...............................................................................................................................v ABSTRACT.......................................................................................................................................vii ACKNOWLEDGMENTS....................................................................................................................viii INTRODUCTION LOOKING AT LABOR......................................................................................1 CHAPTER 1 ANIMATION AND MONTAGE; or, Photographic Records of Documents...................................................22 CHAPTER 2 A VIEW OF THE WORLD Toward a Photographic Theory of Cel Animation ...................................72 CHAPTER 3 PARS PRO TOTO Character Animation and the Work of the Anonymous Artist................121 CHAPTER 4 THE MULTIPLICATION OF TRACES Xerographic Reproduction and One Hundred and One Dalmatians.......174
    [Show full text]
  • The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
    The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子.
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • 7 1Stephen A
    SLIPSTREAM A DATA RICH PRODUCTION ENVIRONMENT by Alan Lasky Bachelor of Fine Arts in Film Production New York University 1985 Submitted to the Media Arts & Sciences Section, School of Architecture & Planning in Partial Fulfillment of the Requirements for the Degree of MASTER OF SCIENCE at the Massachusetts Institute of Technology September, 1990 c Massachusetts Institute of Technology, 1990 All Rights Reserved I Signature of Author Media Arts & Sciences Section Certified by '4 A Professor Glorianna Davenport Assistant Professor of Media Technology, MIT Media Laboratory Thesis Supervisor Accepted by I~ I ~ - -- 7 1Stephen A. Benton Chairperso,'h t fCommittee on Graduate Students OCT 0 4 1990 LIBRARIES iznteh Room 14-0551 77 Massachusetts Avenue Cambridge, MA 02139 Ph: 617.253.2800 MITLibraries Email: [email protected] Document Services http://libraries.mit.edu/docs DISCLAIMER OF QUALITY Due to the condition of the original material, there are unavoidable flaws in this reproduction. We have made every effort possible to provide you with the best copy available. If you are dissatisfied with this product and find it unusable, please contact Document Services as soon as possible. Thank you. Best copy available. SLIPSTREAM A DATA RICH PRODUCTION ENVIRONMENT by Alan Lasky Submitted to the Media Arts & Sciences Section, School of Architecture and Planning on August 10, 1990 in partial fulfillment of the requirements for the degree of Master of Science ABSTRACT Film Production has always been a complex and costly endeavour. Since the early days of cinema, methodologies for planning and tracking production information have been constantly evolving, yet no single system exists that integrates the many forms of production data.
    [Show full text]
  • De La Producci\363N Al Consumo De La Animaci\363N Como
    De la producción al consumo de la animación como fenómeno cultural: Una breve historia crítica Autor: Xavier Fuster Burguera Director: José Igor Prieto Arranz Trabajo de fin de máster Máster en lenguas y literaturas modernas 2010/2011 Universitat de les Illes Balears Índice Capítulo 1. Introducción 2 Capítulo 2. Estados Unidos: centro hegemónico de la animación occidental 11 2.1 Introducción 11 2.2 La semilla de un nuevo género artístico popular: 12 la animación decimonónica 2.3 El Magic Kingdom de Walt Disney 20 2.4 Warner Bros. y su séquito 28 2.5 Y Europa por extensión 35 Capítulo 3. El papel del arte popular japonés en la animación occidental 38 3.1 Introducción 38 3.2 Imágenes cómicas en Japón 40 3.3 La animación de las imágenes cómicas 47 3.4 De occidente a oriente y viceversa 55 3.4.1 La exportación de las imágenes cómicas animadas 59 Capítulo 4. La animación en la época de la televisión 66 4.1 Introducción 66 4.2 De la gran pantalla al televisor 67 4.3 La televisión, el entretenimiento de masas 72 4.4 Japón y su aventura por Europa 84 Capítulo 5. Nuevas perspectivas globales del consumo de la animación 89 5.1 Introducción 89 5.2 El canon de consumo de animación de Disney 90 5.3 Los adultos: consumidores marginales de la animación 97 5.4 Subculturas de consumo de animación 103 Conclusión. 111 Anexo. 116 Cronología 116 Referencias. 129 De la producción al consumo de la animación como fenómeno cultural: Una breve historia crítica Capítulo 1.
    [Show full text]
  • Jobs and Education
    Vol. 3 Issue 3 JuneJune1998 1998 J OBS AND E DUCATION ¥ Animation on the Internet ¥ Glenn VilppuÕs Life Drawing ¥ CanadaÕs Golden Age? ¥ Below the Radar WHO IS JARED? Plus: Jerry BeckÕs Essential Library, ASIFA and Festivals TABLE OF CONTENTS JUNE 1998 VOL.3 NO.3 4 Editor’s Notebook It’s the drawing stupid! 6 Letters: [email protected] 7 Dig This! 1001 Nights: An Animation Symphony EDUCATION & TRAINING 8 The Essential Animation Reference Library Animation historian Jerry Beck describes the ideal library of “essential” books on animation. 10 Whose Golden Age?: Canadian Animation In The 1990s Art vs. industry and the future of the independent filmmaker: Chris Robinson investigates this tricky bal- ance in the current Canadian animation climate. 15 Here’s A How de do Diary: March The first installment of Barry Purves’ production diary as he chronicles producing a series of animated shorts for Channel 4. An Animation World Magazine exclusive. 20 Survey: It Takes Three to Tango Through a series of pointed questions we take a look at the relationship between educators, industry representatives and students. School profiles are included. 1998 33 What’s In Your LunchBox? Kellie-Bea Rainey tests out Animation Toolworks’ Video LunchBox, an innovative frame-grabbing tool for animators, students, seven year-olds and potato farmers alike! INTERNETINTERNET ANIMATIONANIMATION 38 Who The Heck is Jared? Well, do you know? Wendy Jackson introduces us to this very funny little yellow fellow. 39 Below The Digital Radar Kit Laybourne muses about the evolution of independent animation and looks “below the radar” for the growth of new emerging domains of digital animation.
    [Show full text]
  • Creating New Animated TV Series for Girls Aged 6-12 in Britain
    Creating New Animated TV Series for Girls Aged 6-12 in Britain Lindsay Watson This article focuses on the development and marketing of animated female lead charac- ters on television for an audience of girls aged 6-12 in Britain. Using strategic marketing theory it asks the questions: “What do girls want (to see on screen)?” “How do they get it?” and “How do we (the animation industry) sell it?” The paper reviews 87 starring fe- male lead characters worldwide and finds that most are: 2D in design, feature characters with American accents, have a cast of either group or independent characters and are of either a ‘dramatic’ or ‘dramatic/comedic’ genre. The article concludes that the types of television shows girls are watching could be improved to better meet their needs. It encourages content creators to be brave and test new ideas and offers practical tips to executives, producers and commissioners on development and positioning of new ani- mated television series that will engage their audiences. Personal Preface As an animation producer, academic, and campaigner for indie animation and women’s rights I decided in 2013 that I wanted to answer the question: Why aren’t there more animated female characters on British children’s TV? That year also happened to be the year I launched Animated Women UK – since then a lot has changed! The 1980s was a great time for empowered animated female leads in TV series as merchandisers recognised audience buying power (Perea, 2014). This didn’t translate to the big screen as from 1995 to 2012 most of Pixar’s films featured male leads.
    [Show full text]
  • PDF) ISBN 978-0-9931996-4-6 (Epub)
    POST-CINEMA: THEORIZING 21ST-CENTURY FILM, edited by Shane Denson and Julia Leyda, is published online and in e-book formats by REFRAME Books (a REFRAME imprint): http://reframe.sussex.ac.uk/post- cinema. ISBN 978-0-9931996-2-2 (online) ISBN 978-0-9931996-3-9 (PDF) ISBN 978-0-9931996-4-6 (ePUB) Copyright chapters © 2016 Individual Authors and/or Original Publishers. Copyright collection © 2016 The Editors. Copyright e-formats, layouts & graphic design © 2016 REFRAME Books. The book is shared under a Creative Commons license: Attribution / Noncommercial / No Derivatives, International 4.0 (http://creativecommons.org/licenses/by-nc-nd/4.0/). Suggested citation: Shane Denson & Julia Leyda (eds), Post-Cinema: Theorizing 21st-Century Film (Falmer: REFRAME Books, 2016). REFRAME Books Credits: Managing Editor, editorial work and online book design/production: Catherine Grant Book cover, book design, website header and publicity banner design: Tanya Kant (based on original artwork by Karin and Shane Denson) CONTACT: [email protected] REFRAME is an open access academic digital platform for the online practice, publication and curation of internationally produced research and scholarship. It is supported by the School of Media, Film and Music, University of Sussex, UK. Table of Contents Acknowledgements.......................................................................................vi Notes On Contributors.................................................................................xi Artwork…....................................................................................................xxii
    [Show full text]
  • Animation Education in Higher Education Institute of Canada
    2nd International Conference on Economics, Social Science, Arts, Education and Management Engineering (ESSAEME 2016) Animation Education in Higher Education Institute of Canada Xingqi Wang Department of Animation College, Hebei Institute of Fine Art, Shijiazhuang, Hebei, 050700, China Keywords: The resources of animation education, Inspired and explore teaching mode, Expression of ideas, Team spirit Abstract. Canada has global reputation for her excellence in animation education and animation movie industry. Historically Canada starts developing her animation education and industry in just late 20th century; however, it quickly became the home of hundreds and thousands of brilliant animators and artists. This makes us wondering what is the secret to achieve such honor so quickly and so influentially. This article starts introducing the early days of Canadian higher animation education and then continuing explores its development, growth and evolution. [1]The author focuses her research and analysis on the characteristic of quality Canada higher animation education, academicals, theories and methodology, by introducing the effective grading policy and doing comprehensive comparison between Canadian and Chinese animation in higher education. Throughout researching, analysis, comparison and evaluation, the author tries to make the connection between marvelous Canadian higher education resources and the high demand from Chinese higher education, to serve and achieve sustainable and healthier Chinese higher animation education in the future. Canada General Situation of the Development of Animation Education in Colleges and Universities Canadian Higher Education. Canadian History and Current Situation of the Higher Education. The earliest history of the university of Canada can be traced back to 1636, it was the Catholic church to imitate Paris university created, in the form of Quebec theological seminary.
    [Show full text]
  • Bluegriffin Global Equities Carta Mensal #8 - Junho 2021J
    BlueGriffin Global Equities Carta Mensal #8 - Junho 2021j Comentários do Gestor 02 de Julho de 2021 Prezado investidor, Nas cartas anteriores, apresentamos nosso processo de investimento e detalhamos cada um dos books que compõem nossa carteira de investimentos, com exceção do book FANMAG+, que será examinado nesta carta. Explicaremos os critérios que definem esse book - consideravelmente diferentes dos demais - e descreveremos uma de nossas posições mais interessantes dentro dele: a Walt Disney Company (NYSE:DIS). Book FANMAG+ O book FANMAG+ representa 16,71% da carteira atualmente e contribuiu em 1,38% para nosso rendimento acumulado. Ao contrário dos outros, não foi definido por uma seleção setorial. Enquanto os books Defensivo, Cíclico, Healthcare, Tecnologia e Outros englobam setores específicos de mercado, esse book é delimitado pelo tamanho e notoriedade das empresas. É composto por “mega caps” com vantagens competitivas consolidadas (incluindo network effects, economias de escala e baixo capex). Nesse sentido, quando avaliamos o universo investível de todas as empresas da NYSE e NASDAQ, selecionamos sob critérios diferentes algumas ações que se destacam por sua magnanimidade e filtramos as melhores via nosso processo de investimento para que passem a integrar o book FANMAG+. As empresas que passaram por nossos filtros e pelos critérios de definição desse book foram: Facebook, Amazon, Netflix, Microsoft, Apple, Google e Disney. Essa composição deixa claro que esse é um book de empresas trilionárias (ou quase trilionárias) que fazem parte do nosso dia a dia; aquelas que são (ou têm potencial de ser) indispensáveis para bilhões de pessoas ao redor do mundo. O caso da Disney, o qual apresentaremos abaixo, se encaixa melhor nessa segunda categoria: daquelas ações que em algum momento serão as maiores do mercado e que farão cada vez mais parte de nosso cotidiano.
    [Show full text]