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Universita' Ca' Fscari Di Venezi Corso di Laurea magistrale (ordinamento ex D.M. 270/2004) in Economia e Gestione delle Aziende Tesi di Laurea Quando l’Arte dell’Animazione incontra la Tecnologia: il caso Walt Disney-Pixar. Relatore Ch. Prof. Sergio Faccipieri Laureando Eleonora De Ambrosi Matricola 812313 Anno Accademico 2011 / 2012 0 INDICE pag. INTRODUZIONE .................................................................................................................................... 2 CAPITOLO 1. Cinema, Animazione e Creatività .................................................................................... 4 1.1. Introduzione all’Industria dell’Intrattenimento ........................................................................... 4 1.2. Cinema e Film: Analisi del Settore ............................................................................................. 7 1.2.1. Un Breve Quadro Storico: la Nuova Hollywood ......................................................... 10 1.2.2. Evoluzioni e Tendenze ............................................................................................... 14 1.2.3. La Catena del Valore .................................................................................................... 20 1.3. Cos’è l’Animazione? ................................................................................................................. 24 1.3.1. I suoi Protagonisti (cenni al cinema d’animazione italiano) ........................................ 27 1.3.2. Come nasce un Film d’Animazione tra Arte e Tecnologia .......................................... 31 1.4. Creatività e Industrie Creative ................................................................................................... 36 1.4.1. Lo Stretto Legame con l’Innovazione .......................................................................... 43 1.4.2. Artisti e Tecnici insieme ............................................................................................... 46 CAPITOLO 2. Disney e Pixar: Destini incrociati ................................................................................. 49 2.1. Walt Disney acquisisce Pixar .................................................................................................... 49 2.2. I segreti del successo ................................................................................................................. 55 2.2.1. Una lunga collaborazione ............................................................................................. 60 2.2.2. Dimensioni e complementarietà ................................................................................... 65 2.3. La Cultura Creativa di Pixar ...................................................................................................... 67 2.3.1. Leadership “condivisa” ................................................................................................... 71 2.3.2. Arte + Tecnologia = Magia ............................................................................................. 76 CAPITOLO 3. Esperienze e Opinioni .................................................................................................... 83 3.1. Metodologia d’Indagine ............................................................................................................ 83 3.2. Le interviste ............................................................................................................................... 84 3.2.1. Intervista a Guido Quaroni di Disney-Pixar ................................................................. 84 3.2.2. Intervista a Bruno Bozzetto .......................................................................................... 90 3.2.3. Intervista a Luca Prasso ............................................................................................... 95 3.3. Cos’è emerso? ......................................................................................................................... 99 3.4. Conclusioni .............................................................................................................................. 100 APPENDICE 1 ..................................................................................................................................... 102 APPENDICE 2 ..................................................................................................................................... 104 BIBLIOGRAFIA .................................................................................................................................. 106 1 INTRODUZIONE Settore d’interesse: cinema d’animazione (USA). Periodo di analisi: metà anni Ottanta – oggi. Caso aziendale: Disney-Pixar. In un ambiente dinamico e fortemente competitivo come quello dell'industria cinematografica hollywoodiana che nel tempo ha mostrato ingenti cambiamenti nella struttura organizzativa delle grandi società e nell’evoluzione delle tecnologie impiegate in fase di produzione e distribuzione dei film, The Walt Disney Company ha percepito la necessità di risvegliare la creatività dei propri studi d’animazione di Burbank. Dopo gli ultimi successi disneyani degli anni Novanta, gli studi del vecchio Walt hanno riscontrato, infatti, performance decrescenti e non all’altezza del loro importante nome, affermatosi senza rivali nel settore già dagli anni Trenta del Novecento. Nel 2006, dopo lunghi anni di collaborazione, Disney ha acquisito i Pixar Animation Studios, pionieri nell'utilizzo della computer grafica applicata all'animazione e creatori di storie e personaggi animati dall’originalità inimitabile. La serie di dodici successi cinematografici consecutivi su dodici film d’animazione prodotti, ha reso Pixar la più conosciuta società nell’ambito dell’arte dell’animazione digitale 3D. Ad oggi la fusione tra le due aziende si conferma una decisione azzeccata. Cosa ha determinato il successo di tale operazione? Come i Pixar Animation Studios stanno risvegliando la creatività della casa produttrice di Mickey Mouse? Il mix di fattori che alimentano la cultura creativa di Pixar e in particolare il legame tra animatori e tecnici della casa di produzione meritano un approfondimento maggiore. Come Pixar mantiene adulti e bambini incollati agli schermi, così questo scritto cercherà di seguire quello che Andrew Stanton, regista Pixar di “A Bug’s Life”, “Alla ricerca di Nemo” e “Wall-E” considera il comandamento della narrazione: “Make me care” (coinvolgimi). I tre capitoli che compongono questo elaborato cercheranno così di coinvolgere il lettore all’interno di aspetti quali la strategia alla base della fusione tra Disney e Pixar e i segreti della creatività collettiva e individuale di quest’ultima. Il primo capitolo introdurrà all'industria cinematografica, ai protagonisti storici del cinema d'animazione e al legame tra creatività e innovazione che le aziende di oggi ricercano costantemente. Il capitolo successivo entrerà nel merito del caso aziendale d’interesse attraverso l’analisi dell’acquisizione da parte di Walt Disney degli studi d’animazione Pixar e l’approfondimento dei fattori che rendono quest’ultima una tra le più creative società al mondo. Il terzo capitolo conclusivo ha lo scopo di verificare i contenuti dei capitoli precedenti attraverso l’inserimento di tre interviste fatte ad esperti del settore dell’animazione, tra i quali un direttore tecnico italiano in Pixar dal 1997. 2 Si ringrazia per il supporto e la supervisione il Professor Sergio Faccipieri. Un ringraziamento speciale a Guido Quaroni, Bruno Bozzetto e Luca Prasso per la disponibilità e il tempo dedicatomi. 3 CAPITOLO 1. Cinema, Animazione e Creatività. 1.1 Introduzione all’industria dell’intrattenimento. L’analisi di un evento sotto una prospettiva economica, o meglio strategica e gestionale, non può prescindere dalla definizione di ciò che in senso lato chiamiamo Economia. “L'Economia è la scienza della gestione delle risorse scarse. Essa prende in esame le forme assunte dal comportamento umano nella gestione di tali risorse; analizza e spiega le modalità secondo le quali un individuo o una società destinano mezzi limitati alla soddisfazione di esigenze molteplici ed illimitate” (Barre, 1959). Si tratta di una delle moltissime definizioni riscontrabili nella letteratura economica ma che, richiamando concetti come la “scarsità delle risorse” e in particolare i “bisogni molteplici e illimitati dell’uomo”, appare sufficiente a creare un collegamento con quanto seguirà. Il singolo individuo, un’impresa o uno stato svolgono, infatti, attività per produrre beni materiali o immateriali che consentano di soddisfare un’esigenza, un bisogno qualsiasi, nel limite delle risorse disponibili per realizzarlo. Tra gli illimitati bisogni dell’uomo, rientra anche l’esigenza di “entertainment”, ovvero d’intrattenimento. Chiediamoci dunque, per meglio comprendere, quale sia il significato proprio di tale termine e a quale tipo di bisogno appartenga. L’intrattenimento è un’attività, un evento che ha come scopo quello di divertire e interessare un pubblico, singolo individuo o gruppo che sia. Stuart Moss, nel suo libro “The Entertainment Industry: an Introduction” (2009) lo definisce come segue: “L’intrattenimento è qualcosa che riesce ad attrarre o affascinare un pubblico attraverso una stimolazione sensoriale, la quale a sua volta può evocare una reazione emotiva”. Nello stesso volume si citano altre recenti e rilevanti definizioni, come: “Ciò che suscita interesse o divertimento” (Oxford English Dictionary, 2008); “Un’attività
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