Wreck-It Ralph’s sequel depicted the internet as a purely corporate branded space
Evidence
In 2018, a sequel, Ralph Breaks the Internet, featured the owner of the arcade installing Wi-Fi, allowing Ralph and Vanellope to explore the internet as if it were an interactive physical 3D space. The film represents the internet as a city bustling with brands and avatars, thus amounting to a cinematic depiction of the metaverse before its popularization a few years later. It’s even more overstuffed with references and characters than the first Ralph film. Nearly a hundred film and television references are made, and over four hundred individual characters were designed, the most of any Disney film to that point. The referential economy of the franchise now included both technology companies and short-form viral video references in its depiction of a purely corporate internet designed for mindless consumption. Apple, Google, Amazon, Twitter, Snapchat, Instagram, Spotify, IMDb, WhatsApp, Facebook, Pinterest, and Fortnite all make appearances. Payment processing apps, such as Fandango, Kickstarter, Venmo, and PayPal, are depicted as well, a fitting complement to the depiction of the internet as purely consumerist. eBay is central to the plot (they need to buy a rare part for Vanellope’s arcade machine), as is a Buzzfeed/YouTube parody, BuzzzTube, where Ralph will earn the money to buy the part from eBay. “There are much better ways to make money on the internet than stealing cars,” a new character exclaims, “such as becoming a BuzzzTube star.” Ralph proceeds to “go viral” copying popular user-generated internet genres such as makeup tutorials, unboxing videos, spicy-food eating, cooking tutorials, and video game streaming. Humans are seen briefly, sadly hunched over their screens, clicking the like button on Ralph’s videos on Buzzztube. — Andrew deWaard, Derivative Media, 436
Categorization
- SHARE: A fact for someone into media studies or film: Wreck-It Ralph 2 had 400+ characters, the most of any Disney film to that point, and pre-dated the metaverse concept by visualizing it.