The Franchise Era : : Managing Media in the Digital Economy / / Stephen Mamber, James Fleury, Bryan Hikari Hartzheim.

A collection of essays that examine the management strategies of franchises across multiple mediaAs Hollywood shifts towards the digital era, the role of the media franchise has become more prominent. This edited collection, from a range of international scholars, argues that the franchise is now an...

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Superior document:Title is part of eBook package: De Gruyter Edinburgh University Press Complete eBook-Package 2019
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Place / Publishing House:Edinburgh : : Edinburgh University Press, , [2022]
©2019
Year of Publication:2022
Language:English
Series:Traditions in American Cinema : TAC
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Physical Description:1 online resource (336 p.) :; 20 B/W illustrations
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ctrlnum (DE-B1597)616560
(OCoLC)1306541530
collection bib_alma
record_format marc
spelling Fleury, James, author. aut http://id.loc.gov/vocabulary/relators/aut
The Franchise Era : Managing Media in the Digital Economy / Stephen Mamber, James Fleury, Bryan Hikari Hartzheim.
Edinburgh : Edinburgh University Press, [2022]
©2019
1 online resource (336 p.) : 20 B/W illustrations
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Traditions in American Cinema : TAC
Frontmatter -- CONTENTS -- List of Figures -- Acknowledgements -- Notes on the Contributors -- Foreword -- 1. Introduction: The Franchise Era -- PART I. THE FRANCHISE: DEFINING AND HISTORICIZING -- 2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise -- 3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins -- PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE -- 4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games -- 5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management -- 6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games -- PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS -- 7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise -- 8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon -- PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM -- 9. TV Brand-casting, SVOD, and OTT at Comcast and Disney -- 10. Network Streaming: TV Broadcasters in the Digital Space -- PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE -- 11. Transmedia-to-Go: Licensed Mobile Gaming in Japan -- 12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation -- 13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? -- Index
restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star
A collection of essays that examine the management strategies of franchises across multiple mediaAs Hollywood shifts towards the digital era, the role of the media franchise has become more prominent. This edited collection, from a range of international scholars, argues that the franchise is now an integral element of American media culture. As such, the collection explores the production, distribution and marketing of franchises as a historical form of media-making – analysing the complex industrial practice of managing franchises across interconnected online platforms. Examining how traditional media incumbents like studios and networks have responded to the rise of new entrants from the technology sector (such as Facebook, Apple, Amazon, Netflix and Google), the authors take a critical look at the way new and old industrial logics collide in an increasingly fragmented and consolidated mediascape.Case studies include:The Alien franchise Critters franchise and New Line Cinema Disney theme parks Nintendo Classic Edition mini-consoles Star Wars franchise Ghost in the Shell franchise How to Train Your Dragon franchise and DreamWorks Animation Black-ish, Parks and Recreation, and the Marvel Cinematic Universe NBC’s SeeSo streaming serviceNumerous mobile apps tied to Japanese media franchises (e.g. Love Live! School Idol Festival; Final Fantasy Record Keeper; Dragon Ball Z: Dokkan Battle)Multiple esports franchises and their relation to video game franchises (e.g. League of Legends; Overwatch)Multiple virtual reality media franchise extensions (e.g. Interstellar: Oculus Experience; The Martian VR Experience; Alien: Descent) ContributorsHeather Lea Birdsall, University of California, Los AngelesAlexander Champlin, University of California, Santa BarbaraJames Fleury, University of California, Los AngelesRayna Denison, University of East Anglia Jennifer Gillan, Bentley University Bryan Hikari Hartzheim, Waseda UniversityDaniel Herbert, University of MichiganDerek Johnson, University of Wisconsin - MadisonStephen Mamber, University of California, Los AngelesMatthew Thomas Payne, University of Notre DameAndreas Rauscher, University of Siegen Brian Ruh, independent scholar Monica Sandler, University of California, Los Angeles
Mode of access: Internet via World Wide Web.
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Jun 2022)
Digital media Social aspects.
Internet Social aspects.
Mass media and culture.
Mass media Management.
Mass media Marketing.
Motion pictures Marketing.
Streaming technology (Telecommunications).
Television Marketing.
Video games Marketing.
Film, Media & Cultural Studies.
PERFORMING ARTS / Film & Video / History & Criticism. bisacsh
Birdsall, Heather Lea, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Champlin, Alexander, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Denison, Rayna, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Fleury, James, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Gillan, Jennifer, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Hartzheim, Bryan Hikari , author. aut http://id.loc.gov/vocabulary/relators/aut
Hartzheim, Bryan Hikari, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Herbert, Daniel, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Johnson, Derek, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Mamber, Stephen, author. aut http://id.loc.gov/vocabulary/relators/aut
Mamber, Stephen, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Payne, Matthew Thomas, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Rauscher, Andreas, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Ruh, Brian, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Sandler, Monica, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Title is part of eBook package: De Gruyter Edinburgh University Press Complete eBook-Package 2019 9783110780420
print 9781474419222
https://doi.org/10.1515/9781474419239?locatt=mode:legacy
https://www.degruyter.com/isbn/9781474419239
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language English
format eBook
author Fleury, James,
Fleury, James,
Hartzheim, Bryan Hikari ,
Mamber, Stephen,
spellingShingle Fleury, James,
Fleury, James,
Hartzheim, Bryan Hikari ,
Mamber, Stephen,
The Franchise Era : Managing Media in the Digital Economy /
Traditions in American Cinema : TAC
Frontmatter --
CONTENTS --
List of Figures --
Acknowledgements --
Notes on the Contributors --
Foreword --
1. Introduction: The Franchise Era --
PART I. THE FRANCHISE: DEFINING AND HISTORICIZING --
2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise --
3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins --
PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE --
4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games --
5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management --
6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games --
PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS --
7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise --
8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon --
PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM --
9. TV Brand-casting, SVOD, and OTT at Comcast and Disney --
10. Network Streaming: TV Broadcasters in the Digital Space --
PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE --
11. Transmedia-to-Go: Licensed Mobile Gaming in Japan --
12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation --
13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? --
Index
author_facet Fleury, James,
Fleury, James,
Hartzheim, Bryan Hikari ,
Mamber, Stephen,
Birdsall, Heather Lea,
Birdsall, Heather Lea,
Champlin, Alexander,
Champlin, Alexander,
Denison, Rayna,
Denison, Rayna,
Fleury, James,
Fleury, James,
Gillan, Jennifer,
Gillan, Jennifer,
Hartzheim, Bryan Hikari ,
Hartzheim, Bryan Hikari ,
Hartzheim, Bryan Hikari,
Hartzheim, Bryan Hikari,
Herbert, Daniel,
Herbert, Daniel,
Johnson, Derek,
Johnson, Derek,
Mamber, Stephen,
Mamber, Stephen,
Mamber, Stephen,
Mamber, Stephen,
Payne, Matthew Thomas,
Payne, Matthew Thomas,
Rauscher, Andreas,
Rauscher, Andreas,
Ruh, Brian,
Ruh, Brian,
Sandler, Monica,
Sandler, Monica,
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Gillan, Jennifer,
Gillan, Jennifer,
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Hartzheim, Bryan Hikari ,
Hartzheim, Bryan Hikari,
Hartzheim, Bryan Hikari,
Herbert, Daniel,
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Johnson, Derek,
Johnson, Derek,
Mamber, Stephen,
Mamber, Stephen,
Mamber, Stephen,
Mamber, Stephen,
Payne, Matthew Thomas,
Payne, Matthew Thomas,
Rauscher, Andreas,
Rauscher, Andreas,
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author_sort Fleury, James,
title The Franchise Era : Managing Media in the Digital Economy /
title_sub Managing Media in the Digital Economy /
title_full The Franchise Era : Managing Media in the Digital Economy / Stephen Mamber, James Fleury, Bryan Hikari Hartzheim.
title_fullStr The Franchise Era : Managing Media in the Digital Economy / Stephen Mamber, James Fleury, Bryan Hikari Hartzheim.
title_full_unstemmed The Franchise Era : Managing Media in the Digital Economy / Stephen Mamber, James Fleury, Bryan Hikari Hartzheim.
title_auth The Franchise Era : Managing Media in the Digital Economy /
title_alt Frontmatter --
CONTENTS --
List of Figures --
Acknowledgements --
Notes on the Contributors --
Foreword --
1. Introduction: The Franchise Era --
PART I. THE FRANCHISE: DEFINING AND HISTORICIZING --
2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise --
3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins --
PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE --
4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games --
5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management --
6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games --
PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS --
7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise --
8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon --
PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM --
9. TV Brand-casting, SVOD, and OTT at Comcast and Disney --
10. Network Streaming: TV Broadcasters in the Digital Space --
PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE --
11. Transmedia-to-Go: Licensed Mobile Gaming in Japan --
12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation --
13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? --
Index
title_new The Franchise Era :
title_sort the franchise era : managing media in the digital economy /
series Traditions in American Cinema : TAC
series2 Traditions in American Cinema : TAC
publisher Edinburgh University Press,
publishDate 2022
physical 1 online resource (336 p.) : 20 B/W illustrations
contents Frontmatter --
CONTENTS --
List of Figures --
Acknowledgements --
Notes on the Contributors --
Foreword --
1. Introduction: The Franchise Era --
PART I. THE FRANCHISE: DEFINING AND HISTORICIZING --
2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise --
3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins --
PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE --
4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games --
5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management --
6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games --
PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS --
7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise --
8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon --
PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM --
9. TV Brand-casting, SVOD, and OTT at Comcast and Disney --
10. Network Streaming: TV Broadcasters in the Digital Space --
PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE --
11. Transmedia-to-Go: Licensed Mobile Gaming in Japan --
12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation --
13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? --
Index
isbn 9781474419239
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illustrated Not Illustrated
doi_str_mv 10.1515/9781474419239?locatt=mode:legacy
oclc_num 1306541530
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Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? -- </subfield><subfield code="t">Index</subfield></datafield><datafield tag="506" ind1="0" ind2=" "><subfield code="a">restricted access</subfield><subfield code="u">http://purl.org/coar/access_right/c_16ec</subfield><subfield code="f">online access with authorization</subfield><subfield code="2">star</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">A collection of essays that examine the management strategies of franchises across multiple mediaAs Hollywood shifts towards the digital era, the role of the media franchise has become more prominent. This edited collection, from a range of international scholars, argues that the franchise is now an integral element of American media culture. As such, the collection explores the production, distribution and marketing of franchises as a historical form of media-making – analysing the complex industrial practice of managing franchises across interconnected online platforms. Examining how traditional media incumbents like studios and networks have responded to the rise of new entrants from the technology sector (such as Facebook, Apple, Amazon, Netflix and Google), the authors take a critical look at the way new and old industrial logics collide in an increasingly fragmented and consolidated mediascape.Case studies include:The Alien franchise Critters franchise and New Line Cinema Disney theme parks Nintendo Classic Edition mini-consoles Star Wars franchise Ghost in the Shell franchise How to Train Your Dragon franchise and DreamWorks Animation Black-ish, Parks and Recreation, and the Marvel Cinematic Universe NBC’s SeeSo streaming serviceNumerous mobile apps tied to Japanese media franchises (e.g. Love Live! School Idol Festival; Final Fantasy Record Keeper; Dragon Ball Z: Dokkan Battle)Multiple esports franchises and their relation to video game franchises (e.g. League of Legends; Overwatch)Multiple virtual reality media franchise extensions (e.g. Interstellar: Oculus Experience; The Martian VR Experience; Alien: Descent) ContributorsHeather Lea Birdsall, University of California, Los AngelesAlexander Champlin, University of California, Santa BarbaraJames Fleury, University of California, Los AngelesRayna Denison, University of East Anglia Jennifer Gillan, Bentley University Bryan Hikari Hartzheim, Waseda UniversityDaniel Herbert, University of MichiganDerek Johnson, University of Wisconsin - MadisonStephen Mamber, University of California, Los AngelesMatthew Thomas Payne, University of Notre DameAndreas Rauscher, University of Siegen Brian Ruh, independent scholar Monica Sandler, University of California, Los Angeles</subfield></datafield><datafield tag="538" ind1=" " ind2=" "><subfield code="a">Mode of access: Internet via World Wide Web.</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">In English.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Jun 2022)</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Digital media</subfield><subfield code="x">Social aspects.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Internet</subfield><subfield code="x">Social aspects.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Mass media and culture.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Mass media</subfield><subfield code="x">Management.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Mass media</subfield><subfield code="x">Marketing.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Motion pictures</subfield><subfield code="x">Marketing.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Streaming technology (Telecommunications).</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Television</subfield><subfield code="x">Marketing.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Marketing.</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Film, Media &amp; Cultural Studies.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">PERFORMING ARTS / Film &amp; Video / History &amp; Criticism.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Birdsall, Heather Lea, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Champlin, Alexander, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Denison, Rayna, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Fleury, James, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Gillan, Jennifer, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Hartzheim, Bryan Hikari , </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield code="4">http://id.loc.gov/vocabulary/relators/aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Hartzheim, Bryan Hikari, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Herbert, Daniel, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Johnson, Derek, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Mamber, Stephen, </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield 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