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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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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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 Cover https://www.degruyter.com/document/cover/isbn/9781474419239/original |
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, |
author_variant |
j f jf j f jf b h h bh bhh s m sm |
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VerfasserIn VerfasserIn VerfasserIn VerfasserIn |
author2 |
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, |
author2_variant |
h l b hl hlb h l b hl hlb a c ac a c ac r d rd r d rd j f jf j f jf j g jg j g jg b h h bh bhh b h h bh bhh b h h bh bhh d h dh d h dh d j dj d j dj s m sm s m sm s m sm m t p mt mtp m t p mt mtp a r ar a r ar b r br b r br m s ms m s ms |
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MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR VerfasserIn VerfasserIn MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR VerfasserIn VerfasserIn MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR |
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 9783110780420 9781474419222 |
url |
https://doi.org/10.1515/9781474419239?locatt=mode:legacy https://www.degruyter.com/isbn/9781474419239 https://www.degruyter.com/document/cover/isbn/9781474419239/original |
illustrated |
Not Illustrated |
doi_str_mv |
10.1515/9781474419239?locatt=mode:legacy |
oclc_num |
1306541530 |
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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. 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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 & Cultural Studies.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">PERFORMING ARTS / Film & Video / History & 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 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