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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Bibliographic Details
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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Table of 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