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

By: Contributor(s): Material type: TextTextSeries: Traditions in American Cinema : TACPublisher: Edinburgh : Edinburgh University Press, [2022]Copyright date: ©2019Description: 1 online resource (336 p.) : 20 B/W illustrationsContent type:
Media type:
Carrier type:
ISBN:
  • 9781474419222
  • 9781474419239
Subject(s): Other classification:
  • online - DeGruyter
Online resources:
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
Summary: 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
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Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9781474419239

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 online access with authorization star

http://purl.org/coar/access_right/c_16ec

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)