The Franchise Era
Edinburgh University Press (Verlag)
978-1-4744-1922-2 (ISBN)
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.
James Fleury teaches at Washington University in St. Louis. His work has appeared in Mediascape: UCLA’s Journal of Cinema and Media Studies (2012, 2015), James Bond and Popular Culture: Essays on the Influence of the Fictional Superspy (McFarland, 2014), the South Atlantic Review (2015), and Content Wars: Tech Empires vs. Media Empires (Rutgers University Press, forthcoming). His dissertation analyzes the history of video games at Warner Bros. Bryan Hikari Hartzheim is Assistant Professor in the School of International Liberal Studies at Waseda University, where he teaches courses on digital media, games, and animation, with a focus on the Japanese media industries. His work has appeared in The Journal of Popular Culture, Mediascape, and the edited anthology Video Games in East Asia (Palgrave, 2017). He is currently working on a book on the game design of Hideo Kojima. Stephen Mamber is Professor of Film and Media Studies at UCLA. He is a former film critic for Pacifica Radio, and was a founding member of the Los Angeles Film Critics Association. He was a Research Fellow at the American Film Institute Center for Advanced Film Studies, and has been an IBM Consulting Scholar and Research Scientist. He has had a special interest in digital media as it relates to film studies, and in recent years has created a number of iPad apps, both tools for media study and examinations of great films.
List of Illustrations
Acknowledgements
Foreword Derek Johnson
Introduction: The Franchise Era James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber
PART I THE FRANCHISE: DEFINING AND HISTORICIZING
The (Im)Perfect Organism: Dissecting the Alien Media Franchise James Fleury and Stephen Mamber
Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins Daniel Herbert
PART II VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE
The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games Heather Lea Birdsall
‘Now They’re Playing with Power!’: Nintendo’s Classics and Franchise Legacy Management Matthew Thomas Payne
From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games Andreas Rauscher
PART III: ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS
Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise Brian Ruh
How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon Rayna Denison
PART IV: TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM
TV Brand-casting, SVOD, and OTT at Comcast and Disney Jennifer Gillan
Network Streaming: TV Broadcasters in the Digital Space Monica Sandler
PART V: EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE
Transmedia-to-Go: Licensed Mobile Gaming in Japan Bryan Hikari Hartzheim
Locating Esports Spectatorship – Studio Audience(ing) and Sites of Speculation Alexander Champlin
Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? James Fleury
Index
| Erscheinungsdatum | 16.05.2019 |
|---|---|
| Reihe/Serie | Traditions in American Cinema |
| Zusatzinfo | 20 black and white illustrations |
| Verlagsort | Edinburgh |
| Sprache | englisch |
| Maße | 156 x 234 mm |
| Gewicht | 648 g |
| Themenwelt | Kunst / Musik / Theater ► Film / TV |
| Sozialwissenschaften ► Kommunikation / Medien ► Journalistik | |
| Wirtschaft | |
| ISBN-10 | 1-4744-1922-4 / 1474419224 |
| ISBN-13 | 978-1-4744-1922-2 / 9781474419222 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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