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The franchise era : managing media in the digital economy / edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber.

De Gruyter Edinburgh University Press Complete eBook-Package 2019 Available online

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EBSCOhost Academic eBook Collection (North America) Available online

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EBSCOhost eBook Community College Collection Available online

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Format:
Book
Author/Creator:
Fleury, James, Author.
Contributor:
Fleury, James, editor.
Hartzheim, Bryan Hikari, editor.
Mamber, Stephen, editor.
Series:
Traditions in American cinema.
Traditions in American cinema
Language:
English
Subjects (All):
Mass media--Management.
Mass media.
Physical Description:
1 online resource : illustrations (black and white).
Place of Publication:
Edinburgh : Edinburgh University Press, [2019]
System Details:
Mode of access: World Wide Web.
Summary:
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.
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
Notes:
Previously issued in print: 2019.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781474464802
1474464807
9781474419239
1474419232
OCLC:
1306541530

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