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    1. Ekonomi och Ledarskap
    2. Industrier och branscher
    3. Media och underhållning

    Franchise Era

    Managing Media in the Digital Economy

    AvJames Fleury,Bryan Hikari Hartzheim

    Inbunden, Engelska, 2019

    Del i serien Traditions in American Cinema

    2 096 kr

    Beställningsvara. Skickas inom 3-6 vardagar. Fri frakt över 249 kr.

    Beskrivning

    As 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.

    Produktinformation

    • Utgivningsdatum:2019-04-18
    • Mått:156 x 234 x 25 mm
    • Vikt:648 g
    • Format:Inbunden
    • Språk:Engelska
    • Serie:Traditions in American Cinema
    • Antal sidor:336
    • Förlag:Edinburgh University Press
    • ISBN:9781474419222

    Utforska kategorier

    • Media och underhållning inom Ekonomi och Ledarskap

    Mer om författaren

    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.

    Innehållsförteckning

    • 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 SPACEThe 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 PLATFORMSGhostly 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 MEDIUMTV 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 FRANCHISETransmedia-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
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