The franchise era :: managing media in the digital economy /
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, dis...
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Edinburgh :
Edinburgh University Press,
[2019]
|
Schriftenreihe: | Traditions in American cinema.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781474419239 1474419232 9781474464802 1474464807 1474419224 9781474419222 9781474419246 1474419240 |
Internformat
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245 | 0 | 4 | |a The franchise era : |b managing media in the digital economy / |c edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber. |
264 | 1 | |a Edinburgh : |b Edinburgh University Press, |c [2019] | |
300 | |a 1 online resource | ||
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490 | 1 | |a Traditions in American cinema | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | 0 | |t Foreward / |r Derek Johnson -- |t Introduction : the franchise era / |r James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber -- |t Part I. The franchise : defining and historicizing -- |t The (im)perfect organism : dissecting the Alien media franchise / |r James Fleury and Stephen Mamber -- |t Evil spawn or good business? New Line Cinema, Critters, and film franchising at the margins / |r Daniel Herbert -- |t Part II. Video games : software, hardware, and space -- |t The happiest plays on earth : theme park franchising in Disneyland video games / |r Heather Lea Birdsall -- |t "Now they're playing with power!" : Nintendo's classics and franchise legacy management / |r Matthew Thomas Payne -- |t From Cineludic form to mise-en-game : the ludification of cinematic storyworlds in the Star Wars video games / |r Andreas Rauscher -- |t Part III. Animation : adaptation across nations, industries, and platforms -- |t Ghostly boudaries : transnational tensions and adapting animation in the Ghost in the Shell franchise / |r Brian Ruh -- |t How to animate your franchise : DreamWorks Animation and the franchising of How to Train Your Dragon / |r Rayna Denison -- |t Part IV. Television : new directions for a legacy medium -- |t TV brand-casting, SVOD, and OTT at Comcast and Disney / |r Jennifer Gillan -- |t Network streaming : TV broadcasters in the digital space / |r Monica Sandler -- |t Part V. Emergent platforms : possible futures for the media franchise -- |t Transmedia-to-go : licensed mobile gaming in Japan / |r Bryan Hikari Hartzheim -- |t Locating esports spectatorship -- studio audience(ing) and sites of spectulation / |r Alexander Champlin -- |t Hollywood's VR vision : new fortier or vitually the same thing? / |r James Fleury. |
520 | |a 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. | ||
650 | 0 | |a Mass media |x Management. | |
650 | 0 | |a Mass media |x Marketing. | |
650 | 0 | |a Digital media |x Social aspects. | |
650 | 0 | |a Mass media and culture. |0 http://id.loc.gov/authorities/subjects/sh94007034 | |
650 | 0 | |a Internet |x Social aspects. |0 http://id.loc.gov/authorities/subjects/sh2009127185 | |
650 | 0 | |a Streaming technology (Telecommunications) |0 http://id.loc.gov/authorities/subjects/sh99000996 | |
650 | 0 | |a Motion pictures |x Marketing. | |
650 | 0 | |a Television |x Marketing. | |
650 | 0 | |a Video games |x Marketing. | |
650 | 2 | |a Webcasts as Topic |0 https://id.nlm.nih.gov/mesh/D057211 | |
650 | 6 | |a Médias |x Gestion. | |
650 | 6 | |a Médias numériques |x Aspect social. | |
650 | 6 | |a Médias et culture. | |
650 | 6 | |a Internet |x Aspect social. | |
650 | 6 | |a En continu (Télécommunications) | |
650 | 7 | |a Digital media |x Social aspects |2 fast | |
650 | 7 | |a Internet |x Social aspects |2 fast | |
650 | 7 | |a Mass media and culture |2 fast | |
650 | 7 | |a Mass media |x Management |2 fast | |
650 | 7 | |a Mass media |x Marketing |2 fast | |
650 | 7 | |a Motion pictures |x Marketing |2 fast | |
650 | 7 | |a Streaming technology (Telecommunications) |2 fast | |
650 | 7 | |a Television |x Marketing |2 fast | |
650 | 7 | |a Video games |x Marketing |2 fast | |
650 | 7 | |a Franchising |2 gnd | |
650 | 7 | |a Marketing |2 gnd |0 http://d-nb.info/gnd/4037589-4 | |
650 | 7 | |a Massenmedien |2 gnd |0 http://d-nb.info/gnd/4037877-9 | |
650 | 7 | |a Medienherstellung |2 gnd |0 http://d-nb.info/gnd/4828159-1 | |
650 | 7 | |a Neue Medien |2 gnd |0 http://d-nb.info/gnd/4196910-8 | |
650 | 7 | |a Videospiel |2 gnd |0 http://d-nb.info/gnd/4063465-6 | |
700 | 1 | |a Fleury, James, |e editor. | |
700 | 1 | |a Hartzheim, Bryan Hikari, |e editor. | |
700 | 1 | |a Mamber, Stephen, |e editor. | |
776 | 0 | 8 | |i Print version: |z 9781474419222 |z 1474419224 |w (OCoLC)1057777183 |
830 | 0 | |a Traditions in American cinema. |0 http://id.loc.gov/authorities/names/no2014085852 | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1124781994 |
---|---|
_version_ | 1816882503649067008 |
adam_text | |
any_adam_object | |
author2 | Fleury, James Hartzheim, Bryan Hikari Mamber, Stephen |
author2_role | edt edt edt |
author2_variant | j f jf b h h bh bhh s m sm |
author_additional | Derek Johnson -- James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber -- James Fleury and Stephen Mamber -- Daniel Herbert -- Heather Lea Birdsall -- Matthew Thomas Payne -- Andreas Rauscher -- Brian Ruh -- Rayna Denison -- Jennifer Gillan -- Monica Sandler -- Bryan Hikari Hartzheim -- Alexander Champlin -- James Fleury. |
author_facet | Fleury, James Hartzheim, Bryan Hikari Mamber, Stephen |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | P - Language and Literature |
callnumber-label | P96 |
callnumber-raw | P96.M34 F73 2019eb |
callnumber-search | P96.M34 F73 2019eb |
callnumber-sort | P 296 M34 F73 42019EB |
callnumber-subject | P - Philology and Linguistics |
collection | ZDB-4-EBA |
contents | Foreward / Introduction : the franchise era / Part I. The franchise : defining and historicizing -- The (im)perfect organism : dissecting the Alien media franchise / Evil spawn or good business? New Line Cinema, Critters, and film franchising at the margins / Part II. Video games : software, hardware, and space -- The happiest plays on earth : theme park franchising in Disneyland video games / "Now they're playing with power!" : Nintendo's classics and franchise legacy management / 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 -- Ghostly boudaries : transnational tensions and adapting animation in the Ghost in the Shell franchise / 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 -- TV brand-casting, SVOD, and OTT at Comcast and Disney / Network streaming : TV broadcasters in the digital space / Part V. Emergent platforms : possible futures for the media franchise -- Transmedia-to-go : licensed mobile gaming in Japan / Locating esports spectatorship -- studio audience(ing) and sites of spectulation / Hollywood's VR vision : new fortier or vitually the same thing? / |
ctrlnum | (OCoLC)1124781994 |
dewey-full | 302.23068 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 302 - Social interaction |
dewey-raw | 302.23068 |
dewey-search | 302.23068 |
dewey-sort | 3302.23068 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie |
format | Electronic eBook |
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id | ZDB-4-EBA-on1124781994 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:29:39Z |
institution | BVB |
isbn | 9781474419239 1474419232 9781474464802 1474464807 1474419224 9781474419222 9781474419246 1474419240 |
language | English |
oclc_num | 1124781994 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | Edinburgh University Press, |
record_format | marc |
series | Traditions in American cinema. |
series2 | Traditions in American cinema |
spelling | The franchise era : managing media in the digital economy / edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber. Edinburgh : Edinburgh University Press, [2019] 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Traditions in American cinema Includes bibliographical references and index. Foreward / 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 boudaries : 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 spectulation / Alexander Champlin -- Hollywood's VR vision : new fortier or vitually the same thing? / James Fleury. 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. Mass media Management. Mass media Marketing. Digital media Social aspects. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Internet Social aspects. http://id.loc.gov/authorities/subjects/sh2009127185 Streaming technology (Telecommunications) http://id.loc.gov/authorities/subjects/sh99000996 Motion pictures Marketing. Television Marketing. Video games Marketing. Webcasts as Topic https://id.nlm.nih.gov/mesh/D057211 Médias Gestion. Médias numériques Aspect social. Médias et culture. Internet Aspect social. En continu (Télécommunications) Digital media Social aspects fast Internet Social aspects fast Mass media and culture fast Mass media Management fast Mass media Marketing fast Motion pictures Marketing fast Streaming technology (Telecommunications) fast Television Marketing fast Video games Marketing fast Franchising gnd Marketing gnd http://d-nb.info/gnd/4037589-4 Massenmedien gnd http://d-nb.info/gnd/4037877-9 Medienherstellung gnd http://d-nb.info/gnd/4828159-1 Neue Medien gnd http://d-nb.info/gnd/4196910-8 Videospiel gnd http://d-nb.info/gnd/4063465-6 Fleury, James, editor. Hartzheim, Bryan Hikari, editor. Mamber, Stephen, editor. Print version: 9781474419222 1474419224 (OCoLC)1057777183 Traditions in American cinema. http://id.loc.gov/authorities/names/no2014085852 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2409530 Volltext |
spellingShingle | The franchise era : managing media in the digital economy / Traditions in American cinema. Foreward / Introduction : the franchise era / Part I. The franchise : defining and historicizing -- The (im)perfect organism : dissecting the Alien media franchise / Evil spawn or good business? New Line Cinema, Critters, and film franchising at the margins / Part II. Video games : software, hardware, and space -- The happiest plays on earth : theme park franchising in Disneyland video games / "Now they're playing with power!" : Nintendo's classics and franchise legacy management / 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 -- Ghostly boudaries : transnational tensions and adapting animation in the Ghost in the Shell franchise / 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 -- TV brand-casting, SVOD, and OTT at Comcast and Disney / Network streaming : TV broadcasters in the digital space / Part V. Emergent platforms : possible futures for the media franchise -- Transmedia-to-go : licensed mobile gaming in Japan / Locating esports spectatorship -- studio audience(ing) and sites of spectulation / Hollywood's VR vision : new fortier or vitually the same thing? / Mass media Management. Mass media Marketing. Digital media Social aspects. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Internet Social aspects. http://id.loc.gov/authorities/subjects/sh2009127185 Streaming technology (Telecommunications) http://id.loc.gov/authorities/subjects/sh99000996 Motion pictures Marketing. Television Marketing. Video games Marketing. Webcasts as Topic https://id.nlm.nih.gov/mesh/D057211 Médias Gestion. Médias numériques Aspect social. Médias et culture. Internet Aspect social. En continu (Télécommunications) Digital media Social aspects fast Internet Social aspects fast Mass media and culture fast Mass media Management fast Mass media Marketing fast Motion pictures Marketing fast Streaming technology (Telecommunications) fast Television Marketing fast Video games Marketing fast Franchising gnd Marketing gnd http://d-nb.info/gnd/4037589-4 Massenmedien gnd http://d-nb.info/gnd/4037877-9 Medienherstellung gnd http://d-nb.info/gnd/4828159-1 Neue Medien gnd http://d-nb.info/gnd/4196910-8 Videospiel gnd http://d-nb.info/gnd/4063465-6 |
subject_GND | http://id.loc.gov/authorities/subjects/sh94007034 http://id.loc.gov/authorities/subjects/sh2009127185 http://id.loc.gov/authorities/subjects/sh99000996 https://id.nlm.nih.gov/mesh/D057211 http://d-nb.info/gnd/4037589-4 http://d-nb.info/gnd/4037877-9 http://d-nb.info/gnd/4828159-1 http://d-nb.info/gnd/4196910-8 http://d-nb.info/gnd/4063465-6 |
title | The franchise era : managing media in the digital economy / |
title_alt | Foreward / Introduction : the franchise era / Part I. The franchise : defining and historicizing -- The (im)perfect organism : dissecting the Alien media franchise / Evil spawn or good business? New Line Cinema, Critters, and film franchising at the margins / Part II. Video games : software, hardware, and space -- The happiest plays on earth : theme park franchising in Disneyland video games / "Now they're playing with power!" : Nintendo's classics and franchise legacy management / 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 -- Ghostly boudaries : transnational tensions and adapting animation in the Ghost in the Shell franchise / 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 -- TV brand-casting, SVOD, and OTT at Comcast and Disney / Network streaming : TV broadcasters in the digital space / Part V. Emergent platforms : possible futures for the media franchise -- Transmedia-to-go : licensed mobile gaming in Japan / Locating esports spectatorship -- studio audience(ing) and sites of spectulation / Hollywood's VR vision : new fortier or vitually the same thing? / |
title_auth | The franchise era : managing media in the digital economy / |
title_exact_search | The franchise era : managing media in the digital economy / |
title_full | The franchise era : managing media in the digital economy / edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber. |
title_fullStr | The franchise era : managing media in the digital economy / edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber. |
title_full_unstemmed | The franchise era : managing media in the digital economy / edited by James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber. |
title_short | The franchise era : |
title_sort | franchise era managing media in the digital economy |
title_sub | managing media in the digital economy / |
topic | Mass media Management. Mass media Marketing. Digital media Social aspects. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Internet Social aspects. http://id.loc.gov/authorities/subjects/sh2009127185 Streaming technology (Telecommunications) http://id.loc.gov/authorities/subjects/sh99000996 Motion pictures Marketing. Television Marketing. Video games Marketing. Webcasts as Topic https://id.nlm.nih.gov/mesh/D057211 Médias Gestion. Médias numériques Aspect social. Médias et culture. Internet Aspect social. En continu (Télécommunications) Digital media Social aspects fast Internet Social aspects fast Mass media and culture fast Mass media Management fast Mass media Marketing fast Motion pictures Marketing fast Streaming technology (Telecommunications) fast Television Marketing fast Video games Marketing fast Franchising gnd Marketing gnd http://d-nb.info/gnd/4037589-4 Massenmedien gnd http://d-nb.info/gnd/4037877-9 Medienherstellung gnd http://d-nb.info/gnd/4828159-1 Neue Medien gnd http://d-nb.info/gnd/4196910-8 Videospiel gnd http://d-nb.info/gnd/4063465-6 |
topic_facet | Mass media Management. Mass media Marketing. Digital media Social aspects. Mass media and culture. Internet Social aspects. Streaming technology (Telecommunications) Motion pictures Marketing. Television Marketing. Video games Marketing. Webcasts as Topic Médias Gestion. Médias numériques Aspect social. Médias et culture. Internet Aspect social. En continu (Télécommunications) Digital media Social aspects Internet Social aspects Mass media and culture Mass media Management Mass media Marketing Motion pictures Marketing Television Marketing Video games Marketing Franchising Marketing Massenmedien Medienherstellung Neue Medien Videospiel |
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