The Franchise Era: Traditions in American Cinema
Editat de James Fleury, Bryan Hikari Hartzheim, Stephen Mamberen Limba Engleză Hardback – 18 apr 2019
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.
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Specificații
ISBN-13: 9781474419222
ISBN-10: 1474419224
Pagini: 336
Ilustrații: 20 B/W illustrations
Dimensiuni: 157 x 234 x 23 mm
Greutate: 0.66 kg
Editura: EDINBURGH UNIVERSITY PRESS
Seria Traditions in American Cinema
ISBN-10: 1474419224
Pagini: 336
Ilustrații: 20 B/W illustrations
Dimensiuni: 157 x 234 x 23 mm
Greutate: 0.66 kg
Editura: EDINBURGH UNIVERSITY PRESS
Seria Traditions in American Cinema
Descriere
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.
Notă biografică
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.
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.
Cuprins
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
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