- Title Pages
- Notes on the Contributors
1.Introduction: The Franchise Era
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
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
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
9.TV Brand-Casting, Svod, and Ott at Comcast and Disney
10.Network Streaming: TV Broadcasters in the Digital Space
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? 1
- The Franchise Era
- James Fleury, Bryan Hikari Hartzheim, Stephen Mamber
- Edinburgh University Press
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