- Title Pages
- Notes on the Contributors
- 1. Introduction: The Franchise Era
- 2. The (Im)Perfect Organism: Dissecting the <i>Alien</i> Media Franchise
- 3. Evil Spawn or Good Business? New Line Cinema, <i>Critters</i>, and Film Franchising at the Margins
- 4. The Happiest Plays On Earth: Theme Park Franchising in Disneyland Video Games
- 5. “Now <i>They’re</i> 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 <i>Star Wars</i> Video Games
- 7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the <i>Ghost In The Shell</i> Franchise
- 8. How to Animate Your Franchise: Dreamworks Animation and the Franchising of <i>How to Train Your Dragon</i>
- 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?<sup>1</sup>
- The Franchise Era
- James Fleury, Bryan Hikari Hartzheim, Stephen Mamber
- Edinburgh University Press
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