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        4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games
- 
            
            
        Heather Lea Birdsall
        
                                    
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                                            Chapters in this book
- Frontmatter i
- CONTENTS v
- List of Figures vii
- Acknowledgements ix
- Notes on the Contributors x
- Foreword xiii
- 1. Introduction: The Franchise Era 1
- 
                            PART I. THE FRANCHISE: DEFINING AND HISTORICIZING
- 2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise 31
- 3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins 52
- 
                            PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE
- 4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games 77
- 5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management 105
- 6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games 119
- 
                            PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS
- 7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise 141
- 8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon 158
- 
                            PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM
- 9. TV Brand-casting, SVOD, and OTT at Comcast and Disney 181
- 10. Network Streaming: TV Broadcasters in the Digital Space 209
- 
                            PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE
- 11. Transmedia-to-Go: Licensed Mobile Gaming in Japan 233
- 12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation 256
- 13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? 277
- Index 300
Chapters in this book
- Frontmatter i
- CONTENTS v
- List of Figures vii
- Acknowledgements ix
- Notes on the Contributors x
- Foreword xiii
- 1. Introduction: The Franchise Era 1
- 
                            PART I. THE FRANCHISE: DEFINING AND HISTORICIZING
- 2. The (Im)Perfect Organism: Dissecting the Alien Media Franchise 31
- 3. Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins 52
- 
                            PART II. VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE
- 4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games 77
- 5. “Now They’re Playing with Power!”: Nintendo’s Classics and Franchise Legacy Management 105
- 6. From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games 119
- 
                            PART III. ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS
- 7. Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise 141
- 8. How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon 158
- 
                            PART IV. TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM
- 9. TV Brand-casting, SVOD, and OTT at Comcast and Disney 181
- 10. Network Streaming: TV Broadcasters in the Digital Space 209
- 
                            PART V. EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE
- 11. Transmedia-to-Go: Licensed Mobile Gaming in Japan 233
- 12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation 256
- 13. Hollywood’s VR Vision: New Frontier or Virtually the Same Thing? 277
- Index 300