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4. The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games

  • Heather Lea Birdsall
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The Franchise Era
This chapter is in the book The Franchise Era
© 2022, Edinburgh University Press, Edinburgh

© 2022, Edinburgh University Press, Edinburgh

Chapters in this book

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