Media franchise

Last updated

A media franchise, also known as a multimedia franchise, is a collection of related media in which several derivative works have been produced from an original creative work of fiction, such as a film, a work of literature, a television program, or a video game. Bob Iger, chief executive of the Walt Disney Company, defined the word franchise as "something that creates value across multiple businesses and across multiple territories over a long period of time.” [1]

Contents

Transmedia franchise

A media franchise often consists of cross-marketing across more than one medium. For the owners, the goal of increasing profit through diversity can extend the commercial profitability of the franchise and create strong feelings of identity and ownership in its consumers. [2] Those large groups of dedicated consumers create the franchise's fandom, which is the community of fans that indulge in many of its media and are committed to interacting with and keeping up with other consumers. [3] Large franchise-based fandoms have grown to be even more popular in recent years with the rise of social media platforms, as many fans seek to interact with one another for discussion, debate and even to create their own fan-made pieces of media revolving around the franchise, on websites like tumblr, Reddit and Fandom. [4] In the case of successful transmedia franchises, each different medium should expand the target demographic and fandom, build the interest of the consumers and add to the overarching story and narrative of the franchise itself. [5] A connection between the characters, settings, and other elements of the media franchise do still exist within the different media, regardless of the fact that they are being presented in sometimes completely different ways, [6] such as the shared, interweaving storylines and elements of Spider-Man films, television shows, comics and video games. Espen Aarseth describes the financial logic of cost-recovery for expensive productions by identifying that a single medium launch is a lost opportunity, the timeliness of the production and release is more important than its integrity, the releases should raise brand awareness and the cross-ability of the work is critical for its success. [7]

American Idol was a transmedia franchise from its beginnings, with the first season winner Kelly Clarkson signing with RCA Records and having the release of A Moment Like This becoming a #1 hit on Billboard Hot 100. [8] The success resulted in a nationwide concert tour, an American Idol book that made the bestseller list and the film From Justin to Kelly . [8] A transmedia franchise however is often referred to by the simpler term "media franchise". The term media franchise is often used to describe the popular adaptation of a work into films, like the popular Twilight book series that was adapted into the five films of The Twilight Saga . [9] Other neologisms exist to describe various franchise types including metaseries, which can be used to describe works such as Isaac Asimov's Foundation series.[ clarification needed ] [10]

Multimedia franchises usually develop through a character or fictional world becoming popular in one medium, and then expanding to others through licensing agreements, with respect to intellectual property in the franchise's characters and settings. As one author explains, "For the studios, a home-run is a film from which a multimedia 'franchise' can be generated; the colossally expensive creation of cross-media conglomerates predicated on synergistic rewards provides an obvious imperative to develop such products." [11] The trend later developed wherein franchises would be launched in multiple forms of media simultaneously; for instance, the film The Matrix Reloaded and the video game Enter the Matrix were produced at the same time, using the same actors on the same sets, and released on the same day.

Canon content

Transmedia franchises occasionally release content through certain media that is not canon to the main or greater story that the franchise is built around, meaning that the elements of said content do not truly exist in the main timeline of the franchise. [12] Canon content often times breaks continuity, leading fans to speculate or seek to confirm which media are canon and which are not, which can get confusing if the franchise does not provide an answer themselves since entire media can be non-canon to the greater story, with a popular example occurring. [12] On the other hand, specific episodes, volumes or parts of a series can be canon while others in the same medium are not, such as the fact that only some of the Battlestar Galactica comics are canon, with a large amount of them breaking the continuity of the main story. [13]

Japan

In Japanese culture and entertainment, media mix (wasei-eigo: メディアミックス, mediamikkusu) is a strategy to disperse content across multiple representations: different broadcast media, gaming technologies, cell phones, toys, amusement parks, and other methods. [14] It is the Japanese term for a transmedia franchise. [15] [16]

The term media mix gained its circulation in late 1980s and is first used to describe adaptations of Sakyo Komatsu's Japan Sinks ,[ clarification needed ] but the origins of the strategy can be traced back to the 1960s with the proliferation of anime, with its interconnection of media and commodity goods. [17] Some of the earlier popular Japanese franchises such as Vampire Hunter D in the 1980s and Pokémon in the late 1990s, acted as benchmarks in the country's transmedia dominance. [18] [19] The latter in particular began as a video game available on Nintendo's Game Boy, and crossed through the media of television, film, news, and other non-media related realms, such trading cards, merchandise, and more. [19] A number of Japanese media franchises have gained considerable global popularity, and are among the world's highest-grossing media franchises. For example, Pokémon 's penetration into the American market of the franchise along with others of Japanese origin, such as Yu-Gi-Oh! , [14] gave rise to the recognition of what is variously called transmedia storytelling, crossmedia, transmediation, media synergy, etc. [17]

Researchers argue that the 1963 Tetsuwan Atomu marked a shift in Japanese marketing from the focus on the content of the commodity to "overlapping the commodity image with the character image". [15]

The book Anime's Media Mix: Franchising Toys and Characters in Japan, by Marc Steinberg, details the evolution of the media mix in Japan.

Japanese terminology

Development to other forms

Fiction

Long-running franchises were common in the early studio era, when Hollywood studios had actors and directors under long-term contract. In such cases, even lead actors are often replaced as they age, lose interest, or their characters are killed. Spin-offs and adaptations of popular pieces of media within a franchise can even be created, which ultimately leads to the creation of brand worlds. [20]

Since the creation of Disneyland in 1955, bringing fictional media franchises to life through the theme parks slowly became increasingly popular as the way to perfectly blend tourism and real-life involvement with media itself. [21] Similar to transmedia, the concept of bringing fictional media into a non-fictional space where fans can immerse themselves in real-life versions of elements from the fictional worlds they love, adds to the overall narrative the franchise creates through its other media. [22] Marvel's Avenger's Campus park is one of the many franchise-based theme parks created in recent times, following the creation of The Wizarding World of Harry Potter at Universal Studio's Islands of Adventure and Star Wars' Galaxy's Edge at Disneyland and Disney World.

Media franchises tend to cross over from their original media to other forms. Literary franchises are often transported to film, such as Nancy Drew, Miss Marple, and other popular detectives, as well as popular comic book superheroes. Television and film franchises are often expanded upon in novels, particularly those in the fantasy and science fiction genres. Similarly, fantasy, science fiction films and television shows are frequently adapted into animated television series, video games, or both.

A media franchise does not have to include the same characters or theme, as the brand identity can be the franchise, like Square Enix's Final Fantasy or the National Lampoon series, and can suffer from critical failures even if the media fictional material is unrelated. [23]

Non-fiction

Non-fiction literary franchises include the ...For Dummies and The Complete Idiot's Guide to... reference books. An enduring and comprehensive example of a media franchise is Playboy Enterprises, which began expanding well beyond its successful magazine, Playboy , within a few years after its first publication, into such enterprises as a modeling agency, several television shows (Playboy's Penthouse, in 1959), and even its own television channel. Twenty-five years later, Playboy released private clubs and restaurants, movie theaters, a radio show, direct to video films, music and book publishing (including original works in addition to its anthologies of cartoons, photographs, recipes, advice, articles or fiction that had originally appeared in the magazine), footwear, clothing of every kind, jewelry, housewares (lamps, clocks, bedding, glassware), guitars and gambling, playing cards, pinball machines and pet accessories, billiard balls, bedroom appurtenances, enhancements, plus countless other items of merchandise.

Non-fiction media franchises also exist in the television and film media, with reality TV being one of the most well-known examples; ranging from competition shows like The Amazing Race to the day-in-the-life episodes of the many different Real Housewives series. [24] Documentaries and docuseries are other highlights of the non-fiction branch of media franchises, [24] such as the popular Planet Earth series, which serves as both a film and television transmedia franchise.

See also

Related Research Articles

<span class="mw-page-title-main">Anime</span> Japanese animation

Anime is hand-drawn and computer-generated animation originating from Japan. Outside Japan and in English, anime refers specifically to animation produced in Japan. However, in Japan and in Japanese, anime describes all animated works, regardless of style or origin. Many works of animation with a similar style to Japanese animation are also produced outside Japan. Video games sometimes also feature themes and art styles that are sometimes labelled as anime.

<span class="mw-page-title-main">Fandom</span> Subculture composed of fans sharing a common interest

A fandom is a subculture composed of fans characterized by a feeling of camaraderie with others who share a common interest. Fans typically are interested in even minor details of the objects of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices, differentiating fandom-affiliated people from those with only a casual interest.

Slash fiction is a genre of fan fiction that focuses on romantic or sexual relationships between fictional characters of the same sex. While the term "slash" originally referred only to stories in which male characters are involved in an explicit sexual relationship as a primary plot element, it is now also used to refer to any fan story containing a romantic pairing between same-sex characters. Many fans distinguish slash with female characters as a separate genre, commonly referred to as femslash.

<span class="mw-page-title-main">Mewtwo</span> Fictional Pokémon species

Mewtwo is a Pokémon species in Nintendo and Game Freak's Pokémon media franchise. It was first introduced in the video games Pokémon Red and Blue, and later appeared in subsequent sequels and spin-off titles, such as Pokkén Tournament and Detective Pikachu. In the video games, the player can fight and capture Mewtwo in order to subsequently pit it against other Pokémon. The player can first learn of Mewtwo late in Pokémon Red and Blue by reading research documents left in a ruined laboratory on Cinnabar Island where Mewtwo has escaped. Mewtwo is regarded as one of the series' strongest Pokémon, and was the strongest in the original games in terms of base statistic distribution. It is known as the "Genetic Pokémon" and is a Legendary Pokémon, a special group of Pokémon that are very rare and usually very powerful. Mewtwo has also appeared in various animated adaptations of the franchise.

<span class="mw-page-title-main">Pikachu</span> Pokémon species

Pikachu is a Pokémon species in Nintendo and Game Freak's Pokémon media franchise, and the franchise's mascot. First introduced in the video games Pokémon Red and Blue, it was created by Atsuko Nishida at the request of lead designer Ken Sugimori, with the design finalized by Sugimori. Since Pikachu's debut, it has appeared in multiple games including Pokémon Go and the Pokémon Trading Card Game, as well as various merchandise. While Pikachu has been primarily voiced in media by Ikue Ōtani, other actors have also voiced the character including Kate Bristol, Ryan Reynolds, Kaiji Tang, Hidetoshi Nishijima, Tōru Ōkawa, and Koichi Yamadera.

<span class="mw-page-title-main">Jigglypuff</span> Species of Pokémon

Jigglypuff, known in Japan as Purin, is a Pokémon species. Jigglypuff first appeared in the video games Pokémon Red and Blue and subsequent sequels, later appearing in various merchandise, spinoff titles and animated and printed adaptations of the franchise. Jigglypuff is voiced by Rachael Lillis in English and by Mika Kanai in Japanese. In the live-action musical Pokémon Live!, Jigglypuff is portrayed by Leah Smith. Jigglypuff is also known for singing a lullaby in the Pokémon anime series.

<span class="mw-page-title-main">Agumon</span> Fictional character in Digimon franchise

Agumon (アグモン) is a fictional character from the Japanese multimedia franchise Digimon. He is a reptile-like Digimon who has appeared in various parts of the Digimon franchise including anime, manga, toys, video games, trading card games, and other media.

<span class="mw-page-title-main">Canon (fiction)</span> Concept of continuity between different fictional works

The canon of a work of fiction is "the body of works taking place in a particular fictional world that are widely considered to be official or authoritative; [especially] those created by the original author or developer of the world". Canon is contrasted with, or used as the basis for, works of fan fiction and other derivative works.

<span class="mw-page-title-main">Shipping (fandom)</span> Relationship created or desired by fans

Shipping is the desire by followers of a fandom for two or more people, either real-life people or fictional characters, to be in a romantic relationship. Shipping often takes the form of unofficial creative works, including fanfiction and fan art.

<span class="mw-page-title-main">Cartoon pornography</span> Cartoon characters in sexual situations

Cartoon pornography is the portrayal of illustrated or animated fictional cartoon characters in erotic or sexual situations. Animated cartoon pornography, or erotic animation, is a subset of the larger field of adult animation, not all of which is sexually explicit.

Japanese popular culture includes Japanese cinema, cuisine, television programs, anime, manga, video games, music, and doujinshi, all of which retain older artistic and literary traditions; many of their themes and styles of presentation can be traced to traditional art forms. Contemporary forms of popular culture, much like the traditional forms, are not only forms of entertainment but also factors that distinguish contemporary Japan from the rest of the modern world. There is a large industry of music, films, and the products of a huge comic book industry, among other forms of entertainment. Game centers, bowling alleys, and karaoke parlors are well-known hangout places for teens while older people may play shogi or go in specialized parlors. Since the end of the US occupation of Japan in 1952, Japanese popular culture has been influenced by American media. However, rather than being dominated by American products, Japan localised these influences by appropriating and absorbing foreign influences into local media industries. Today, Japanese popular culture stands as one of the most prominent and influential popular cultures around the world.

Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.

<span class="mw-page-title-main">Fan fiction</span> Type of fiction created by fans of the original subject

Fan fiction or fanfiction, also known as fan fic, fanfic, fic or FF, is fiction written in an amateur capacity by fans as a form of fan labor, unauthorized by, but based on, an existing work of fiction. The author uses copyrighted characters, settings, or other intellectual properties from the original creator(s) as a basis for their writing and can retain the original characters and settings, add their own, or both. Fan fiction ranges in length from a few sentences to novel-length and can be based on fictional and non-fictional media, including novels, movies, comics, television shows, musical groups, cartoons, anime and manga, and video games.

<span class="mw-page-title-main">Anime and manga fandom</span> Fan community

The anime and manga fandom is a worldwide community of fans of anime and manga. Anime includes animated series, films and videos, while manga includes manga, graphic novels, drawings, and related artworks. The anime and manga fandom traces back to the 1970s and has an international reach.

<span class="mw-page-title-main">MissingNo.</span> Pokémon species caused by a programming error

MissingNo. is a glitch and an unofficial Pokémon species found in the video games Pokémon Red and Blue. Due to the programming of certain in-game events, players can encounter MissingNo. via a glitch. It is commonly regarded as one of the most famous video game glitches of all time. Encountering MissingNo. causes graphical anomalies and changes gameplay by increasing the number of items in the sixth entry of the player's inventory by 128.

<span class="mw-page-title-main">Bulbasaur</span> Pokémon species

Bulbasaur, known as Fushigidane in Japan, is a fictional Pokémon species in Nintendo and Game Freak's Pokémon franchise. First introduced in the video games Pokémon Red and Blue, it was created by Atsuko Nishida with the design finalized by Ken Sugimori. Since Bulbasaur's debut, it has appeared in multiple games including Pokémon Go and the Pokémon Trading Card Game, as well as various merchandise. In media related to the franchise, Bulbasaur has been voiced by various voice actors, including Tara Sands and Michele Knotz.

<span class="mw-page-title-main">Mr. Mime</span> Pokémon species

Mr. Mime, known in Japan as Barrierd, is a Pokémon species in Nintendo and Game Freak's Pokémon franchise. Mr. Mime first appeared in the video games Pokémon Red and Blue and subsequent sequels, later appearing in various merchandise, spinoff titles and animated and printed adaptations of the franchise. Mr. Mime is voiced by Yūji Ueda in Japanese. In English, it was voiced by Kayzie Rogers and Michele Knotz.

There is significant awareness of Japanese popular culture in the United States. The flow of Japanese animation, fashion, films, manga comics, martial arts, television shows and video games to the United States has increased American awareness of Japanese pop culture, which has had a significant influence on American pop culture, including sequential media and entertainment into the 21st century.

<span class="mw-page-title-main">Mimikyu</span> Fictional character

Mimikyu is a Pokémon species in Nintendo and Game Freak's Pokémon franchise. Designed by Megumi Mizutani for the 2016 video games Pokémon Sun and Moon, it is referred to as the "disguise Pokémon" in the series due to its appearance, which resembles a ragdoll form of Pikachu, the series mascot. Since Mimikyu's debut, it has appeared in multiple games including Pokémon Go and the Pokémon Trading Card Game, as well as the anime adaptation of the series where it is voiced by Billy Bob Thompson.

Sanada Yukimura (<i>Sengoku Basara</i>) Fictional character

Sanada Yukimura is a character from Capcom's Sengoku Basara video game franchise. He was first introduced in the 2005 hack and slash video game Devil Kings but was renamed "Scorpio" for the North American and European versions. A young samurai serving the Takeda clan, Sanada Yukimura, fights in the Sengoku period to help his clan unify Japan. While the first four games involve his growth as a samurai and deal with him taking over leadership, the spin-off game Sengoku Basara Sanada Yukimura-Den follows the character's backstory. He has also appeared in the series' anime, manga, stage play, and drama CD adaptations.

References

  1. Keiles, Jamie Lauren (December 1, 2022). "'Avatar' and the Mystery of the Vanishing Blockbuster - It was the highest-grossing film in history, but for years it was remembered mainly for having been forgotten. Why?". The New York Times Magazine . Retrieved December 3, 2022.
  2. Lemke, Jay (2004). "Critical Analysis across Media: Games, Franchises, and the New Cultural Order" (PDF). First International Conference on CDA. Archived (PDF) from the original on 19 October 2013. Retrieved 16 September 2013.
  3. Fuschillo, Gregorio (2018-05-04). "Fans, fandoms, or fanaticism?". Journal of Consumer Culture. 20 (3): 347–365. doi:10.1177/1469540518773822. ISSN   1469-5405. S2CID   150052589.
  4. Wilkins, Kim (2019-07-11). Young Adult Fantasy Fiction. Cambridge University Press. doi:10.1017/9781108551137. ISBN   978-1-108-55113-7. S2CID   199244984.
  5. Jenkins, Henry (December 2010). "Transmedia Storytelling and Entertainment: An annotated syllabus". Continuum. 24 (6): 943–958. doi:10.1080/10304312.2010.510599. ISSN   1030-4312. S2CID   143801652.
  6. McErlean, Kelly (2018-03-05). Interactive Narratives and Transmedia Storytelling. doi:10.4324/9781315637570. ISBN   9781315637570.
  7. Aarseth, Espen (2006). "The Culture and Business of Cross-Media Productions". Popular Communication. 4 (3): 203–211. doi:10.1207/s15405710pc0403_4. S2CID   46602603.
  8. 1 2 Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide . NYU Press. p.  61. ISBN   9780814742815.
  9. Click, Melissa (2010). Bitten by Twilight: Youth Culture, Media, and the Vampire Franchise. Peter Lang Publishing. p. 12. ISBN   978-1433108945.
  10. Palumbo, Donald (1998). "Asimov's Crusade Against Bigotry: The Persistence Of Prejudice as a Fractal Motif in the Robot/Empire Foundation Metaseries". Journal of the Fantastic in the Arts. 10: 43–63.
  11. Barry Langford, Post-classical Hollywood: Film Industry, Style and Ideology Since 1945, p. 207, ISBN   074863858X.
  12. 1 2 Harvey, Colin B. (2015), "Transmedia Memory", Fantastic Transmedia, London: Palgrave Macmillan UK, pp. 182–202, doi:10.1057/9781137306043_9, ISBN   978-1-349-45500-3 , retrieved 2022-11-23
  13. Bourdaa, Mélanie (2018-03-14). "From One Medium to the Next: How Comic Books Create Richer Storylines". M/C Journal. 21 (1). doi: 10.5204/mcj.1355 . ISSN   1441-2616.
  14. 1 2 Henry Jenkins, Convergence Culture: Where Old and New Media Collide, p. 110
  15. 1 2 Steinberg
  16. Denison, Rayna. "Manga Movies Project Report 1 - Transmedia Japanese Franchising". Academia.edu. Retrieved 2015-07-31.
  17. 1 2 Steinberg, p. vi
  18. SAITO, SATOMI (2015-12-20), "Beyond the Horizon of the Possible Worlds", Mechademia 10, University of Minnesota Press, pp. 143–161, doi:10.5749/j.ctv1rdv223.14, ISBN   9781452949833 , retrieved 2022-11-23
  19. 1 2 Bainbridge, Jason (2013-10-25). "'It is a Pokémon world': The Pokémon franchise and the environment". International Journal of Cultural Studies. 17 (4): 399–414. doi:10.1177/1367877913501240. ISSN   1367-8779. S2CID   144360372.
  20. Marazi, Katerina (2014-12-01). "Brand Identity, Adaptation, and Media Franchise Culture". Acta Universitatis Sapientiae, Film and Media Studies. 9 (1): 229–242. doi: 10.1515/ausfm-2015-0012 . S2CID   56267324.
  21. Månsson, Maria; Buchmann, Annæ; Cassinger, Cecilia; Eskilsson, Lena, eds. (2020-07-07). The Routledge Companion to Media and Tourism. doi:10.4324/9780429430398. ISBN   9780429430398. S2CID   213642766.
  22. Mayer, Hervé (2020-03-20). "Disney's Star Wars: Forces of Production, Promotion, and Reception. William Proctor and Richard McCulloch (eds.). Iowa City: University of I". Caliban (63). doi: 10.4000/caliban.8195 . ISSN   2425-6250. S2CID   251029975.
  23. Bernstein, Joseph (12 August 2013). "How To Kill A Major Media Franchise In A Decade". Buzzfeed. Retrieved 16 September 2013.
  24. 1 2 Kackman, Michael; Kearney, Mary Celeste, eds. (2018-06-22). The Craft of Criticism. doi:10.4324/9781315879970. ISBN   9781315879970.

Bibliography

Further reading