Media franchise

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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 mediums 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 mediums, 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 mediums 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 mediums are canon and which are not, which can get confusing if the franchise does not provide an answer themselves since entire mediums 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 mediums 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 mediums. [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 mediums, 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 artstyles that can be considered 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.

<i>Otaku</i> Someone highly interested in anime and manga

Otaku is a Japanese word that describes people with consuming interests, particularly in anime, manga, video games, or computers. Its contemporary use originated with a 1983 essay by Akio Nakamori in Manga Burikko.

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. In the video games, the player can fight and capture Mewtwo in order to subsequently pit it against other Pokémon. The player first learns of Mewtwo late in Pokémon Red and Blue by reading research documents left in a ruined laboratory on Cinnabar Island. 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, mascot of the Pokémon franchise

Pikachu is a fictional species of the Pokémon media franchise. Designed by Atsuko Nishida and Ken Sugimori, Pikachu first appeared in the 1996 Japanese video games Pokémon Red and Pokémon Green created by Game Freak and Nintendo, which were released outside of Japan in 1998 as Pokémon Red and Pokémon Blue. Pikachu is a yellow, mouse-like creature with electrical abilities. It is a major character in the Pokémon franchise, serving as its mascot and as a major mascot for Nintendo.

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

Jigglypuff, known in Japan as Purin (プリン), 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 very well known for singing a lullaby in the Pokémon anime series.

Mew (<i>Pokémon</i>) Fictional Pokémon species

Mew is one of the fictional species from the Pokémon franchise. It is a small, pink, Psychic-type Mythical Pokémon, it was added to Pokémon Red and Blue by Game Freak programmer Shigeki Morimoto, with the intent of making it obtainable, but was ultimately left out for development and technical reasons. After being discovered through data mining, its presence in the games was surrounded by many rumors and myths, which would end up contributing to the Pokémon franchise's success. For years, Mew was legitimately unobtainable in the games except some specific Pokémon distribution events or glitching.

<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.

<i>Pretty Cure</i> Japanese magical girl anime metaseries

The Pretty Cure series is a Japanese magical girl anime franchise created by Izumi Todo and produced by ABC Television, Asatsu-DK and Toei Animation. Each series revolves around a group of magical girls known as Pretty Cures who battle against evil forces. Starting in February 2004 with Futari wa Pretty Cure, the franchise has seen many anime series, spanning over 850 episodes to date, as well as spawning movies, manga, toys, and video games. Its most recent iteration, Wonderful PreCure!, began airing in February 2024 as part of TV Asahi's Sunday morning children's television block. As of December 2022, three series have received English adaptations.

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 or sexual relationship. Shipping often takes the form of unofficial creative works, including fanfiction and fan art.

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.

<i>Yaoi</i> fandom Fandom consisting of readers of yaoi

The yaoi fandom consists of the readers of yaoi, a genre of male homosexual narratives. Individuals in the yaoi fandom may attend conventions, maintain/post to fansites, create fanfiction/fanart, etc. In the mid-1990s, estimates of the size of the Japanese yaoi fandom were at 100,000–500,000 people. Despite increased knowledge of the genre among the general public, readership remains limited in 2008. English-language fan translations of From Eroica with Love circulated through the slash fiction community in the 1980s, forging a link between slash fiction fandom and yaoi fandom.

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 is fictional writing written in an amateur capacity by fans, 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. Fan fiction ranges from a couple of sentences to an entire novel, and fans can retain the creator's characters and settings and/or add their own. It is a form of fan labor. Fan fiction can be based on any fictional subject. Common bases for fan fiction include novels, movies, comics, musical groups, cartoons, anime, manga, and video games.


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, with numerous countries such as the United States, the United Kingdom, France, Italy, Spain, Germany, Japan, China, and Malaysia participating in it.

<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 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.

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">Outline of science fiction</span> Overview of and topical guide to science fiction

The following outline is provided as an overview of and topical guide to science fiction:

<i>Pokémon</i> and pornography Pornography of the role-playing series Pokémon

Pokémon is a media franchise owned by Nintendo that started in 1996. It has received fan-made pornography since at least 1999, when an artist was arrested for producing erotic doujinshi of the characters.

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Bibliography

Further reading