Expanded Universes in Science Fiction: a Matter of Integration
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Birth and Evolution of Korean Reality Show Formats
Georgia State University ScholarWorks @ Georgia State University Film, Media & Theatre Dissertations School of Film, Media & Theatre Spring 5-6-2019 Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats Soo keung Jung [email protected] Follow this and additional works at: https://scholarworks.gsu.edu/fmt_dissertations Recommended Citation Jung, Soo keung, "Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats." Dissertation, Georgia State University, 2019. https://scholarworks.gsu.edu/fmt_dissertations/7 This Dissertation is brought to you for free and open access by the School of Film, Media & Theatre at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Film, Media & Theatre Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. DYNAMICS OF A PERIPHERY TV INDUSTRY: BIRTH AND EVOLUTION OF KOREAN REALITY SHOW FORMATS by SOOKEUNG JUNG Under the Direction of Ethan Tussey and Sharon Shahaf, PhD ABSTRACT Television format, a tradable program package, has allowed Korean television the new opportunity to be recognized globally. The booming transnational production of Korean reality formats have transformed the production culture, aesthetics and structure of the local television. This study, using a historical and practical approach to the evolution of the Korean reality formats, examines the dynamic relations between producer, industry and text in the -
Page | 1 the Global TV Format Trading System: Trends And
The Global TV Format Trading System: Trends and Developments since the Format Revolution Prof. Jean K. Chalaby The history of TV formats is now relatively well established, not least thanks to Albert Moran and other people around this table, but it seems to me that the period we know least is the last 10 years. We sometimes act as if time had stopped since four super-formats Who wants to be a millionaire?, Survivor, Big Brother and Idols, swept the world. But it sometimes feel that time has stopped indeed, as they formats, and their newish successors, are still winning rating wars in many countries. However, scratching beneath the surface, the past decade has probably been one of the most eventful for the format trade. In this short presentation I am highlighting three key points in the recent history of the TV trade. 1. The format trade has truly become global, penetrating further into established markets and reaching territories it has never visited before. It only since the late 1990s, and precisely since Who wants to be a millionaire?, that broadcasters in the world’s premier media market, the USA, have been buying formats in great numbers. New markets include territories in the Middle East and Africa, but it is in Asia that the growth has been most noticed, and rightly so. Format buying and adapting has become an established practice in Asia over the past 10 years. In China, the format market was heating up so much that the authorities decided to restrict new formats to one per broadcaster earlier in the year. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
Alternate Universe Fan Videos and the Reinterpretation of the Media
Alternate Universe Fan Videos and the Reinterpretation of the Media Source Introduction According to the Francesca Coppa, American scholar and co-founder of the Organization for Transformative Works1, fan videos are “a form of grassroots filmmaking in which clips from television shows and movies are set to music.”2 Fan videos are commonly referred to as: fanvid, songvid, vid, AMV (for Anime Music Video); their process of creation is called vidding and their editors (fan)vidders. While the “media tradition” described above in Francesca Coppa‟s definition is a crucial part of the fan video production, many other fan videos are created for anime, especially Asian ones (AMV), for video games (some of them called Machinima), or even for other subjects, from band tributes to other types of remix. The vidding tradition – in its current “shape” – goes back to the era of the first VCR; but the very first fan videos may be traced back to the seventies in a slideshow format. When channel mixers and numerous machines available to a large group of consumers emerged, this fan activity easily became an expanding one amongst the fan communities, who were often interested in new technology, whatever era it is. Vidding has now become a digital process, thanks to the expansion of computer and related technical means, including at least semiprofessional editing software. It seems relevant to point out how rare it is that a vidder goes through editing training when they begin to create fan videos, or even become a professional editor later on. Of course, exceptions exist, but vidding generally remains a hobby. -
Be Mindful of the Future: Information and Knowledge Management in Star Wars Tie-In Fiction
Volume 13 Spring 2017 djim.management.dal.ca | Be mindful of the future: information and knowledge management in Star Wars tie-in fiction Diana Castillo School of Information Management, Dalhousie University Abstract In the last fifty years, media franchises have been using tie-in fiction to expand their universes and tell stories outside the main source material. This paper examines how information management is used specifically in Star Wars tie-in fiction and its recent transition to using knowledge management. To start, this paper looks at the history of tie-in fiction from its roots in the 1960s to the modern day, before transitioning to the role of brand managers and editors as information managers. Then, this paper documents the history of Star Wars tie-in fiction and how information management strategies were implemented through 2014 and how it impacted the franchise’s internal continuity. Finally, this paper examines the recent move towards a unified canon and how this shift towards knowledge management has impacted storytelling. This paper concludes that while it is too early to evaluate its results, Star Wars was uniquely situated among franchises to move towards knowledge management through its prior information management efforts. Introduction universes and tell stories they may not be able to tell otherwise. Creating a well-run line In today’s entertainment environment, of tie-in fiction requires coordination between popular franchises are rarely limited to one authors, publishing houses, and the licensing type of media. They license their products company through information management. across various different formats to engage In the context of this paper, information fans and expand their footprint in popular management is defined as working with culture as much as possible. -
A Proposal for the Protection of Digital Databases in Sri Lanka Submitted
A Proposal for the Protection of Digital Databases in Sri Lanka Submitted by Thusitha Bernad Abeysekara to the University of Exeter as a thesis for the degree of Doctor of Philosophy in Law in July 2013 This thesis is available for Library use on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. I certify that all material in this thesis which is not my own work has been identified and that no material has previously been submitted and approved for the award of a degree by this or any other University. Signature: ………………………………………………………….. 1 ABSTRACT Economic development in Sri Lanka has relied heavily on foreign and domestic investment. Digital databases are a new and attractive area for this investment. This thesis argues that investment needs protection and this is crucial to attract future investment. The thesis therefore proposes a digital database protection mechanism with a view to attracting investment in digital databases to Sri Lanka. The research examines various existing protection measures whilst mainly focusing on the sui generis right protection which confirms the protection of qualitative and/or quantitative substantial investment in the obtaining, verification or presentation of the contents of digital databases. In digital databases, this process is carried out by computer programs which establish meaningful and useful data patterns through their data mining process, and subsequently use those patterns in Knowledge Discovery within database processes. Those processes enhance the value and/or usefulness of the data/information. Computer programs need to be protected, as this thesis proposes, by virtue of patent protection because the process carried out by computer programs is that of a technical process - an area for which patents are particularly suitable for the purpose of protecting. -
Neue Fernsehserien Und Ihr Potenzial Für Eine Kritische Medienpädagogik
ISSN 1424-3636 www.medienpaed.com Themenheft Nr. 26: Neue Fernsehserien und ihr Potenzial für eine kritische Medien pädagogik. Herausgegeben von Elena Pilipets und Rainer Winter Editorial: Neue Fernsehserien und ihr Potenzial für eine kritische Medienpädagogik Elena Pilipets und Rainer Winter Die Auseinandersetzung mit Fernsehserien spielt eine wichtige Rolle im Leben vieler Menschen weltweit: Die Serien wiederholen und entwickeln sich, sind Teil der Medienroutine, begleiten uns im Alltag. Was sie erzählen, entsteht daher nicht unerwartet oder zufällig, sondern verweist auf eine langfristige Ausprägung popu- lärkultureller Ausdrucksformen, die kognitiv und ästhetisch sowie anwendungsori- entiert ist (Eichner et al. 2013). Nichtsdestotrotz hatten die populären Serien schon immer ‹unvorhersehbare Folgen›. Vor allem Fernsehserien, die angesichts enor- mer Veränderungen in verschiedenen Bereichen der kulturindustriellen Medien- unterhaltung seit den 1980er- und vor allem den 1990er- Jahren als anspruchsvolle und experimentelle erzählerische Formen wiederentdeckt wurden, scheinen sich permanent aufs Neue zu erfinden. Episode für Episode, Staffel für Staffel, irgend- wo im Dazwischen von «coming next…» und «previously on» (Meteling et al. 2010) entfalten sich komplexe mediale Erfahrungswelten, indem sie dem performativen Imperativ popkultureller Überbietung zufolge an der kontinuierlichen Erweiterung ihrer narrativen und medialen Möglichkeiten arbeiten (Jahn-Sudmann/Kelleter 2012). Diese prozessorientierte Fähigkeit der Fernsehserie, aus der -
COPYRIGHT GUIDE Practical Information for Broadcasters
Copyright Guide 1 COPYRIGHT GUIDE PRACTICAL INFORMATION FOR BROADCASTERS February 2014 Copyright Guide 2 ABOUT THE EUROPEAN BROADCASTING UNION (EBU) The EBU is the world’s foremost alliance of public service media organisations, with Active Members in 56 countries in Europe and beyond. The EBU’s mission is to defend the interests of public service media and to promote their indispensable contribution to modern society. It is the point of reference for industry knowledge and expertise. The EBU operates EUROVISION and EURORADIO. ABOUT THE EBU LEGAL DEPARTMENT The EBU Legal Department supports and advises its Members on specific legal issues, offering practical solutions in the fields of intellectual property, media and telecommunications regulation and competition law. The Department is proactively involved in various copyright initiatives that are relevant for media, such as the review of the EU copyright acquis. At the global level it advocates broadcasters’ interests at the World Intellectual Property Organisation meetings. The Department also provides advice and services internally for the EBU’s operational activities, assists with the acquisition of sports rights, deals with membership issues, and handles all questions related to the EBU Statutes. Copyright Guide 3 Dear Reader This Guide is intended as a practical toolkit for editors and programme makers working for public service broadcasters, with the aim of increasing awareness of all the rights and obligations under copyright law to be taken into account when creating, selecting and using protected material. We hope that the Guide will prove useful, in particular, for industry newcomers and non-experts who find themselves dealing with copyright-relevant issues in their daily activities, to gain a better understanding of copyright basics. -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
Title: the Place of Television Programme Formats Authors: Albert Moran and Karina Aveyard Albert Moran Is a Professor of Media S
The Place of Television Programme Formats Author Moran, Albert, Aveyard, Karina Published 2014 Journal Title Continuum: Journal of Media and Cultural Studies Version Accepted Manuscript (AM) DOI https://doi.org/10.1080/10304312.2014.870869 Copyright Statement © 2014 Taylor & Francis (Routledge). This is an Accepted Manuscript of an article published by Taylor & Francis in Continuum on 03 Jan 2014, available online: http://www.tandfonline.com/doi/ full/10.1080/10304312.2014.870869 Downloaded from http://hdl.handle.net/10072/64648 Griffith Research Online https://research-repository.griffith.edu.au Title: The Place of Television Programme Formats Authors: Albert Moran and Karina Aveyard Albert Moran is a Professor of Media Studies in the School of Humanities at Griffith University in Brisbane. He has published extensively in such areas as TV format trade, Australian film and television history, and media geography. Karina Aveyard is a Lecturer in Media, Arts and Humanities in the School of Film, Television and Media Studies at the University of East Anglia. Abstract 'Formats are king!' or so declares the trade publication TV Formats Weekly (Brzoznowski 2011: 4). Indeed there are solid grounds for such claims regarding the current place of this type of programming in television schedules around the world. Formats are perceived to be highly effective in mitigating commercial uncertainties brought about by multi-channelling, and the social uncertainties associated with cultural mobility and de-territorialization. However, their ubiquity also presents us with an interesting geo-cultural paradox. As an industrial commodity, formats have a highly mobile, readily transferable quality. However, as a social and cultural artefact, they can take on a form that is specific to the particular community for which they are adapted. -
Fiction As a Brand – a Discussion on Application of Popular Brand Management Theories in the Creative Industry
Zeszyty NaukoweMaciej Politechniki D. Sobociński Częstochowskiej Zarządzanie Nr 27 t. 2 (2017) s. 136–146 dostępne na: http://www.zim.pcz.pl/znwz7 t. 11 FICTION AS A BRAND – A DISCUSSION ON APPLICATION OF POPULAR BRAND MANAGEMENT THEORIES IN THE CREATIVE INDUSTRY Maciej D. Sobociński Czestochowa University of Technology Faculty of Management Abstract: Many reports indicate that the creative industries are an important part of the global economy. While some examples of popular brands of movies, books or computer games, they are not widely discussed, and their specifics differ greatly from other goods and services. This article attempts to study the application of the concept of brand extensions, presenting different ways of brand building on selected examples from the creative industry. Author also highlights other issues related to brands in this industry that require further analysis. Keywords: brand, brand extension, creative industry, film industry, video games, transmedia storytelling DOI: 10.17512/znpcz.2017.3.2.13 Introduction Keller (Keller 2011) indicates that basically everything can be a brand, including people, organizations, ideas. In the field of entertainment, he gives examples of movie characters including Austin Powers, Batman and Harry Potter (additionally he presents the case of Star Wars franchise as a brand). The main implied reason for treating those fictional characters as brands is their general recognition, which causes the audience to follow movie sequels, referred in the book as “brand extensions”. In the Polish edition of his book, the editors try to give examples of Polish movie series in the form of Vabank1 and Sami swoi2. While those movies clearly follow the idea of using known characters in sequels, something seems wrong with this comparison. -
To Download Conference Program
ACMI & THE AUSTRALIAN RESEARCH COUNCIL PRESENT 6–8 December 9am–7pm Join 50 leading experts as they unmask the critical thinking behind superheroes from comics to film, TV and videogames #acmisuperheroes While at the Superheroes Beyond Welcome to the conference come and experiencE... Conference! Superheroes are transmedia, transcultural, and transhistorical icons, and yet discussions of these a VR experience at Screen Worlds at ACMI caped crusaders often fixate on familiar examples. This conference will go beyond out-dated definitions of superheroes. Over the next three days we will unmask international examples, WE’VE BEEN WAITING FOR YOU! SuperHeroes: Realities Collide examine superheroes beyond the comic book page, identify historical antecedents, consider real is a trip to an alternative comic dimension in room-scale Virtual world examples of superheroism, and explore heroes whose secret identities are not cisgender men. Reality. The City of Melbourne needs you to create your own unique character, choose powers and abilities to transform into a This conference is part of the larger Superheroes & Me Linkage research project funded by the superhero who will protect us from a dangerous comic contagion. Australian Research Council. Partners in this project included Swinburne University of Technology, Melbourne University, National University of Singapore, and our industry partner ACMI. While at Created in a unique collaboration between Swinburne University of ACMI please make sure to visit some of the other project outcomes including the newly curated Technology, celebrated technology artist Stuart Campbell aka Cleverman: The Exhibition, which goes behind the scenes of the ground-breaking Australian superhero SUTU and award-wining VR studio VISITOR.