The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizi...
The Star Wars franchise shares a common storytelling thread with ancient myths, which have consisten...
In the run up to the release of The Force Awakens (Abrams, 2015) a proliferation of attractions and ...
Licensed games—analog or digital games that are made under contract using pre-existing intellectual ...
The collection places Star Wars at the center of those studies’ projects by examining video games, n...
In my thesis I focus on the problematics of the transmedia storytelling which can influence the orig...
Disney’s purchase of Lucasfilm heralded a new direction for Star Wars towards Disney's new character...
This paper unpacks the franchise system and the often-tumultuous relationship between Producers and ...
In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia stor...
Vast transmedia mythologies like Star Wars and Star Trek are never created by just one storyteller. ...
This master's thesis focuses on the phenomenon of Star Wars and analyses what makes it such a popula...
Las franquicias de Star Wars y The Avengers, son dos de los más grandes universos de ficción en la a...
La franchise transmédia émerge aux États-Unis au tournant du 21ème siècle. Si la série télévisée jou...
This piece examines promotional material from the Star Wars campaigns for The Phantom Menace in 1999...
In Janaury 2003, when Henry Jenkins published an article in Technology Review entitled Transmedia st...
Using Star Wars as a case study, this thesis examines the cultural circulation of morality through d...
The Star Wars franchise shares a common storytelling thread with ancient myths, which have consisten...
In the run up to the release of The Force Awakens (Abrams, 2015) a proliferation of attractions and ...
Licensed games—analog or digital games that are made under contract using pre-existing intellectual ...
The collection places Star Wars at the center of those studies’ projects by examining video games, n...
In my thesis I focus on the problematics of the transmedia storytelling which can influence the orig...
Disney’s purchase of Lucasfilm heralded a new direction for Star Wars towards Disney's new character...
This paper unpacks the franchise system and the often-tumultuous relationship between Producers and ...
In this article, we define a ‘transmedia universe’ as encompassing the complexity of transmedia stor...
Vast transmedia mythologies like Star Wars and Star Trek are never created by just one storyteller. ...
This master's thesis focuses on the phenomenon of Star Wars and analyses what makes it such a popula...
Las franquicias de Star Wars y The Avengers, son dos de los más grandes universos de ficción en la a...
La franchise transmédia émerge aux États-Unis au tournant du 21ème siècle. Si la série télévisée jou...
This piece examines promotional material from the Star Wars campaigns for The Phantom Menace in 1999...
In Janaury 2003, when Henry Jenkins published an article in Technology Review entitled Transmedia st...
Using Star Wars as a case study, this thesis examines the cultural circulation of morality through d...
The Star Wars franchise shares a common storytelling thread with ancient myths, which have consisten...
In the run up to the release of The Force Awakens (Abrams, 2015) a proliferation of attractions and ...
Licensed games—analog or digital games that are made under contract using pre-existing intellectual ...