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Showing 1 - 7 of 7 matches in All Departments
This volume considers the different implications of the rise of streaming services and their particular acceleration during the COVID-19 pandemic. Exploring the significant disruption caused to the entertainment industries by the rise of these streaming services, a team of international scholars examine changes to labor issues and compensation, which were central to the conflict between the Writers Guild of America members and their agents, the broadening divide between networks and affiliates, the significant consolidation of the media industry resulting from Disney’s acquisition of Fox ahead of the launch of Disney+, and the variety of business models behind these services that defy the traditional advertising models and standard revenue streams. This thorough and multifaceted look at this rapidly growing section of the entertainment industry will be of interest to academics and students working in film and TV studies, media industry studies, digital media studies, business, and communication studies.
Reasserting the Disney Brand in the Streaming Era investigates the evolution of the Disney brand at a pivotal moment – the move from content creation to acquisition and streaming – and how the company reasserted its brand in a changing marketplace. Exploring how Disney’s acquisition of Pixar, Marvel, Lucasfilm and Fox positioned the company to launch the Disney+ streaming service, the chapters look at the history of those acquisitions, and the deployment of the content, brands, and intellectual property from those acquisitions, through an analysis of the original content that appeared on Disney+. Offering a focused investigation of how the content offered from these various media brands was adapted for Disney+ so that it reflects the Disney brand, the authors illustrate through close textual analysis how this content reflects elements of the "Classic Disney Style." The analysis positions these texts in relation to their industrial contexts, while also identifying important touchstone texts (both television and film) in Disney's catalog. This comprehensive and thoughtful analysis will interest upper-level students and scholars of media studies, political economy, Disney studies, media industries and new technology.
What is ISIS? A quasi-state? A terrorist group? A movement? An ideology? As ISIS has transformed and mutated, gained and lost territory, horrified the world and been its punch line, media have been central to understanding it. The changing, yet constant, relationship between ISIS and the media, as well as its adversaries' dependency on media to make sense of ISIS, is central to this book. More than just the images of mutilated bodies that garnered ISIS its initial infamy, the book considers an ISIS media world that includes infographics, administrative reports, and various depictions of a post-racial utopia in which justice is swift and candy is bought and sold with its own currency. The book reveals that the efforts of ISIS and its adversaries to communicate and make sense of this world share modes of visual, aesthetic, and journalistic practice and expression. The short tumultuous history of ISIS does not allow for a single approach to understanding its relation to media. Thus, the book's contributions are to be read as contrapuntal analyses that productively connect and disconnect, providing a much-needed complex account of the ISIS-media relationship. This book was originally published as a special issue of Critical Studies in Media Communication.
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
"For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man."--From publisher description.
What is ISIS? A quasi-state? A terrorist group? A movement? An ideology? As ISIS has transformed and mutated, gained and lost territory, horrified the world and been its punch line, media have been central to understanding it. The changing, yet constant, relationship between ISIS and the media, as well as its adversaries' dependency on media to make sense of ISIS, is central to this book. More than just the images of mutilated bodies that garnered ISIS its initial infamy, the book considers an ISIS media world that includes infographics, administrative reports, and various depictions of a post-racial utopia in which justice is swift and candy is bought and sold with its own currency. The book reveals that the efforts of ISIS and its adversaries to communicate and make sense of this world share modes of visual, aesthetic, and journalistic practice and expression. The short tumultuous history of ISIS does not allow for a single approach to understanding its relation to media. Thus, the book's contributions are to be read as contrapuntal analyses that productively connect and disconnect, providing a much-needed complex account of the ISIS-media relationship. This book was originally published as a special issue of Critical Studies in Media Communication.
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