List of Illustrations; Acknowledgements; Foreword, Derek Johnson ; Introduction: The Franchise Era, James Fleury, Bryan Hikari Hartzheim and Stephen Mamber; PART I: THE FRANCHISE: DEFINING AND HISTORICIZING; 1: The (Im)Perfect Organism: Dissecting the Alien Media Franchise, James Fleury and Stephen Mamber; 2: Evil Spawn or Good Business? New Line Cinema, Critters, and Film Franchising at the Margins, Daniel Herbert; PART II: VIDEO GAMES: SOFTWARE, HARDWARE, AND SPACE; 3:The Happiest Plays on Earth: Theme Park Franchising in Disneyland Video Games, Heather Lea Birdsall; 4: 'Now They’re Playing with Power!’: Nintendo’s Classics and Franchise Legacy Management, Matthew Thomas Payne; 5: From Cineludic Form to Mise-en-Game: The Ludification of Cinematic Storyworlds in the Star Wars Video Games, Andreas Rauscher; PART III: ANIMATION: ADAPTATION ACROSS NATIONS, INDUSTRIES, AND PLATFORMS; 6: Ghostly Boundaries: Transnational Tensions and Adapting Animation in the Ghost in the Shell Franchise, Brian Ruh; 7: How to Animate Your Franchise: DreamWorks Animation and the Franchising of How to Train Your Dragon, Rayna Denison; PART IV: TELEVISION: NEW DIRECTIONS FOR A LEGACY MEDIUM; 8: TV Brand-casting, SVOD, and OTT at Comcast and Disney, Jennifer Gillan ; 9: Network Streaming: TV Broadcasters in the Digital Space, Monica Sandler; PART V: EMERGENT PLATFORMS: POSSIBLE FUTURES FOR THE MEDIA FRANCHISE; 10: Transmedia-to-Go: Licensed Mobile Gaming in Japan, Bryan Hikari Hartzheim; 11: Locating Esports Spectatorship – Studio Audience(ing) and Sites of Speculation, Alexander Champlin; 12: Hollywood’s VR Vision: New Frontier or Virtually the Same Thing?, James Fleury; Index