Have a personal or library account? Click to login
Entertainment Architecture: Constructing a framework for the creation of an emerging transmedia form Cover

Entertainment Architecture: Constructing a framework for the creation of an emerging transmedia form

By: Woitek Konzal  
Open Access
|Jul 2012

References

  1. Aarseth, Espen J. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.
  2. Adams, Ernest. 2010. Fundamentals of Game Design. Berkeley: New Riders.
  3. Ali, Amir Hatem. 2011. "The Power of Social Media in Developing Nations: New Tools for Closing the Global Digital Divide and Beyond." Harvard Human Rights Journal 24 (1): pp. 185-219. Accessed 27.07.2011. http://harvardhrj.com/wp-content/uploads/2009/09/185-220.pdf
  4. Altick, Richard Daniel. 1957. The English common reader: A social history of the mass reading public 1800-1900. Chicago: University of Chicago Press.
  5. Arthur, W. Brian. 2009. The Nature of Technology: What It Is and How It Evolves. New York: Free Press.
  6. Balio, Tino. 1985. The American Film Industry. revised ed. Madison: University of Wisconsin Press.
  7. Barthes, Roland. 1972 [1957]. Mythologies. Translated by Annette Lavers. New York: Hill and Wang.
  8. Baym, Nancy K. 2010. Personal Connections in the Digital Age. Cambridge; Malden: Polity.
  9. Bazin, André. 1967. What is Cinema? Translated by Hugh Gray. Berkeley: University of California Press.
  10. BBC. 2011a. "England riots: Twitter and Facebook users plan clean-up." Last modified August, 9th. Accessed 22.08.2011. http://www.bbc.co.uk/news/uk-england-london-14456857
  11. BBC. 2011b. "Is technology to blame for the London riots?". Last modified August, 8th. Accessed 22.08.2011. http://www.bbc.co.uk/news/technology-14442203
  12. BBC. 2011c. "Riots thwarted by Blackberry and Twitter chat - police." Last modified August, 16th. Accessed 22.08.2011. http://www.bbc.co.uk/news/uk-politics-14542588
  13. Beinhocker, Eric D. 2006. The Origin of Wealth: Evolution, Complexity, and the Radical Remaking of Economics. 2nd ed. Boston: Harvard Business School Press.
  14. Belch, George E. and Michael A. Belch. 2009. Advertising and Promotion: An Integrated Marketing Communications Perspective. 8th ed. Boston: McGraw-Hill Irwin.
  15. Bennis, Warren G. and Burt Nanus. 1997. Leaders: Strategies for Taking Charge. New York: HarperBusiness.
  16. Bordwell, David, Janet Staiger and Kristin Thompson. 1985. The Classical Hollywood Cinema: Film Style & Mode of Production to 1960. New York: Columbia University Press.
  17. Bordwell, David and Kristin Thompson. 2008. Film Art: An Introduction. Boston: McGraw-Hill.
  18. Boyd, Brian. 2009. On the Origin of Stories: Evolution, Cognition, and Fiction. Cambridge: Belknap Press.
  19. Braudy, Leo and Marshall Cohen. 2008. Film Theory and Criticism: Introductory Readings. Oxford: Oxford University Press.
  20. Bruns, Axel. 2008. Blogs, Wikipedia, Second life, and Beyond: From Production to Produsage Digital formations, v. 45. New York: Peter Lang.
  21. Burgess, Jean E. 2006. "Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling." Continuum: Journal of Media & Cultural Studies 20 (2): pp. 201 - 214. Accessed 04.04.2011. doi: 10.1080/10304310600641737.
  22. Burgess, Jean E. and Joshua B. Green. 2009a. "The Entrepreneurial Vlogger: Participatory Culture Beyond the Professional-Amateur Divide." In The YouTube Reader, edited by Pelle Snickars and Patrick Vonderau, pp. 89-107. Stockholm: National Library of Sweden/Wallflower Press. http://www.youtubereader.com
  23. Burgess, Jean E. and Joshua B. Green. 2009b. YouTube: Online Video and Participatory Culture. Cambridge: Polity.
  24. Caldwell, John Thornton. 2003. "Second-Shift Media Aesthetics: Programming, Interactivity, and User Flows." In New Media: Theories and Practices of Digitextuality, edited by Anna Everett and John Thornton Caldwell. New York: Routledge.
  25. Caldwell, John Thornton. 2008. Production Culture: Industrial Reflexivity and Critical Practice in Film and Television. Durham: Duke University Press.
  26. Carlson, Carl Lennart. 1938. The First Magazine: A History of the Gentleman's Magazine, with an Account of Dr. Johnson's Editorial Activity and of the Notice Given America in the Magazine. Providence: Brown University.
  27. Casson, Mark. 2003. The Entrepreneur: An Economic Theory. 2nd ed. Cheltenham: Edward Elgar.
  28. Cavallaro, Dani. 2010. Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games. Jefferson: McFarland.
  29. Caves, Richard E. 2000. Creative Industries: Contracts Between Art and Commerce. Cambridge: Harvard University Press.
  30. Cha, Meeyoung, Haewoon Kwak, Pablo Rodriguez, Yong-Yeol Ahn and Sue Moon. 2007. "I Tube, You Tube, Everybody Tubes: Analyzing the World’s Largest User Generated Content Video System." In proceedings of 7th ACM SIGCOMM conference on Internet measurement, pp. 1-14. San Diego, CA, USA, October, 24th-26th. Accessed 26.07.2011. doi: 10.1145/1298306.1298309.
  31. Christensen, Clayton M. 1997. The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail. Boston: Harvard Business School Press.
  32. Chwen-Chwen, Chen. 2007. "The Transformation of Ideas into TV Programs." In Internationalization of the Chinese TV sector, edited by Manfred Kops and Stefan Ollig, pp. 181-190. Berlin: Lit Verlag.
  33. Coase, R. H. 1937. "The Nature of the Firm." Economica 4 (16): pp. 386-405. Accessed 15.06.2011. http://www.jstor.org/stable/2626876
  34. Collis, Christy, Alan McKee and Ben Hamley. 2010. "Entertainment industries at university: Designing a curriculum." Continuum: Journal of Media & Cultural Studies 24 (6): pp. 921-932. Accessed 15.06.2011. doi: 10.1080/10304312.2010.511706.
  35. Connolly, Robert. 2008. Embracing Innovation: A New Methodology for Feature Film Production in Australia White Paper. Melbourne: Australian Film Television and Radio School, Centre for Screen Business.
  36. Costikyan, Greg. 2000. "Where Stories End and Games Begin." Game Developer 7 (9): p. 44.
  37. Cowen, Tyler. 2009. Create Your Own Economy: The Path to Prosperity in a Disordered World. New York: Dutton.
  38. Crawford, Chris. 2005. Chris Crawford on Interactive Storytelling. Berkeley: New Riders Games.
  39. Creativity. 2008. "2008 Creativity Award Winner: Halo 3 Launch Campaign." Last modified 14.05.2010. Accessed 08.12.2010. http://creativity-online.com/news/2008-creativity-award-winner-halo-3-launch-campaign/127034
  40. Crowley, David and Paul Heyer. Eds. 2011. Communication in History: Technology, Culture, Society. 6th ed. Boston: Allyn & Bacon.
  41. Custen, George F. 1999. "Hollywood and the Research Department." In Why Docudrama? Fact-Fiction on Film and TV, edited by Alan Rosenthal, pp. 133-145. Carbondale: Southern Illinois University Press.
  42. Darwin, Charles. 2008 [1859]. On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life. revised ed. Oxford: Oxford University Press.
  43. Dawkins, Richard. 2006. The Selfish Gene. 30th Anniversary ed. Oxford: Oxford University Press.
  44. De Vany, Arthur. 2004. Hollywood Economics: How Extreme Uncertainty Shapes the Film Industry. London: Routledge.
  45. Deleuze, Gilles. 1986. Cinema 1: The Movement-Image. Translated by Hugh Tomlinson. London: Athlone.
  46. Dena, Christy. 2009. "Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments." PhD diss., School of Letters, Art and Media; Department of Media and Communications; Digital Cultures Program, University of Sydney. Accessed 22.06.2011. http://dl.dropbox.com/u/30158/DENA_TransmediaPractice.pdf
  47. Denward, Marie and Annika Waern. 2008. "Broadcast culture meets role-playing culture." In Playground worlds: creating and evaluating experiences of role-playing games, edited by Markus Montola and Jaakko Stenros, pp. 248-261. Helsinki: Ropecon ry.
  48. Dinehart, Stephen E. 2010. "Creators of Transmedia Stories™ 4: John Johnson." The Narrative Design Explorer. Last modified January, 1st. Accessed 21.07.2011. http://narrativedesign.org/2010/01/creators-of-transmedia-stories%E2%84%A2-4-john-johnson
  49. Diringer, David. 1982. The Book Before Printing: Ancient, Medieval and Oriental. New York: Dover Publications.
  50. Dopfer, Kurt and Jason Potts. 2008. The General Theory of Economic Evolution. London; New York: Routledge.
  51. Drucker, Peter F. 2007. The Practice of Management. Amsterdam; London: Butterworth-Heinemann.
  52. Dyer, Richard. 2002. Only Entertainment. Second ed. New York: Routledge.
  53. Eco, Umberto. 2005 [1972]. "Towards a Semiotic Inquiry into the Television Message." Translated by Paola Splendore. In Internationalizing Cultural Studies: An Anthology, edited by Ackbar Abbas and John Nguyet Erni, pp. 237-252. Malden: Blackwell Pub.
  54. Economides, Nicholas and Benjamin E. Hermalin. 2010. "The Economics of Network Neutrality". In New York University Law and Economics Working Papers. Paper 250. Accessed 26.07.2011. http://lsr.nellco.org/nyu_lewp/250
  55. Eisenstein, Elizabeth L. 1979. The Printing Press as an Agent of Change: Communications and Cultural Transformations in Early Modern Europe. Cambridge; New York: Cambridge University Press.
  56. Eisenstein, Sergei. 1949. Film Form: Essays in Film Theory. Translated by Jay Leyda. New York: Harcourt, Brace and World.
  57. Elefante, Phoebe Harris. 2010. "Elan Lee: The 'Rolling Stone' Interview, Part II." WorkBook Project: Culture Hacker. Last modified July, 27th. Accessed 13.11.2010. http://workbookproject.com/culturehacker/2010/07/27/elan-lee-the-rolling-stone-interview-part-ii
  58. Eliashberg, Jehoshua, Anita Elberse and Mark A.A.M. Leenders. 2006. "The Motion Picture Industry: Critical Issues in Practice, Current Research, and New Research Directions." Marketing Science 25 (6): pp. 638-661. Accessed 27.07.2011. doi: 10.1287/mksc.1050.0177.
  59. Eller, Claudia. 2008. "Risky quest for treasure." Los Angeles Times. Last modified April, 21st. Accessed 27.02.2009. http://articles.latimes.com/2008/apr/21/business/fi-indianajones21
  60. Ellis, John. 1992. Visible fictions: Cinema, television, video. Rev. ed. London; New York: Routledge.
  61. Febvre, Lucien and Henri-Jean Martin. 2000. The Coming of the Book: The Impact of Printing 1450-1800. London: Verso Classics.
  62. Ferrer, Emilio. 2011. The Impact of Internet Piracy on the Australian Economy. Sphere Analysis, prepared for the Australian Content Industry Group. Accessed 09.08.2011. http://www.bsa.org/country/~/media/Files/Research Papers/enAU/piracyimpact_australia.ashx
  63. Fiske, John and John Hartley. 1978. Reading Television. London: Methuen.
  64. Frasca, Gonzalo. 1999. "Ludology Meets Narratology: Similitude and Differences between (Video) Games and Narrative." Ludologyorg. Accessed 12.04.2011. http://www.ludology.org/articles/ludology.htm
  65. Freeman, Melissa. 2008. "Hermeneutics." In The SAGE Encyclopedia of Qualitative Research Methods, edited by Lisa M. Given, pp. 385-389. Los Angeles: Sage Publications.
  66. Gabler, Neal. 2007. "The movie magic is gone: Hollywood, which once captured the nerve center of American life, doesn't matter much anymore." Los Angeles Times. Last modified February, 25th. Accessed 14.01.2011. http://www.latimes.com/news/opinion/commentary/la-op-gabler25feb25,0,4482096.story
  67. Gadamer, Hans-Georg. 1976. Philosophical Hermeneutics. Translated by David E. Linge. Berkeley: University of California Press.
  68. Gerbrandt, Larry. 2010. "Does movie marketing matter?". The Hollywood Reporter. Last modified October, 14th. Accessed 14.07.2011. http://www.hollywoodreporter.com/news/does-movie-marketing-matter-24514
  69. Gray, Jonathan. 2006. Watching with The Simpsons: Television, Parody, and Intertextuality. New York: Routledge.
  70. Gray, Jonathan. 2008. Television Entertainment. New York; London: Routledge.
  71. Gray, Jonathan. 2010. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York University Press.
  72. Grondin, Jean. 1994. Introduction to Philosophical Hermeneutics. Translated by Joel Weinsheimer. New Haven: Yale University Press.
  73. Hahn, Robert W. and Scott Wallsten. 2006. "The Economics of Net Neutrality." The Economists' Voice 3 (6: Article 8). doi: 10.2202/1553-3832.1194.
  74. Harpole, Charles. Ed. 1990−2000. History of the American Cinema. 10 vols. New York; Toronto; New York: Scribner; Collier Macmillan Canada; Maxwell Macmillan International.
  75. Harris, Richard. 2007. Film in the Age of Digital Distribution: The Challenge for Australian Content Platform Papers, No. 12. Strawberry Hills: Currency House.
  76. Hartley, John. 1992. The Politics of Pictures: The Creation of the Public in the Age of Popular Media. London; New York: Routledge.
  77. Hartley, John. 1999. Uses of Television. London: Routledge.
  78. Hartley, John. 2004. "The 'Value Chain of Meaning' and the New Economy." International Journal of Cultural Studies 7 (1): pp. 129-141. Accessed 11.07.2011. doi: 10.1177/1367877904040610.
  79. Hartley, John. 2009a. "From Cultural Studies to Cultural Science." Cultural Science 2 (1). Accessed 15.06.2011. http://www.cultural-science.org/journal/index.php/culturalscience/article/view/19/67
  80. Hartley, John. 2009b. The Uses of Digital Literacy. St Lucia: University of Queensland Press.
  81. Hartley, John and Kelly McWilliam. 2009. Story Circle: Digital Storytelling Around the World. Chichester; Malden: Wiley-Blackwell.
  82. Hawkes, Terence. 1973. Shakespeare's Talking Animals: Language and Drama in Society. Totowa: Rowman and Littlefield.
  83. Hayek, Friedrich August von. 1988. The Fatal Conceit: The Errors of Socialism. Edited by William Warren Bartley. London: Routledge.
  84. Hayes, Gary P. 2011. How to Write a Transmedia Production Bible. Sydney: Screen Australia. Accessed 15.08.2011. http://www.screenaustralia.gov.au/documents/SA_publications/Transmedia-prod-bible-template.pdf
  85. Herrmann-Pillath, Carsten. 2010. The Economics Of Identity And Creativity: A Cultural Science Approach Creative Economy + Innovation Culture Series, edited by Stuart D. Cunningham and John Hartley. St Lucia: University of Queensland Press.
  86. Hodgson, Geoffrey Martin and Thorbjørn Knudsen. 2010. Darwin's Conjecture: The Search for General Principles of Social and Economic Evolution. Chicago; London: University of Chicago Press.
  87. Holston, Alicia. 2010. "A Librarian’s Guide to the History of Graphic Novels." In Graphic Novels and Comics in Libraries and Archives: Essays on Readers, Research, History and Cataloging, edited by Robert G. Weiner, pp. 9-16. Jefferson: McFarland.
  88. Hon, Adrian. 2007. "A Game by any other Name...". Last modified 02.11.2007. Accessed 11.05.2010. http://mssv.net/2007/11/02/a-game-by-any-other-name
  89. Huizinga, Johan. 1955. Homo Ludens: A Study of the Play-Element in Culture. Boston: Beacon Press.
  90. Hust Rivera, Heather. 2010. "First Look at ElecTRONica." Disney. Last modified September, 1st. Accessed 16.12.2010. http://disneyparks.disney.go.com/blog/2010/09/first-look-at-electronica
  91. Jenkins, Henry. 1992. Textual Poachers: Television Fans & Participatory Culture Studies in Culture and Communication. New York: Routledge.
  92. Jenkins, Henry. 2004. "Game Design as Narrative Architecture." In First person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, pp. 118-130. Cambridge: MIT Press.
  93. Jenkins, Henry. 2006a. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
  94. Jenkins, Henry. 2006b. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York University Press.
  95. Jenkins, Henry. 2006 − ongoing. Confessions of an Aca-Fan: The Official Weblog of Henry Jenkins. Accessed 25.08.2011. http://www.henryjenkins.org
  96. Jenkins, Henry, Ravi Purushotma, Katherine Clinton, Margaret Weigel and Alice J. Robison. 2009. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Cambridge: MIT Press.
  97. Juul, Jesper. 2001. "Games Telling stories?" Game Studies 1 (1).
  98. Kaplan, Robert S. and David P. Norton. 1992. "The Balanced Scorecard: Measures That Drive Performance." Harvard Business Review 70 (1): pp. 71-79.
  99. Kaufman, Peter B. and Jen Mohan. 2008. The Economics of Independent Film and Video Distribution in the Digital Age A Report Prepared for the Tribeca Film Institute. New York: Intelligent Television.
  100. Keynes, John Maynard. 1936. The General Theory of Employment, Interest and Money. London: Macmillan.
  101. Kim, Jeffrey, Elan Lee, Timothy Thomas and Caroline Dombrowski. 2009. "Storytelling in new media: The case of alternate reality games, 2001-2009." First Monday 14 (6). Accessed 15.06.2011. http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2484/2199
  102. Kirzner, Israel Meir. 1997. "Entrepreneurial Discovery and the Competitive Market Process: An Austrian Approach." Journal of Economic Literature 35 (1): pp. 60-85. Accessed 15.06.2011. http://www.jstor.org/stable/2729693
  103. Klee, Paul. 1964. The Diaries of Paul Klee: 1898-1918. Edited by Felix Klee. Berkeley; Los Angeles: University of California Press.
  104. Kocsis, Viktória and Paul de Bijl. 2007. "Network neutrality and the nature of competition between network operators." International Economics and Economic Policy 4 (2): pp. 159-184. Accessed 26.07.2011. doi: 10.1007/s10368-007-0082-8.
  105. Kotler, Philip and Gary Armstrong. 2010. Principles of Marketing. 13th ed. Upper Saddle River: Prentice Hall.
  106. Kracauer, Siegfried. 1960. Theory of Film: The Redemption of Physical Reality. London; Oxford; New York: Oxford University Press.
  107. Lambert, Joe. 2009. Digital Storytelling: Capturing Lives, Creating Community. Berkeley: Digital Diner Press.
  108. Lantz, Frank. 2009. "PacManhattan." In Pervasive Games: Theory and Design, edited by Markus Montola, Jaakko Stenros and Annika Waern, pp. 131-135. Burlington: Morgan Kaufmann.
  109. Lessig, Lawrence. 2008. Remix: Making Art and Commerce Thrive in the Hybrid Economy. New York: Penguin Press.
  110. Life in a Day. 2011. "Info." Facebook. Accessed 12.07.2011. http://www.facebook.com/LifeinaDayMovie?sk=info
  111. Lockyer, Sharon. 2008. "Textual Analysis." In The SAGE Encyclopedia of Qualitative Research Methods, edited by Lisa M. Given, pp. 865-866. Los Angeles: Sage Publications.
  112. Luckman, Susan and Julia de Roeper. 2008. "Wagging the Long Tail: Digital Distribution and Peripheral Screen Production Industries." Cultural Science 1 (2).
  113. Magretta, Joan. 2002. "Why Business Models Matter." Harvard Business Review 80 (5): pp. 86-92.
  114. Maltby, Richard. 2003. Hollywood Cinema. 2nd ed. Malden: Blackwell Pub.
  115. Man, John. 2002. Gutenberg: How One Man Remade the World with Words. New York: John Wiley & Sons.
  116. Mankiw, Nicholas Gregory. 2011. Principles of Economics. 6th ed. Mason: Thomson South-Western.
  117. Margolis, Michael. 2010. "The New Storytellers: Interview: Lance Weiler – 04/27/10." Get Storied. Last modified April, 22nd. Accessed 13.06.2010. http://www.getstoried.com/2010/04/22/interview-lance-weiler-042710
  118. Marshall, Alfred. 1890. Principles of Economics. London: Macmillan.
  119. Martin, Adam and Tom Chatfield. 2006. "Introduction." In Alternate Reality Games SIG Whitepaper, edited by Adam Martin and Tom Chatfield. International Game Developers Association (IGDA). Last modified 29.03.2011. Accessed 20.05.2011. http://wiki.igda.org/Alternate_Reality_Games_SIG/Whitepaper/Introduction
  120. Martin, Henri-Jean. 1994. The History and Power of Writing. Translated by Lydia G. Cochrane. Chicago: University of Chicago Press.
  121. Maynard Smith, John. 1993. The Theory of Evolution. Canto ed. Cambridge; New York: Cambridge University Press.
  122. McGonigal, Jane. 2006. "This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century." PhD diss., Performance Studies and the Designated Emphasis in Film Studies, University of California, Berkeley. Accessed 25.08.2011. http://janemcgonigal.files.wordpress.com/2010/12/mcgonigal_this_might_be_a_game_sm-1.pdf
  123. McKee, Alan. 2003. Textual Analysis: A Beginner's Guide. London; Thousand Oaks: Sage Publications.
  124. McLuhan, Marshall. 1962. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: University of Toronto Press.
  125. Metcalfe, John Stanley. 1998. Evolutionary Economics and Creative Destruction The Graz Schumpeter Lectures. London; New York: Routledge.
  126. Miller, Toby, Nitin Govil, John McMurria, Richard Maxwell and Ting Wang. 2005. Global Hollywood 2. London: British Film Institute.
  127. Monaco, James. 2009. How To Read A Film: Movies, Media, and Beyond - Art, Technology, Language, History, Theory. 4th Completely Revised and Expanded ed. Oxford; New York: Oxford University Press.
  128. Montgomery, Lucy and Brian Fitzgerald. 2006. "Copyright and the Creative Industries in China." International Journal of Cultural Studies 9 (3): pp. 407-418. Accessed 15.06.2011. doi: 10.1177/1367877906066886.
  129. Montola, Markus, Jaakko Stenros and Annika Waern. Eds. 2009. Pervasive Games: Theory and Design. Burlington: Morgan Kaufmann.
  130. Moran, Albert and Justin Malbon. 2006. Understanding the Global TV Format. Bristol; Portland: Intellect Books.
  131. Müller, Eggo. 2009. "Formatted Spaces of Participation: Interactive Television and the Reshaping of the Relationship Between Production and Consumption." In Digital Material: Tracing New Media in Everyday Life and Technology, edited by Marianne van den Boomen, Sybille Lammes, Ann-Sophie Lehmann, Joost Raessens and Mirko Tobias Schafer, pp. 47-61. Amsterdam: Amsterdam University Press.
  132. Mundell, Ian. 2010. "Piracy in Europe costs $13.7 billion." Variety. Last modified March, 18th. Accessed 20.02.2011. http://www.variety.com/article/VR1118016618
  133. Murray, Janet Horowitz. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press.
  134. Nelson, Richard R. and Sidney G. Winter. 1982. An Evolutionary Theory of Economic Change. Cambridge: Belknap Press.
  135. Old Spice. 2010a. "Old Spice | Questions." YouTube video, posted June, 29th. Accessed 22.12.2010. http://www.youtube.com/watch?v=uLTIowBF0kE see DVD.
  136. Old Spice. 2010b. "Old Spice | The Man Your Man Could Smell Like." YouTube video, posted February, 4th. Accessed 22.12.2010. http://www.youtube.com/watch?v=owGykVbfgUE see DVD.
  137. Old Spice. 2010c. "Old Spice Guy Responses to Alyssa Milano (4)." YouTube playlist, posted July, 14th. Accessed 22.12.2010. http://www.youtube.com/watch?v=-oElH6M_5i4&feature=BF&list=PL09F17FAE5F5E2998&index=1 see DVD.
  138. Old Spice. 2010d. "Re: @Jsbeals | Old Spice." YouTube video, posted July, 13th. Accessed 22.12.2010. http://www.youtube.com/watch?v=_-fLV28SkZ8 see DVD.
  139. Old Spice. 2010e. "Re: Anonymous | Old Spice." YouTube video, posted July, 13th. Accessed 22.12.2010. http://www.youtube.com/watch?v=LWCVhGzrAT0 see DVD.
  140. Old Spice. 2010f. "Re: Perez Hilton | Old Spice." YouTube video, posted July, 13th. Accessed 22.12.2010. http://www.youtube.com/watch?v=ive3vXv-XRk see DVD.
  141. Örnebring, Henrik. 2007. "Alternate reality gaming and convergence culture: The case of Alias." International Journal of Cultural Studies 10 (4): pp. 445-462.
  142. PacManhattan. 2004. "About." Accessed 16.01.2011. http://www.pacmanhattan.com/about.php
  143. Pariser, Eli. 2011. The Filter Bubble: What the Internet Is Hiding from You. New York: Penguin Press.
  144. Phillips, Andreak. 2009. "WTF is an ARG? 2009 Edition." Last modified January, 13th. Accessed 28.09.2010. http://www.deusexmachinatio.com/2009/01/wtf-is-an-arg-2009-edition.html
  145. Phillips, Andreak. 2010. "WTF is Transmedia?". Last modified April 6th. Accessed 03.08.2010. http://www.deusexmachinatio.com/2010/04/wtf-is-transmedia.html
  146. Porter, Michael E. 1998. Competitive Strategy: Techniques for Analyzing Industries and Competitors. New York: Free Press.
  147. Potts, Jason D. 2011. Creative Industries and Economic Evolution New Horizons in Institutional and Evolutionary Economics, edited by Geoffrey Martin Hodgson. Cheltenham; Northampton: Edward Elgar.
  148. PricewaterhouseCoopers. 2010. Global Entertainment & Media Outlook 2010-2014. Frankfurt.
  149. Rajewsky, Irina. 2005. "Intermediality, Intertextuality, and Remediation: A Literary Perspective on Intermediality." Intermédialités 6: pp. 43-64.
  150. Rajewsky, Irina O. 2002. Intermedialiät. Tübingen: A. Francke.
  151. Reiss, Jon. 2010. Think Outside the Box Office: The Ultimate Guide to Film Distribution and Marketing for the Digital Era. Los Angeles: Hybrid Cinema Publishing.
  152. Rose, Frank. 2011. The Art of Immersion: How the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories. New York: W. W. Norton.
  153. Ross, Sharon Marie. 2008. Beyond the Box: Television and the Internet. Malden: Blackwell Pub.
  154. Rouse, Richard. 2004. Game Design: Theory & Practice. Plano: Wordware.
  155. Runciman, Walter Garrison. 2009. The Theory of Cultural and Social Selection. Cambridge: Cambridge University Press.
  156. Ryan, Mark David and Greg Hearn. 2010. "Next-Generation 'Filmmaking': New Markets, New Methods and New Business Models." Media International Australia, Incorporating Culture & Policy (136): pp 133-145. Accessed 15.06.2011. http://search.informit.com.au/documentSummary;dn=373797018024771;res=IELHSS
  157. Sabin, Roger. 1996. Comics, Comix & Graphic Novels: A History of Comic Art. London: Phaidon Press.
  158. Salem, Fadi and Racha Mourtada. 2011. "Civil Movements: The Impact of Facebook and Twitter". In Arab Social Media Report. Dubai: Dubai School of Government. Accessed 27.07.2011. http://www.dsg.ae/portals/0/ASMR2.pdf
  159. Salzano, Massimo and David C. Colander. Eds. 2007. Complexity Hints for Economic Policy. Milan; New York: Springer.
  160. Samuelson, Paul A. and William D. Nordhaus. 2010. Economics. 19th ed. Boston: McGraw-Hill Irwin.
  161. Sawyer, Robert Keith. 2005. Social Emergence: Societies As Complex Systems. Cambridge: Cambridge University Press.
  162. Schell, Jesse. 2008. The Art of Game Design: A Book of Lenses. Amsterdam; Boston: Elsevier/Morgan Kaufmann.
  163. Schewick, Barbara van. 2007. "Towards an Economic Framework for Network Neutrality Regulation." Journal on Telecommunications & High Technology Law 5 (2): pp. 329392.
  164. Schuett, Florian. 2010. "Network Neutrality: A Survey of the Economic Literature." Review of Network Economics 9 (2: Article 1). Accessed 26.07.2011. doi: 10.2202/14469022.1224.
  165. Schumpeter, Joseph Alois. 1934. The Theory of Economic Development: An Inquiry Into Profits, Capital, Credit, Interest, and the Business Cycle. Translated by Redvers Opie. Harvard Economic Studies. Cambridge: Harvard University Press.
  166. Schumpeter, Joseph Alois. 1939. Business Cycles: A Theoretical, Historical, and Statistical Analysis of the Capitalist Process. 1 of 2 vols. New York; London: McGraw-Hill.
  167. Schumpeter, Joseph Alois. 1942. Capitalism, Socialism and Democracy. New York; London: Harper & Brothers.
  168. Schumpeter, Joseph Alois. 1954. History of Economic Analysis. New York: Oxford University Press.
  169. Sedgwick, John and Michael Pokorny. Eds. 2005. An Economic History of Film. London: Routledge.
  170. Smith, Adam. 1776. An Inquiry into the Nature and Causes of the Wealth of Nations. London: W. Strahan and T. Cadell.
  171. Stark, David. 2009. The Sense of Dissonance: Accounts of Worth in Economic Life. Princeton: Princeton University Press.
  172. Starkey, Ken, Christopher Barnatt and Sue Tempest. 2000. "Beyond Networks and Hierarchies: Latent Organizations in the U.K. Television Industry." Organization Science 11 (3): pp. 299-305.
  173. Sutherland, John. 1976. Victorian Novelists and Publishers. Chicago: University of Chicago Press.
  174. Svahn, Mattias and Fredrik Lange. 2009. "Marketing the Category of Pervasive Games." In Pervasive Games: Theory and Design, edited by Markus Montola, Jaakko Stenros and Annika Waern, pp. 219-230. Burlington: Morgan Kaufmann.
  175. TERA Consultants. 2010. Building a Digital Economy: The Importance of Saving Jobs in the EU's Creative Industries. Paris.
  176. Thompson, Kristin. 2007. The Frodo Franchise: The Lord of the Rings and Modern Hollywood. Berkeley: University of California Press.
  177. Throsby, Charles David. 2001. Economics and Culture. Cambridge; New York: Cambridge University Press.
  178. Towse, Ruth. Ed. 2003. A Handbook of Cultural Economics. Cheltenham; Northampton: Edward Elgar.
  179. Tryon, Chuck. 2009. Reinventing Cinema: Movies in the Age of Media Convergence. New Brunswick: Rutgers University Press.
  180. twofifteenmccann. n.d. "Case Study - Halo 3: Believe." Online video. Accessed 24.08.2011. http://www.215mccann.com/-/our-work/case_study_xbox_halo_3_believe see DVD.
  181. Varian, Hal R. 1992. Microeconomic Analysis. 3rd ed. New York; London: W. W. Norton.
  182. Veblen, Thorstein. 1898. "Why is Economics not an Evolutionary Science?" The Quarterly Journal of Economics 12 (4): pp. 373-397. Accessed 15.06.2011. http://www.jstor.org/stable/1882952
  183. Vogel, Harold L. 2011. Entertainment Industry Economics: A Guide for Financial Analysis. 8th ed. Cambridge; New York: Cambridge University Press.
  184. Waern, Annika and Marie Denward. 2009. "On the Edge of Reality: Reality Fiction in ‘Sanningen om Marika’." In proceedings of Breaking New Ground: Innovation in Games, Play, Practice and Theory - Digital Games Research Association (DiGRA) 2009. London, UK, September, 2009. Brunel University. Accessed 25.08.2011. http://www.digra.org/dl/db/09287.50584.pdf
  185. Waterman, David. 2005. Hollywood's Road to Riches. Cambridge: Harvard University Press.
  186. Weber, Johannes. 2006. "Strassburg, 1605: The Origins of the Newspaper in Europe." German History 24 (3): pp. 387-412. Accessed 15.06.2011. doi: 10.1191/0266355406gh380oa.
  187. Weiler, Lance. n.d. "Creating a Storyworld - part one." Seize the Media. Online video. Accessed 17.06.2010. http://seizethemedia.com/2009/05/creating-a-storyworld-part-one
  188. Weinstein, Nate. 2010. "Explore the Life in a Day video gallery." YouTube Blog. Last modified September, 5th. Accessed 13.07.2011. http://youtube-global.blogspot.com/2010/09/explore-life-in-day-video-gallery.html
  189. White, Randy. 2007. "The Death of Entertainment: Welcome to the New Mindset of Leisure Experiences." White Hutchinson Leisure & Learning Group. Accessed 01.06.2011. http://www.whitehutchinson.com/leisure/articles/entertainmentdeath.shtml
  190. Williams, Raymond. 2003 [1974]. Television: Technology and Cultural Form. Edited by Ederyn Williams. London; New York: Routledge.
  191. Williamson, Oliver E. 1975. Markets and Hierarchies: Analysis and Antitrust Implications - A Study in the Economics of Internal Organization. New York: Free Press.
  192. Willis, Charlotte. 2011. "Report: Film piracy costs the economy $1.37bn annually." Inside Film. Last modified February, 17th. Accessed 20.02.2011. http://if.com.au/2011/02/17/article/Report-Film-piracy-costs-the-economy-1-37bn-annually/YWVVKWALAS
  193. Writers Guild of America, West. 2009. "Constitution and Bylaws of the Writers Guild of America, West, Inc.". Last modified June, 17th. Accessed 25.08.2011. http://www.wga.org/content/default.aspx?id=1105 - 1
  194. Wu, Tim. 2003. "Network Neutrality, Broadband Discrimination." Journal on Telecommunications & High Technology Law 2: pp. 141-175.
  195. Xbox.com 2007. "Believe." Accessible at the Internet Archive. Last modified September, 16th. Accessed 21.06.2011. http://web.archive.org/web/20070916084816/http://www.xbox.com/en-US/games/h/halo3/believe/default.htm
  196. Yoo, Christopher S. 2005. "Beyond Network Neutrality." Harvard Journal of Law & Technology 19 (1): pp. 1-77.
  197. Zittrain, Jonathan. 2008. The Future of the Internet — And How to Stop It. New Haven; London: Yale University Press.
DOI: https://doi.org/10.5334/csci.50 | Journal eISSN: 1836-0416
Language: English
Page range: 120 - 152
Published on: Jul 4, 2012
Published by: Tallinn, Erfurt University
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year

© 2012 Woitek Konzal, published by Tallinn, Erfurt University
This work is licensed under the Creative Commons Attribution 4.0 License.