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The Wonderful Game of Oz and Tarzan jigsaws: commodifying transmedia in early twentieth-century consumer culture
5 references·1 citing·20 second hop
The Wonderful Game of Oz and Tarzan jigsaws: commodifying transmedia in early twentieth-century consumer culture (2014)The Wonderful Game of Oz and Tarzan jigsa…Transmedial Storytelling and Transfictionality (2013)Transmedial Storytelling and …Building Imaginary Worlds: The Theory and History of Subcreation (2012)Building Imaginary Worlds: Th…Advertising, Commercial Spaces and the Urban (2011)Advertising, Commercial Space…Brands: The Logos of the Global Economy (2004)Brands: The Logos of the Glob…Comic Strips and Consumer Culture, 1890-1945. (1999)Comic Strips and Consumer Cul…Inculcative address, commercial worldbuilding, and transmedia economy in the children’s franchise Bamse (2023)Inculcative address, commerci…Naming and Necessity (1972)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Paratexts: Thresholds of Interpretation (1997)Narration in Various Media (2009)Transmedia Storytelling: Industry Buzzword or New Narrative Experience? (2015)“They All Lived Happily Ever After. Obviously.”: Realism and Utopia in Game of Thrones-Based Alternate Universe Fairy Tale Fan Fiction (2016)Gérard Genette Paratexts (1997)Show sold separately: promos, spoilers, and other media paratexts (2010)Spreadable Media: Creating Value and Meaning in a Networked Culture (2014)The Architectures of Media Power (2013)Slow Art in the Creative City (2014)Analyzing differences between spatial exposure estimation methods: A case study of outdoor food and beverage advertising in London, Canada (2021)Reading for Learning (2014)The Extended Reach of Game Engine Companies: How Companies Like Epic Games and Unity Technologies Provide Platforms for Extended Reality Applications and the Metaverse (2022)`Meat, Mask, Burden` (2008)The rise of inconspicuous consumption (2014)Scale: Discourse and Dimensions of Social Life (2016)Making Consumption Conspicuous: Transgressive Topics Go Mainstream (2002)What Does It Mean to Be an American? Patriotism, Nationalism, and American Identity After 9/11 (2004)Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom (2006)
this work references cited by second hop

References

  • 2004Brands: The Logos of the Global Economy450 cited
  • 2012Building Imaginary Worlds: The Theory and History of Subcreation447 cited
  • 2013Transmedial Storytelling and Transfictionality239 cited
  • 1999Comic Strips and Consumer Culture, 1890-1945.110 cited
  • 2011Advertising, Commercial Spaces and the Urban23 cited

Cited by

  • 2023Inculcative address, commercial worldbuilding, and transmedia economy in the children’s franchise Bamse1 cited

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