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— CH. 1 · DEFINING THE FRANCHISE MODEL —

Media franchise

~6 min read · Ch. 1 of 6
6 sections
  • Bob Iger, chief executive of the Walt Disney Company, defined a franchise as something that creates value across multiple businesses and across multiple territories over a long period of time. This business logic drives owners to increase profit through diversity rather than relying on a single product line. Cross-marketing strategies allow creators to extend commercial profitability while building strong feelings of identity in consumers. Those large groups of dedicated consumers form what is known as fandom. A fandom is the community of fans who indulge in many media forms and remain committed to interacting with one another. Social media platforms like Tumblr, Reddit, and Fandom have made these communities even more popular in recent years. Fans use these sites for discussion, debate, and to create their own fan-made pieces of media revolving around the franchise. Successful transmedia franchises expand the target demographic and build interest by adding to the overarching story. Each medium presents characters, settings, and elements in sometimes completely different ways yet maintains connections between them. Espen Aarseth describes the financial logic of cost-recovery for expensive productions by noting that a single medium launch is often a lost opportunity. He argues that timeliness of production and release matters more than integrity when launching new products. Releases should raise brand awareness and cross-ability becomes critical for success. Studios view a home-run film as one from which a multimedia franchise can be generated. The colossally expensive creation of cross-media conglomerates predicated on synergistic rewards provides an obvious imperative to develop such products.

  • American Idol served as a transmedia franchise from its very beginnings. The first season winner Kelly Clarkson signed with RCA Records and released A Moment Like This as a number one hit on Billboard Hot 100. That success resulted in a nationwide concert tour and an American Idol book that made the bestseller list. The franchise also produced the film From Justin to Kelly. Transmedia franchises often refer to popular adaptations like the five films of The Twilight Saga based on the book series. Neologisms exist to describe various types including metaseries used for works like Isaac Asimov's Foundation series. Multimedia franchises usually develop through a character or fictional world becoming popular in one medium before expanding to others via licensing agreements. Respect to intellectual property in characters and settings guides these expansions. Some franchises launch multiple forms simultaneously rather than sequentially. The Matrix Reloaded film and Enter the Matrix video game were produced at the same time using identical actors on shared sets. Both releases occurred on the exact same day. These synchronized launches demonstrate how studios maximize impact by coordinating different media formats. Shared interweaving storylines connect Spider-Man films, television shows, comics, and video games despite their varied presentation styles. Fans seek confirmation regarding which elements truly exist within main timelines when content breaks continuity.

  • Transmedia franchises occasionally release content that is not canon to the main story built around them. Elements from non-canon content do not truly exist in the primary timeline of the franchise. Canon content often breaks continuity leading fans to speculate about which media are authentic. Entire media can be classified as non-canon if the franchise does not provide answers themselves. A large amount of Battlestar Galactica comics break the continuity of the main story while specific episodes remain valid. Only some volumes qualify as canonical while others in the same medium fail to meet standards. This confusion creates complex debates among dedicated consumers who track every detail. Creators must decide whether to maintain strict continuity or allow flexible interpretations across different platforms. Fans sometimes create their own explanations for inconsistencies found in derivative works. The lack of clear guidance from official sources leaves room for speculation and community-driven theories. Some franchises embrace this ambiguity as part of their appeal rather than trying to resolve it immediately. The tension between maintaining a cohesive narrative and expanding into new mediums remains a constant challenge for producers.

  • Media mix represents a strategy to disperse content across multiple representations including broadcast media, gaming technologies, cell phones, toys, and amusement parks. The term gained circulation during the mid- to late-1980s though origins trace back to the 1960s with anime proliferation. Early popular Japanese franchises like Vampire Hunter D in the 1980s and Pokémon in the late 1990s acted as benchmarks for transmedia dominance. Pokémon began as a video game available on Nintendo's Game Boy before crossing through television, film, news, trading cards, merchandise, and other realms. Researchers argue that the 1963 Tetsuwan Atomu marked a shift in Japanese marketing toward overlapping commodity images with character images. Marc Steinberg's book Anime's Media Mix details how franchising toys and characters evolved within Japan. Yu-Gi-Oh! joined Pokémon in giving rise to global recognition of concepts called transmedia storytelling or crossmedia. These franchises became among the world's highest-grossing media properties despite originating from different cultural contexts. The approach emphasizes dispersing content rather than focusing solely on one medium. This method allows companies to reach audiences through various channels simultaneously while maintaining brand identity.

  • Disneyland opened its doors in 1955 bringing fictional media franchises to life through theme parks. Bringing fictional worlds into non-fictional spaces where fans can immerse themselves adds to overall narrative creation. Similar to transmedia strategies these physical destinations blend tourism with real-life involvement in media itself. Marvel's Avengers Campus park represents one of many franchise-based theme parks created in recent times. It followed the Wizarding World of Harry Potter at Universal Studio's Islands of Adventure. Star Wars' Galaxy's Edge appeared later at both Disneyland and Disney World locations. These parks translate fictional universes into physical tourist destinations allowing visitors to walk through imagined landscapes. Fans experience elements from their favorite stories outside traditional screens or books. The concept relies heavily on licensing agreements between entertainment studios and park operators. Revenue streams expand beyond ticket sales to include merchandise, dining experiences, and exclusive events. Theme parks serve as permanent extensions of ongoing narratives that never truly end for dedicated followers.

  • For Dummies reference books and The Complete Idiot's Guide series represent non-fiction literary franchises. Playboy Enterprises began expanding well beyond its successful magazine within a few years after first publication. By 1959 the company launched television shows including Playboy's Penthouse. Twenty-five years later Playboy released private clubs, restaurants, movie theaters, radio shows, direct-to-video films, music publishing, footwear, clothing, jewelry, housewares, guitars, gambling equipment, pinball machines, pet accessories, billiard balls, bedroom appurtenances, and countless other items. Non-fiction media franchises also exist in television and film with reality TV being one of the most well-known examples. Competition shows like The Amazing Race and day-in-the-life episodes of Real Housewives series demonstrate this trend. Documentaries such as Planet Earth serve as both film and television transmedia franchises. These projects utilize franchise structures for commercial growth while maintaining educational or informational value. Brand identity often drives expansion even when fictional material remains unrelated across different platforms. Studios prioritize long-term profitability over immediate critical success when developing these types of properties.

Common questions

What is the definition of a media franchise according to Bob Iger?

Bob Iger defines a media franchise as something that creates value across multiple businesses and territories over a long period of time. This business logic drives owners to increase profit through diversity rather than relying on a single product line.

When did the term media mix gain circulation in Japan?

The term media mix gained circulation during the mid- to late-1980s though origins trace back to the 1960s with anime proliferation. Early popular Japanese franchises like Vampire Hunter D in the 1980s and Pokémon in the late 1990s acted as benchmarks for transmedia dominance.

How does Disneyland utilize fictional media franchises?

Disneyland opened its doors in 1955 bringing fictional media franchises to life through theme parks. These physical destinations blend tourism with real-life involvement in media itself by translating fictional universes into permanent extensions of ongoing narratives.

Which year did Playboy Enterprises launch television shows including Playboy's Penthouse?

By 1959 the company launched television shows including Playboy's Penthouse. Twenty-five years later Playboy released private clubs, restaurants, movie theaters, radio shows, direct-to-video films, music publishing, footwear, clothing, jewelry, housewares, guitars, gambling equipment, pinball machines, pet accessories, billiard balls, bedroom appurtenances, and countless other items.

What is the relationship between non-canon content and main story timelines in transmedia franchises?

Transmedia franchises occasionally release content that is not canon to the main story built around them. Elements from non-canon content do not truly exist in the primary timeline of the franchise while entire media can be classified as non-canon if the franchise does not provide answers themselves.