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Media franchise
View on WikipediaA media franchise, also known as a multimedia franchise, is a collection of related media in which several derivative works have been produced from an original creative work of fiction, such as a film, a work of literature, a television program, or a video game. Bob Iger, chief executive of the Walt Disney Company, defined the word franchise as "something that creates value across multiple businesses and across multiple territories over a long period of time."[1]
Transmedia franchise
[edit]A media franchise often consists of cross-marketing across more than one medium. For the owners, the goal of increasing profit through diversity can extend the commercial profitability of the franchise and create strong feelings of identity and ownership in its consumers.[2] Those large groups of dedicated consumers create the franchise's fandom, which is the community of fans that indulge in many of its media and are committed to interacting with and keeping up with other consumers.[3] Large franchise-based fandoms have grown to be even more popular in recent years with the rise of social media platforms, as many fans seek to interact with one another for discussion, debate and even to create their own fan-made pieces of media revolving around the franchise, on websites like tumblr, Reddit and Fandom.[4] In the case of successful transmedia franchises, each different medium should expand the target demographic and fandom, build the interest of the consumers and add to the overarching story and narrative of the franchise itself.[5] A connection between the characters, settings, and other elements of the media franchise do still exist within the different media, regardless of the fact that they are being presented in sometimes completely different ways,[6] such as the shared, interweaving storylines and elements of Spider-Man films, television shows, comics and video games. Espen Aarseth describes the financial logic of cost-recovery for expensive productions by identifying that a single medium launch is a lost opportunity, the timeliness of the production and release is more important than its integrity, the releases should raise brand awareness and the cross-ability of the work is critical for its success.[7]
American Idol was a transmedia franchise from its beginnings, with the first season winner Kelly Clarkson signing with RCA Records and having the release of A Moment Like This becoming a #1 hit on Billboard Hot 100.[8] The success resulted in a nationwide concert tour, an American Idol book that made the bestseller list and the film From Justin to Kelly.[8] A transmedia franchise however is often referred to by the simpler term "media franchise". The term media franchise is often used to describe the popular adaptation of a work into films, like the popular Twilight book series that was adapted into the five films of The Twilight Saga.[9] Other neologisms exist to describe various franchise types including metaseries, which can be used to describe works such as Isaac Asimov's Foundation series.[clarification needed][10]
Multimedia franchises usually develop through a character or fictional world becoming popular in one medium, and then expanding to others through licensing agreements, with respect to intellectual property in the franchise's characters and settings. As one author explains, "For the studios, a home-run is a film 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."[11] The trend later developed wherein franchises would be launched in multiple forms of media simultaneously; for instance, the film The Matrix Reloaded and the video game Enter the Matrix were produced at the same time, using the same actors on the same sets, and released on the same day.
Canon content
[edit]Transmedia franchises occasionally release content through certain media that is not canon to the main or greater story that the franchise is built around, meaning that the elements of said content do not truly exist in the main timeline of the franchise.[12] Canon content oftentimes breaks continuity, leading fans to speculate or seek to confirm which media are canon and which are not, which can get confusing if the franchise does not provide an answer themselves since entire media can be non-canon to the greater story, with a popular example occurring.[12] On the other hand, specific episodes, volumes or parts of a series can be canon while others in the same medium are not, such as the fact that only some of the Battlestar Galactica comics are canon, with a large amount of them breaking the continuity of the main story.[13]
Japan
[edit]In Japanese culture and entertainment, media mix (wasei-eigo: メディアミックス, mediamikkusu) is a strategy to disperse content across multiple representations: different broadcast media, gaming technologies, cell phones, toys, amusement parks, and other methods.[14] It is the Japanese term for a transmedia franchise,[15][16] though more recent scholarship argues media mix is a field of research unto its own.[17]
The term media mix gained its circulation in the mid- to late-1980s[18] and is first used to describe adaptations of Sakyo Komatsu's Japan Sinks,[clarification needed] but the origins of the strategy can be traced back to the 1960s with the proliferation of anime, with its interconnection of media and commodity goods.[19] Some of the earlier popular Japanese franchises such as Vampire Hunter D in the 1980s and Pokémon in the late 1990s, acted as benchmarks in the country's transmedia dominance.[20][21] The latter in particular began as a video game available on Nintendo's Game Boy, and crossed through the media of television, film, news, and other non-media related realms, such trading cards, merchandise, and more.[21] A number of Japanese media franchises have gained considerable global popularity, and are among the world's highest-grossing media franchises. For example, Pokémon's penetration into the American market of the franchise along with others of Japanese origin, such as Yu-Gi-Oh!,[14] gave rise to the recognition of what is variously called transmedia storytelling, crossmedia, transmediation, media synergy, etc.[19]
Researchers argue that the 1963 Tetsuwan Atomu marked a shift in Japanese marketing from the focus on the content of the commodity to "overlapping the commodity image with the character image".[15]
The book Anime's Media Mix: Franchising Toys and Characters in Japan, by Marc Steinberg, details the evolution of the media mix in Japan.
Japanese terminology
[edit]- anime-ka (アニメ化), recast as anime
- dorama-ka (ドラマ化), recast as drama
- gēmu-ka (ゲーム化), recast as computer game
- noberaizu (ノベライズ; "novelize"), recast as novel
- komikaraizu (コミカライズ; "comicalize") or manga-ka (漫画化), recast as manga
- eiga-ka (映画化), recast as movie
Development to other forms
[edit]Fiction
[edit]Long-running franchises were common in the early studio era, when Hollywood studios had actors and directors under long-term contract. In such cases, even lead actors are often replaced as they age, lose interest, or their characters are killed. Spin-offs and adaptations of popular pieces of media within a franchise can even be created, which ultimately leads to the creation of brand worlds.[22]
Since the creation of Disneyland in 1955, bringing fictional media franchises to life through the theme parks slowly became increasingly popular as the way to perfectly blend tourism and real-life involvement with media itself.[23] Similar to transmedia, the concept of bringing fictional media into a non-fictional space where fans can immerse themselves in real-life versions of elements from the fictional worlds they love, adds to the overall narrative the franchise creates through its other media.[24] Marvel's Avengers Campus park is one of the many franchise-based theme parks created in recent times, following the creation of The Wizarding World of Harry Potter at Universal Studio's Islands of Adventure and Star Wars' Galaxy's Edge at Disneyland and Disney World.
Media franchises tend to cross over from their original media to other forms. Literary franchises are often transported to film, such as Nancy Drew, Miss Marple, and other popular detectives, as well as popular comic book superheroes. Television and film franchises are often expanded upon in novels, particularly those in the fantasy and science fiction genres. Similarly, fantasy, science fiction films and television shows are frequently adapted into animated television series, video games, or both.
A media franchise does not have to include the same characters or theme, as the brand identity can be the franchise, like Square Enix's Final Fantasy or the National Lampoon series, and can suffer from critical failures even if the media fictional material is unrelated.[25]
Non-fiction
[edit]Non-fiction literary franchises include the ...For Dummies and The Complete Idiot's Guide to... reference books. An enduring and comprehensive example of a media franchise is Playboy Enterprises, which began expanding well beyond its successful magazine, Playboy, within a few years after its first publication, into such enterprises as a modeling agency, several television shows (Playboy's Penthouse, in 1959), and even its own television channel. Twenty-five years later, Playboy released private clubs and restaurants, movie theaters, a radio show, direct to video films, music and book publishing (including original works in addition to its anthologies of cartoons, photographs, recipes, advice, articles or fiction that had originally appeared in the magazine), footwear, clothing of every kind, jewelry, housewares (lamps, clocks, bedding, glassware), guitars and gambling, playing cards, pinball machines and pet accessories, billiard balls, bedroom appurtenances, enhancements, plus countless other items of merchandise.
Non-fiction media franchises also exist in the television and film media, with reality TV being one of the most well-known examples; ranging from competition shows like The Amazing Race to the day-in-the-life episodes of the many different Real Housewives series.[26] Documentaries and docuseries are other highlights of the non-fiction branch of media franchises,[26] such as the popular Planet Earth series, which serves as both a film and television transmedia franchise.
See also
[edit]- Lists of multimedia franchises
- Media convergence
- Media multiplier
- Narrative consumption
- Database consumption
- Film series
- Prequel
- Sequel
- Spin-off (media)
- Spiritual sequel
- Standalone film
- List of television show franchises
- Tie-in
- Transmedia storytelling
- Transmediation
- Trilogy
- List of video game franchises
- List of space science fiction franchises
References
[edit]- ^ Keiles, Jamie Lauren (December 1, 2022). "'Avatar' and the Mystery of the Vanishing Blockbuster - It was the highest-grossing film in history, but for years it was remembered mainly for having been forgotten. Why?". The New York Times Magazine. Retrieved December 3, 2022.
- ^ Lemke, Jay (2004). "Critical Analysis across Media: Games, Franchises, and the New Cultural Order" (PDF). First International Conference on CDA. Archived (PDF) from the original on 19 October 2013. Retrieved 16 September 2013.
- ^ Fuschillo, Gregorio (2018-05-04). "Fans, fandoms, or fanaticism?". Journal of Consumer Culture. 20 (3): 347–365. doi:10.1177/1469540518773822. ISSN 1469-5405. S2CID 150052589.
- ^ Wilkins, Kim (2019-07-11). Young Adult Fantasy Fiction. Cambridge University Press. doi:10.1017/9781108551137. ISBN 978-1-108-55113-7. S2CID 199244984.
- ^ Jenkins, Henry (December 2010). "Transmedia Storytelling and Entertainment: An annotated syllabus". Continuum. 24 (6): 943–958. doi:10.1080/10304312.2010.510599. ISSN 1030-4312. S2CID 143801652.
- ^ McErlean, Kelly (2018-03-05). Interactive Narratives and Transmedia Storytelling. doi:10.4324/9781315637570. ISBN 9781315637570.
- ^ Aarseth, Espen (2006). "The Culture and Business of Cross-Media Productions". Popular Communication. 4 (3): 203–211. doi:10.1207/s15405710pc0403_4. S2CID 46602603.
- ^ a b Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. NYU Press. p. 61. ISBN 9780814742815.
- ^ Click, Melissa (2010). Bitten by Twilight: Youth Culture, Media, and the Vampire Franchise. Peter Lang Publishing. p. 12. ISBN 978-1433108945.
- ^ Palumbo, Donald (1998). "Asimov's Crusade Against Bigotry: The Persistence Of Prejudice as a Fractal Motif in the Robot/Empire Foundation Metaseries". Journal of the Fantastic in the Arts. 10: 43–63.
- ^ Barry Langford, Post-classical Hollywood: Film Industry, Style and Ideology Since 1945, p. 207, ISBN 074863858X.
- ^ a b Harvey, Colin B. (2015), "Transmedia Memory", Fantastic Transmedia, London: Palgrave Macmillan UK, pp. 182–202, doi:10.1057/9781137306043_9, ISBN 978-1-349-45500-3, retrieved 2022-11-23
- ^ Bourdaa, Mélanie (2018-03-14). "From One Medium to the Next: How Comic Books Create Richer Storylines". M/C Journal. 21 (1). doi:10.5204/mcj.1355. ISSN 1441-2616.
- ^ a b Henry Jenkins, Convergence Culture: Where Old and New Media Collide, p. 110
- ^ a b Steinberg
- ^ Denison, Rayna. "Manga Movies Project Report 1 - Transmedia Japanese Franchising". Academia.edu. Retrieved 2015-07-31.
- ^ Steinberg, Marc (2023). "Introducing the Media Mix". Mechademia. 16 (1): 8. ISSN 2152-6648.
- ^ Steinberg, Marc (2023). "Introducing the Media Mix". Mechademia. 16 (1): 2. ISSN 2152-6648.
- ^ a b Steinberg, p. vi
- ^ SAITO, SATOMI (2015-12-20), "Beyond the Horizon of the Possible Worlds", Mechademia 10, University of Minnesota Press, pp. 143–161, doi:10.5749/j.ctv1rdv223.14, ISBN 9781452949833, retrieved 2022-11-23
- ^ a b Bainbridge, Jason (2013-10-25). "'It is a Pokémon world': The Pokémon franchise and the environment". International Journal of Cultural Studies. 17 (4): 399–414. doi:10.1177/1367877913501240. ISSN 1367-8779. S2CID 144360372.
- ^ Marazi, Katerina (2014-12-01). "Brand Identity, Adaptation, and Media Franchise Culture". Acta Universitatis Sapientiae, Film and Media Studies. 9 (1): 229–242. doi:10.1515/ausfm-2015-0012. S2CID 56267324.
- ^ Månsson, Maria; Buchmann, Annæ; Cassinger, Cecilia; Eskilsson, Lena, eds. (2020-07-07). The Routledge Companion to Media and Tourism. doi:10.4324/9780429430398. ISBN 9780429430398. S2CID 213642766.
- ^ Mayer, Hervé (2020-03-20). "Disney's Star Wars: Forces of Production, Promotion, and Reception. William Proctor and Richard McCulloch (eds.). Iowa City: University of I". Caliban (63). doi:10.4000/caliban.8195. ISSN 2425-6250. S2CID 251029975.
- ^ Bernstein, Joseph (12 August 2013). "How To Kill A Major Media Franchise In A Decade". Buzzfeed. Retrieved 16 September 2013.
- ^ a b Kackman, Michael; Kearney, Mary Celeste, eds. (2018-06-22). The Craft of Criticism. doi:10.4324/9781315879970. ISBN 9781315879970.
Bibliography
[edit]- Steinberg, Marc (2012). Anime's Media Mix: Franchising Toys and Characters in Japan. University of Minnesota Press.
Further reading
[edit]External links
[edit]Media franchise
View on GrokipediaDefinition and Fundamentals
Definition
A media franchise is an interconnected collection of derivative media properties, such as films, books, television series, video games, and merchandise, all centered around a shared fictional or non-fictional universe that originates from an initial creative work.[1] This structure allows for the expansion of storytelling and commercial opportunities across various platforms, driven by the popularization of the original property and licensing agreements that enable further development.[1] Bob Iger, CEO of The Walt Disney Company, described a franchise as "something that creates value across multiple businesses and across multiple territories over a long period of time," highlighting its role in generating sustained economic impact through diversified media extensions.[7] Unlike a single-medium series, which remains confined to one format like books or films with sequential entries sharing characters and themes, a media franchise emphasizes multi-platform expansion to foster prolonged audience engagement and profitability by leveraging the core universe across industries.[8] A foundational example is Star Wars, which began with the 1977 film Star Wars: Episode IV - A New Hope directed by George Lucas and quickly expanded into novels, comics, and video games, establishing a model for franchise development through ancillary media that enriched the shared galactic universe.[9]Key Characteristics
Media franchises are defined by their interconnected elements, such as shared characters, settings, and lore that extend across diverse media platforms, creating cohesive "shared worlds" that enable cross-promotion and a unified narrative ecosystem.[10] This interconnectedness allows each medium to contribute unique perspectives on the core universe, sustaining audience interest through layered storytelling without requiring consumption of every installment.[5] These franchises drive profitability and fandom by leveraging repetition of familiar elements alongside strategic expansions into new formats, which build long-term audience loyalty and generate diverse revenue streams, including licensing fees, merchandising, and ancillary products.[11] The repetition fosters emotional investment and community among fans, while expansions attract new demographics, encouraging repeated engagement and deeper immersion over time.[5] Common types of media encompassed within franchises include films, television series, books, comics, video games, merchandise, and theme parks, each tailored to exploit platform-specific strengths for broader reach.[10][5] Franchises exhibit significant scalability, ranging from modest operations like a book-to-film adaptation to vast mega-franchises that evolve across decades, incorporating ongoing innovations to maintain relevance and cultural impact.[10][11]Historical Development
Origins
The concept of media franchises traces its roots to the late 19th century, with literary series serving as early precursors that extended characters across multiple formats. Sir Arthur Conan Doyle's Sherlock Holmes, debuting in 1887 with A Study in Scarlet, exemplifies this trend, as the detective and his companion Dr. Watson appeared in four novels and 56 short stories that were subsequently adapted into stage plays as early as 1899, silent films starting in 1903, and radio serials from the 1920s onward.[12] These expansions not only prolonged the character's cultural lifespan but also introduced merchandising elements, such as illustrated books and collectible editions, laying groundwork for narrative continuity across media.[12] In the early 20th century, American newspaper comic strips further developed this model by branching into radio dramas and motion pictures, creating interconnected entertainment ecosystems. Strips like Tarzan (1929) and [Buck Rogers](/page/Buck Rogers) (1929) transitioned from daily panels to radio serials in the 1930s and feature films by the 1940s, with characters maintaining consistent backstories while attracting new audiences through auditory and visual adaptations.[13] This cross-medium expansion was driven by syndication practices that allowed strips to reach national audiences, fostering fan loyalty and early tie-in products like trading cards and toys.[13] By the 1950s, television syndication amplified these efforts, enabling shows like I Love Lucy (1951–1957) to rerun on local stations post-network run, which extended their profitability and cultural impact into the 1960s and beyond, often spawning merchandise lines and spin-off narratives.[14] The 1950s and 1960s also saw comic books pioneer internal crossovers, establishing shared universes that influenced modern franchising. Marvel Comics, under editor Stan Lee, began integrating characters in titles like The Fantastic Four (1961), where heroes such as Spider-Man and the Avengers interacted in a cohesive continuity, building an expansive narrative web by the late 1960s.[15] Similarly, DC Comics introduced its Justice League of America in 1960, featuring crossovers among Superman, Batman, and others, which by the 1970s solidified ensemble storytelling as a franchise staple.[16] These developments emphasized canon maintenance across issues, prefiguring transmedia extensions. A pivotal milestone occurred in 1963 with the Japanese anime Astro Boy (originally Tetsuwan Atomu), created by Osamu Tezuka, which marked one of the first deliberate transmedia franchises. Based on Tezuka's 1952 manga, the series premiered as a television animation on Fuji TV, running for 193 episodes and introducing serialized robot-hero adventures to global audiences via dubbing in English by late 1963.[17] It innovated by integrating toys, such as tin wind-up figures and vinyl action models produced in the mid-1960s, which capitalized on the show's popularity to create a merchandising ecosystem that boosted anime's commercial viability.[18] In the West, the 1970s blockbuster Star Wars (1977), directed by George Lucas, revolutionized franchising by combining cinematic spectacle with extensive tie-ins. The film was preceded by a novelization credited to Lucas but ghostwritten by Alan Dean Foster, published in 1976 to build anticipation and expand the lore.[19] Its release sparked a merchandising boom, with Kenner Products selling over $100 million in toys by 1978, including action figures and vehicles that became integral to the franchise's identity and revenue model.[20] This approach, blending film, literature, and consumer products, set a template for future blockbusters, emphasizing world-building for perpetual expansion.[21]Evolution in the Digital Age
The advent of the internet in the 1990s marked a pivotal shift for media franchises, fostering the growth of online fan communities and enabling early web-based tie-ins that extended narrative worlds beyond traditional media. These digital spaces allowed fans to engage more deeply, sharing theories and fan art, while franchises began incorporating interactive elements to build hype. A seminal example was The Matrix (1999), whose viral marketing campaign utilized websites like whatisthematrix.com to immerse users in the film's alternate reality through puzzles and hidden content, pioneering internet-driven promotion that blurred lines between fiction and reality.[22] The 2000s saw the rise of streaming platforms, which facilitated serialized expansions of franchises by providing on-demand access and enabling longer-form storytelling unbound by broadcast schedules. Netflix, in particular, revolutionized this landscape through partnerships that integrated franchise extensions into its ecosystem, allowing for deeper character development and cross-media continuity. The Marvel Cinematic Universe's Netflix series, including Daredevil (2015), Jessica Jones (2015), and others running until 2019, exemplified this by expanding the MCU's street-level heroes into gritty, bingeable narratives that garnered millions of viewers and influenced subsequent phases of the franchise.[23] Post-2020, media franchises increasingly integrated augmented reality (AR), virtual reality (VR), non-fungible tokens (NFTs) for digital collectibles, and AI-assisted content creation to enhance interactivity and ownership. Pokémon GO, launched in 2016, evolved with post-2020 updates incorporating advanced AR features like dynamic evolutions and real-world event integrations, alongside VR explorations in spin-offs, drawing over a billion downloads and sustaining the franchise's global engagement.[24][25] NFTs emerged as tools for exclusive digital assets, with franchises like NBA Top Shot (2020) tokenizing highlight moments as collectibles, generating over $1 billion in sales and inspiring similar implementations in entertainment properties such as Warner Bros.' DC Comics variants.[26] AI tools further accelerated creation, as seen in major studios like Disney using generative AI models to streamline production and create concept art for projects including Star Wars, personalizing fan experiences.[27] By 2025, shifts toward interactive streaming and app-based global accessibility have further transformed franchises, emphasizing user-generated and AI-driven content for broader reach. Platforms like Showrunner, backed by Amazon, enable viewers to generate custom episodes of existing series using AI prompts, fostering participatory storytelling in franchises akin to interactive spin-offs. Meanwhile, mobile apps for major franchises, such as those tied to Netflix and Disney+, incorporate enhanced accessibility features like real-time translation and adaptive interfaces, ensuring equitable global participation across diverse regions and devices.[28][29]Core Concepts
Transmedia Storytelling
Transmedia storytelling in media franchises involves the deliberate dispersion of a narrative's core elements across multiple platforms, where each medium contributes distinct yet interconnected components to the overall story. This approach, as defined by media scholar Henry Jenkins, represents a process in which integral elements of a fiction are systematically dispersed across various delivery channels to create a unified and coordinated entertainment experience, with each medium making its own unique contribution to the unfolding narrative.[30] Jenkins further describes it as an aesthetic emerging from media convergence, requiring active consumer participation as "hunters and gatherers" who piece together the story from disparate sources, fostering collaborative knowledge communities.[31] Key techniques in transmedia storytelling include serialized narrative arcs that bridge gaps between primary media, such as comics that provide backstory or interim developments absent from films. For instance, in The Matrix franchise, animated shorts and graphic novels reveal essential lore about the characters' origins and the simulated world's mechanics, enhancing the cinematic storyline without redundancy.[30] Other methods encompass alternate realities that explore parallel universes or "what-if" scenarios, as seen in video games that diverge from book or film canons to offer new perspectives, and user-generated extensions where fans contribute approved content, such as interactive web series or social media campaigns that expand the lore organically. These techniques prioritize expansion over mere adaptation, ensuring each platform adds value through its inherent strengths, like the interactivity of games or the visual depth of animations.[32] More recent examples include the Marvel Cinematic Universe's multiverse saga, which from 2021 onward integrates films, Disney+ series, and tie-in comics to explore branching timelines and character arcs across platforms.[33] The benefits of transmedia storytelling lie in its ability to deepen audience immersion by creating expansive, multi-layered worlds that reward exploration, while also generating marketing synergy through cross-promotion across platforms. In the Hunger Games franchise, the transition from Suzanne Collins' novels to films, coupled with companion apps, games, and social media tie-ins like the "Capitol Couture" Tumblr, built a participatory universe that amplified fan engagement and extended the story's reach, contributing to the series' global box office success exceeding $2.9 billion as of 2015 (and approximately $3.3 billion as of 2024, including the 2023 prequel).[34][35] This approach not only sustains long-term interest but also diversifies revenue streams by attracting varied demographics, as different media cater to specific preferences, such as novels for in-depth reading or games for experiential play.[30] However, transmedia storytelling presents challenges in preserving narrative coherence across fragmented platforms, as inconsistencies can confuse audiences or dilute the story's impact. Coordinating production timelines and creative teams among studios, publishers, and developers often leads to delays or uneven quality, potentially alienating casual viewers who prefer a single entry point over comprehensive engagement.[30] Successful franchises mitigate this by establishing clear guidelines for extensions, though overextension risks fan fatigue or the proliferation of unofficial content that complicates canon management.[32]Canon and Continuity
In media franchises, canon refers to the officially recognized body of works and story elements that form the authoritative narrative timeline or primary universe, distinguishing it from non-canonical or supplementary materials. This concept ensures a cohesive fictional world across various media, where only designated content is considered "official" by creators or rights holders, serving as the benchmark for future installments. For instance, the term originates from religious and literary traditions but has been adapted to modern storytelling to maintain narrative integrity in expansive universes.[36] A prominent example of canon redefinition occurred in the Star Wars franchise following Disney's acquisition of Lucasfilm in 2012. On April 25, 2014, Lucasfilm announced a new canon structure, elevating the six original films, the prequel trilogy, and select animated series like The Clone Wars to core status while reclassifying the previous Expanded Universe (EU) as non-canonical "Legends." This shift created a tiered hierarchy, with current films, TV shows, novels, and comics forming the primary canon, allowing for streamlined storytelling without the burden of decades of EU inconsistencies. The decision aimed to provide a fresh foundation for expansions like the sequel trilogy, though it sparked discussions on preserving legacy content.[37] To manage continuity—the consistent flow of events, characters, and lore—franchise creators employ tools such as retcons (retroactive continuity changes), multiverses, and hierarchical systems. Retcons alter previously established facts to resolve plot holes or adapt to new directions; for example, DC Comics' 1985-1986 Crisis on Infinite Earths miniseries consolidated its multiverse into a single universe, erasing alternate Earths and rebooting histories for characters like Superman to simplify ongoing narratives. Multiverses, conversely, allow parallel timelines to coexist without invalidating prior stories, as seen in DC's subsequent Infinite Crisis (2005-2006), which revisited and expanded the multiverse framework to incorporate fan-favorite elements. In Star Wars, the Legends vs. Canon tiers exemplify this, where non-primary works can influence ideas but do not affect the main timeline, enabling creative flexibility while upholding official continuity. These mechanisms balance innovation with fidelity to established lore.[38][39] Debates between fans and creators often arise over canon decisions, particularly with reboots that discard or reinterpret prior continuity to address inconsistencies. The 2004 Battlestar Galactica series, developed by Ronald D. Moore, exemplifies this as a full reimagining of the 1978 original, starting with a fresh narrative that avoided the campy tone and plot gaps of the earlier version, such as unresolved Cylon origins. Initial fan backlash focused on gender-swapped characters (e.g., Starbuck as female) and darker themes, viewing it as a betrayal of the source material, but the reboot's critical acclaim—earning a 95% Rotten Tomatoes score—shifted perceptions, demonstrating how creator-led overhauls can revitalize franchises by prioritizing thematic depth over strict adherence to old canon. Such conflicts highlight tensions between preserving nostalgia and evolving stories for new audiences.[40] In recent years, including a post-pandemic surge in streaming-driven franchises, digital tools like fan-maintained wikis and dedicated apps have increasingly aided canon management by tracking official timelines amid proliferating transmedia content. Platforms such as Fandom-hosted wikis serve as collaborative databases, cataloging canon status, timelines, and cross-media references for franchises like Marvel or Star Wars, aiding both creators and audiences in navigating complex continuities. Academic analyses note these wikis function as paratexts, extending official narratives through community verification and reducing reliance on fragmented print guides. Apps like TV Time or custom timeline builders further enable real-time updates, reflecting rapid canon evolution through shows and tie-ins. This digital shift democratizes continuity oversight while challenging creators to align with fan-curated standards.[41][42]Regional and Cultural Variations
In Japan
In Japan, the development of media franchises is deeply rooted in the 1960s anime boom, which marked a pivotal shift toward integrated merchandising and cross-media expansion. The boom was ignited by the broadcast of Astro Boy (Tetsuwan Atomu), the first domestically produced Japanese animated television series, which premiered on January 1, 1963, amid the post-war economic miracle that rapidly increased household TV ownership.[43] Created by Osamu Tezuka based on his 1952 manga serialized in Kobunsha, Astro Boy not only popularized anime as a medium but also pioneered a business model inspired by Disney, where sponsor Meiji Seika sold character-related snack products while Mushi Production received royalties, effectively linking manga, animation, and merchandise to combat piracy and generate sustained revenue.[44] This approach established a template for Japanese media franchises, transforming anime from episodic entertainment into expansive ecosystems that tracked aging fanbases for long-term profitability.[43] Japan's anime industry reached a record $25.25 billion in total market value in 2024, driven by global demand.[45] Central to Japanese media franchising is the concept of media mix (メディアミックス, media mikkusu), a strategic dispersal of content across diverse formats to create interconnected transmedia storyworlds. Coined in marketing discourse around 1963, the term refers to the industrial and cultural practice of adapting and expanding intellectual properties from originating media like manga into anime, video games, films, theater, and fan-driven extensions such as cosplay and collecting.[46] This differs from mere multimedia adaptation by emphasizing synergistic chains of production that leverage fan participation and industrial structures unique to Japan's media environment. Complementing this is the "character business" (kyara bijinesu), which focuses on the commercialization of fictional characters through merchandise, licensing, and related markets, turning icons into economic drivers. The character business market in Japan reached approximately 2.8 trillion yen in recent years, with anime merchandising alone contributing 701 billion yen, fueled by sectors like toys, trading cards, and virtual influencers.[47][48] The media mix strategy exemplifies dispersal across anime, manga, games, toys, and even theme parks, often generating immense scale through representative franchises like Pokémon, launched in 1996. Pokémon has amassed an estimated $113.7 billion in all-time revenue (as of August 2025) via video games, over 1,000 anime episodes, trading cards, films, and merchandise, illustrating how initial game and manga origins expand into global ecosystems.[49] Leading this synergy are industry players like Bandai Namco Holdings Inc., whose IP Axis Strategy integrates over 500 intellectual properties annually across toys, digital games, visual content, music, and amusement facilities. For instance, the Gundam series spans model kits (over 800 million units shipped), more than 200 game titles, 50 anime works, and live events, while Dragon Ball and One Piece drive billions in revenue through cross-promotions in games, figures, and animations, fostering global fan engagement via subsidiaries like Bandai Namco Entertainment and Filmworks.[50]In Western Markets
In Western markets, particularly North America and Europe, media franchises have predominantly followed the Hollywood model, where blockbuster films serve as the primary anchors for expansion through sequels, spin-offs, and strategic intellectual property (IP) acquisitions. This approach emphasizes high-budget, event-driven cinema to build expansive storyworlds, as exemplified by the Marvel Cinematic Universe (MCU), which launched with Iron Man in 2008 and has generated over $32.4 billion in global box office revenue across 37 films (as of November 2025). Disney's $4 billion acquisition of Marvel Entertainment in 2009 enabled this interconnected narrative structure, allowing for sequels like Avengers: Endgame (2019) and spin-offs such as the Disney+ series WandaVision (2021), which integrate new characters and plotlines to sustain long-term engagement. The model's success has driven further IP consolidations, including Disney's $71.3 billion purchase of 20th Century Fox in 2019, incorporating assets like the X-Men into the MCU framework.[51][52][53] A key trend in this ecosystem is the development of shared universes adapted from comics to film, alongside expansions into television to deepen narrative continuity and audience retention. The DC Extended Universe (DCEU), initiated with Man of Steel in 2013, mirrors the MCU by weaving DC Comics characters into a cohesive cinematic framework, producing films like Wonder Woman (2017) and Aquaman (2018) that collectively emphasize crossover events and serialized storytelling. This comics-to-film adaptation has influenced broader franchise strategies, with television serving as a complementary medium for character development and world-building, as seen in the MCU's integration of series like Loki (2021–2023) on streaming platforms to bridge film installments. Such expansions reflect a post-2012 shift toward multimedia ecosystems, where TV content enhances film profitability by fostering goodwill and repeat viewership, even if initial box office varies.[54][55][53] Cultural factors in Western markets prioritize global box office performance and streaming rights distribution, often transforming literary IPs into multifaceted franchises that extend beyond screens. The Harry Potter series, originating from J.K. Rowling's novels published between 1997 and 2007, exemplifies this through its adaptation into eight films by Warner Bros. from 2001 to 2011, which amassed $7.7 billion worldwide, followed by theme park integrations like The Wizarding World of Harry Potter at Universal Studios in Hollywood (opened 2016) and Orlando (2010). These expansions underscore an emphasis on immersive, family-oriented experiences that leverage international appeal, with over 600 million books sold globally and additional revenue from merchandise and exhibitions attracting millions of visitors across North America and Europe. Unlike Japan's character-centric media mix, Western approaches here center on narrative arcs anchored in film for broad cultural resonance.[56][57] Post-2020, Western media franchises have undergone shifts toward greater diversity in representation and a reliance on reboots amid intensifying streaming competition. The rise of platforms like Disney+ and Netflix has prompted reboots of established IPs, such as The Lord of the Rings: The Rings of Power (2022–present) on Prime Video, to capitalize on nostalgia while refreshing content for new demographics. This era, marked by the "streaming wars," has seen diversity initiatives boost streaming success, with inclusive storytelling in films and series correlating to higher viewership; for instance, UCLA's 2025 Hollywood Diversity Report highlights that diverse casts in streaming originals outperform less inclusive counterparts in audience engagement. However, recent backpedaling on diversity, equity, and inclusion (DEI) efforts in Hollywood, influenced by industry and political pressures, has complicated these trends, leading to selective reboots that balance commercial viability with evolving cultural expectations.[58][59][60]Expansion and Adaptation
From Original Media to Derivatives
The expansion of a media franchise typically begins with an original work, such as a novel or comic book, which serves as the source material for subsequent adaptations into other formats like films, television series, or video games. This process involves several stages: initial acquisition of rights, script development to translate narrative elements across media, production adjustments for format-specific constraints (e.g., visual pacing in film versus textual depth in literature), and iterative feedback to align with audience expectations. For instance, the transition from book to film often requires condensing expansive plots while enhancing visual spectacle, as seen in the adaptation of J.R.R. Tolkien's The Lord of the Rings novels (published 1954–1955) into Peter Jackson's film trilogy (2001–2003), which omitted subplots like the Scouring of the Shire to fit cinematic runtime.[61] Further derivatives, such as video games, build on these films by incorporating interactive elements; examples include The Lord of the Rings: The Two Towers (2002), a tie-in game that replicated film sequences in gameplay form.[62] Common pathways for franchise growth include literature to television and comics to animation, leveraging established narratives to attract built-in audiences. George R.R. Martin's A Song of Ice and Fire novel series (starting 1996) was adapted into HBO's Game of Thrones (2011–2019), where showrunners David Benioff and D.B. Weiss structured seasons around book volumes, initially adhering closely to the source for the first season before diverging due to pacing needs.[63] Similarly, comic book properties frequently evolve into animated series, as with DC Comics' Batman (created 1939), which inspired Batman: The Animated Series (1992–1995), expanding the character's lore through episodic storytelling that emphasized visual style and voice acting over print panels. These pathways allow franchises to cross-pollinate media, with television or animation serving as bridges to more interactive derivatives like games. Adapting original media into derivatives presents creative challenges, particularly balancing fidelity to the source material with innovation to suit new mediums and contemporary audiences. Fidelity risks alienating viewers familiar with the original by replicating scenes too literally, while excessive innovation can undermine the core appeal; in Game of Thrones, early seasons prioritized book-accurate dialogue and events but introduced efficiencies like off-screen battles to manage budget, sparking debates on narrative integrity.[63] A prominent case study is The Lord of the Rings, where Jackson's films innovated by enhancing female roles (e.g., Arwen's expanded arc) and adding action sequences like the Osgiliath battle to heighten tension, yet faced criticism for altering character motivations, such as portraying Faramir as more tempted by the Ring than in Tolkien's text.[61] These decisions reflect broader tensions in adaptation, where directors must navigate legal rights, technological limits, and cultural shifts to preserve thematic essence while enabling franchise viability.[64] Reboots and sequels play a crucial role in sustaining franchise momentum by refreshing narratives for new generations and extending commercial lifespans. Sequels build directly on prior entries to maintain continuity and fan investment, as in the Lord of the Rings prequel trilogy The Hobbit (2012–2014), which reignited interest in Middle-earth a decade after the original films.[61] Reboots, meanwhile, restart series with updated aesthetics or casts to recapture lapsed audiences; Christopher Nolan's Batman Begins (2005) rebooted the Batman franchise post-1990s films, emphasizing psychological depth to revitalize the property and pave the way for sequels.[65] Together, these formats mitigate risk by leveraging brand recognition, allowing franchises to evolve without abandoning foundational elements, though they occasionally strain canon consistency.[66]Fiction vs. Non-Fiction Franchises
Media franchises can be broadly categorized into fictional and non-fictional types, each expanding through distinct mechanisms tied to their foundational content. Fictional franchises typically originate from imaginative narratives and emphasize expansive world-building to sustain audience engagement across media. For instance, the Twilight Saga, launched with Stephenie Meyer's 2005 novel Twilight, evolved into a multimedia property through film adaptations from 2008 to 2012 and extensive merchandise lines, including apparel, jewelry, and collectibles that reinforce the series' supernatural lore of vampires and werewolves. This expansion relies on maintaining narrative continuity and deepening the fictional universe to encourage fan immersion.[67][68] In contrast, non-fictional franchises draw from real-world subjects, such as instructional content, reality competitions, or documented events, and prioritize practical utility, adaptability to current contexts, or replication of authentic experiences over invented lore. The For Dummies series, initiated in 1991 with DOS For Dummies, has extended beyond print books to digital formats, including e-books, online courses, and guides on topics like app development and social media marketing, offering accessible, step-by-step resources for learners. Similarly, The Amazing Race, debuting on CBS in 2001, has spawned international adaptations like The Amazing Race Canada in 2013, which localize the global race format to regional cultures while preserving the core challenge-based structure rooted in real travel and tasks. True crime series like Making a Murderer (2015–2018 on Netflix) further exemplify this by chronicling actual legal cases, such as the conviction of Steven Avery, and expanding through additional episodes that follow ongoing developments without fabricating events. These non-fictional expansions focus on updating or localizing real elements to maintain relevance and authenticity.[69][70] Key differences between the two lie in their structural priorities: fictional franchises depend on consistent lore and character arcs to unify derivatives, fostering a cohesive imagined world, whereas non-fictional ones emphasize verifiable facts, practical application, or event-based progression to build trust and utility. Scholarly analyses highlight that fictional media often disperses narrative elements across platforms to enrich immersion, while non-fictional formats adapt real-world veracity to new media without narrative invention. Hybrid cases, such as docudramas, blend these approaches by dramatizing historical events with fictionalized dialogue and scenes. The Crown (2016–2023 on Netflix), for example, reconstructs Queen Elizabeth II's reign using real timelines and figures but incorporates invented conversations, sparking debates over its balance of historical accuracy and dramatic license. This fusion allows non-fictional roots to support fictional enhancements, creating expansive yet grounded franchises.[71][72]Economic and Legal Aspects
Merchandising and Revenue Models
Merchandising plays a central role in monetizing media franchises by extending intellectual properties into consumer products and experiences that leverage fan loyalty for ongoing revenue. Common types include toys, apparel, and collectibles, which allow brands to capitalize on character popularity without producing new core content. For instance, action figures and clothing lines based on franchise characters generate billions annually through direct sales and licensing agreements. Theme parks represent another key merchandising avenue, immersing visitors in franchise worlds to drive ticket sales, in-park purchases, and repeat visits.[73] Revenue streams in media franchises are diversified across licensing fees, where creators earn royalties from third-party manufacturers—typically 5-15% of wholesale sales—and cross-promotions that integrate franchise elements into partner products for mutual exposure. Licensing has been particularly lucrative for toy and apparel lines; for example, the Power Rangers franchise generated $6 billion in wholesale revenue from licensed toys between 1993 and 1999 alone. Cross-promotions, such as Marvel's collaborations with apparel brands or food chains, amplify visibility and sales by tying franchise releases to everyday consumer items. Diversified models blend these with experiential offerings, as seen in the Pokémon franchise, which has amassed over $147 billion in lifetime earnings, primarily from evolving its core games into merchandise ecosystems like trading cards and apparel.[74][75][76] Typical revenue splits vary by franchise but often show merchandise outperforming core media in long-term earnings, with examples from the 2020s highlighting this trend. In the Disney Experiences segment, which encompasses theme parks tied to franchises like Star Wars and Marvel, revenue reached $34.15 billion in fiscal year 2024, accounting for about 37% of the company's total $91.4 billion revenue and underscoring the scale of franchise-driven experiential merchandising.[77] For Pokémon, merchandise—including toys and apparel—comprised approximately 70% of its $147 billion total, dwarfing video game sales at 19%. The following table illustrates representative breakdowns for select high-grossing franchises:| Franchise | Total Revenue (USD) | Merchandise Share | Core Media Share (e.g., Films/Games) | Source |
|---|---|---|---|---|
| Pokémon | $147 billion | 70% ($102.9B) | 19% ($27.6B games + $1.8B box office) | Visual Capitalist |
| Star Wars | $70 billion | 60% ($42.2B) | 27% ($10.3B box office + $9.1B home video) | Visual Capitalist |
| Mickey Mouse & Friends | $74 billion | 99% ($73.4B) | <1% ($0.5B box office) | Visual Capitalist |
