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Spiel zum Film: Die Integration von Computerspielen in die Wertschöpfungskette von Spielfilmen am Beispiel der Spielfilmindustrie in den USA

Spiel zum Film: Die Integration von Computerspielen in die Wertschöpfungskette von Spielfilmen am Beispiel der Spielfilmindustrie in den USA

          
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About the Book

Inhaltsangabe: Einleitung: Es war ein Superheld, der der Spielfilmindustrie im Jahr 2002 endgültig die Augen öffnete: Mit dem Computerspiel „Spiderman", beruhend auf dem Kinofilm „Spiderman: The Movie", wurde zum ersten Mal ein filmbasiertes Computerspiel parallel zum Kinostart veröffentlicht. Innerhalb der ersten zwei Wochen verkaufte das Spiel allein in den USA über 500.000 Einheiten. Das Interesse Hollywoods an der Computerspielindustrie ist spätestens durch diese Erfolgsgeschichte neu erwacht. Kaum ein Action- oder Abenteuerfilm kommt heute in die Kinos, der nicht von einem entsprechenden Game flankiert wird. Die schmerzhafte Erinnerung an gescheiterte Annäherungsversuche von Spielfilm und Computerspiel Ende des 20. Jahrhunderts scheint keine der beiden beteiligten Branchen davon abzuhalten, es ein weiteres Mal zu versuchen. Doch während Computerspiele innerhalb weniger Jahre fest in die Verwertungsstrategien der Spielfilmindustrie integriert worden zu sein scheinen, finden sich bislang keine Publikationen, die die medienökonomischen Aspekte dieses Phänomens eingehend untersuchen. Digitalisierung und Vernetzung haben in der gesamten Medien- und Unterhaltungsbranche zu umfassenden Wandlungsprozessen geführt, die bis heute anhalten. Ehemals getrennte Sektoren nähern sich einander an, neue Technologien und Verfahren bei der Herstellung und Verwertung von Inhalten eröffnen neue Chancen und bergen neue Risiken, die häufig eine strategische Umorientierung der involvierten Unternehmen erfordern. Das Spannungsfeld zwischen Spielfilm- und Computerspielindustrie ist ein Bereich, in dem dieses Phänomen besonders gut zu beobachten ist. Beide sind sich in ihren Prozessen, Strukturen und teils auch Zielgruppen recht ähnlich. Doch erst in den letzten Jahren ist hier eine zunehmende, systematische Verzahnung zu beobachten. Immer häufiger werden Kinofilme nicht nur sequenziell in den etablierten „Profit-Windows", sondern zusätzlich in Form von Computerspielen vermarktet. Di


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Product Details
  • ISBN-13: 9783838695525
  • Publisher: Diplom.de
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 12 mm
  • Weight: 276 gr
  • ISBN-10: 3838695526
  • Publisher Date: 02 May 2006
  • Height: 210 mm
  • No of Pages: 204
  • Series Title: German
  • Sub Title: Die Integration von Computerspielen in die Wertschöpfungskette von Spielfilmen am Beispiel der Spielfilmindustrie in den USA
  • Width: 148 mm


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Spiel zum Film: Die Integration von Computerspielen in die Wertschöpfungskette von Spielfilmen am Beispiel der Spielfilmindustrie in den USA
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