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Adaptations in the Franchise Era: 2001-16 Paperback – 27 Dec 2018

ISBN-13: 978-1501318726 ISBN-10: 1501318721

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Product details

  • Paperback: 192 pages
  • Publisher: Bloomsbury Academic (24 January 2019)
  • Language: English
  • ISBN-10: 1501318721
  • ISBN-13: 978-1501318726
  • Product Dimensions: 16 x 1.5 x 22.4 cm
  • Boxed-product Weight: 222 g
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: 67,063 in Books (See Top 100 in Books)

Product description


This book brings adaptation studies into necessary conversation with mainstream media studies - demonstrating that modern media industries and audience behaviours simply can't be understood without placing adaptation front and centre. (Simone Murray, Associate Professor (Reader) of Literary Studies, Monash University, Australia)

In Adaptations in the Franchise Era, Kyle Meikle deepens our understanding of both the economic and the cultural resonances of contemporary textual transformations. Focusing specifically on under-researched texts in streaming services, fandom, play culture, and live-action events, Meikle's breathtaking range of examples highlights adaptations from both top-down industrial processes and bottom-up fannish ones. By opening up our understanding of "adaptation" to new forms and new practices, Meikle pushes media scholarship into new and engaging territories. A must read for media scholars and fans alike. (Paul Booth, Associate Professor of Communication, DePaul University, USA)

This book makes an important and timely contribution to adaptation studies in the twenty-first century. Meticulously and extensively researched, its insightful analyses make valuable conceptual contributions to the field. Energetically and often wittily written, with vivid case studies, the book is a pleasure to read. (Kamilla Elliott, Professor of Literature and Media, Lancaster University, UK)

Book Description

Adaptation and Convergence Culture situates adaptations within the wider contexts of popular culture in the first decade of the 21st century, including film and television franchises, fan fiction and remixes, board and video games, and theaters and theme parks.

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