The Culture and Business of Cross-Media Productions

Espen Aarseth

Popular Communication · 2006 · 54 citations · 2 references

Concepts

TL;DR

Risk‑averse producers and investors capitalize on marketing by launching concepts across multiple media such as games, films, books, and merchandise. The article investigates the relationship between media content and cross‑media production. A model of cross‑media content transfer is presented, illustrating the elements that must be omitted during migration and highlighting games as a central nexus. Cross‑media transfer is smoother between similar forms like books and films, but less efficient between structurally distinct media.

Abstract

Abstract Risk-adverse producers and investors seek to capitalize on marketing by co-launching concepts through multiple media: the game, film, novel, animated movie, T-shirt, action figure, perfume, amusement park ride, and so on. In this article, I explore the relation between such media content and cross-media production. Furthermore, I critically discuss the implications for cultural theory and present a model of cross-media content transfer. The model shows what must be left behind in content–concept migrations across media, and presents the role and importance of games as a nexus in this exchange. I conclude that cross-media transfer happens relatively smoothly between forms that are alike, such as books and films, but less so between forms that have strong structural differences.

References

2