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Zeitschriftenartikel zum Thema "National Film Board of Canada. French Production"

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Field, Russell. „Representing “The Rocket”: The Filmic Use of Maurice Richard in Canadian History“. Journal of Sport History 41, Nr. 1 (01.04.2014): 15–28. http://dx.doi.org/10.5406/jsporthistory.41.1.15.

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Abstract In the late 1950s, a team of French-Canadian filmmakers at the National Film Board of Canada (NFB) began working in the new techniques of cinema verité (direct cinema). They focused their cameras on moments of everyday life, capturing folkloric elements of Québécois culture as well as sporting moments. One figure who appears in a number of productions is Maurice “The Rocket” Richard, star forward with the National Hockey League’s Montreal Canadiens and an iconic figure in French-Canadian society at a time when nationalist sentiments were bubbling to the surface. This paper examines two feature-length documentary films—Un jeu si simple (1964) and Peut-être Maurice Richard (1971)—as well as two short animated films—Mon numéro 9 en or (1972) and The Sweater (1980)—to consider The Rocket mediated through filmic images. It is about the myth as much as the man, seen through the filmmaker’s lens.
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Freeman, Hugh. „Beautiful Dreamers. A Rediscovery of Love and Compassion (Blue Dolphin Film Distributors)“. Psychiatric Bulletin 15, Nr. 4 (April 1991): 250–51. http://dx.doi.org/10.1192/pb.15.4.250.

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The National Film Board of Canada has a highly honourable record of making or promoting movies which would have been unlikely to survive through the millstones of commercial production. Although the credits of most films are of such Byzantine complexity that it is virtually impossible to work out who was responsible for anything, ‘Beautiful Dreamers’ seems to have resulted from a partnership between the Board, other public bodies, and commercial companies, and since a story set in a Canadian mental hospital in 1880 does not strike one as immediately bankable, that may have been just as well.
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Lipschutz, Ronnie D. „Film Review: Marie-Monique Robin (Director) The World According to Monsanto Ottawa, Ontario: National Film Board of Canada & various French and Belgian collaborators, 2008. 109 minutes“. Organization & Environment 23, Nr. 1 (16.02.2010): 99–100. http://dx.doi.org/10.1177/1086026609358970.

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Herbert, Eugenia W. „A Time There Was/En ceTemps-là. National Film Board of Canada Production, 2009. 87 min. Color. Written and Directed by Donald McWilliams. $17.95. DVD.“ African Studies Review 55, Nr. 1 (April 2012): 229–30. http://dx.doi.org/10.1353/arw.2012.0009.

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Graham, Catherine. „The Audience-driven Aesthetic of Recent Canadian Political Plays“. Canadian Theatre Review 115 (Juni 2003): 57–61. http://dx.doi.org/10.3138/ctr.115.012.

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The 1996 National Film Board film, Fermano, His Life on Stage, features an important discussion between playwright David Fennario and the former artistic director of Montréal’s Centaur Theatre, Maurice Podbrey. In it Podbrey notes Fennario’s success at the Centaur theatre with such political plays as On the Job and Balconville. There can be little doubt about the political impact of Balconville in 1970s Québec: it was and remains one the most important works in the history of English-Canadian theatre history in that province. Produced at Montreal’s Centaur Theatre two years after the election to power of the Parti Québécois and two year’s before Quebec’s first referendum on sovereignty, it used formal means as much as thematic content to confront anglo Quebecers with the new reality that history was forcing them to confront. As the name suggests, Balconville takes place on the balconies of a rental property in the southwest of Montréal, where working-class Anglophones and Francophones live beside each other without every really trying to understand each other. Yet the play demonstrates, often through humour, working-class families who have the same problems with gender relations and landlords, whichever of Montreal’s two dominant languages they are speaking. In formal terms, the play presented a distinct challenge for the audience, as it was played in both French and English. The choice to have Marc Gélinas, a Francophone actor, play his role in a very vernacular Québécois French, which was more than a little difficult for anglo Quebecers of the time (schooled in the regularly conjugated version of the language) to understand, challenged Centaur’s audience (see MacLeod). In effect, for Montréal Anglophone audiences of the time, to try to understand the action of this play was to face the new realities of a Québec where one could either retreat into a unilingual English ghetto or make an attempt to communicate despite the fear that one was never completely understanding what was said. Yet in his discussion of this important work in the film, Fennario announces that he considers Balconville a failure, largely because of the middle-class audiences to whom it was presented. Centaur’s audience, Fennario tells Podbrey, could and would never really rise to the challenge Balconville posed and this in itself made the production less politically effective than it might otherwise have been (qtd. in MacLeod).
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Kaldjian, Paul. „“General, your tank needs a driver”: Three Films on Israel’s Refuser Movement - Raised to Be Heroes (Canada/Israel/Palestine) 2006 40 min. In English and Hebrew w/English subtitles. Director: Jack Silberman; Producer: Tracey Friessen. A National Film Board of Canada Production. US Distributor: Bullfrog Films, 372 Dautrich Road, Reading, PA 19606 (610 779-8226; fax: 620 370-1978; video@bullfrogfilms.com; www.bullfrogfilms.com). - Refuseniks (Israel/Palestine) 2006 56 min. Director/Producer: Sonja de Vries; Distributor: Reel Revolution Films, PO Box 1345, Prospect, KY 40059 (520 228-7123; info@reelrevolution.org; www.reelrevolution.org). - At the Green Line (Canada/lsrael/Palestine) 2005 53 min. In English and Hebrew. Director: Jesse Atlas; Distributor: Filmwest Associates, 2400 Hayman Road, Kelowna, BC V1Z Z18 Canada (1-888-982-3456; fax: 1-800-570-5505; info@filmwest.com; www.filmwest.com).“ Review of Middle East Studies 43, Nr. 1 (2009): 60–65. http://dx.doi.org/10.1017/s2151348100000136.

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Sulz, David. „The Hockey Sweater: 30th Anniversary Edition by R. Carrier“. Deakin Review of Children's Literature 4, Nr. 3 (13.01.2015). http://dx.doi.org/10.20361/g2689p.

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Carrier, Roch. The Hockey Sweater: 30th Anniversary Edition. Illus. Sheldon Cohen. Trans. Sheila Fischman. Toronto: Tundra Books, 2014. PrintWhat can one say about “The Hockey Sweater”? Could we simply say it is “most beloved”? No, that was used by Ken Dryden. How about “undeniably a Canadian classic” or “iconic depiction of a truly Canadian experience”? Nope, both done ( by Stephen Harper and Justin Trudeau respectively). Maybe, “will always stand the test of time”? That was taken by Cassie Campbell-Pascall. Could we even go all out and call it the “Bible” of “the Canadian religion”? Roy MacGregor claimed that one. Indeed, the 30th Anniversary Edition has these and more fascinating testimonials by a Who’s Who of Canadian culture.Perhaps, one could highlight why you would add the 30th anniversary edition to your collection (not already having it is reason enough!). This full reproduction of the 1984 illustrated version includes some interesting background by Roch Carrier himself. For example, he reflects on the unexpected popularity of the story (it was originally a last-minute essay for a CBC radio time slot that couldn’t be cancelled) and also relates the challenge for Sheldon Cohen to come up with only thirteen illustrations out of the 10,000 he used for the animated film (the illustrated book – though not the published short story from the radio essay – came after the film). I don’t know about your copies, but mine are a flimsy paperback and a VHS tape, so a longer-lasting hard-cover and DVD would be good (did I mention a DVD of the National Film Board film is included)?If you need more, how about inspiration to do some historical digging? I was inspired to see if the University of Alberta library had the Eaton’s catalogue for the winter of 1946. Fortunately, we do have it on a microfilm (which is always fun to use); unfortunately, the focus is not great. I wasn’t sure whether to look in the Fall/Winter 1945-46 catalogue (if Roch’s story took place in January/February 1946) or in the Fall/Winter 1946-47 (if it was November/December 1946) but that’s the sort of thing historians tend to worry about. The entries are almost identical except the price had increased from $1.65 to $1.75 for “boys’ sizes 28 to 34-inch chest” – so hopefully Monsieur Eaton sent Mrs. Carrier the correct change she asked for. The catalogue text says “many a Canadian boy has his idol in the N.H.L. and wants to have a sweater to represent his favorite team or player.” How intriguing is it that this almost summarizes the story perfectly. Also, only four team jerseys are offered for sale (Toronto, Montreal, Detroit, and New York but not Boston or Chicago); why was that? I won’t even get into whether “jersey” or “sweater” is correct (hint: Eaton’s uses both).It turns out there is lots of material on the internet as well. Here are just a few:Roch Carrier reading the whole story (not the abridged text in the film) and Peter Gzowski responding with his own hockey story. From the CBC digital archives http://www.cbc.ca/player/Digital+Archives/ID/1752124840/A virtual museum exhibit on the history of Canadian mail-order catalogues with a whole section on Roch Carrier and The Hockey Sweater. From the Canadian Museum of History http://www.historymuseum.ca/cmc/exhibitions/cpm/catalog/cat2208e.shtml#050A 2014 CBC interview with Roch Carrier for the 30th Anniversary Edition of the book. http://www.cbc.ca/news/canada/montreal/the-hockey-sweater-by-roch-carrier-celebrates-30-years-1.2845752The 1980 film itself. From NFB https://www.nfb.ca/film/sweater (or in French https://www.nfb.ca/film/chandail_le) A cleaner digitization (than the microfilms in our library) of the hockey sweater page from Eaton’s Fall and Winter 1948-1949 catalogue. However, the entry is completely different than 1946 with all six NHL jerseys offered and price jump to $2.15. From Library and Archives Canada: http://www.collectionscanada.gc.ca/cmc/009002-119.01-e.php?&page_ecopy=nlc003958.490&&&&&&PHPSESSID=t03oo56jrsil3o0q9v5esobn02There are some things I’m still wondering about. Is the story as iconic in French as it is in English? If not, is there something about Sheila Fischman’s translation that makes it so special? (translators seldom get enough credit). The short story version appears in two collections (one English, one French) before the film and illustrated book came out, so was it immediately popular or was it the animations, illustrations, and Roch Carrier’s own beautifully accented narration that created the magic? And, where can I see the symphony version composed by Abigail Richardson who was apparently introduced to it “in grade three when a librarian read it to [her] school class”?I guess there is a lot to say, after all. Like, Roch Carrier was the National Librarian of Canada. He has written many other great stories. A quote from “The Hockey Sweater” and “Le Chandail de hockey” (or is it from “Une abominable feuille d’érable sur la glace”) was on the five-dollar bill. And more …, but I will stop here and let you explore on your own - if you even got this far without jumping up to go read and watch and listen to the real thing. Which you should do. Now. Stop reading and go! P.S., it was suggested I add a short synopsis.Young Quebec boy outgrows his favourite Montreal Canadians jersey. His mom orders a new one. Eaton’s mistakenly sends a Toronto Maple Leafs one. Boy has temper tantrum. Pragmatic mother convinces him to wear it. Boy is ostracized at the local rink; throws another tantrum. The young curate orders him to church to pray for forgiveness. Boy prays for “a hundred million moths” instead.Hmm, Carrier and Cohen’s version is much better. Read and watch theirs instead!Highly Recommended: 4 out of 4 starsReviewer: David SulzDavid is a Public Services Librarian at University of Alberta and liaison librarian to Economics, Religious Studies, and Social Work. He has university studies in Library Studies, History, Elementary Education, Japanese, and Economics; he formerly taught in schools and museums. His interests include physical activity, music, home improvements, and above all, things Japanese.
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Champion, Katherine M. „A Risky Business? The Role of Incentives and Runaway Production in Securing a Screen Industries Production Base in Scotland“. M/C Journal 19, Nr. 3 (22.06.2016). http://dx.doi.org/10.5204/mcj.1101.

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IntroductionDespite claims that the importance of distance has been reduced due to technological and communications improvements (Cairncross; Friedman; O’Brien), the ‘power of place’ still resonates, often intensifying the role of geography (Christopherson et al.; Morgan; Pratt; Scott and Storper). Within the film industry, there has been a decentralisation of production from Hollywood, but there remains a spatial logic which has preferenced particular centres, such as Toronto, Vancouver, Sydney and Prague often led by a combination of incentives (Christopherson and Storper; Goldsmith and O’Regan; Goldsmith et al.; Miller et al.; Mould). The emergence of high end television, television programming for which the production budget is more than £1 million per television hour, has presented new opportunities for screen hubs sharing a very similar value chain to the film industry (OlsbergSPI with Nordicity).In recent years, interventions have proliferated with the aim of capitalising on the decentralisation of certain activities in order to attract international screen industries production and embed it within local hubs. Tools for building capacity and expertise have proliferated, including support for studio complex facilities, infrastructural investments, tax breaks and other economic incentives (Cucco; Goldsmith and O’Regan; Jensen; Goldsmith et al.; McDonald; Miller et al.; Mould). Yet experience tells us that these will not succeed everywhere. There is a need for a better understanding of both the capacity for places to build a distinctive and competitive advantage within a highly globalised landscape and the relative merits of alternative interventions designed to generate a sustainable production base.This article first sets out the rationale for the appetite identified in the screen industries for co-location, or clustering and concentration in a tightly drawn physical area, in global hubs of production. It goes on to explore the latest trends of decentralisation and examines the upturn in interventions aimed at attracting mobile screen industries capital and labour. Finally it introduces the Scottish screen industries and explores some of the ways in which Scotland has sought to position itself as a recipient of screen industries activity. The paper identifies some key gaps in infrastructure, most notably a studio, and calls for closer examination of the essential ingredients of, and possible interventions needed for, a vibrant and sustainable industry.A Compulsion for ProximityIt has been argued that particular spatial and place-based factors are central to the development and organisation of the screen industries. The film and television sector, the particular focus of this article, exhibit an extraordinarily high degree of spatial agglomeration, especially favouring centres with global status. It is worth noting that the computer games sector, not explored in this article, slightly diverges from this trend displaying more spatial patterns of decentralisation (Vallance), although key physical hubs of activity have been identified (Champion). Creative products often possess a cachet that is directly associated with their point of origin, for example fashion from Paris, films from Hollywood and country music from Nashville – although it can also be acknowledged that these are often strategic commercial constructions (Pecknold). The place of production represents a unique component of the final product as well as an authentication of substantive and symbolic quality (Scott, “Creative cities”). Place can act as part of a brand or image for creative industries, often reinforcing the advantage of being based in particular centres of production.Very localised historical, cultural, social and physical factors may also influence the success of creative production in particular places. Place-based factors relating to the built environment, including cheap space, public-sector support framework, connectivity, local identity, institutional environment and availability of amenities, are seen as possible influences in the locational choices of creative industry firms (see, for example, Drake; Helbrecht; Hutton; Leadbeater and Oakley; Markusen).Employment trends are notoriously difficult to measure in the screen industries (Christopherson, “Hollywood in decline?”), but the sector does contain large numbers of very small firms and freelancers. This allows them to be flexible but poses certain problems that can be somewhat offset by co-location. The findings of Antcliff et al.’s study of workers in the audiovisual industry in the UK suggested that individuals sought to reconstruct stable employment relations through their involvement in and use of networks. The trust and reciprocity engendered by stable networks, built up over time, were used to offset the risk associated with the erosion of stable employment. These findings are echoed by a study of TV content production in two media regions in Germany by Sydow and Staber who found that, although firms come together to work on particular projects, typically their business relations extend for a much longer period than this. Commonly, firms and individuals who have worked together previously will reassemble for further project work aided by their past experiences and expectations.Co-location allows the development of shared structures: language, technical attitudes, interpretative schemes and ‘communities of practice’ (Bathelt, et al.). Grabher describes this process as ‘hanging out’. Deep local pools of creative and skilled labour are advantageous both to firms and employees (Reimer et al.) by allowing flexibility, developing networks and offsetting risk (Banks et al.; Scott, “Global City Regions”). For example in Cook and Pandit’s study comparing the broadcasting industry in three city-regions, London was found to be hugely advantaged by its unrivalled talent pool, high financial rewards and prestigious projects. As Barnes and Hutton assert in relation to the wider creative industries, “if place matters, it matters most to them” (1251). This is certainly true for the screen industries and their spatial logic points towards a compulsion for proximity in large global hubs.Decentralisation and ‘Sticky’ PlacesDespite the attraction of global production hubs, there has been a decentralisation of screen industries from key centres, starting with the film industry and the vertical disintegration of Hollywood studios (Christopherson and Storper). There are instances of ‘runaway production’ from the 1920s onwards with around 40 per cent of all features being accounted for by offshore production in 1960 (Miller et al., 133). This trend has been increasing significantly in the last 20 years, leading to the genesis of new hubs of screen activity such as Toronto, Vancouver, Sydney and Prague (Christopherson, “Project work in context”; Goldsmith et al.; Mould; Miller et al.; Szczepanik). This development has been prompted by a multiplicity of reasons including favourable currency value differentials and economic incentives. Subsidies and tax breaks have been offered to secure international productions with most countries demanding that, in order to qualify for tax relief, productions have to spend a certain amount of their budget within the local economy, employ local crew and use domestic creative talent (Hill). Extensive infrastructure has been developed including studio complexes to attempt to lure productions with the advantage of a full service offering (Goldsmith and O’Regan).Internationally, Canada has been the greatest beneficiary of ‘runaway production’ with a state-led enactment of generous film incentives since the late 1990s (McDonald). Vancouver and Toronto are the busiest locations for North American Screen production after Los Angeles and New York, due to exchange rates and tax rebates on labour costs (Miller et al., 141). 80% of Vancouver’s production is attributable to runaway production (Jensen, 27) and the city is considered by some to have crossed a threshold as:It now possesses sufficient depth and breadth of talent to undertake the full array of pre-production, production and post-production services for the delivery of major motion pictures and TV programmes. (Barnes and Coe, 19)Similarly, Toronto is considered to have established a “comprehensive set of horizontal and vertical media capabilities” to ensure its status as a “full function media centre” (Davis, 98). These cities have successfully engaged in entrepreneurial activity to attract production (Christopherson, “Project Work in Context”) and in Vancouver the proactive role of provincial government and labour unions are, in part, credited with its success (Barnes and Coe). Studio-complex infrastructure has also been used to lure global productions, with Toronto, Melbourne and Sydney all being seen as key examples of where such developments have been used as a strategic priority to take local production capacity to the next level (Goldsmith and O’Regan).Studies which provide a historiography of the development of screen-industry hubs emphasise a complex interplay of social, cultural and physical conditions. In the complex and global flows of the screen industries, ‘sticky’ hubs have emerged with the ability to attract and retain capital and skilled labour. Despite being principally organised to attract international production, most studio complexes, especially those outside of global centres need to have a strong relationship to local or national film and television production to ensure the sustainability and depth of the labour pool (Goldsmith and O’Regan, 2003). Many have a broadcaster on site as well as a range of companies with a media orientation and training facilities (Goldsmith and O’Regan, 2003; Picard, 2008). The emergence of film studio complexes in the Australian Gold Coast and Vancouver was accompanied by an increasing role for television production and this multi-purpose nature was important for the continuity of production.Fostering a strong community of below the line workers, such as set designers, locations managers, make-up artists and props manufacturers, can also be a clear advantage in attracting international productions. For example at Cinecitta in Italy, the expertise of set designers and experienced crews in the Barrandov Studios of Prague are regarded as major selling points of the studio complexes there (Goldsmith and O’Regan; Miller et al.; Szczepanik). Natural and built environments are also considered very important for film and television firms and it is a useful advantage for capturing international production when cities can double for other locations as in the cases of Toronto, Vancouver, Prague for example (Evans; Goldsmith and O’Regan; Szczepanik). Toronto, for instance, has doubled for New York in over 100 films and with regard to television Due South’s (1994-1998) use of Toronto as Chicago was estimated to have saved 40 per cent in costs (Miller et al., 141).The Scottish Screen Industries Within mobile flows of capital and labour, Scotland has sought to position itself as a recipient of screen industries activity through multiple interventions, including investment in institutional frameworks, direct and indirect economic subsidies and the development of physical infrastructure. Traditionally creative industry activity in the UK has been concentrated in London and the South East which together account for 43% of the creative economy workforce (Bakhshi et al.). In order, in part to redress this imbalance and more generally to encourage the attraction and retention of international production a range of policies have been introduced focused on the screen industries. A revised Film Tax Relief was introduced in 2007 to encourage inward investment and prevent offshoring of indigenous production, and this has since been extended to high-end television, animation and children’s programming. Broadcasting has also experienced a push for decentralisation led by public funding with a responsibility to be regionally representative. The BBC (“BBC Annual Report and Accounts 2014/15”) is currently exceeding its target of 50% network spend outside London by 2016, with 17% spent in Scotland, Wales and Northern Ireland. Channel 4 has similarly committed to commission at least 9% of its original spend from the nations by 2020. Studios have been also developed across the UK including at Roath Lock (Cardiff), Titanic Studios (Belfast), MedicaCity (Salford) and The Sharp Project (Manchester).The creative industries have been identified as one of seven growth sectors for Scotland by the government (Scottish Government). In 2010, the film and video sector employed 3,500 people and contributed £120 million GVA and £120 million adjusted GVA to the economy and the radio and TV sector employed 3,500 people and contributed £50 million GVA and £400 million adjusted GVA (The Scottish Parliament). Beyond the direct economic benefits of sectors, the on-screen representation of Scotland has been claimed to boost visitor numbers to the country (EKOS) and high profile international film productions have been attracted including Skyfall (2012) and WWZ (2013).Scotland has historically attracted international film and TV productions due to its natural locations (VisitScotland) and on average, between 2009-2014, six big budget films a year used Scottish locations both urban and rural (BOP Consulting, 2014). In all, a total of £20 million was generated by film-making in Glasgow during 2011 (Balkind) with WWZ (2013) and Cloud Atlas (2013), representing Philadelphia and San Francisco respectively, as well as doubling for Edinburgh for the recent acclaimed Scottish films Filth (2013) and Sunshine on Leith (2013). Sanson (80) asserts that the use of the city as a site for international productions not only brings in direct revenue from production money but also promotes the city as a “fashionable place to live, work and visit. Creativity makes the city both profitable and ‘cool’”.Nonetheless, issues persist and it has been suggested that Scotland lacks a stable and sustainable film industry, with low indigenous production levels and variable success from year to year in attracting inward investment (BOP Consulting). With regard to crew, problems with an insufficient production base have been identified as an issue in maintaining a pipeline of skills (BOP Consulting). Developing ‘talent’ is a central aspect of the Scottish Government’s Strategy for the Creative Industries, yet there remains the core challenge of retaining skills and encouraging new talent into the industry (BOP Consulting).With regard to film, a lack of substantial funding incentives and the absence of a studio have been identified as a key concern for the sector. For example, within the film industry the majority of inward investment filming in Scotland is location work as it lacks the studio facilities that would enable it to sustain a big-budget production in its entirety (BOP Consulting). The absence of such infrastructure has been seen as contributing to a drain of Scottish talent from these industries to other areas and countries where there is a more vibrant sector (BOP Consulting). The loss of Scottish talent to Northern Ireland was attributed to the longevity of the work being provided by Games of Thrones (2011-) now having completed its six series at the Titanic Studios in Belfast (EKOS) although this may have been stemmed somewhat recently with the attraction of US high-end TV series Outlander (2014-) which has been based at Wardpark in Cumbernauld since 2013.Television, both high-end production and local broadcasting, appears crucial to the sustainability of screen production in Scotland. Outlander has been estimated to contribute to Scotland’s production spend figures reaching a historic high of £45.8 million in 2014 (Creative Scotland ”Creative Scotland Screen Strategy Update”). The arrival of the program has almost doubled production spend in Scotland, offering the chance for increased stability for screen industries workers. Qualifying for UK High-End Television Tax Relief, Outlander has engaged a crew of approximately 300 across props, filming and set build, and cast over 2,000 supporting artist roles from within Scotland and the UK.Long running drama, in particular, offers key opportunities for both those cutting their teeth in the screen industries and also by providing more consistent and longer-term employment to existing workers. BBC television soap River City (2002-) has been identified as a key example of such an opportunity and the programme has been credited with providing a springboard for developing the skills of local actors, writers and production crew (Hibberd). This kind of pipeline of production is critical given the work patterns of the sector. According to Creative Skillset, of the 4,000 people in Scotland are employed in the film and television industries, 40% of television workers are freelance and 90% of film production work in freelance (EKOS).In an attempt to address skills gaps, the Outlander Trainee Placement Scheme has been devised in collaboration with Creative Scotland and Creative Skillset. During filming of Season One, thirty-eight trainees were supported across a range of production and craft roles, followed by a further twenty-five in Season Two. Encouragingly Outlander, and the books it is based on, is set in Scotland so the authenticity of place has played a strong component in the decision to locate production there. Producer David Brown began his career on Bill Forsyth films Gregory’s Girl (1981), Local Hero (1983) and Comfort and Joy (1984) and has a strong existing relationship to Scotland. He has been very vocal in his support for the trainee program, contending that “training is the future of our industry and we at Outlander see the growth of talent and opportunities as part of our mission here in Scotland” (“Outlander fast tracks next generation of skilled screen talent”).ConclusionsThis article has aimed to explore the relationship between place and the screen industries and, taking Scotland as its focus, has outlined a need to more closely examine the ways in which the sector can be supported. Despite the possible gains in terms of building a sustainable industry, the state-led funding of the global screen industries is contested. The use of tax breaks and incentives has been problematised and critiques range from use of public funding to attract footloose media industries to the increasingly zero sum game of competition between competing places (Morawetz; McDonald). In relation to broadcasting, there have been critiques of a ‘lift and shift’ approach to policy in the UK, with TV production companies moving to the nations and regions temporarily to meet the quota and leaving once a production has finished (House of Commons). Further to this, issues have been raised regarding how far such interventions can seed and develop a rich production ecology that offers opportunities for indigenous talent (Christopherson and Rightor).Nonetheless recent success for the screen industries in Scotland can, at least in part, be attributed to interventions including increased decentralisation of broadcasting and the high-end television tax incentives. This article has identified gaps in infrastructure which continue to stymie growth and have led to production drain to other centres. Important gaps in knowledge can also be acknowledged that warrant further investigation and unpacking including the relationship between film, high-end television and broadcasting, especially in terms of the opportunities they offer for screen industries workers to build a career in Scotland and notable gaps in infrastructure and the impact they have on the loss of production.ReferencesAntcliff, Valerie, Richard Saundry, and Mark Stuart. Freelance Worker Networks in Audio-Visual Industries. University of Central Lancashire, 2004.Bakhshi, Hasan, John Davies, Alan Freeman, and Peter Higgs. "The Geography of the UK’s Creative and High–Tech Economies." 2015.Balkind, Nicola. World Film Locations: Glasgow. Intellect Books, 2013.Banks, Mark, Andy Lovatt, Justin O’Connor, and Carlo Raffo. "Risk and Trust in the Cultural Industries." Geoforum 31.4 (2000): 453-464.Barnes, Trevor, and Neil M. Coe. “Vancouver as Media Cluster: The Cases of Video Games and Film/TV." Media Clusters: Spatial Agglomeration and Content Capabilities (2011): 251-277.Barnes, Trevor, and Thomas Hutton. "Situating the New Economy: Contingencies of Regeneration and Dislocation in Vancouver's Inner City." Urban Studies 46.5-6 (2009): 1247-1269.Bathelt, Harald, Anders Malmberg, and Peter Maskell. "Clusters and Knowledge: Local Buzz, Global Pipelines and the Process of Knowledge Creation." Progress in Human Geography 28.1 (2004): 31-56.BBC Annual Report and Accounts 2014/15 London: BBC (2015)BOP Consulting Review of the Film Sector in Glasgow: Report for Creative Scotland. Edinburgh: BOP Consulting, 2014.Champion, Katherine. "Problematizing a Homogeneous Spatial Logic for the Creative Industries: The Case of the Digital Games Industry." Changing the Rules of the Game. Palgrave Macmillan UK, 2013. 9-27.Cairncross, Francis. The Death of Distance London: Orion Business, 1997.Channel 4. Annual Report. London: Channel 4, 2014.Christopherson, Susan. "Project Work in Context: Regulatory Change and the New Geography of Media." Environment and Planning A 34.11 (2002): 2003-2015.———. "Hollywood in Decline? US Film and Television Producers beyond the Era of Fiscal Crisis." Cambridge Journal of Regions, Economy and Society 6.1 (2013): 141-157.Christopherson, Susan, and Michael Storper. "The City as Studio; the World as Back Lot: The Impact of Vertical Disintegration on the Location of the Motion Picture Industry." Environment and Planning D: Society and Space 4.3 (1986): 305-320.Christopherson, Susan, and Ned Rightor. "The Creative Economy as “Big Business”: Evaluating State Strategies to Lure Filmmakers." Journal of Planning Education and Research 29.3 (2010): 336-352.Christopherson, Susan, Harry Garretsen, and Ron Martin. "The World Is Not Flat: Putting Globalization in Its Place." Cambridge Journal of Regions, Economy and Society 1.3 (2008): 343-349.Cook, Gary A.S., and Naresh R. Pandit. "Service Industry Clustering: A Comparison of Broadcasting in Three City-Regions." The Service Industries Journal 27.4 (2007): 453-469.Creative Scotland Creative Scotland Screen Strategy Update. 2016. <http://www.creativescotland.com/__data/assets/pdf_file/0008/33992/Creative-Scotland-Screen-Strategy-Update-Feb2016.pdf>.———. Outlander Fast Tracks Next Generation of Skilled Screen Talent. 2016. <http://www.creativescotland.com/what-we-do/latest-news/archive/2016/02/outlander-fast-tracks-next-generation-of-skilled-screen-talent>.Cucco, Marco. "Blockbuster Outsourcing: Is There Really No Place like Home?" Film Studies 13.1 (2015): 73-93.Davis, Charles H. "Media Industry Clusters and Public Policy." Media Clusters: Spatial Agglomeration and Content Capabilities (2011): 72-98.Drake, Graham. "‘This Place Gives Me Space’: Place and Creativity in the Creative Industries." Geoforum 34.4 (2003): 511-524.EKOS. “Options for a Film and TV Production Space: Report for Scottish Enterprise.” Glasgow: EKOS, March 2014.Evans, Graeme. "Creative Cities, Creative Spaces and Urban Policy." Urban Studies 46.5-6 (2009): 1003-1040.Freidman, Thomas. "The World Is Flat." New York: Farrar, Straus and Giroux, 2006.Goldsmith, Ben, and Tom O’Regan. “Cinema Cities, Media Cities: The Contemporary International Studio Complex.” Screen Industry, Culture and Policy Research Series. Sydney: Australian Film Commission, Sep. 2003.Goldsmith, Ben, Susan Ward, and Tom O’Regan. "Global and Local Hollywood." InMedia. The French Journal of Media and Media Representations in the English-Speaking World 1 (2012).Grabher, Gernot. "The Project Ecology of Advertising: Tasks, Talents and Teams." Regional Studies 36.3 (2002): 245-262.Helbrecht, Ilse. "The Creative Metropolis Services, Symbols and Spaces." Zeitschrift für Kanada Studien 18 (1998): 79-93.Hibberd, Lynne. "Devolution in Policy and Practice: A Study of River City and BBC Scotland." Westminster Papers in Communication and Culture 4.3 (2007): 107-205.Hill, John. "'This Is for the Batmans as Well as the Vera Drakes': Economics, Culture and UK Government Film Production Policy in the 2000s." Journal of British Cinema and Television 9.3 (2012): 333-356.House of Commons Scottish Affairs Committee. “Creative Industries in Scotland.” Second Report of Session 2015–16. London: House of Commons, 2016.Hutton, Thomas A. "The New Economy of the Inner City." Cities 21.2 (2004): 89-108.Jensen, Rodney J.C. "The Spatial and Economic Contribution of Sydney's Visual Entertainment Industries." Australian Planner 48.1 (2011): 24-36.Leadbeater, Charles, and Kate Oakley. Surfing the Long Wave: Knowledge Entrepreneurship in Britain. London: Demos, 2001.McDonald, Adrian H. "Down the Rabbit Hole: The Madness of State Film Incentives as a 'Solution' to Runaway Production." University of Pennsylvania Journal of Business Law 14.85 (2011): 85-163.Markusen, Ann. "Sticky Places in Slippery Space: A Typology of Industrial Districts." Economic Geography (1996): 293-313.———. "Urban Development and the Politics of a Creative Class: Evidence from a Study of Artists." Environment and Planning A 38.10 (2006): 1921-1940.Miller, Toby, N. Govil, J. McMurria, R. Maxwell, and T. Wang. Global Hollywood 2. London: BFI, 2005.Morawetz, Norbert, et al. "Finance, Policy and Industrial Dynamics—The Rise of Co‐productions in the Film Industry." Industry and Innovation 14.4 (2007): 421-443.Morgan, Kevin. "The Exaggerated Death of Geography: Learning, Proximity and Territorial Innovation Systems." Journal of Economic Geography 4.1 (2004): 3-21.Mould, Oli. "Mission Impossible? Reconsidering the Research into Sydney's Film Industry." Studies in Australasian Cinema 1.1 (2007): 47-60.O’Brien, Richard. "Global Financial Integration: The End of Geography." London: Royal Institute of International Affairs, Pinter Publishers, 2002.OlsbergSPI with Nordicity. “Economic Contribution of the UK’s Film, High-End TV, Video Game, and Animation Programming Sectors.” Report presented to the BFI, Pinewood Shepperton plc, Ukie, the British Film Commission and Pact. London: BFI, Feb. 2015.Pecknold, Diane. "Heart of the Country? The Construction of Nashville as the Capital of Country Music." Sounds and the City. London: Palgrave Macmillan UK, 2014. 19-37.Picard, Robert G. Media Clusters: Local Agglomeration in an Industry Developing Networked Virtual Clusters. Jönköping International Business School, 2008.Pratt, Andy C. "New Media, the New Economy and New Spaces." Geoforum 31.4 (2000): 425-436.Reimer, Suzanne, Steven Pinch, and Peter Sunley. "Design Spaces: Agglomeration and Creativity in British Design Agencies." Geografiska Annaler: Series B, Human Geography 90.2 (2008): 151-172.Sanson, Kevin. Goodbye Brigadoon: Place, Production, and Identity in Global Glasgow. Diss. University of Texas at Austin, 2011.Scott, Allen J. "Creative Cities: Conceptual Issues and Policy Questions." Journal of Urban Affairs 28.1 (2006): 1-17.———. Global City-Regions: Trends, Theory, Policy. Oxford University Press, 2002.Scott, Allen J., and Michael Storper. "Regions, Globalization, Development." Regional Studies 41.S1 (2007): S191-S205.The Scottish Government. The Scottish Government Economic Strategy. Edinburgh: Scottish Government, 2015.———. Growth, Talent, Ambition – the Government’s Strategy for the Creative Industries. Edinburgh: Scottish Government, 2011.The Scottish Parliament Economy, Energy and Tourism Committee. The Economic Impact of the Film, TV and Video Games Industries. Edinburgh: Scottish Parliament, 2015.Sydow, Jörg, and Udo Staber. "The Institutional Embeddedness of Project Networks: The Case of Content Production in German Television." Regional Studies 36.3 (2002): 215-227.Szczepanik, Petr. "Globalization through the Eyes of Runners: Student Interns as Ethnographers on Runaway Productions in Prague." Media Industries 1.1 (2014).Vallance, Paul. "Creative Knowing, Organisational Learning, and Socio-Spatial Expansion in UK Videogame Development Studios." Geoforum 51 (2014): 15-26.Visit Scotland. “Scotland Voted Best Cinematic Destination in the World.” 2015. <https://www.visitscotland.com/blog/films/scotland-voted-best-cinematic-destination-in-the-world/>.
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Hackett, Lisa J., und Jo Coghlan. „Why <em>Monopoly</em> Monopolises Popular Culture Board Games“. M/C Journal 26, Nr. 2 (26.04.2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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Rutherford, Leonie Margaret. „Re-imagining the Literary Brand“. M/C Journal 18, Nr. 6 (07.03.2016). http://dx.doi.org/10.5204/mcj.1037.

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IntroductionThis paper argues that the industrial contexts of re-imagining, or transforming, literary icons deploy the promotional strategies that are associated with what are usually seen as lesser, or purely commercial, genres. Promotional paratexts (Genette Paratexts; Gray; Hills) reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. This interpretation leverages Matt Hills’ argument that certain kinds of “quality” screened drama are discursively framed as possessing the cultural capital associated with auterist cinema, despite their participation in the marketing logics of media franchising (Johnson). Adaptation theorist Linda Hutcheon proposes that when audiences receive literary adaptations, their pleasure inheres in a mixture of “repetition and difference”, “familiarity and novelty” (114). The difference can take many forms, but may be framed as guaranteed by the “distinction”, or—in Bourdieu’s terms—the cultural capital, of talented individuals and companies. Gerard Genette (Palimpsests) argued that “proximations” or updatings of classic literature involve acknowledging historical shifts in ideological norms as well as aesthetic techniques and tastes. When literary brands are made over using different media, there are economic lures to participation in currently fashionable technologies, as well as current political values. Linda Hutcheon also underlines the pragmatic constraints on the re-imagining of literary brands. “Expensive collaborative art forms” (87) such as films and large stage productions look for safe bets, seeking properties that have the potential to increase the audience for their franchise. Thus the marketplace influences both production and the experience of audiences. While this paper does not attempt a thoroughgoing analysis of audience reception appropriate to a fan studies approach, it borrows concepts from Matt Hills’s theorisation of marketing communication associated with screen “makeovers”. It shows that literary fiction and cinematic texts associated with celebrated authors or auteurist producer-directors share branding discourses characteristic of contemporary consumer culture. Strategies include marketing “reveals” of transformed content (Hills 319). Transformed content is presented not only as demonstrating originality and novelty; these promotional paratexts also perform displays of cultural capital on the part of production teams or of auteurist creatives (321). Case Study 1: Steven Spielberg, The Adventures of Tintin (2011) The Adventures of Tintin: The Secret of the Unicorn is itself an adaptation of a literary brand that reimagines earlier transmedia genres. According to Spielberg’s biographer, the Tintin series of bandes dessinée (comics or graphic novels) by Belgian artist Hergé (Georges Remi), has affinities with “boys’ adventure yarns” referencing and paying homage to the “silent filmmaking and the movie serials of the 1930s and ‘40s” (McBride 530). The three comics adapted by Spielberg belong to the more escapist and less “political” phase of Hergé’s career (531). As a fast-paced action movie, building to a dramatic and spectacular closure, the major plot lines of Spielberg’s film centre on Tintin’s search for clues to the secret of a model ship he buys at a street market. Teaming up with an alcoholic sea captain, Tintin solves the mystery while bullying Captain Haddock into regaining his sobriety, his family seat, and his eagerness to partner in further heroic adventures. Spielberg’s industry stature allowed him the autonomy to combine the commercial motivations of contemporary “tentpole” cinema adaptations with aspirations towards personal reputation as an auteurist director. Many of the promotional paratexts associated with the film stress the aesthetic distinction of the director’s practice alongside the blockbuster spectacle of an action film. Reinventing the Literary Brand as FranchiseComic books constitute the “mother lode of franchises” (Balio 26) in a industry that has become increasingly global and risk-adverse (see also Burke). The fan base for comic book movies is substantial and studios pre-promote their investments at events such as the four-day Comic-Con festival held annually in San Diego (Balio 26). Described as “tentpole” films, these adaptations—often of superhero genres—are considered conservative investments by the Hollywood studios because they “constitute media events; […] lend themselves to promotional tie-ins”; are “easy sells in world markets and […] have the ability to spin off sequels to create a franchise” (Balio 26). However, Spielberg chose to adapt a brand little known in the primary market (the US), thus lacking the huge fan-based to which pre-release promotional paratexts might normally be targeted. While this might seem a risky undertaking, it does reflect “changed industry realities” that seek to leverage important international markets (McBride 531). As a producer Spielberg pursued his own strategies to minimise economic risk while allowing him creative choices. This facilitated the pursuit of professional reputation alongside commercial success. The dual release of both War Horse and Tintin exemplify the director-producer’s career practice of bracketing an “entertainment” film with a “more serious work” (McBride 530). The Adventures of Tintin was promoted largely as technical tour de force and spectacle. Conversely War Horse—also adapted from a children’s text—was conceived as a heritage/nostalgia film, marked with the attention to period detail and lyric cinematography of what Matt Hills describes as “aestheticized fiction”. Nevertheless, promotional paratexts stress the discourse of auteurist transformation even in the case of the designedly more commercial Tintin film, as I discuss further below. These pre-release promotions emphasise Spielberg’s “painterly” directorial hand, as well as the professional partnership with Peter Jackson that enabled cutting edge innovation in animation. As McBride explains, the “dual release of the two films in the US was an unusual marketing move” seemingly designed to “showcase Spielberg’s artistic versatility” (McBride 530).Promotional Paratexts and Pre-Recruitment of FansAs Jonathan Gray and Jason Mittell have explained, marketing paratexts predate screen adaptations (Gray; Mittell). As part of the commercial logic of franchise development, selective release of information about a literary brand’s transformation are designed to bring fans of the “original,” or of genre communities such as fantasy or comics audiences, on board with the adaptation. Analysing Steven Moffat’s revelations about the process of adapting and creating a modern TV series from Conan Doyle’s canon (Sherlock), Matt Hills draws attention to the focus on the literary, rather than the many screen reinventions. Moffat’s focus on his childhood passion for the Holmes stories thus grounds the team’s adaptation in a period prior to any “knowledge of rival adaptations […] and any detailed awareness of canon” (326). Spielberg (unlike Jackson) denied any such childhood affective investment, claiming to have been unaware of the similarities between Raiders of the Lost Ark (1981) and the Tintin series until alerted by a French reviewer of Raiders (McBride 530). In discussing the paradoxical fidelity of his and Jackson’s reimagining of Tintin, Spielberg performed homage to the literary brand while emphasising the aesthetic limitations within the canon of prior adaptations:‘We want Tintin’s adventures to have the reality of a live-action film’, Spielberg explained during preproduction, ‘and yet Peter and I felt that shooting them in a traditional live-action format would simply not honor the distinctive look of the characters and world that Hergé created. Hergé’s characters have been reborn as living beings, expressing emotion and a soul that goes far beyond anything we’ve been able to create with computer-animated characters.’ (McBride 531)In these “reveals”, the discourse positions Spielberg and Jackson as both fans and auteurs, demonstrating affective investment in Hergé’s concepts and world-building while displaying the ingenuity of the partners as cinematic innovators.The Branded Reveal of Transformed ContentAccording to Hills, “quality TV drama” no less than “makeover TV,” is subject to branding practices such as the “reveal” of innovations attributed to creative professionals. Marketing paratexts discursively frame the “professional and creative distinction” of the teams that share and expand the narrative universe of the show’s screen or literary precursors (319–20). Distinction here refers to the cultural capital of the creative teams, as well as to the essential differences between what adaptation theorists refer to as the “hypotext” (source/original) and “hypertext” (adaptation) (Genette Paratexts; Hutcheon). The adaptation’s individualism is fore-grounded, as are the rights of creative teams to inherit, transform, and add richness to the textual universe of the precursor texts. Spielberg denied the “anxiety of influence” (Bloom) linking Tintin and Raiders, though he is reported to have enthusiastically acknowledged the similarities once alerted to them. Nevertheless, Spielberg first optioned Hergé’s series only two years later (1983). Paratexts “reveal” Hergé’s passing of the mantle from author to director, quoting his: “ ‘Yes, I think this guy can make this film. Of course it will not be my Tintin, but it can be a great Tintin’” (McBride 531).Promotional reveals in preproduction show both Spielberg and Jackson performing mutually admiring displays of distinction. Much of this is focused on the choice of motion capture animation, involving attachment of motion sensors to an actor’s body during performance, permitting mapping of realistic motion onto the animated figure. While Spielberg paid tribute to Jackson’s industry pre-eminence in this technical field, the discourse also underlines Spielberg’s own status as auteur. He claimed that Tintin allowed him to feel more like a painter than any prior film. Jackson also underlines the theme of direct imaginative control:The process of operating the small motion-capture virtual camera […] enabled Spielberg to return to the simplicity and fluidity of his 8mm amateur films […] [The small motion-capture camera] enabled Spielberg to put himself literally in the spaces occupied by the actors […] He could walk around with them […] and improvise movements for a film Jackson said they decided should have a handheld feel as much as possible […] All the production was from the imagination right to the computer. (McBride 532)Along with cinematic innovation, pre-release promotions thus rehearse the imaginative pre-eminence of Spielberg’s vision, alongside Jackson and his WETA company’s fantasy credentials, their reputation for meticulous detail, and their innovation in the use of performance capture in live-action features. This rehearsal of professional capital showcases the difference and superiority of The Adventures of Tintin to previous animated adaptations.Case Study 2: Andrew Motion: Silver, Return to Treasure Island (2012)At first glance, literary fiction would seem to be a far-cry from the commercial logics of tentpole cinema. The first work of pure fiction by a former Poet Laureate of Great Britain, updating a children’s classic, Silver: Return to Treasure Island signals itself as an exemplar of quality fiction. Yet the commercial logics of the publishing industry, no less than other media franchises, routinise practices such as author interviews at bookshop visits and festivals, generating paratexts that serve its promotional cycle. Motion’s choice of this classic for adaptation is a step further towards a popular readership than his poetry—or the memoirs, literary criticism, or creative non-fiction (“fabricated” or speculative biographies) (see Mars-Jones)—that constitute his earlier prose output. Treasure Island’s cultural status as boy’s adventure, its exotic setting, its dramatic characters long available in the public domain through earlier screen adaptations, make it a shrewd choice for appropriation in the niche market of literary fiction. Michael Cathcart’s introduction to his ABC Radio National interview with the author hones in on this:Treasure Island is one of those books that you feel as if you’ve read, event if you haven’t. Long John Silver, young Jim Hawkins, Blind Pew, Israel Hands […], these are people who stalk our collective unconscious, and they’re back. (Cathcart)Motion agrees with Cathcart that Treasure Island constitutes literary and common cultural heritage. In both interviews I analyse in the discussion here, Motion states that he “absorbed” the book, “almost by osmosis” as a child, yet returned to it with the mature, critical, evaluative appreciation of the young adult and budding poet (Darragh 27). Stevenson’s original is a “bloody good book”; the implication is that it would not otherwise have met the standards of a literary doyen, possessing a deep knowledge of, and affect for, the canon of English literature. Commercial Logic and Cultural UpdatingSilver is an unauthorised sequel—in Genette’s taxonomy, a “continuation”. However, in promotional interviews on the book and broadcast circuit, Motion claimed a kind of license from the practice of Stevenson, a fellow writer. Stevenson himself notes that a significant portion of the “bar silver” remained on the island, leaving room for a sequel to be generated. In Silver, Jim, the son of Stevenson’s Jim Hawkins, and Natty, daughter of Long John Silver and the “woman of colour”, take off to complete and confront the consequences of their parents’ adventures. In interviews, Motion identifies structural gaps in the precursor text that are discursively positioned to demand completion from, in effect, Stevenson’s literary heir: [Stevenson] was a person who was interested in sequels himself, indeed he wrote a sequel to Kidnapped [which is] proof he was interested in these things. (Cathcart)He does leave lots of doors and windows open at the end of Treasure Island […] perhaps most bewitchingly for me, as the Hispaniola sails away, they leave behind three maroons. So what happened to them? (Darragh)These promotional paratexts drop references to Great Expectations, Heart of Darkness, Lord of the Flies, Wild Sargasso Sea, the plays of Shakespeare and Tom Stoppard, the poetry of Auden and John Clare, and Stevenson’s own “self-conscious” sources: Defoe, Marryat. Discursively, they evidence “double coding” (Hills) as both homage for the canon and the literary “brand” of Stevenson’s popular original, while implicated in the commercial logic of the book industry’s marketing practices.Displays of DistinctionMotion’s interview with Sarah Darragh, for the National Association of Teachers of English, performs the role of man of letters; Motion “professes” and embodies the expertise to speak authoritatively on literature, its criticism, and its teaching. Literature in general, and Silver in particular, he claims, is not “just polemic”, that is “not how it works”, but it does has the ability to recruit readers to moral perspectives, to convey “ new ideas[s] of the self.” Silver’s distinction from Treasure Island lies in its ability to position “deep” readers to develop what is often labelled “theory of mind” (Wolf and Barzillai): “what good literature does, whether you know it or not, is to allow you to be someone else for a bit,” giving us “imaginative projection into another person’s experience” (Darragh 29). A discourse of difference and superiority is also associated with the transformed “brand.” Motion is emphatic that Silver is not a children’s book—“I wouldn’t know how to do that” (Darragh 28)—a “lesser” genre in canonical hierarchies. It is a writerly and morally purposeful fiction, “haunted” by greats of the canon and grounded in expertise in philosophical and literary heritage. In addition, he stresses the embedded seriousness of his reinvention: it is “about how to be a modern person and about greed and imperialism” (Darragh 27), as well as a deliberatively transformed artefact:The road to literary damnation is […] paved with bad sequels and prequels, and the reason that they fail […] is that they take the original on at its own game too precisely […] so I thought, casting my mind around those that work [such as] Tom Stoppard’s play Rosencrantz and Guildenstern are Dead […] or Jean Rhys’ wonderful novel Wide Sargasso Sea which is about the first Mrs Rochester in Jane Eyre […] that if I took a big step away from the original book I would solve this problem of competing with something I was likely to lose in competition with and to create something that was a sort of homage […] towards it, but that stood at a significant distance from it […]. (Cathcart) Motion thus rehearses homage and humility, while implicitly defending the transformative imagination of his “sequel” against the practice of lesser, failed, clonings.Motion’s narrative expansion of Stevenson’s fictional universe is an example of “overwriting continuity” established by his predecessor, and thus allowing him to make “meaningful claims to creative and professional distinction” while demonstrating his own “creative viewpoint” (Hills 320). The novel boldly recapitulates incidental details, settings, and dramatic embedded character-narrations from Treasure Island. Distinctively, though, its opening sequence is a paean to romantic sensibility in the tradition of Wordsworth’s The Prelude (1799–1850).The Branded Reveal of Transformed ContentSilver’s paratexts discursively construct its transformation and, by implication, improvement, from Stevenson’s original. Motion reveals the sequel’s change of zeitgeist, its ideological complexity and proximity to contemporary environmental and postcolonial values. These are represented through the superior perspective of romanticism and the scientific lens on the natural world:Treasure Island is a pre-Enlightenment story, it is pre-French Revolution, it’s the bad old world […] where people have a different ideas of democracy […] Also […] Jim is beginning to be aware of nature in a new way […] [The romantic poet, John Clare] was publishing in the 1820s but a child in the early 1800s, I rather had him in mind for Jim as somebody who was seeing the world in the same sort of way […] paying attention to the little things in nature, and feeling a sort of kinship with the natural world that we of course want to put an environmental spin on these days, but [at] the beginning of the 1800s was a new and important thing, a romantic preoccupation. (Cathcart)Motion’s allusion to Wild Sargasso Sea discursively appropriates Rhys’s feminist and postcolonial reimagination of Rochester’s creole wife, to validate his portrayal of Long John Silver’s wife, the “woman of colour.” As Christian Moraru has shown, this rewriting of race is part of a book industry trend in contemporary American adaptations of nineteenth-century texts. Interviews position readers of Silver to receive the novel in terms of increased moral complexity, sharing its awareness of the evils of slavery and violence silenced in prior adaptations.Two streams of influence [come] out of Treasure Island […] one is Pirates of the Caribbean and all that jolly jape type stuff, pirates who are essentially comic [or pantomime] characters […] And the other stream, which is the other face of Long John Silver in the original is a real menace […] What we are talking about is Somalia. Piracy is essentially a profoundly serious and repellent thing […]. (Cathcart)Motion’s transformation of Treasure Island, thus, improves on Stevenson by taking some of the menace that is “latent in the original”, yet downplayed by the genre reinvented as “jolly jape” or “gorefest.” In contrast, Silver is “a book about serious things” (Cathcart), about “greed and imperialism” and “how to be a modern person,” ideologically reconstructed as “philosophical history” by a consummate man of letters (Darragh).ConclusionWhen iconic literary brands are reimagined across media, genres and modes, creative professionals frequently need to balance various affective and commercial investments in the precursor text or property. Updatings of classic texts require interpretation and the negotiation of subtle changes in values that have occurred since the creation of the “original.” Producers in risk-averse industries such as screen and publishing media practice a certain pragmatism to ensure that fans’ nostalgia for a popular brand is not too violently scandalised, while taking care to reproduce currently popular technologies and generic conventions in the interest of maximising audience. As my analysis shows, promotional circuits associated with “quality” fiction and cinema mirror the commercial logics associated with less valorised genres. Promotional paratexts reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. Paying lip-service the sophisticated reading practices of contemporary fans of both cinema and literary fiction, their discourse shows the conflicting impulses to homage, critique, originality, and recruitment of audiences.ReferencesBalio, Tino. Hollywood in the New Millennium. London: Palgrave Macmillan/British Film Institute, 2013.Bloom, Harold. The Anxiety of Influence: A Theory of Poetry. 2nd ed. Oxford: Oxford UP, 1997.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Trans. Richard Nice. Cambridge, MA: Harvard UP, 1987. Burke, Liam. The Comic Book Film Adaptation: Exploring Modern Hollywood's Leading Genre. Jackson, MS: UP of Mississippi, 2015. Cathcart, Michael (Interviewer). Andrew Motion's Silver: Return to Treasure Island. 2013. Transcript of Radio Interview. Prod. Kate Evans. 26 Jan. 2013. 10 Apr. 2013 ‹http://www.abc.net.au/radionational/booksplus/silver/4293244#transcript›.Darragh, Sarah. "In Conversation with Andrew Motion." NATE Classroom 17 (2012): 27–30.Genette, Gérard. Palimpsests: Literature in the Second Degree. Lincoln, NE: U of Nebraska P, 1997. ———. Paratexts: Thresholds of Interpretation. Cambridge: Cambridge UP, 1997. Gray, Jonathan. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York UP, 2010.Hills, Matt. "Rebranding Dr Who and Reimagining Sherlock: 'Quality' Television as 'Makeover TV Drama'." International Journal of Cultural Studies 18.3 (2015): 317–31.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. Postmillennial Pop. New York: New York UP, 2013.Mars-Jones, Adam. "A Thin Slice of Cake." The Guardian, 16 Feb. 2003. 5 Oct. 2015 ‹http://www.theguardian.com/books/2003/feb/16/andrewmotion.fiction›.McBride, Joseph. Steven Spielberg: A Biography. 3rd ed. London: Faber & Faber, 2012.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York UP, 2015.Moraru, Christian. Rewriting: Postmodern Narrative and Cultural Critique in the Age of Cloning. Herndon, VA: State U of New York P, 2001. Motion, Andrew. Silver: Return to Treasure Island. London: Jonathan Cape, 2012.Raiders of the Lost Ark. Dir. Steven Spielberg. Paramount/Columbia Pictures, 1981.Wolf, Maryanne, and Mirit Barzillai. "The Importance of Deep Reading." Educational Leadership. March (2009): 32–36.Wordsworth, William. The Prelude, or, Growth of a Poet's Mind: An Autobiographical Poem. London: Edward Moxon, 1850.
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Dissertationen zum Thema "National Film Board of Canada. French Production"

1

York, Christine. „Voices and Silences: Exploring English and French Versions at the National Film Board of Canada, 1939-1974“. Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31195.

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Voices and Silences: Exploring English and French Versions at the National Film Board of Canada, 1939-1974 Abstract The National Film Board of Canada (NFB) is unique as a state-sponsored filmmaking institution for its bilingualism: it has consistently produced and distributed films in English and French and made versions of some of those films in the opposite language. This doctoral thesis fills a gap in existing literature on the NFB and in translation studies by taking the versions as its object of study. The corpus is drawn from the vast body of audiovisual productions made by the NFB between 1939 and 1974, when voice-over was the preferred mode of audiovisual translation. Voice-over can refer to either the translated narration that replaces the original voice of narration-led documentaries, or to the audiovisual voice-over of documentaries built around interviews and spontaneous speech. Against the backdrop of asymmetrical language relations between English and French in Canada, this thesis offers a retelling of the NFB’s early history that emphasizes the intertwining threads of English and French production and identifies several approaches to version making. From 1939 to the mid-1950s, with English-language production dominant at the NFB and little original production in French, versions from English to French were a central element of film in Quebec. They bear witness to an interventionist approach to translating, whereby the original film is treated as raw material that can be shaped to appeal to local audiences. Subsequently, an increase in French original production, reflecting changing documentary aesthetics and growing nationalism in Quebec, led to a correspondingly higher number of French-to-English versions. These versions adopted a mediating approach by adding a narrator’s voice in English to originals that eschewed narration, bringing the innovative French films into conformity with the traditional model. The period from 1967 to 1974 is one of fragmentation and is characterized by a high level of non-translation, whether of the Challenge for Change/Société nouvelle films or those of Studio D. The few films that were versioned, however, showed great sensitivity to language. Non-translation of a different kind can be found in many Aboriginal films produced at the NFB. The NFB’s long-standing commitment to translation makes it a valuable site for studying audiovisual translation practices and changing language relations in Canada. Voix et silences : Une exploration des versions anglaises et françaises produites par l’Office national du film du Canada, 1939-1974 Résumé L’Office national du film du Canada (ONF), institution financée par l’État pour la création d’œuvres cinématographiques, se distingue par son bilinguisme, car il a toujours produit et distribué ses films en anglais ou en français tout en prenant soin de fournir une version dans la langue opposée. La thèse se penche sur ces versions et vient combler un vide dans les recherches sur l’ONF ainsi qu’en traductologie. Le corpus à l’étude provient d’une vaste production audiovisuelle réalisée entre 1939 et 1974, époque où le mode de traduction privilégié des documentaires était la voix hors-champ. Ce terme désigne autant la narration traduite qui remplace la voix originale que la voix en surimposition utilisée pour les entrevues et le discours spontané. La thèse relate les débuts de l’ONF dans le contexte des relations asymétriques entre l’anglais et le français au Canada et porte un regard neuf sur les liens entre les studios anglophones et francophones en plus de décrire certaines tendances dans la production de versions. De 1939 jusqu’au milieu des années 1950, lorsque l’anglais dominait, par rapport aux rares films produits originalement en français, les versions françaises traduites de l’anglais contribuèrent substantiellement à la cinématographie québécoise. Elles témoignent d’une stratégie de traduction interventionniste, par laquelle le film original est considéré comme une matière première que l’on peut manipuler afin d’accrocher le public local. Par suite d’un changement dans l’esthétique du documentaire et de la montée du nationalisme québécois, les originaux en langue française s’accrurent et entraînèrent une augmentation des versions du français à l’anglais. Celles-ci usèrent d’un mode de médiation qui consistait à rajouter une voix narrative anglophone aux films novateurs en français, du fait qu’ils avaient évacué la narration, soumettant ainsi les créations originales au modèle traditionnel. La période de 1967 à 1974 en est une de fragmentation se caractérisant par un nombre élevé de films non traduits, tels que ceux produits dans le cadre du programme Challenge for Change/Société nouvelle ou par le Studio D. Les quelques productions qui furent traduites, cependant, connurent des versions d’une grande sensibilité linguistique. Un phénomène de non-traduction, mais d’un autre ordre, s’observe par ailleurs dans certains films autochtones. Depuis longtemps, l’ONF s’est engagé à traduire ses productions; c’est ce qui en fait un site riche pour l’étude des pratiques de la traduction audiovisuelle et du changement des relations entre les langues au Canada.
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2

Mak, Monica. „Racial diversity's journey to constancy : initiatives for redressing the colour imbalance in documentary filmaking at the National Film Board of Canada“. Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32928.

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This thesis explores the National Film Board's Cultural Diversity in Action Initiatives (1997-- ) whose aim is to redress the under-representation of filmmakers of colour in the English Program's documentary film production streams. Focusing on how these strategies and objectives have broadly tried to promote racial diversity (for instance, one way is through the goal of having one of four filmmakers be a person of colour), this thesis proposes that these initiatives represent the NFB's most prominent and socially progressive raison d'etre for the late 1990s and the new millennium.
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Bücher zum Thema "National Film Board of Canada. French Production"

1

Froger, Marion. Le cinéma à l'épreuve de la communauté: Le cinéma francophone de l'Office national du film, 1960-1985. [Montréal]: Presses de l'Université de Montréal, 2009.

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2

Véronneau, Pierre. Résistance et affirmation: La production francophone à l'ONF, 1939-1964. [Montréal]: Cinémathèque québécoise/Musée du cinéma, 1987.

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3

Alan, Bibby, Krepakevich Jerry, Bibby Productions und National Film Board of Canada., Hrsg. The long walk [videorecording] / director, Alan Bibby ; a Bibby Production Ltd. and National Film Board of Canada co-production. Montreal: National Film Board of Canada, 1998.

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4

Gerry, Flahive, McMahon Kevin, McMahon Michael, National Film Board of Canada., Primitive Features (Firm) und TVOntario, Hrsg. Intelligence [videorecording] / director, Kevin McMahon ; produced by Primitive Features, in co-production with the National Film Board of Canada. Montreal: National Film Board of Canada, 1998.

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5

Ann, Patten Lesley, CTV Televison, National Film Board of Canada. und Rising Productions, Hrsg. Loyalties [videorecording] / directed, written and produced by Lesley Ann Patten ; produced by Rising Productions Limited in co-production with the National Film Board of Canada in association with CTV Television Inc. Montreal: National Film Board of Canada, 1999.

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6

Defying the law [videorecording] / produced by Norflicks Productions in co-production with the National Film Board of Canada ; director, Marta Nielsen Hastings. Montreal: National Film Board of Canada, 1997.

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Buchteile zum Thema "National Film Board of Canada. French Production"

1

Marshall, Bill. „Worlds Within; In the World“. In Cinéma-monde. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474414982.003.0016.

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This epilogue underscores the fact that 'cinéma-monde' always came with a question mark: it was a hypothesis, a heuristic device, conjuring up a 'what would happen if' we looked at Francophone film production through a slightly different lens. Moving forward from this mapping of the possibilities of cinéma-monde while at the same time highlighting the persistence of the national, the essay proposes that one way to take ‘monde’ seriously is to situate Francophone film production within world history. An example taken is Chloé Leriche’s Avant les rues (2016, Canada), filmed in an Atikamekw community, which raises questions of colonialism, indigeneity, ecology and the cosmos. It suggests that connections can be formed in terms of parts of wholes, in other words of the worlds within, for example, Quebec or French national cinema.
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