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>> 279 Index Page numbers in italics refer to illustrations. ABC television, 4, 109, 207 ACT. See Action for Children’s Television Action figures: He-Man, 57; Japanese, 187; Star Trek, 110; Star Wars, 78; Toy Biz, 88– 89, 91; X-Men, 89 Action for Children’s Television (ACT), 53 Activision, 77, 97; Marvel relationship, 69, 98–101; Raven Software relationship, 98– 101; Star Trek licensing agreement and, 43–44; Transformers video game, 164, 179; Viacom lawsuit and, 44; video game domination by, 67 Advertising Age, 17, 47, 176, 209, 215 Advertising agency, 82 Age of Apocalypse, 101, 102 Agreement: contractual, 43; licensing, 43– 44, 97; stakeholders, 34 Allison, Anne, 162–63, 169 Alternate reality games: Advertising Age on, 215; “The Beast,” 213; “The DHARMA Initiative Recruiting Project,” 218; “Dunder Mifflin Infinity,” 197, 220–23, 221, 229; “The Lost Experience,” 213–14, 229 Astro Boy. See Tetswan Atomu Authorship/Authority, 200, 205, 225; centralized , 140, 149; creative identity and, 111–12; licensees and, 149; licensing, 141–42; Moore, 110–11, 129, 144, 150, 237; traditional methods, 109; world sharing and, 112 The Avengers, 73, 83, 85, 96, 98, 108 Babe, Robert, 11 Barbie, 20, 73, 93 Batman, 55, 74, 86, 141, 164; The Animated Series, 59; Batman Incorporated comic book, 49; The Brave and the Bold, 42; games and toys, 42; gender and, 57, 59; reproduced intellectual property, 28 Battle Convoy, 172, 173 Battlestar Galactica, 3, 19, 24, 109–51, 200, 239; Battlestar Galactica Online, 228; Beyond the Red Line game, 224–25, 276n85; Blood and Chrome, 110, 130, 146, 167; comic books, 144–47; creative management, 22; Diaspora game, 24, 201, 223–29, 227, 276n85; differences in visual design, 136–37, 138; Dynamite Entertainment and, 110, 144–45; episodes , 119; “Face of the Enemy” webisodes , 140; fan nostalgia, 127; game, 20; gender, production, and representation, 62–63; Ghosts, 146–47; “Join the Fight,” 207, 217–18, 220, 223, 229; overdesign, 118; production documentation, 112; reimagining, 110, 123, 132, 136, 145, 150, 238, 257n8; social networking game, 217; VideoMaker Toolkit, 211–12, 212, 216–17; Viper fighter model, 126; visual design, 136, 137, 138; world building, 118. See also Moore, Ronald D. “The Beast” alternate reality game, 213 Beast Wars, 179–81, 233, 264n4 Benedict, Dirk, 62–64, 134 Berman, Rick, 111, 124, 129, 131, 168 Beyond the Red Line game, 224–25, 276n85 BFG. See Bureau of Film and Games Bible, 50–51 Big Brother, 33, 203 BigPoint, 110, 228 Bilson, Danny, 19, 47, 141 Bozo the Clown, 52–53 280 > 281 Creative labor: franchisees, 7–8; industrial production, 132; narrative and, 132; social relationships among, 141; world sharing and, 112–13 Creative legitimacy, 48, 144–45, 149, 228 Creative license, 24–25, 148; collaboration and, 23, 94, 239 Creative management, 22 Creative resources: licensees, 25, 140, 142; value from, 8 Creativity, 12–13, 223–29; capitalism and, 199; contractual and legal control, 8; cultural production and, 14; distinction and, 14, 123, 136, 140; within intellectual property , 8, 32; intra-industrial franchising and, 140; Moore, 118–19; shared, by production communities, 22, 109; television, 142, 144, 148; world building, 22; world sharing and, 112. See also Co-creativity Cross-cultural collaboration in broadcasting , 159 CSI, 45; Miami, 32; New York, 32; programming and management, 19; reproduced intellectual property, 28; spin-off series, 32 Cultural difference, 7, 180, 187, 192, 195 Cultural discourse, 29, 37, 65 Cultural economy, 34 Cultural history of franchise, 21 Cultural homogenization, 158–59 Cultural imaginary, 21, 25, 29–31, 46, 236; children’s television, 53; fast food, 52; gender and sexuality, 62–64. See also Franchise imaginary Cultural imperialism, 158–59, 162, 265n30 Cultural legitimacy, 62, 67 Cultural production. See Production Cultural resources, 16, 237; industrial regimes of control, 23; production multiplication from, 45; stakeholders and, 7; users, 202 Cultural studies, 9–11; production, 13, 237 Cultural value, 60, 158, 162 Culture, 60; children’s gender differences, 57–58; within corporate organization, 44; creative, 3, 7, 141; European and U.S., 160; fan, 113; fast food chains, 33, 50; feminization , 63; franchising, 19, 34–41; jamming, 203; production and reproduction, 6, 24; ways of life, 11, 12, 17, 25, 117, 236 Culture industries: economics, 4–5; institutional histories, 70–73; monolithic, 70; multiplication process, 6, 47, 71; organizing production practices, 30; political economy, 71; products and intellectual properties, 28; social relations, 10 Curb Your Enthusiasm, 47, 120 Curtin, Michael, 4, 17, 75, 155, 163–64 D’Acci, Julie, 10, 73 Daily Yomiuri, Tokyo, 157 DC Comics...

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