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Full-Text Articles in Critical and Cultural Studies
Mediated Merchandise, Merchandisable Media: An Introduction, Elizabeth Affuso, Avi Santo
Mediated Merchandise, Merchandisable Media: An Introduction, Elizabeth Affuso, Avi Santo
Communication & Theatre Arts Faculty Publications
There are many reasons why film and media scholars ought to take merchandise seriously. That filmrelated merchandise is a lucrative part of the film business is only a starting point, but still a good place to start. In 2018, character and entertainment licensing accounted for 44.7% of retail sales of licensed merchandise, generating $121.53 billion in sales. [1] [#N1] This earned entertainment companies approximately $6.2 billion in royalties. [2] [#N2] Not surprisingly, five of the top ten licensors are entertainment companies, with Disney positioned at the top with $53 billion in merchandise sales. Universal Studios is ranked 4th ($7.3 billion), …
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
English Faculty Publications
In the epigraph to this collection, we return to a foundational text of the western literary canon, Homer’s Odyssey, and see in Penelope’s “bow contest” an illustrative moment in the history of game culture. Having fought in the Trojan War and having survived his ten-year trek home, the weary Odysseus cannot simply show up—the returning hero must rout the odious suitors whom Penelope has forestalled. In order to buy more time for vengeance, Odysseus disguises himself as an old beggar; in order to buy more time for deferral, Penelope creates an unwinnable game: she will marry the suitor able …