Screen Franchising and Innovation

MDA20007 12.5 Credit Points Hawthorn Available to incoming Study Abroad and Exchange students

Duration

  • 1 semester or equivalent
     

Contact hours

  • 36 hours

On-campus unit delivery combines face-to-face and digital learning.

2023 teaching periods

Hawthorn

Higher Ed. Semester 2

Dates:
31 Jul 23 - 29 Oct 23

Results:
5 Dec 23

Last self enrolment:
13 Aug 23

Census:
31 Aug 23

Last withdraw without fail:
15 Sep 23

More teaching periods
Swinburne Online

Teaching Period 1
Swinburne Online

Teaching Period 3

Dates:
13 Mar 23 - 11 Jun 23

Results:
4 Jul 23

Last self enrolment:
26 Mar 23

Census:
7 Apr 23

Last withdraw without fail:
28 Apr 23

Dates:
6 Nov 23 - 11 Feb 24

Results:
5 Mar 24

Last self enrolment:
19 Nov 23

Census:
1 Dec 23

Last withdraw without fail:
29 Dec 23


Aims and objectives

This unit provides students with a hands-on understanding of how novels, plays, and comic books are adapted to films and TV shows through adaptation, and then can be extended into the sequels, spin-offs, and merchandise that make up a transmedia franchise. Students will learn how entertainment franchises and screen adaptations are conceived and produced, and the cultural and historical contexts that underpin creative and industry strategies. In so doing, students will consider how commercial and cultural power structures impact screen adaptation and entertainment franchises. The unit equips students with the tools necessary to analyse and develop screen adaptations and franchises: using professional-standard software, students create assignments aligned with industry expectations. Students will cultivate an understanding of the relationships between screen franchising, transmedia storytelling, media convergence, and different media formats.
 
Unit Learning Outcomes (ULO)

Students who successfully complete this Unit will be able to:

1. Demonstrate knowledge, conceptual understanding, and expertise in screen adaptation, franchising, and transmedia storytelling.
2. Formulate arguments and critical analysis skills that engage various theories of screen storytelling and screen industry dynamics, and that consider cultural and industrial power dynamics.
3. Recognise and reflect on social, cultural, and ethical issues relating to screen texts and screen industries in local and international contexts.
4. Use screen theories as presented in the unit to develop solutions to contemporary screen issues within the context of the discipline.
5. Reflect critically on their own scholarship and practice, and use this to improve their creative outcomes.