Controllers and the Magic Kingdom

R. Denison
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Abstract

Who controls the Kingdom Hearts franchise? This article examines this question using a mixed industrial and promotional approach to seek moments of revelation about the creation and status of the Kingdom Hearts franchise for both of its conglomerate co-creators, Disney and Square Enix. Disney’s conglomerated industrial practice has long been assessed for adherence to the concept of synergy. By examining where and how synergy was adopted as an industrial logic within the creation of the Kingdom Hearts franchise, and Kingdom Hearts III in particular, I argue that it is in moments of tension, that we can find the most instructive evidence for who controls the games we play. Following work by Janet Wasko (2001) and Barbara Klinger (1999) in particular, I first look across the shared discursive history of the franchise and then at the promotion of Kingdom Hearts III for instances where synergy breaks down or becomes contested. These, I contend, demonstrate the limits of the logical of synergy in cross-cultural, transindustrial production cultures.
控制器和魔法王国
谁在控制《王国之心》系列?这篇文章将结合产业和推广方法来探讨这一问题,并从《王国之心》的联合创造者迪士尼和Square Enix的角度去揭示《王国之心》的创造和地位。长期以来,人们一直对迪士尼集团的工业实践进行评估,认为它遵循了协同效应的概念。通过研究《王国之心》系列(尤其是《王国之心3》)在哪里以及如何将协同作用作为一种工业逻辑,我认为只有在紧张时刻,我们才能找到谁控制我们玩的游戏的最有指导意义的证据。在Janet Wasko(2001年)和Barbara Klinger(1999年)的工作之后,我首先回顾了这款游戏的共同历史,然后着眼于《王国之心3》的推广,看看协同作用是否会破裂或出现争议。我认为,这些证明了跨文化、跨工业生产文化中协同逻辑的局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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