Transmedia Perspective on Entrepreneurship

  • Nikhilesh Dholakia
  • Ian Reyes
  • Finola Kerrigan


Dholakia, Reyes, and Kerrigan, arguing that transmedia worlds have been disrupting the media since the 1990s, position this disruption within wider discussions of media fragmentation, increasing audience activity, and new storytelling modalities within organizations. In outlining the origins of transmedia businesses, the authors draw parallels between transmedia businesses and entrepreneurship. They connect the development of transmedia worlds to wider discussions of entrepreneurship in the film and media industries, in which technological developments constantly influence practice. Dholakia et al. draw on socioeconomic and cultural theories to present an analysis of how transmedia growth would impact entrepreneurship, innovation, creative economies, and the trajectories of established media firms and brand owners. The authors also offer transmedia worlds as possible antidotes to declining rates of entrepreneurship in the US.


Socioeconomic theory Cultural theory Media fragmentation Storytelling Transmedia worlds 


  1. Andrejevic, Mark. 2004. The Webcam Subculture and the Digital Enclosure. In MediaSpace, ed. Couldry and McCarthy. New York: Routledge.Google Scholar
  2. Booth, Paul. 2010. Digital Fandoms: New Media Studies. New York: Peter Lang.Google Scholar
  3. Bruns, Axel. 2006. Blogs, Wikipedia, Second Life, and Beyond: From Prosumption to Produsage. New York: Peter Lang.Google Scholar
  4. Chen, Hsinchun, Roger H.L. Chiang, and Veda C. Storey. 2012. Business Intelligence and Analytics: From Big Data to Big Impact. MIS Quarterly 36: 1165–1189.Google Scholar
  5. Chess, Shira, and Eric Newsome. 2015. Folklore, Horror Stories, and the Slender Man. New York: Palgrave.CrossRefGoogle Scholar
  6. Collin, R. 2016. Batman V Superman: Dawn of Justice Is the Most Incoherent Blockbuster in Years—Review. The Telegraph. Accessed 3 Oct 2016.
  7. Dewey, C. 2014. The Complete History of ‘Slender Man’, the Meme that Compelled Two Girls to Stab a Friend. The Washington Post. Accessed 24 Mar 2017.
  8. Dholakia, Nikhilesh, and Ian Reyes. 2013. Virtuality as a Place and Process. Journal of Marketing Management 29 (13–14): 1580–1591.CrossRefGoogle Scholar
  9. Garber, Megan. 2016. “Party Fowl” The Angry Birds Movie Is an Allegory, Right? The Atlantic. Accessed 24 Mar 2017.
  10. Hadas, L. 2014. Authorship and Authenticity in the Transmedia Brand: The Case of Marvel’s Agents of SHIELD. Networking Knowledge: Journal of the MeCCSA Postgraduate Network 7 (1). Apr 7.Google Scholar
  11. Hills, M. 2012. Torchwood’s Trans-Transmedia: Media Tie-Ins and Brand ‘Fanagement’. Participations 9 (2): 409–428.Google Scholar
  12. Hsu, D.H. 2008. Technology-Based Entrepreneurship. Handbook of Technology and Innovation Management 3: 367–388.Google Scholar
  13. Jansson, A., and J. Lindell. 2015. News Media Consumption in the Transmedia Age: Amalgamations, Orientations and Geo-social Structuration. Journalism Studies 16 (1): 79–96.CrossRefGoogle Scholar
  14. Jenkins, Henry. 2013. Textual Poachers: Television Fans and Participatory Culture. New York: Routledge.Google Scholar
  15. ———. 2014. The Reign of the ‘Mothership’: Transmedia’s Past, Present, and Possible Futures. In Wired TV: Laboring Over an Interactive Future, ed. Denise Mann. New Brunswick: Rutgers University Press.Google Scholar
  16. Jones, C. 2001. Co-evolution of Entrepreneurial Careers, Institutional Rules and Competitive Dynamics in American Film, 1895–1920. Organisational Studies 22 (6): 911–944.CrossRefGoogle Scholar
  17. Kendall, Paul. 2011. Angry Birds: The Story Behind iPhone’s Gaming Phenomenon. The Telegraph. Accessed 24 Mar 2017.
  18. Kerrigan, Finola. 2017. Film Marketing, 2nd Edition. Oxford: Routledge.Google Scholar
  19. Kinder, M. 1991. Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley: University of California Press.Google Scholar
  20. McNary, D. 2016. Sony in Talks for ‘Slender Man’ Horror Movie. Variety. Accessed 24 Mar 2017.
  21. Scolari, C.A. 2009. Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production. International Journal of Communication 3 (21): 586–606.Google Scholar
  22. Shirky, Clay. 2010. Cognitive Surplus: How Technology Makes Consumers into Collaborators. New York: Penguin.Google Scholar
  23. Stork, M. 2014. The Cultural Economics of Performance Space: Negotiating Fan, Labor, and Marketing Practice in Glee’s Transmedia Geography. Transformative Works and Cultures. Online.Google Scholar
  24. Thompson, Derek. 2016. America’s Monopoly Problem: How Big Business Jammed the Wheels of Innovation. The Atlantic 319 (October).Google Scholar
  25. Venkataraman, S. 1997. The Distinctive Domain of Entrepreneurship Research. Advances in Entrepreneurship, Firm Emergence and Growth 3 (1): 119–138.Google Scholar
  26. Zelenkauskaite, Asta. 2017. Remediation, Convergence, and Big Data: Conceptual Limits of Cross-Platform Social Media. Convergence 23 (5): 512–527.CrossRefGoogle Scholar

Copyright information

© The Author(s) 2018

Authors and Affiliations

  • Nikhilesh Dholakia
    • 1
  • Ian Reyes
    • 1
  • Finola Kerrigan
    • 2
  1. 1.University of Rhode IslandKingstonUSA
  2. 2.University of BirminghamBirminghamUK

Personalised recommendations