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Tie-ins are considered an important part of the revenue-stream for any major media release, and both planning and licensing for such works often begins at the very earliest stages of creating such a property. Tie-ins provide both an important way of generating additional income from a property, and a
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or story collections inspired by the property, or republished previously existing books, such as the novels on which a media property was based, with artwork or photographs from the property. According to publishing industry estimates, about one or two percent of the audience of a film will buy its
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noted the flourishing market for TV series tie-in novels, coinciding with the increasing cultural significance of quality television series. The increasing number of previously established novelists taking on tie-in works has also been credited with these works gaining a "patina of respectability"
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The lineage of tie-in works can be quite convoluted; for example, a novelization might be done of a video game, which was based on a television series, based on a film, based on a comic book which was the original media property. In several cases, a novelization has been released based on a movie
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A novelization is a derivative novel that adapts the story of a work created for another medium, such as a film, TV series, comic strip or video game. Film novelizations were particularly popular before the invention of home video, but continue to find commercial success as part of marketing
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These tie-ins can be considered as forms of "free advertising", as they create more exposure for the media property. Tie-ins need not have a direct association with the property; for example, a particular pizza company can offer coupons that are associated with the
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films, but that specific pizza company itself does not necessarily have to appear in the films. By this association, however, the pizza company is exposed to a bigger audience. If a media property does well, the tie-ins gain that positive exposure as well.
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film franchises. Although increasingly also a domain of previously established novelists, tie-in writing has the disadvantages, from the writers' point of view, of modest pay, tight deadlines and no ownership in the intellectual property created.
347:. Such poor quality is often due to game developers forced to rush the product in order to meet the film's release date, or due to issues with adapting the original work's plot into an interactive form, such as in the case of the
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Tie-in products may also have a documentary or supplemental character, such as "making-of" books documenting the creation of a media property. Tie-in products also include other types of works based on the media property, such as
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302:, under pressure to finish the game in time for the film's release. The aim for the publishers is to increase hype and revenue, as the two industries effectively market one another's releases.
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which was in turn adapted from an original novel. In such cases, it is not uncommon to see the novelization and a film release of the original novel side by side on the same shelf.
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Wasko, Janet, Mark
Phillips, and Chris Purdie. 1993. "Hollywood Meets Madison Avenue: The Commercialization of US Films". Media, Culture & Society 15(2): 271-293.
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410:). Novel tie-ins were published less frequently after the 1990s, with developers only taking risks with stories that had already been licensed for films.
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campaigns for major films. They are often written by accomplished writers based on an early draft of the film's script and on a tight deadline.
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film series, where one reviewer criticised some of the game's missions and side-quests as being unrelated to the film's storyline.
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novelization, making these relatively inexpensively produced works a commercially attractive proposition in the case of
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Tie-in books are sometimes reprints of novels rebranded to tie in with their film adaptation. As an example, after
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may be published featuring the adapted story, as well as other stories from the same author; for example, while
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See You in the Funny Pages — Comic books enter the gift market: are pop culture gifts coming of age?
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after having previously been disregarded in literary circles as derivative and mere merchandise.
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used primarily to generate additional income from that property and to promote its visibility.
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way of satisfying the desires of fans who enthusiastically support a popular media property.
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based on popular films of the era. It later adopted a more traditional nonfiction format.
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based on the original work; for example, the many books, comics and video games set in an
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Film license video games have a reputation for being of poor quality; for example,
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work is a work of fiction or other product based on a media property such as a
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being one of the few exceptions. One of the first movie tie-in games, Atari's
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issue 60, December 1990; at The Your
Sinclair the Rock 'n' Roll Years
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recordings, video games, or merchandise including toys and clothing.
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The Midas
Formula. How to create a billion-dollar movie franchise.
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606:"Hollywood and video game industry profit from movie tie-ins"
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208:. Similarly, novels were published to tie in with the films
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Common tie-in products include literary works, which may be
563:"Popular TV Series and Movies Maintain Relevance as Novels"
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are tie-in licences for films, television series or books.
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343:(1982) was deemed so bad it was cited as one cause of the
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For the meaning of the term in U.S. college football, see
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Tie-in works may also tell new stories in the form of
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220:, featuring Philip K. Dick's original short stories "
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651:"Movie and Game Studios Getting the Total Picture"
588:"Review: Movie Tie-In Games Mostly Disappointing"
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230:International Association of Media Tie-In Writers
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456:, first published in 1911, originally presented
400:. Action games based on novels are less common (
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298:have to work within constraints imposed by the
85:This pannier bag is a tie-in product from the
782:The YS Complete Guide To Film And TV Licences
290:Video game movie tie-ins are expensive for a
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360:Video tie-in licences for novels tend to be
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493:Some early examples of TV tie-in books are
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206:Apt Pupil: A Novella in Different Seasons
173:was similarly republished to tie in with
163:with the film's poster on the cover. The
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182:A tie-in book linked to a film based on
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139:Rebranding of previously published work
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704:"Why Are Books Never Made Into Games?"
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373:The Hitchhiker's Guide to the Galaxy
170:Do Androids Dream of Electric Sheep?
561:Alter, Alexandra (4 January 2015).
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248:and other spin-offs, creating an
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470:The Adventures of Superman
340:E.T. the Extra-Terrestrial
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629:"Ready For Your Close-Up"
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403:William Shatner's TekWar
315:'s three film licenses (
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222:The Minority Report
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495:Leave It to Beaver
334:The Blues Brothers
236:Expanded universes
196:the eponymous film
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683:. 8 December 2010
534:Expanded universe
398:graphic adventure
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393:Neuromancer
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321:Cliffhanger
308:Amiga Power
300:film studio
285:video games
273:Video games
109:blockbuster
798:Categories
713:2009-03-01
660:2007-11-01
610:Canada.com
572:18 January
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505:(1961) by
489:Television
406:(1995), a
367:The Hobbit
118:soundtrack
91:South Park
55:board game
47:video game
763:Slate.com
453:Photoplay
380:, whilst
313:Psygnosis
311:awarding
259:Star Wars
192:Apt Pupil
87:TV series
513:See also
497:(1960),
479:Superman
329:in total
246:prequels
226:Paycheck
217:Paycheck
161:Die Hard
156:Die Hard
59:web site
539:Toyetic
481:artist
317:Dracula
242:sequels
224:" and "
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349:games
283:Some
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