000050163 000__ 03029cam\a22003975i\4500 000050163 001__ 50163 000050163 003__ SzGeWIPO 000050163 005__ 20241024004426.0 000050163 006__ m eo d 000050163 007__ cr bn |||m|||a 000050163 008__ 241007s2011\\\\eng\\\\\ob\\\\000\0\eng\d 000050163 022__ $$a2045-9807 (Print) 000050163 022__ $$a2045-9815 (Online) 000050163 035__ $$a(OCoLC)1463455448 000050163 040__ $$aSzGeWIPO$$beng$$erda$$cSzGeWIPO$$dCaBNVSL 000050163 041__ $$aeng 000050163 24500 $$aIs copyright some kind of funhouse? The literary work of character, storyworlds, and the play of adaptation. 000050163 264_1 $$a[Northampton, England] :$$bEdward Elgar Publishing Ltd.,$$c2024. 000050163 300__ $$a1 online resource (pp. 107-121) 000050163 336__ $$atext$$2rdacontent 000050163 337__ $$acomputer$$2rdamedia 000050163 338__ $$aonline resource$$bcr$$2rdacarrier 000050163 4901_ $$aQueen Mary Journal of Intellectual Property ;$$vVolume 14, Issue 2 000050163 520__ $$aAs this issue goes to press, we are in the middle of awards season after a year of strong box office performances and reports of audiences returning to the theatre experience in encouraging numbers.2 Over the past 12 months, the Hollywood blockbuster has spawned not only new memes and hashtags,3 but also a burgeoning industry of so-called immersive experiences. Immersive experiences are delivered through a range of mechanisms from virtual and augmented reality through to the design of the experience environment, such as three-dimensional elements and the performers themselves. They have become ‘one of the fastest growing sections of the leisure industry and they play a major role in shaping societies and culture’.4 Immersive technologies in the film industry include everything from the use of sound through to visual effects. And the production of immersive experiences in marketing various consumer industries, from electrical goods to fashion, deploys a range of immersive media and gaming elements in order to increase engagement and promote purchases.5 But as a product themselves, immersive experiences, or so-called ‘real entertainment’,6 have created new opportunities for both successful collaborations as well as reputationally damaging exploitations. But like a visit to Willy Wonka’s chocolate factory, or being spirited back on roller skates to Barbieland, is the immersive experience quintessentially a cinematic theme park? Indeed, is cinema itself the original immersive experience,7 before immersive videogames and the metaverse? Some kind of funhouse8 perhaps? Are we having fun? 000050163 542__ $$fhttps://www.elgaronline.com/page/Conditions%20of%20use/terms-and-conditions 000050163 590__ $$aPublished online: 2024 000050163 650_0 $$aIntellectual property. 000050163 650_0 $$aCopyright. 000050163 650_0 $$aCopyright. 000050163 650_0 $$aIntellectual property. 000050163 7001_ $$aGibson, Johanna,$$eauthor. 000050163 7731_ $$tQueen Mary Journal of Intellectual Property$$wQMJ 000050163 830_0 $$aQueen Mary Journal of Intellectual Property ;$$vVolume 14, Issue 2. 000050163 85641 $$uhttps://doi.org/10.4337/qmjip.2024.02.00 000050163 904__ $$aJournal article 000050163 980__ $$aQMJ