2
Marxist Analysis

Shadowhunters – a supernatural teen drama about human–angel hybrids who protect other humans from demons – debuted on Disney’s Freeform channel (formerly known as ABC Family) on January 12, 2016 to many indicators of success. In addition to deriving its source material from Cassandra Clare’s popular book series, The Mortal Instruments, the new series received a coveted broadcast slot following the network’s most popular program, Pretty Little Liars, which is also based on a successful novel series. Pretty Little Liars was in its seventh season when Shadowhunters premiered, and network executives were hopeful that the substantial following of the former program would carry over to the latter. Their plan was largely successful. The pilot episode of Shadowhunters attracted Freeform’s largest audience in more than 2 years and was the fourth highest‐rated scripted cable launch in 12 months, behind AMC’s Fear the Walking Dead, Better Call Saul, and Into the Badlands. Based on its success, Shadowhunters was renewed for a second and third season, each involving 20 episodes. During this 3‐year period, the series received numerous Teen Choice Awards and developed a passionate fan following.1

Fans of the show were understandably surprised and puzzled, then, to learn in June 2018 that Freeform was cancelling the series after only three seasons. Why would the network cancel something so popular, especially when it fit so well with its brand? The answer to that question comes down to economics. As Britt Lawrence explains, “Freeform’s co‐production partner, the Germany‐located company Constantin Film, lost its output deal with Netflix when Freeform decided to start ordering original series in smaller doses. In light of that move, the burden was on the network and the production company to make a bigger financial commitment, but the talks fell apart in the end.”2 As Freeform’s head of programming Karey Burke noted, “We were very happy creatively with it [Shadowhunters] … We went back and forth with them [Constantin Film] but ultimately we just couldn’t make the economics work.”3 Though fans launched an online campaign with #saveshadowhunter, an effort that garnered more than 114 000 signatures and $10 000 for charity, the final episodes aired early in 2019.

The cancellation of Shadowhunters is as an important reminder to media consumers about the powerful role that economic factors play in shaping our media landscape. Though the program had strong ratings and a dedicated fan base, its production and distribution costs made it too financially risky for Freeform. In many ways, this case study illustrates the usefulness of a critical perspective in media studies commonly referred to as Marxist analysis. Generally speaking, Marxist media scholars are interested in how economic contexts and imperatives impact the production and distribution of media content. Books, films, and television shows do not just spontaneously occur; they are all products to be bought and sold in a greater system of commodity exchange. Marxist scholars are concerned with how conceptualizing media content as products, in turn, shapes the way that content looks and circulates.

We begin this chapter with an overview of Marxist theory, before turning our attention to patterns of media ownership, focusing on how concentration, conglomeration, integration, and multinationalism diminish competition, maximize profits, and exploit foreign markets. Next, we explore several of the key strategies of profit maximization utilized by multinational media conglomerates to increase their bottom line and maintain their economic dominance. Then, we examine the role that advertising plays in the media industry, looking at its changing dynamics over time. We conclude the chapter by considering how media ownership patterns and strategic practices reduce diversity in media content, limit the breadth of voices and ideas found in media, and fuel cultural imperialism.

Marxist Theory: An Overview

Marxism is both a social theory and a political movement rooted in the idea that “society is the history of class struggles.” Its origins lie in the work of Karl Marx and Friedrich Engels, who collaborated on The German Ideology in 1845 (though it was not published until long after their deaths) and the Communist Manifesto in 1848. Marx, who was born in Prussia in 1818, is the more well known of the two, due, in part, to his single‐authored works, including The Poverty of Philosophy (1847), Theories of Surplus Value (1860), Capital (1867), A Contribution to the Critique of Political Economy (1859), and Economic and Philosophic Manuscripts of 1844, which was published posthumously in 1930. The central premise of Marxism is that the mode of production in society (i.e. its underlying economic structure and practices) determines the social relations of production (i.e. its class structure). This theory understands and makes sense of the world through the perspective of historical materialism, which regards the character of social life as a reflection of the material conditions that exist at a particular historical juncture.

Marx believed that the material world (i.e. natural phenomena and processes) precedes human thought: that the external, concrete, material conditions of social existence determine or ground human consciousness. As such, Marxism is considered a materialist philosophy rather than an idealist philosophy; idealists maintain that ideas, not material conditions, determine social existence. Marx also believed that the material conditions of societies change over time and must, therefore, be viewed in historical context. As he explains in the Preface to A Contribution to the Critique of Political Economy:

In the social production of their existence, men [sic] inevitably enter into definite relations, which are independent of their will, namely relations of production appropriate to a given stage in the development of their material forces of production. The totality of these relations of production constitutes the economic structure of society, the real foundation, on which arises a legal and political superstructure and to which correspond definite forms of social consciousness. The mode of production of material life conditions the general process of social, political and intellectual life. It is not the consciousness of men that determines their existence, but their social existence that determines their consciousness.4

Marxism, then, holds that social consciousness, as encoded in institutions such as religion, politics, government, education, law, and art and media, which Marx collectively referred to as the cultural superstructure, reflects or mirrors the material conditions of society, which he termed the economic base. Figure 2.1 represents Marx’s famous base/superstructure model.

For Marx, the cultural superstructure and the social institutions that make it up operate in the realm of ideas or ideology. Thus, to understand the ruling ideas or dominant ideology in society, one needs to attend to the material mode of production in that society. As Marx and Engels explain in The German Ideology:

Diagram of Marx's base/structure model depicted as 2 connected boxes labeled base (economic) and superstructure (cultural) with corresponding 2 boxes on the right labeled social instution for superstructure and mode of production for base.

Figure 2.1 Marx’s base/superstructure model.

The ideas of the ruling class are in every epoch the ruling ideas: i.e. the class which is the ruling material force of a society is at the same time its ruling intellectual force. The class which has the means of material production at its disposal, consequently also controls the means of mental production … The ruling ideas are nothing more than the ideal expression of the dominant material relations, the dominant material relations grasped as ideas.5

The mode of production within any society is characterized by two elements: its forces of production, such as the land, natural resources, and technology needed to produce material goods, and its relations of production, such as labor practices and ownership (of property, company shares, or the ways goods are distributed). According to Marx, a society based on a capitalist mode of production is inherently exploitive because it creates two classes, a working or proletariat class and a ruling or bourgeois class.

Since the bourgeoisie owns and controls the means of production in society, the only commodity that the proletariat has to sell is its labor. For Marx, the ruling class exploits the economic value (i.e. labor) of the working class to increase surplus value or profits. But the capitalist system in many countries has changed dramatically since Marx developed his Labor Theory of Value, and the division of labor that produced such a harsh divide between the haves and the have‐nots has been replaced by a system that sustains a large middle class, the petty or petite bourgeoisie, of small business owners and white‐collar workers (i.e. lawyers, doctors, professors, etc.). Their ideological domination – and it is domination (e.g. the middle class still behaves in a manner that sustains the ruling elite) – appears to be less grounded in their working conditions. This has led many contemporary Marxist scholars to reject deterministic models, which they label “vulgar Marxism,” that see the superstructure as having no autonomy from the economic base. While Marxist critics are still interested in who owns and controls the means of production in society, they also recognize that ideology can and does influence modes of production. Thus, for them, the process is much more dialectical than unidirectional, and it is this dialectic that they wish to understand.

Capitalism is driven by the continuous desire to increase capital, an ideology known as the profit‐motive. Contemporary Marxist critics, many of whom identify as political economists, investigate both the prevailing patterns of media ownership and how the logic of capital (i.e. the profit‐motive) influences media business practices. There is good reason to do so, as the media are big business … very big business! According to PQ Media, a custom media research firm, global consumer spending on media and technology, which includes media content, subscriptions, access, and devices, was $1.634 trillion in 2016. Of that total, $602 billion was spent on media content alone, which includes $219 billion on traditional content (film and home video, pay TV, CDs, print books, newspapers, and magazines) and $384 billion on digital content (online games, apps, digital news and periodicals, digital music and video, e‐books, and video‐on‐demand). Global consumer spending on media content, subscription, access, and devices grew to $1.742 trillion in 2017. While consumer spending varies greatly by region and country, on average consumers spent $310 each on media in 2017.6 Table 2.1 shows global consumer spending on content and broadband access from 2010 to 2020 by media category.

Table 2.1 Global consumer spending by media category in 2010–2020 (in billions of dollars)

Source: McKinsey&Company, Global Media Report 2016.

2010 2012 2014 2016 2018* 2020*
Media content (traditional and digital)
Audio 53.5 54.5 56.8 62.7 64.7 68.8
Cinema 27.6 30.2 32.5 38.5 43.3 48.4
Consumer books 63.8 63.9 65.7 68.4 71.1 74.4
Consumer magazines 35.5 34.8 32.3 30.2 28.5 27.0
Educational publishing 35.7 35.7 37.3 37.7 38.8 40.0
In‐home video 249.2 273.7 297.4 318.7 339.5 359.8
Newspapers 58.3 58.1 59.4 59.4 58.3 57.0
Video games 51.8 57.8 73.3 91.7 110.1 127.4
Media access
Broadband 242.3 323.4 420.1 502.7 577.3 653.9
Total consumer spending 817.7 932.1 1074.8 1210.0 1331.6 1456.7

*Projected spending.

Since Table 2.1 combines consumer spending on traditional content and digital content, what it does not show is that the percentage of spending on digital content is going up relative to the spending on traditional content every year. This shift in consumer spending habits can also be seen in consumer usage. In 2017, global consumer usage of media averaged 49.86 hours per week, of which 23.5% (or 11.7 hours) was spent on digital media – a 9.7% increase over the previous year.

Patterns of Media Ownership

Adopting a historical materialist perspective, Marxist analysis of mass media begins by examining the means and relations of production under contemporary capitalism, or what Marxist critic Fredric Jameson calls multinational capitalism. Like all economic systems, capitalism changes over time. The information‐based service economy of the 21st century is substantially different than the industrial‐based manufacturing economy of the 19th and 20th centuries. It is vital, therefore, to consider how the media industry is organized and controlled today. Toward that end, this section investigates four current and deeply intertwined patterns of media ownership: concentration, conglomeration, integration, and multinationalism.

Concentration

The media and entertainment industry in the United States and much of the world is highly concentrated, meaning that it is owned and controlled by a small group of powerful companies. The domination of an entire industry by just a few companies is sometimes referred to as an oligopoly, as opposed to a monopoly in which one company dominates an entire industry. Microsoft’s domination of the software industry, for instance, is often considered a monopoly. Oligopolies reduce competition by making it all but impossible for small, independent, or start‐up companies to survive in the marketplace. The big companies typically buy up the small companies or drive them out of business. Once an industry becomes highly concentrated, the few remaining companies function more like a cartel or partners than competitors. They each control such a large piece of the industry pie that the other companies do not constitute a real threat to their success.

Concentration occurs both within particular media industries such as music and film and across the media industry as a whole. The music industry, for instance, which is a $20 billion industry just in the United States, is dominated by three major companies (Warner Music Group, Universal Music Group, and Sony Corporation), who as of 2018 accounted for 71.5% of the total market share in that industry. Similarly, the media industry as a whole in the United States is dominated by six massive corporations, which we have dubbed the “Big Six”; as of 2017, these six companies controlled 90% of all media in the United States.7 Each year, Forbes Global 2000 ranks the top 2000 public companies worldwide based on sales, profit, assets, and market value. In 2018, all six of the US‐based media conglomerates made the list: Comcast (#34), The Walt Disney Company (#72), AT&T (#159), CBS Corporation (#626), Viacom (#660), and 21st Century Fox (#1642). As of October 2018, the CBS Corporation and Viacom were both controlled by National Amusements through supervoting shares. So, the Big Six US‐based media conglomerates could reasonably be called the Big Five.

Though there are certainly other large, very profitable US‐based media companies, such as Liberty Media, Clear Channel, Gannett Co., and The Washington Post Company, they are better classified as second‐tier media companies because of their comparatively smaller influence within the media industry than the Big Six, at least presently. As a way of demonstrating the domination of the Big Six, consider the scope and power of AT&T, the third largest entertainment and media conglomerate in the United States behind Comcast and The Walt Disney Company. In 2016, AT&T’s total revenues were nearly $164 billion, a 12 percent increase over the previous year. But where does all this money come from? To answer that question, we need to look at AT&T’s corporate structure, which is divided into 11 major units. Just three of those are: (1) AT&T Communications, LCC (AT&T Mobility, Cricket Wireless, DirecTV, Cingular Wireless, and Alien Vault); (2) Lionsgate (Lionsgate Films, Lionsgate Home Entertainment, Summit Entertainment, Debmar‐Mercury, Starz Inc., and Pilgrim Studios); and (3) WarnerMedia (HBO, Turner Broadcasting System, Warner Bros., and Otter Media), each of which, in turn, owns dozens of brands and subsidiary companies.

WarnerMedia, for instance, consists of HBO, Turner Broadcasting System, Warner Bros., and Otter Media. HBO, or Home Box Office, Inc., which is the oldest and most‐watched premium cable service, had approximately 134 million subscribers in over 60 countries in 2017. It is famous for its original programming, documentaries, comedy specials, championship boxing, and Hollywood blockbusters. A few of its original hit television series include Veep, Girls, Last Week Tonight with John Oliver, The Deuce, Big Little Lies, Westworld, and Game of Thrones, the last of which earned 12 Emmy nominations in 2017. Turner Broadcasting System is a global sports, news, and entertainment company that features networks such as CNN, HLN, TBS, TNT, truTV, Turner Classic Movies, Cartoon Network, Boomerang, and Adult Swim. In 2017, just one of those networks, Adult Swim, was seen in 94 million US households and was the #1 basic cable network with viewers 18–49. Adding to WarnerMedia’s success, Warner Bros. Entertainment celebrated its most profitable year ever in 2017, earning more than $5 billion worldwide in box‐office receipts. A few of its recently released films include Blade Runner 2049, Dunkirk, It, Justice League, Kong: Skull Island, The LEGO Batman Movie, and Wonder Woman. But Warner Bros. is more than just films, having produced more than 70 original television series in 2017, including scripted series such as Arrow, The Big Bang Theory, Black Lightning, Blindspot, DC’s Legends of Tomorrow, Deception, The Flash, Gotham, iZombie, Lethal Weapon, Lucifer, The Middle, Mom, Riverdale, Supergirl, Supernatural, Trial & Error, and Young Sheldon; reality‐based non‐scripted series such as The Bachelor, Bachelor in Paradise, Bachelor Winter Games, The Bachelorette, Ellen’s Game of Games, Little Big Shots, Love Connection, and The Voice; and first‐run syndication series such as The Ellen DeGeneres Show, Extra, The Real, TMZ, and TMZ Sports. Finally, Otter Media is a digital branding and media company that owns Crunchyroll, VRV, Fullscreen, Rooster Teeth, Gunpowder & Spy, and Hello Sunshine. Collectively, Otter Media reaches a monthly audience of 93 million unique consumers, making it one of the largest subscription‐based video‐on‐demand (sVOD) providers in the world.

Conglomeration

A second prevailing and closely related pattern of media ownership is conglomeration, the corporate practice of accumulating multiple companies and businesses through startups, mergers, buyouts, and takeovers. Whereas concentration describes the media industry as a whole and its increasing consolidation into the hands of fewer and fewer corporations, conglomeration describes a corporate structure in which a parent company owns and controls a host of subsidiary companies. Some scholars reserve the term conglomerate to describe large corporations whose media holdings reflect only one dimension of their overall corporate portfolio. AT&T, which is the world’s largest telecommunications company, is a good example in this regard. As previously noted, AT&T owns WarnerMedia, but it also owns numerous companies involved in fixed‐line telephony, mobile telephony, home security, network security, and sports management. Hence, its media holdings are only one dimension of its larger portfolio. Since media companies are among some of the most powerful corporations in the world, we regard each of the Big Six as conglomerates regardless of whether or not the majority of their holdings are restricted to media. Table 2.2 identifies, as of 2018, the six major US‐based media conglomerates, along with a few of their many subsidiaries and corporate holdings.

Let us take a closer look at how a media giant like The Walt Disney Company becomes a conglomerate. Like many conglomerates, The Walt Disney Company has rather humble origins, having been started as a small animation studio in 1923 by brothers Walt and Roy Disney. Early success at Walt Disney Studios (originally Disney Brothers Cartoon Studio) led to the formation of three other companies in 1929: Walt Disney Enterprises, Disney Film Recording Company, and Liled Realty and Investment Company. These companies later merged under the name Walt Disney Productions in 1938. In an effort to expand its business, the company began designing its theme parks in 1952 and formed Buena Vista Distribution to distribute its feature films 2 years later. But Walt Disney Productions did not become The Walt Disney Company until February of 1986, by which time it also included the Disney Channel and a new film label, Touchstone Pictures. Under the leadership of Michael Eisner, the company conducted a series of key acquisitions in the 1990s, including independent film distributor Miramax in 1993, which it sold in 2010 after a 17‐year partnership, and perhaps more importantly Capital Cities/ABC, a $19 billion transaction, in 1996.8 During the 1990s, it also established Hyperion, a book‐publishing division. By decade’s end, The Walt Disney Company had grown into a global empire with powerful interests in all four of the mass media industries.

In 2004, Disney narrowly escaped a hostile takeover attempt by Comcast, an event that contributed to Michael Eisner’s replacement as CEO by Robert Iger the following year. Shortly after Iger assumed the reins, Disney acquired Pixar Animation Studios in a transaction worth $7.4 billion. “Disney’s performance during Iger’s first year,” reports the company’s website, “was stellar, with record revenues, record cash flow and record net earnings for fiscal year 2006.”9 In 2009, Disney acquired Marvel Entertainment, Inc. for $4.64 billion, and in 2012, it acquired Lucasfilm – the global entertainment company founded by George Lucas and home of the Star Wars franchise – for $4 billion. Presently, Disney is organized into four major business segments: (1) Media Networks (ESPN, Disney, Freeform, ABC TV Network, A&E Television Networks, Vice, ESPN Radio, Radio Disney); (2) Parks and Resorts (Walt Disney World Resort, Disneyland Resort, Aulani, Disneyland Paris, Hong Kong Disneyland Resort, Shanghai Disney, Tokyo Disney Resort, Disney Vacation Club, Disney Cruise Line, Adventures by Disney); (3) Studio Entertainment (Walt Disney Pictures, Pixar, Marvel, Lucasfilm, Touchstone); and (4) Consumer Products & Interactive Media (The Disney Store, shopDisney.com, shop.Marvel.com). Table 2.3 charts The Walt Disney Company’s steadily increasing revenues in each of these areas from 2002 to 2016. As impressive as these numbers are, in March 2019, Disney acquired 21st Century Fox, which had previously been the fourth‐largest media conglomerate, for $71.3 billion.

Table 2.2 The Big Six US‐based media conglomerates (2018)

Conglomerate Film and sound TV and radio New media Other holdings
Comcast
(Brian L. Roberts, CEO)
2018 Revenue:
$95 billion
Universal Pictures, Illumination Entertainment, Focus Features, DreamWorks Animation, Gramercy Pictures, Working Title Films, United International Pictures (50%) NBC, MSNBC, CNBC, Syfy, E!, Telemundo, USA Network, Oxygen, Golf Channel, Bravo, Universal Kids, NBC Sports Radio, 26 television stations Fandango (70%), Rotten Tomatoes, PictureBox Films, Hulu (30%), Hayu, NBC.com, Movies.com, MovieTickets.com Xfinity cable (largest US cable provider), Xfinity Mobile, Universal Parks & Resorts, Leisure Arts, Sky (75%), Wells Fargo Center, Philadelphia Flyers
The Walt Disney Company
(Bob Iger, CEO)
2018 Revenue:
$59 billion
Walt Disney Pictures, Walt Disney Animation Studios, Pixar Animation, Lucasfilm Ltd., Marvel Studios, Disneynature, Walt Disney Records, Hollywood Records ABC, ESPN, Disney Channel, Disney Junior, A&E, Crime & Investigation Network, FYI, History, H2, Lifetime, Lifetime Movies, Marvel Television, Radio Disney, ESPN radio, 30 radio stations ABC.com, disney.com, WatchESPN, Movies Anywhere, Hulu (30%), Babble.com, Disney Games and Interactive Experiences Disneyland Resort, Walt Disney World, Tokyo Disney Resort, Disneyland Paris, Hong Kong Disneyland Resort, Shanghai Disney Resort, Disney Press, Marvel Comics, Marvel Toys, ESPN Books
AT&T
(Randall L. Stephenson, CEO)
2018 Revenue:
$171 billion
Warner Bros. Pictures, Warner Animation Group, HBO Films, DC Films, Castle Rock Entertainment, New Line Cinema, Flagship Entertainment, Cinemax Films, CNN Films, WaterTower Music, Williams Street Records CNN, HLN, HBO, The CW (50%), Cinemax, truTV, TBS, TNT, Turner Classic Movies, Cartoon Network, Audience, Adult Swim, Boomerang, AT&T SportsNet Fandango (30%), Machinima Inc., iStreamPlanet, DramaFever, DC Universe, HBO Go, Hulu (10%), Warner Bros. Interactive Entertainment (NetherRealm Studios, Portkey Games, Turbine, Inc., Avalanche Software, TT Games) DirecTV, U‐verse, AT&T Wireless (second largest mobile provider), Cricket Wireless, DC Comics, Mad Magazine, Otter Media (Fullscreen, Inc.)
21st Century Fox *
(James Murdoch, CEO)
2018 Revenue:
$30 billion
20th Century Fox, Blue Sky Studios, Fox Searchlight Pictures, Zero Day Fox, 20th Century Fox Animation, Fox Music Fox, Fox News Channel, Fox Business Network, FX, FX Movie Channel, Fox Life, BabyTV, Fox Sports 1, National Geographic Channel, Nat Geo Wild, Big Ten Network (51%), MyNetworkTV Fox Digital Entertainment, Fox Sports Digital Media, FoxNext, Hulu (30%) Endemol Shine Group (50%), TrueX, National Geographic, STAR TV, LAPTV
National Amusements, Inc.
(Sumner Redstone, CEO)
CBS Corporation
2018 Revenues:
$15 billion
CBS Films, CBS Records CBS, Showtime, The CW (50%), Pop (50%), The Movie Channel, Flix, 30 television stations, hundreds of radio stations CNET, Last.fm, Metacritic, MP3.com, TV.com, GameSpot Simon & Schuster, Scribner, Pocket Books
Viacom
2018 Revenues:
$13 billion
Paramount Pictures, Comedy Central Films, MTV Studios, Nickelodeon Movies, Nick Records, United International Pictures (50%) MTV, VH1, TV Land, BET, CMT, Comedy Central, Logo TV, Noggin, Nickelodeon, Nick Jr., Nicktoons, Nick Radio RateMyProfessors.com, VidCon

*21st Century Fox was created on June 28, 2013 when the News Corporation was split into two separate entities: News Corp., which retained the publishing and Australian media assets, and 21st Century Fox, which retained the US‐based film and television assets.

Table 2.3 Annual revenues for The Walt Disney Company by unit (in billions of dollars)

Source: The Walt Disney Company, 2006 Annual Report, Fiscal Year 2010 Annual Financial Report and Shareholder Letter, Fiscal Year 2012 Annual Financial Report and Shareholder Letter, Fiscal Year 2015 Annual Financial Report and Shareholder Letter, and Fiscal Year 2017 Annual Financial Report. Note: numbers may not add up to total due to rounding.

Disney unit 2002 2004 2006 2008 2010 2012 2014 2016
Media Networks 9.7 11.8 14.6 15.9 17.2 19.4 20.4 23.7
Parks and Resorts 6.5 7.8 9.9 11.5 10.8 12.9 15.1 17.0
Studio Entertainment 6.7 8.7 7.5 7.3 6.7 5.8 7.3 9.4
Consumer Products & Interactive Media 2.4 2.5 2.2 3.1 3.5 4.1 5.3 5.5
Total revenues 25.3 30.8 34.3 37.8 38.1 42.3 48.1 55.6

Integration

Media conglomerates are by definition integrated. Integration is an ownership pattern in which the subsidiary companies or branches within a corporation are strategically interrelated. Corporations can be integrated vertically, horizontally, or both. Vertical integration describes a corporation that owns and controls various aspects of production and distribution within a single media industry like publishing or broadcasting. Vertical integration can significantly increase the profits associated with a media product by allowing the parent corporation to oversee all stages of its development from production and marketing to distribution and exhibition. A media conglomerate that owns music copyrights, record labels, sound recording studios, and record clubs, stores, and/or online distribution outlets would possess strong vertical integration in the music industry, for instance.

The filmed entertainment division at Viacom offers a concrete example of vertical integration. In 1972, Paramount Pictures produced the Oscar‐winning film The Godfather, which had grossed $134 million in the United States by 1973. Domestic box‐office receipts are far from the end of the story, though. Today, Paramount Home Entertainment markets and distributes the film on DVD, Worldwide Television Distribution negotiates its broadcast on TV, and Famous Music licenses the use of its soundtrack. All of these companies, which continue to generate profit from The Godfather franchise, are part of the Paramount Pictures Corporation, a wholly owned subsidiary of Viacom.

The popular, conspiracy‐driven TV drama The X‐Files (1993–2002) provides a second example of the benefits of vertical integration. The Fox Broadcasting Company produced the show, which then aired in first‐run production on the FOX network. In addition to the profits generated by its initial airing, Twentieth Television, a division of Fox Television, syndicated three rounds of reruns on local Fox affiliates and other stations, collecting an additional $35 million a year. Meanwhile, FX, one of Fox’s numerous cable networks, also aired the show in rerun, generating $69 million more in annual profits. In total, Fox’s yearly profits from The X‐Files, after subtracting production costs, of course, exceeded $180 million dollars.10 Then, in 2016, fourteen years after the original series was cancelled, Fox revived it for a tenth and an eleventh season. Nor is the success of The X‐Files limited just to television, having spun off two feature length films, as well as comic books, novels, video games, and other merchandise.

Horizontal integration describes an ownership pattern in which a corporation dominates one stage (or level in the value chain) of the production process. This typically takes one of two forms. Some firms achieve horizontal integration through ownership of multiple media outlets in one market, thereby reducing competition. A company like Comcast, for instance, which owns 26 television stations, some of which are in the same markets, has strong horizontal integration. If a company were to control all or nearly all the radio stations, TV stations, or newspapers within a market, then it would have a horizontal monopoly in that market.11 As we will see in Chapter 4, the 1996 Telecommunications Act, which eliminated or relaxed ownership restrictions in the United States, has increased this form of integration. A second way for a corporation to achieve horizontal integration is to own and control companies across various media industries, but typically at the same level of production, distribution, or exhibition.12 This corporate structure is sometimes referred to alternatively as cross‐media ownership. Like vertical integration, horizontal integration can have tremendous financial benefits, namely by enhancing synergy, a concept we will explore shortly. Table 2.4 shows the horizontal integration of the Bix Six US‐based media conglomerates in January 2013. We have chosen to include this table in addition to Table 2.2, which is more up‐to‐date, because we want readers to see how rapidly and dramatically the media landscape can change due to buyouts and mergers. In 2018, AT&T controlled most of the assets formerly owned by Time Warner Inc., which it acquired for $108.7 billion in 2016. Just a year earlier, AT&T had acquired DirecTV for $48.5 billion. So, in a very short period of time, AT&T, the world’s largest telecommunications company, also became a major leader in the media and entertainment industry. Another insight to be gleaned by comparing Tables 2.2 and 2.4 is the declining importance of print media to the overall portfolio of these companies.

Multinationalism

A fourth pattern of contemporary media ownership is multinationalism, or a corporate presence in multiple countries, allowing for the production and distribution of media products on a global scale. Multinationalism should not be confused with globalization. As we saw in Chapter 1, globalization is a complex set of economic and political processes, and while globalization may be contributing to the rise of multinational corporations, it cannot be reduced to this ownership trend. Multinational media conglomerates, also known as transnational corporations (TNCs), do not simply (re)distribute a static, pre‐packaged product developed in one locale to various countries around the globe, nor do they completely reinvent the proverbial wheel each time. National differences in regulatory policies as well as cultural values means that TNCs often partner with national media companies to produce and distribute media that will be successful in that country or region. In some cases, the “foreign” companies owned by TNCs are former local or independent media that they have simply bought out. For most media conglomerates, international markets represent potential profits that are just too tempting to resist.

Table 2.4 Horizontal integration of the Big Six US‐based media conglomerates (January 2013)

Conglomerate Print media Film and sound TV and radio New media
The Walt Disney Company
(Bob Iger, CEO)
Disney Press, Hyperion Books, Voice, Marvel Publishing, ESPN The Magazine Walt Disney Pictures, Marvel Studios, Pixar Animation, Lucasfilm Ltd., Touchstone Pictures, Walt Disney Records, Hollywood Records (Mammoth and Buena Vista Records), Lyric Street Records ABC Family, Disney Channel, Disney Junior, SOAPnet, ESPN (80%), A&E (50%), Lifetime (50%), HISTORY (50%), BIO (50%), LMN (50%), H2 (50%) ABC.com, Disney. com, ESPN3, WatchESPN, Spoonful.com, Babble.com, DisneyBaby.com, BabyZone.com, Go.com, Hulu (32%), Disney Interactive Games
Time Warner
(Jeffrey Bewkes, CEO)
Warner Books, DC Comics, People, Time, Sports Illustrated, Entertainment Weekly, InStyle, Fortune Warner Brothers Pictures, New Line Cinema, Castle Rock, DC Entertainment CNN, TBS, TNT, Cartoon Network, truTV, Turner Classic Movies, Adult Swim, HLN, HBO, Cinemax, The CW (50%) CNN.com, DCComics.com, TMZ.com, KidsWB. com, NBA.com, NCAA.com, PGA.com
News Corp (Rupert Murdoch, CEO) HarperCollins, Zondervan, Dow Jones, Wall Street Journal, Barron’s, New York Post 20th Century Fox, Fox 2000 Pictures, Fox Searchlight Pictures, Fox Music, Blue Sky Studios FOX, FOX News FX, FUEL TV, SPEED, FSN, MyNetworkTV, Big Ten Network (51%), National Geographic Channel (70%) FOX.com, Amplify, IGN Entertainment, AskMen, Making Fun, Wireless Generation, Hulu (32%), MySpace (until June 2011)
Viacom
(Philippe Dauman, CEO)
(Viacom has not owned any print media since its split with CBS in December 2005) Paramount Pictures, Paramount Vintage, MTV Films, Insurge Pictures, Nickelodeon Movies MTV, VH1, CMT, Nickelodeon, Nick Jr., Nick at Nite, Comedy Central, SPIKE, TV Land, Logo, BET, CENTRIC ParentsConnect, GoCityKids, Atom Entertainment, Shockwave, Nick. com, GameTrailers
CBS Corporation
(Leslie Moonves, CEO)
Simon & Schuster, Pocket Books, Scribner, The Free Press CBS Films CBS, Showtime, The CW (50%), The Movie Channel, FLIX, CBS Radio CBS Interactive, CBSSports.com, Last.fm, CNET
Comcast
(Brian L. Roberts, CEO)
(Comcast does not currently own any print media) Focus Features, Universal Pictures, Universal Home Entertainment NBC, MNBC, E!, USA Network, Bravo, Oxygen, Golf Channel, Syfy, CNBC, Chiller, G4, Telemundo, The Weather Channel Companies Fandango, DailyCandy, Television Without Pity, iVillage, CNBC Digital, Plaxo, NBC. com, Hulu (32%), Comcast Interactive Media

The German‐based media conglomerate Bertelsmann provides an excellent example of a powerful multinational media conglomerate. It is made of eight units or divisions: RTL Group, Penguin Random House, Gruner + Jahr, BMG, Arvato, Bertelsmann Printing Group, Bertelsmann Education Group, and Bertelsmann Investments. Consider the expansive reach of Bertelsmann’s broadcasting production and distribution company, RTL Group:

RTL Group is a leader across broadcast, content and digital, with interests in 56 television channels and 31 radio stations, content production throughout the world, and rapidly growing digital video businesses. The television portfolio of RTL Group includes RTL Television in Germany; M6 in France; the RTL channels in the Netherlands, Belgium, Luxembourg, Croatia and Hungary; and Antena 3 in Spain. The Group’s flagship radio station is RTL in France, and it also owns or has interests in other stations in France, Germany, Belgium, the Netherlands, Spain and Luxembourg. Fremantle Media is one of the largest international creators, producers and distributors of multi‐genre content outside the United States. Combining the on‐demand services of its broadcasters, the multi‐platform networks BroadbandTV, StyleHaul, Divimove, United Screens and Fremantle Media’s 296 YouTube channels, RTL Group has become the leading European media company in online video.13

Like RTL Group, Bertelsmann’s book publishing division Penguin Random House is a global giant that prides itself on penetrating foreign markets:

With more than 250 imprints and brands on six continents, over 15 000 new titles, and more than 600 million print, audio and e‐books sold annually, Penguin Random House is the world’s leading trade book publisher. Penguin Random House is committed to publishing adult and children’s fiction and nonfiction print editions and is a pioneer in digital publishing. Its book brands include storied imprints such as Doubleday, Viking and Alfred A. Knopf (United States); Ebury, Hamish Hamilton and Jonathan Cape (United Kingdom); Plaza & Janés and Alfaguara (Spain); Sudamericana (Argentina); and the international imprint DK. Its publishing lists include more than 60 Nobel Prize laureates and hundreds of the world’s most widely read authors.14

Bertelsmann’s global domination in the book‐publishing industry is mirrored by News Corporation’s massive international newspaper empire, Thompson Reuters’ global supremacy in providing electronic information, and Viacom’s global reach in the television industry, which includes “approximately 4.3 billion cumulative television subscribers in 183 countries and 43 languages, via 300 locally programmed and operated television channels.”15

While all of the Big Six US‐based media companies are multinational conglomerates, perhaps none of them possesses the global reach of The Walt Disney Company. Here is what Reuters reported about Disney’s worldwide influence as of October 1, 2016:

[T]he Company operated over 100 Disney branded television channels, which were broadcasted in 34 languages and 163 countries/territories … ESPN owned 19 television networks outside of the United States that allowed ESPN to reach sports fans in over 60 countries and territories in four languages … [T]he Company owned and operated 223 stores in North America, 78 stores in Europe, 48 stores in Japan and one store in China … Hungama is a general entertainment cable network for kids in India, which features a mix of animation, Hindi‐language series and game shows. The Company also operates UTV‐ and Bindass‐branded cable television networks in India. The networks include UTV Action and UTV Movies, which offer Bollywood movies, as well as Hindi‐dubbed Hollywood movies. Bindass is a youth entertainment channel, and the networks also include Bindass Play, which is a music channel.16

In addition to its media assets in India, namely Hungama, the report mentions Europe, Japan, and China, which are all places in which Disney operates parks and resorts. Through its media content, worldwide resorts and theme parks, and unparalleled toy merchandizing capability, Disney is truly a global force in entertainment. The Walt Disney Company is not alone, of course, as all six of the major US‐based media companies are fully integrated, multinational conglomerates.

Strategies of Profit Maximization

As we have just seen, ownership and control of the mass media is driven by a profit‐motive. But ownership alone does not guarantee financial success. Thus, the few multinational conglomerates that dominate the media industry typically follow a series of specific strategies designed to maximize profits. We are using the term strategy here in a very specific way, consistent with the French sociologist Michel de Certeau. For de Certeau, strategies are the exclusive domain of the “strong” or subjects of will and power. “A strategy,” he writes, “assumes a place that can be circumscribed as proper (propre) and thus serve as the basis for generating relations with an exterior distinct from it (competitors, adversaries, ‘clientèles,’ ‘targets,’ or ‘objects’ of research).”17 De Certeau contrasts strategies with tactics, which he defines as the everyday practices used by the “weak” to resist domination (tactics will be explored in Chapter 12). The distinction between strategies and tactics hinges on ownership; only those who have a “place” to stockpile their winnings can carry out strategies. Five key strategies of profit maximization in the media industry are: synergy, planned obsolescence, the logic of safety, celebrity and spectacle, and joint ventures.

Synergy

The first key strategy of media conglomerates is synergy, or the involvement of multiple subsidiary companies in the cross‐development, production, and distribution of a media brand for the purpose of “exploiting it for all the profit possible.”18 Synergy is made possible by horizontal integration, and since all six of the major US‐based media conglomerates are horizontally integrated, the examples are virtually endless. AT&T, which owns WarnerMedia, for instance, publishes over 900 comic book titles, including those of DC Comics, which features such well‐known characters as Batman, the Flash, Green Arrow, Superman, and Wonder Woman. In 2017, Warner Bros. released three films based on DC Entertainment characters, Justice League, The LEGO Batman Movie, and Wonder Woman; in 2018, it released Aquaman and Teen Titans GO! to the Movies; and, in 2019, it released Shazam! On television, Warner Bros. aired nine live‐action series during the 2017–18 season based on DC characters (Arrow, Black Lightning, DC’s Legends of Tomorrow, The Flash, iZombie, Krypton, Lucifer, Gotham, and Supergirl).19 Iconic DC characters such as Superman and Batman, who started out as comic book heroes, have repeatedly found their way on to the big screen in feature films produced and distributed by Warner Bros. Entertainment. The television series Smallville, which also taps the Superman mythology, was produced by Warner Bros. Television and aired on the Warner Bros. network. Similarly, the Academy Award‐winning 1989 film Batman, which grossed a record‐setting (at the time) $40 489 746 during its opening weekend, was released in conjunction with two albums.20 The first was Prince’s Batman soundtrack on Warner Brothers Records, which debuted at number one on the Billboard 200 charts and went multi‐platinum, selling 11 million copies worldwide. The second, also released on Warner Bros. Records, featured the original score composed by Danny Elfman. In short, the DC universe allows for synergy across comic books, films, television, and music, as well as video games and other merchandizing. Even more remarkably, it is only one of WarnerMedia’s major brands, which also includes Harry Potter, Looney Tunes, and Hanna‐Barbera.

Increasingly, the summer blockbuster lies at the heart of cross‐promotional efforts. In fact, big‐budget films often only get made today if they can demonstrate strong cross‐promotional potential. Typically, this means a film that will appeal to a wide audience and can be marketed to children through toy lines and the fast‐food industry. While no media conglomerate has perfected this formula better than Disney, MCA/Universal offers one compelling example: the 1993 mega hit Jurassic Park. Created by Steven Spielberg and based on the Michael Crichton book by the same name, Jurassic Park cost Universal Studios a whopping $56 million to produce.21 So, MCA/Universal could not take any chances and undertook a $65 million licensing and promotional campaign, which involved making deals with over 100 companies, from Kenner and Kellogg’s to SEGA and Ocean Software, to market 1000 products.22 The marketing hype paid off and Jurassic Park cleared a record $50 million its first weekend, passed $100 million in 9 days, and eventually grossed over $350 million in the United States and Canada. But, as Thomas Schatz notes, “Its overseas box‐office performance was even stronger, and together with its huge success on video cassette [distributed by MCA/Universal Home Video], pay‐cable, and other ancillary markets pushed the film’s revenues to well over a billion dollars.”23 The film’s international success was due in part to screenings of its trailer in Japan through Panasonic, a company owned by Matsushita Electric Industrial Co. and the parent corporation of MCA/Universal. Nor did the profits end with the film. In 1996, a year after the Canadian media conglomerate Seagrams purchased MCA/Universal from Matsushita, Jurassic Park – The Ride opened at Universal Studios Hollywood, boosting attendance at the park by 40 percent compared with the previous year.

Planned obsolescence

One of the central challenges faced by the media industry is getting consumers to consume media continuously, especially when the content endlessly being churned out is formulaic rather than creative (see the section on the Logic of Safety). One strategy designed to accomplish this is planned obsolescence. According to The Economist, planned obsolescence “is a business strategy in which the obsolescence (the process of becoming obsolete – that is, unfashionable or no longer usable) of a product is planned and built into it from its conception. This is done so that in [the] future the consumer feels a need to purchase new products and services that the manufacturer brings out as replacements for old ones.”24 As Giles Slade explains in his 2006 book, Made to Break: Technology and Obsolescence in America, planned obsolescence typically takes one of two forms: technological or psychological.25 Technological obsolescence occurs when a development in technology causes the previous generation of that technology to become obsolete, such as how CDs made cassette tapes obsolete and digital music is now making CDs obsolete. Psychological obsolescence arises not when a new technology replaces an older one, but when a new style or product replaces an older style or product, such as the way new music is endlessly turned into hits through frequent radio play. Let us look at both of these processes in more detail.

Technological obsolescence is a mainstay of the media industry. The sound recording and film industries are forever releasing their content in new formats, which requires users both to regularly upgrade their playback equipment and to repurchase media content they already own in the new format. Just as the shift in audio from LP record to cassette tape to CD to digital file forced the serious music collector to reinvest in an entirely new music library, so the shift in video from VHS tape to DVD to Blu‐ray Disc to digital video is causing serious movie collectors to restock their libraries. Table 2.5 demonstrates the shift in consumer spending on home video rental and sales across these formats in the United States over the decade of the 2000s. In 2000, VHS sales were an $11.4 billion industry, but by the end of the decade sales had dropped to virtually zero. On the other hand, the Blu‐ray Disc, which did not exist until 2006, had become a $2.3 billion industry by the end of the decade.

Since 2010, the way users consume entertainment has continued to change dramatically. Table 2.6 highlights US home entertainment spending by category in recent years. While the purchase and rental of VHS, DVD, and Blu‐ray Discs has declined precipitously from 2010 to 2017, video‐on‐demand (VOD) and subscription streaming services (sVOD) like Netflix, Hulu, and Amazon have grown dramatically. This change in consumption habits has fueled the adoption of 4 K ultra‐high‐definition (UHD) TVs. According to the Digital Entertainment Group’s (DEG) Year‐End 2017 Home Entertainment Report, “More than 14.6 million 4 K UHD TVs were sold in 2017, bringing the total households [with this technology] to more than 30 million.”

Table 2.5 US consumer spending on home video rental and sales, 2000–10 (in billions of dollars)

Source: DEG Year‐End 2010 Home Entertainment Report, 2011.

Category 2000 2002 2004 2006 2008 2010
VHS & UMD 11.4 9.6 4.4 0.4 0.1 0.0
DVD 2.4 8.6 16.7 20.2 18.4 14.0
Blu‐ray 0.0 0.0 0.0 0.0 0.9 2.3
Digital 0.7 0.7 0.7 1.0 1.6 2.5
Total revenues 14.5 19.0 21.8 21.6 21.0 18.8

Table 2.6 US home entertainment consumer spending by category, 2010–17 (in billions of dollars)

Source: DEG’s Year‐End 2011 Home Entertainment Report, 2012; DEG’s Year‐End 2012 Home Entertainment Report, 2013; DEG’s Year‐End 2015 Home Entertainment Report, 2016; and DEG’s Year‐End 2017 Home Entertainment Report, 2018.

Category 2010 2012 2014 2016 2017
Sell‐thru packaged goods
VHS, DVD, Blu‐ray Disc 10.3 8.5 6.9 5.5 4.7
Rental
Brick and mortar rental 2.3 1.2 .7 .5 .4
Physical subscription 2.3 1.3 .8 .5 .5
Kiosk 1.3 1.9 1.8 1.5 1.3
Digital
Electronic sell‐thru .5 .8 1.6 2.0 2.2
Video‐on‐demand (VOD) 1.8 2.0 2.0 2.1 2.0
Subscription streaming (sVOD) * 2.3 4.1 7.3 9.5
Total revenues 18.5 18.0 17.9 19.4 20.6

*Not tracked.

Though the strategy of technological obsolescence can be found in all sectors of media, it is particularly evident in the video game industry, where new game consoles are released every couple of years. Many of these systems are specifically designed to prevent backwards compatibility, meaning that the newer systems will not play older games. In 2010, about 41 percent of US households owned a seventh‐generation game console, which includes Microsoft’s Xbox 360, Nintendo’s Wii, and Sony’s PlayStation 3, and about 23 percent owned a handheld console like the Nintendo DS or Sony PSP.26 The current generation of consoles/handheld games has hurt the PC game market and made previous generations of game consoles obsolete. When was the last time you heard someone say, “Hey, wanna come over tonight and play Atari?” Forecasters predict it will not be long, however, before online and wireless gaming overtakes the console market, thereby making consoles obsolete. Technological obsolescence in the music, video, and gaming industries ensures that customers must continually “upgrade” (i.e. replace) their playback devices. After all, media producers eventually stop producing media in older formats, effectively rendering the technology that plays the older formats obsolete.

Whereas technological obsolescence is closely tied to innovations in technology, psychological obsolescence is linked to the manipulation of time. “This was the great achievement of the newspaper,” explains Nicholas Garnham, “which, by creating rapidly decaying information, created thereby a constant need to re‐consume.”27 The production of daily news in newspapers, then morning and afternoon news on broadcast TV, and finally up‐to‐the minute news on 24‐hour cable news networks has created a media product (“the news”) that must be continuously updated, making older news obsolete. When was the last time you read a week‐old newspaper or digitally recorded the news to watch at a later date? Nor is psychological obsolescence limited to the news media. The ongoing success of the music industry depends upon consumers continuously developing an interest in new artists. Thus, new musical artists must constantly be discovered, packaged, and sold by the music industry as “the next big thing.” Horizontal integration has allowed media conglomerates to fulfill the need for the next big thing in music through singing competitions on television. American Idol, The X Factor, and The Voice are designed not so much to find stars as to create them, which in turn creates new “hit” music to purchase.

Logic of safety

A third strategy of profit maximization is the logic of safety, which is based on two principles: the belief that “nothing succeeds like success” and the idea that “change” and “innovation” are financially risky. Because of the first principle, when a format or concept meets with financial success, media companies have a strong incentive to replicate it (often endlessly). Since exploiting proven formulas is driven by risk avoidance, media companies are, in most circumstances, reluctant to produce highly original, innovative, or creative content. The reward for trying something new and unproven, which may fail, is simply not worth the financial risk. Hence, the major media conglomerates have perfected the art of imitation, which comes in three basic flavors: sequels, remakes, and spin‐offs. Let us begin with movies, which are especially costly to make. In 2016, the average cost to produce and distribute a Hollywood film was $61.1 million (with another $40 million in marketing).28 If a studio is going to invest that kind of money upfront, then it wants a guarantee of success, or as close to a guarantee as it can get. So, in 2009, when the action‐thriller Taken (distributed by 20th Century Fox), starring Liam Neeson, which cost a comparatively small $25 million to produce, grossed $227 million worldwide, scoring the best‐ever opening day for a Super Bowl weekend, a sequel was a safe bet. And when the sequel, Taken 2 (2012), grossed $376 million in box‐office receipts worldwide, out‐earning the original, it ensured that – despite how badly it sucked (and it really sucked!) – the franchise would be, at least, a trilogy. The virtually unwatchable Taken 3 was released in 2015.

Taken was itself a rehash of a familiar Hollywood formula, the renegade‐with‐special‐skills‐rescues‐an‐innocent‐in‐distress film. As it turns out, that basic formula underlies a lot of Hollywood films, and even a lot of successful Hollywood franchises. Table 2.7 lists the 10 most successful movie franchises of all time based on worldwide box‐office receipts. Many of them are superhero films and, hence, rescue narratives, and the others – while perhaps not explicitly rescue narratives – stage epic battles between good and evil (Star Wars, Harry Potter, and Lord of the Rings). The Jurassic Park franchise is both a rescue narrative and an epic battle between good and evil; evil just happens to take on a nonhuman form. Following a proven formula is not the only way Hollywood reduces risk, however. Sometimes, film production houses show even less originality, recycling not just a generic formula, but actual films. A few US films that drew their inspiration from foreign cinema are the 2018 film Puzzle, which is a remake of the 2010 Argentine film of the same name; the 2017 film The Dinner, which is a remake of the 2013 Dutch film Het Diner; the 2011 mystery thriller The Girl with the Dragon Tattoo, which is a remake of the 2009 Swedish film Män Som Hatar Kvinnor; and the 2006 Oscar‐winning film The Departed, which is a remake of the 2002 Hong Kong crime‐thriller Infernal Affairs. And when Hollywood is not replicating foreign titles, it is quite content simply to copy itself, as suggested by recent remakes such as A Star is Born (2018/1937), Beauty and the Beast (2017/1991), Flatliners (2017/1990), The Jungle Book (2016/1994/1942), Poltergeist (2015/1982), RoboCop (2014/1987), Carrie (2013/1976), Total Recall (2012/1990), Footloose (2011/1984), The Karate Kid (2010/1984), and Clash of the Titans (2010/1981).

Nor is the film industry alone in playing it safe by trying to replicate past successes. In the music industry, remakes or “covers” are exceedingly common. A few notable covers in just 2018 include:

  • Lady Gaga’s cover of Elton John’s “Your Song”
  • Lorde’s cover of Frank Ocean’s “Solo”
  • Morgan Saint’s cover of Cardi B’s “Thru Your Phone”
  • Calumn Scott’s cover of Robyn’s “Dancing on My Own”
  • Charlie Puth’s cover of Sean Mendes’ “In My Blood”
  • Jorja Smith’s cover of Drake’s “Get It Together”

Television is also known for remakes, like its recent reboots (or returns) of Charmed, Dynasty, Dallas, Roseanne, Will & Grace, MacGyver, and Queer Eye. US television also often adapts successful British shows like The Office, Pop Idol (as American Idol), and Who Wants to be a Millionaire? But the more common strategy is what sociologist Todd Gitlin calls “recombinancy.” Television is a particularly formulaic medium. Audiences can count not only on popular genres such as the game show, drama, situation comedy, and reality TV, but on subgenres with very specific traits; primetime would simply not be complete without a medical drama, crime drama, legal drama, and police drama, for instance. In many instances, when a show is nearing the end of its run, producers will simply create a spin‐off that focuses on a popular or even secondary character from the original. All in the Family spun off The Jeffersons, Mary Tyler Moore spun off Lou Grant, Happy Days spun off Laverne & Shirley, and Dallas spun off Knots Landing, to name just a few. More recently, when a show has been particularly successful, producers have spun off additional versions of the same thing, as has happened with NBC’s Law and Order and CBS’s CSI, Criminal Minds, and NCIS.

Thus, movie sequels, music covers, and television remakes and spin‐offs all share the logic of safety. When “innovation” does emerge in the media industry, it is typically because a small, independent producer has “broken the rules.” The “emergent rules” are then quickly co‐opted and endlessly reproduced by the large conglomerates, or else the smaller company is simply bought out. This is precisely what happened at Miramax. After the unlikely success of controversial films like sex, lies, and videotape (1989), Tie Me Up! Tie Me Down! (1990), and The Crying Game (1992), Disney acquired Miramax in 1993. Releasing future films such as Pulp Fiction (1994), Chasing Amy (1997), and Kill Bill (2003) under the Miramax label allowed Disney to branch into more risqué filmmaking without endangering its wholesome, family image.

Table 2.7 Top 10 highest‐grossing movie franchises (2018)

Source: “Movie Franchises,” The Numbers, https://www.the‐numbers.com/movies/franchises/sort/World (accessed July 5, 2019).

Franchise Number of films (as of 2018) Worldwide
box office
(in billions)
Marvel Cinematic Universe 20 17.51
Star Wars 11 9.31
Harry Potter 11 9.19
James Bond 25 7.08
Lord of the Rings 6 5.87
X‐Men 11 5.80
Fast and the Furious 8 5.14
Jurassic Park 5 4.98
DC Extended Universe 6 4.91
Transformers 7 4.85

Celebrity and spectacle

A fourth strategy of profit maximization involves the deeply interconnected concepts of celebrity and spectacle. Whereas the logic of safety could be said to rule the form of media (suggesting what general formats, formulas, and patterns to follow), celebrity and spectacle might be said to govern the content of media (suggesting what particular ingredients to include). The concept of celebrity refers to “those people who are well known for their well‐knownness.”29 This includes high‐profile public officials, popular entertainers and artists, and others who seize, if only momentarily, the public spotlight. If history has proven anything in the media industry, it is that audiences will pay to consume virtually anything that features celebrity personalities. Celebrity, it should be noted, has nothing to do with talent, only with well‐knownness. Consequently, socialite Kim Kardashian West gained media fame in 2007 after a sex tape of her and singer Ray J went public. Interest in the tape and the lawsuit that ensued allowed Kardashian to spin her newfound fame into the successful reality TV series Keeping Up with the Kardashians. As of 2016, Kim Kardashian West was the highest‐paid woman in reality TV, making roughly $51 million per year; Forbes estimates Kardashian West’s worth to be $350 million, ranking her no. 54 on the fourth annual list of America’s Richest Self‐Made Women.30

When celebrities are unavailable or too expensive to feature in media, the media industry frequently resorts to its other proven content strategy: spectacle. The concept of spectacle describes the media’s obsession with the sensational and arresting, scandalous and shocking dimensions of a situation or context. It refers to that which grabs hold of our attention either because it is tantalizing or because it is startling. So prevalent is the role of spectacle that Guy Debord argues in his 1967 book, The Society of the Spectacle, that our whole society submits to its logic. In its opening pages, Debord explains:

Understood in its totality, the spectacle is both the outcome and the goal of the dominant mode of production. It is not something added to the real world – not a decorative element, so to speak. On the contrary, it is the very heart of society’s real unreality. In all its specific manifestations – news or propaganda, advertising or the actual consumption of entertainment – the spectacle epitomizes the prevailing mode of social life. It is the omnipresent celebration of a choice already made in the sphere of production, and the consummate result of that choice.31

For Debord, our whole society has become little more than spectacle – mere exhibition and display. Through the endless reproduction of shocking images, be they of sex or of violence, and glitzy promotions, the media collapses news into entertainment and entertainment into life. The production of a hyper‐sensational world through spectacle ensures that viewers will attend to media. After all, its depiction of life is more compelling than life itself. Consider gangsta rap’s creation of what Debord calls a “real unreality,” in which multi‐million‐dollar artists who drive luxury automobiles, cover themselves in bling, and work for transnational media conglomerates rap about gang violence, growing up in the hood, and stickin’ it to “the man.” While all of these are very real social phenomena, gangsta rap glamorizes them, pimps them as lifestyles or commodities that can be attained and lived at the level of style and appearance. Life imitates art, which imitates nothing at all.

On some rare occasions, celebrity and spectacle collide, creating hyper‐spectacles or self‐perpetuating media frenzies that dominate all forms of media for an extended period of time. The O.J. Simpson trial (1995), Princess Diana’s funeral (1997), the Monica Lewinsky–Bill Clinton sex scandal (1998), and the reality show presidency of Donald Trump are all examples of such hyper‐spectacles. What separates these hyper‐spectacles from ordinary spectacles is (1) the intersection of celebrity and spectacle, (2) the scope and intensity of the media coverage (i.e. the story’s ability to dominate all media and to disrupt normal programming), and (3) the resistance of the story to information decay. Take the O.J. Simpson case as an example. According to Paul Thaler, “From June 1994 through October 1995, the Simpson story overtook our culture, sweeping away all other news – in fact, virtually all other public discussion – in its path.”32 This hyper‐spectacle began on June 17, 1993 with the nationally televised low‐speed chase of Simpson’s white Bronco 5 days after the brutal murder of his ex‐wife, Nicole Brown Simpson, and her friend, Ronald Goldman. The three major broadcast networks (ABC, NBC, and CBS) and CNN all interrupted their regular programming to cover the police chase live. In the days and weeks following the chase, there was an explosion of newspaper headlines, magazine articles, books, and primetime TV specials. Diane Furno‐Lamude offers this summary of the media coverage:

In the Los Angeles Times, the Simpson story appeared on the front page for more than three hundred days after the murders. Additionally, when the criminal trial began, every local Los Angeles station except one carried it live. The major evening news broadcasts devoted more time to the Simpson case than they had given to Bosnia and the Oklahoma City Bombing combined.33

Low‐cost to produce and capable of capturing the attention of large audiences for long periods of time, hyper‐spectacles are profit‐generating machines, which suggests that the media industry has a vested interest not just in covering them, but in creating them.

Joint ventures

Given the high costs of television, sound, and film production, media conglomerates often undertake joint ventures to reduce financial risks. By splitting the costs of a new venture, neither corporation has to bear the full financial burden should it fail. In 2004, the major media conglomerates had, according to Ben Bagdikian, “a total of 141 joint ventures, which makes them business partners with each other.”34 Today, two US television networks are the result of such partnerships. Prior to the late 1980s, a 24‐hour all‐comedy cable network had never been tried. So, it was hardly a surprise when Time Warner’s The Comedy Channel merged with Viacom’s HA! to form Comedy Central in 1991. For 12 years, both companies retained 50 percent ownership in the network. The venture was so successful that Viacom had to pay Time Warner a massive $1.2 billion to acquire its share in 2003. A second joint television venture is The CW Television Network, which is owned in equal parts by the CBS Corporation and AT&T (WarnerMedia). The CW was launched in 2006 following the collapse of CBS’s UPN and WarnerMedia’s WB networks. While neither company was able to sustain a sixth major network on its own, the partnership has allowed both to continue to appeal to a younger audience, with an average viewer aged 34 years: 10 years younger than that of their nearest competitor, FOX (44 years old). This is an attractive demographic for advertisers.35 A more recent example of a joint venture is Hulu, the popular streaming service, whose chief competitors include Netflix and Amazon. While Hulu was jointly owned by The Walt Disney Company (30%), 21st Century Fox (30%), Comcast (30%), and AT&T (10%), Disney’s acquisition of 21st Century Fox gave it a controlling stake.

Another reason media conglomerates might join forces is to expand their control in a particular industry. In 2004, for instance, Sony Music Entertainment (a Sony Corporation company) merged with Bertelsmann Music Group (a Bertelsmann company) to form Sony BMG Music Entertainment. Sony BMG immediately joined EMI, Universal, and Warner as one of the – at that point – Big Four music companies. The merger also reportedly allowed the two parent companies to cut roughly 2000 jobs, saving them nearly $350 million a year. Sony Corporation of America, a subsidiary of Japan’s Sony Corporation, acquired Bertelsmann’s 50 percent stake in Sony BMG in 2008, adopting the Sony Music Entertainment label once again. As of September 2018, Sony Music Entertainment ranks as one of the Big Three record companies, along with the French‐owned Universal Music Group, a subsidiary of Vivendi, and the US‐owned Warner Music Group, a subsidiary of WarnerMedia. Partnerships like those described in this section are fairly common, due, at least in part, to the fact that major media conglomerates often have interlocking directorates. Each of the Big Six conglomerates is overseen by a board of directors whose board members often sit on multiple boards, making them interlocked. The people deciding what is good for one media conglomerate, then, are likely to be some of the same people deciding what is good for another. One consequence is joint ventures.

Advertising

In the previous section, we examined five key strategies that media conglomerates use to maximize profits. But to focus only on the profits generated by the sale of media products would be to overlook a significant source of revenue in the media industry, namely advertising. Advertising is a form of communication and marketing designed to persuade audiences to feel and/or behave a certain way toward a product, service, or corporate brand, and it plays a central role in media industry profits. Advertising is a relatively modern invention that emerged in the latter half of the 19th century. Indeed, prior to 1851, Anne McClintock explains, “it was generally regarded as a confession of weakness, a rather shabby last resort.”36 But, by the late 1800s, with the Victorians consuming 260 000 tons of soap a year, “soap manufactures began to pioneer the use of pictorial advertising as a central part of business policy.”37 Chief among its innovators was Thomas J. Barratt, whose public gimmicks, targeted slogans, and image campaigns for Pears Soap have earned him the title of the “father of advertising.”38 Today, advertising – whether in print, broadcast, or digital media – subsidizes much of the media content we consume.

Estimating the precise amount spent on advertising each year is no easy process. Part of the difficulty is in deciding what to include in the calculations. Some estimates of advertising spending include commercial, noncommercial, and political advertising, while others focus exclusively on commercial advertising. Similarly, some estimates include both measured and unmeasured advertising spending and others do not. Measured advertising spending typically includes expenditures for network and cable TV, consumer magazines, newspapers, internet, radio, and outdoor (billboards, benches, etc.), while unmeasured advertising spending often includes expenditures for direct mail, telemarketing, and catalogs. Despite these difficulties, eMarketer estimates that global spending on measured media advertising in 2017 was roughly $535 billion. Of that, more than a third – about $197 billion – was spent in the United States alone – more than the next six countries (China, Japan, the United Kingdom, Germany, Brazil, and South Korea) combined.39 Table 2.8 breaks down advertising spending in the United States by major media category over a 10‐year period.

Table 2.8 highlights several important trends. While the percentage of total advertising spending on newspapers has steadily been declining since 2010 (from 14.8% in 2010 to a projected 5.5% in 2020), advertising spending on digital media has been growing exponentially during that same period (up from 17.1% in 2000 to a projected 44.9% in 2020). In fact, 2017 was the first time digital ad spending exceeded advertising spending on TV. While advertising spending on television has been declining for the past several years, it remains a major source of revenue. Media Dynamics Inc., a New Jersey‐based research firm, estimates that in 2016 the total advertising revenue for cable and broadcast networks was $19.7 billion, surpassing the previous high‐water mark of $19.2 billion set in 2013; cable TV networks accounted for $10.6 billion in advertising, while the major broadcasts networks – ABC, CBS, NBC, Fox, and The CW – accounted for the remaining $9.1 billion.40

Table 2.8 Distribution of advertising spending in the United States, 2010–20 (by percentage)

Source: eMarketer. (n.d.). Distribution of Advertising Spending in the United States from 2010 to 2020, by Media. In Statista – The Statistics Portal, https://www.statista.com/statistics/272316/advertising‐spending‐share‐in‐the‐us‐by‐media/ (accessed October 4, 2018).

Category 2010 2012 2014 2016 2018* 2020*
Digital 17.1 22.3 28.3 35.8 38.4 44.9
TV 38.4 39.1 39.1 36.8 34.8 32.9
Radio 9.9 9.3 8.4 7.4 6.7 6.1
Magazines** 9.9 9.2 8.3 6.8 6.1 5.6
Newspapers** 14.8 11.5 9.1 7.2 6.1 5.5
Out‐of‐home 4.0 4.0 4.0 3.9 3.7 3.4
Directories** 5.8 4.5 2.8 2.2 1.9 1.6

*Projected.

**From 2010 to 2015, data for newspapers, magazines, and directories include print ads only.

In light of the tremendous revenue generated by television advertising, we would like to look more closely at its historical development. On July 1, 1941, CBS launched the first TV schedule with 15 hours of weekly programming, including two 15‐minute news programs Monday through Friday. That same day, WNBT (later NBC) aired the first television commercial for Bulova watches during a Dodgers/Phillies game. By 1949, advertisers were spending $12 million a year on television advertising alone, a number that jumped to $128 million in just two short years.41 In the mid‐1960s, a typical 30‐second ad spot during a national primetime TV series cost about $20 000–$25 000.42 Today, that same spot can cost 20 times as much, depending upon the show’s ratings. Table 2.9 shows the cost of an average 30‐second spot on the 10 highest‐priced primetime programs in the United States in 2017. But the cost of these spots pales in comparison to those for special events like the Olympics or the Super Bowl. During the 2017 Super Bowl, for instance, sponsors paid an average $5 million for a 30‐second spot, generating $414 million dollars in advertising revenue for NBC.43

As the cost of producing network television has risen, the TV industry has constantly had to devise new ways of increasing advertising revenue, and raising the cost of ad spots reflects only one strategy. Another has been to shorten their length so that more ad spots can be sold. In 1965, every network television commercial was a full 60 seconds in length, but 10 years later only 6 percent were that long. By cutting ad spots in half, to 30 seconds, networks were able to double the number of ads they could sell – and the price was not similarly cut in half. So, two 30‐second ads cost more than one 60‐second spot had. Ad spots have continued to get shorter, and many spots today are only 15 seconds in length.44 In the meantime, the total amount of advertising time has steadily grown, while the length of network programming has been trimmed. By 1999, the typical “1‐hour” show had been cut to 44 minutes, and the average “half‐hour” show had been shortened to 21 minutes.45 This means that roughly 30 percent of all TV time is taken up by commercials.

Table 2.9 Cost of a 30‐second advertising spot on the 10 highest‐priced US programs in 2017 (in dollars)

Source: Ad Age, October 2, 2017.

Network Program Cost
NBC Sunday Night Football 699 602
NBC Thursday Night Football 550 709
CBS Thursday Night Football 549 791
NBC This Is Us 394 428
FOX Empire 305 369
CBS The Big Bang Theory 285 908
NBC The Voice (Monday) 259 180
ABC Modern Family 239 782
NBC The Voice (Tuesday) 229 956
ABC Grey’s Anatomy 213 576

With the advent of new technologies such as the remote control and digital video recording, which allow for commercial “zapping,” advertisers began to complain that they were not getting what they paid for, namely consumers’ attention. So, television adapted yet again. First, it reduced the length of the commercial break between two programs – or sometimes eliminated it altogether – as a way of preventing viewers from leaving to take a bathroom break between shows. Second, it began to sell product placements. Instead of characters in television using or wearing generic products, networks began to charge companies to promote their products by highlighting labels and name brands, or simply having characters mention a brand. Films, which until recently did not have commercials, had pioneered the in‐text ad much earlier, with famous product placements such as Coca‐Cola in Blade Runner (1982) and Reese’s Pieces in E.T.: The Extra‐Terrestrial (1982). Today, if you can make out a product brand in television or film, then chances are it is a paid advertisement. Sometimes, product placement is so central to the narrative that it does not even seem like branding. Take The Fast and The Furious franchise, for instance, which in addition to raking in over $5.1 billion in worldwide box‐office receipts, also prominently promotes particular car brands (see Table 2.10).

Disney, however, has taken product placement to a completely new level. Rather than merely promoting brands within its media products, the media itself is the brand being advertised. Children’s television programs such as the animated series My Friends Tigger and Pooh on the Disney Channel function as one long advertisement for the brand and related merchandise. Disney films such as Toy Story and Cars (both from Pixar), Frozen, Moana, Jungle Book, and Beauty and the Beast, along with prominent franchises such as Pirates of the Caribbean, Star Wars, and the Marvel Universe, all work to sell Disney‐related merchandise. As Disney itself explains:

[The Walt Disney Company’s] merchandise licensing operations cover a diverse range of product categories, the most significant of which are: toys, apparel, home décor and furnishings, accessories, stationery, health and beauty, food, footwear and consumer electronics. The Company licenses characters from its film, television and other properties for use on third‐party products in these categories and earns royalties, which are usually based on a fixed percentage of the wholesale or retail selling price of the products. Some of the major properties licensed by the Company include: Mickey and Minnie, Star Wars, Frozen, Disney Princess, Disney Channel characters, Cars, Spider‐Man, Avengers, Winnie the Pooh, Finding Dory/Finding Nemo and Disney Classics. The Company markets Disney‐, Marvel‐ and Lucasfilm‐themed products through retail stores operated under the Disney Store name and through internet sites in North America (shopDisney.com and shop.Marvel.com), Western Europe, Japan and China. The stores are generally located in leading shopping malls and other retail complexes. The Company currently owns and operates 221 stores in North America, 87 stores in Europe, 55 stores in Japan and two stores in China. The Company also sells merchandise to retailers under wholesale arrangements. The Company creates, distributes, licenses and publishes a variety of products in multiple countries and languages based on the Company’s branded franchises. The products include children’s books, comic books, graphic novel collections, learning products and storytelling apps. Disney English develops and delivers an English language learning curriculum for Chinese children using Disney content in 27 learning centers in six cities across China.46

Advertising in the media is so pervasive that one media scholar, Dallas Smythe, argues that the chief commodity sold in the media today is the audience.47 The mass media audience is sold to advertisers, and advertisers expect to get what they are paying for. So, the media industry has developed increasingly sophisticated strategies to package and sell audiences to advertisers. One such strategy is niche marketing.

Niche marketing is the targeting of a specific segment of the public that shares particular, but known demographic traits such as age, sex, or income. Niche marketing is sometimes referred to as narrowcasting as a way of distinguishing it from broadcasting, a model that targeted a large, anonymous, and undifferentiated audience. The financial benefit of niche marketing is twofold. First, if a media company can deliver a niche audience that is highly sought after, then it can charge a premium for advertising. Say, for instance, a retail business sells skateboards and the business knows from past experience that the vast majority of its customers are ages 12–22. The FOX network, whose primetime viewers are the youngest of the four major networks, could charge this business more for a 30‐second advertising spot than, say, CBS, where historically more than 50 percent of its primetime viewers are over 50.48 Because of the network’s age demographics, even highly rated programs like CBS’s 60 Minutes are probably not a good place to advertise skateboards. Meanwhile, NBC, which boasts the largest percentage of viewers who earn over $75 000 a year, would be the most logical place to advertise luxury items. In the past, advertising rates were closely tied to audience share. But in that model, many viewers may not have been part of the target demographic an advertiser wished to reach. As media corporations increasingly target narrower audiences, they can charge advertisers premium rates.

A second advantage of niche marketing is that it allows media corporations to target and reach previously untapped markets. As the tastes of some viewers and listeners run counter to popular tastes, these audiences were largely disinterested in the messages propagated by the old broadcast model. Thanks to digital media technologies and platforms, however, highly specialized content can now be delivered to remote places (so long as there is internet access). Historically, the size of a town dictated how many radio stations it had and, therefore, the diversity of format choices available. A smaller market might only receive three radio stations (e.g. pop, rock, and country). Sirius Satellite Radio, which now operates under the name Sirius XM Satellite Radio, by contrast, features 69 streams (channels) of music and 65 streams of sports, news, and entertainment programming, and is available anywhere. Though the music on Sirius XM Satellite Radio is subscription‐based and, thus, currently commercial‐free, this could change – and, in fact, its talk channels do carry advertising. When new media are introduced into the marketplace, they frequently court customers with the promise of little or no advertising. But after building a customer base, media moguls generally let advertisers in. Cable television, which started out largely commercial‐free, is now saturated with advertising.

Consequences of Ownership Patterns and Profit Maximization

In any capitalist society, the patterns and strategies discussed in this chapter may not seem surprising or abnormal. We are, of course, socialized from birth to see capitalism not as one possible economic system, but as the only economic system. In such a context, the desire to accumulate wealth appears to be intrinsic and instinctive rather than constructed and learned. But, when culture is transformed into nature (i.e. made to seem natural), we do not stop to question it. We do not ask, why does it matter that the media industry is highly concentrated? Or, what difference does it make that the major media conglomerates operate according to a logic of safety? The remainder of this chapter begins with a reminder that late capitalism is only one structural (i.e. economic) possibility and that the patterns of ownership, strategies of profit maximization, and advertising practices that emerge in relation to it have significant social and political consequences that affect our lives. Three implications in particular warrant our attention: the reduction of diversity, the restriction of democratic ideals, and the spread of cultural imperialism.

Reduction of diversity

Concentration, which severely restricts competition, integration, which leads to the development of some projects and not others, and the logic of safety, which drastically limits creativity, collectively result in the homogenization of media. Despite the plethora of media outlets and the apparent array of choices today, media products such as music, television, and film are overwhelmingly similar in form and content. The uniformity of media has long been recognized by media scholars and can be traced back to the Frankfurt School, an institute for social research established in Weimar, Germany in 1923. The Frankfurt tradition found its way to the United States in the 1930s when German scholars immigrated there following the rise of National Socialism in Germany. Influenced by Marxism, scholars such as Herbert Marcuse, Theodor Adorno, and Max Horkheimer saw the mass media and popular culture as rigid, formulaic, highly standardized, and clichéd. They argued that media’s unending sameness had a pacifying effect on audiences, eliminating the possibility for critical thought, and thereby producing our very consciousness. Though the Frankfurt School has been critiqued for promoting the idea of false consciousness, the belief that the masses are duped into blindly accepting the prevailing ideology, their criticisms of standardization are not entirely without merit.

Table 2.10 Prominent car brands in The Fast and The Furious film franchise

Source: A. Halpin, The World of The Fast and The Furious Franchise and Brand Partnerships, Hollywood Branded, April 27, 2017, https://blog.hollywoodbranded.com/the‐world‐of‐the‐fast‐and‐the‐furious‐franchise‐and‐brand‐partnerships (accessed November 21, 2018); K. Acuna, Here Are the Car Brands that Appear the Most in “Furious 7,” Business Insider, April 8, 2015, https://www.businessinsider.com/furious‐7‐car‐brands‐2015‐4 (accessed November 21, 2018); Box Office History for Fast and Furious Movies, The Numbers, https://www.the‐numbers.com/movies/franchise/Fast‐and‐the‐Furious#tab=summary (accessed November 16, 2018).

Film Year Worldwide
box office
(in millions)
Prominently featured
car brands
The Fast and The Furious 2001 207 Dodge, Toyota
2 Fast 2 Furious 2003 236 Nissan, Chevrolet, Mitsubishi
The Fast and The Furious: Tokyo Drift 2006 158 Mitsubishi, Mazda, Ford, Nissan
Fast & Furious 2009 363 Acura, Nissan
Fast Five 2011 630 Dodge, Ford, Volkswagen
Fast & Furious 6 2013 789 BMW, Dodge, Ford
Furious 7 2015 1518 Dodge, Chevrolet, W Motors, Plymouth
The Fate of the Furious 2017 1234 Chevrolet, Dodge, Ford, Mercedes
Total worldwide revenue 5135

While examples of standardization can be found in any of the media industries, the music industry – and, especially, pop music – provides a compelling example. In 1941, Adorno argued that popular music was successful because it was simultaneously standardized (i.e. it was all the same and therefore required no thought or effort to enjoy) and pseudo‐individualized (i.e. it was cloaked in the false appearance of uniqueness). Adorno explained:

The necessary correlate of musical standardization is pseudo‐individualization. By pseudo‐individualization we mean endowing cultural mass production with the halo of free choice or open market on the basis of standardization itself. Standardization of song hits keeps the customers in line by doing their listening for them, as it were. Pseudo‐individualization, for its part, keeps them in line by making them forget that what they listen to is already listened to for them, or “pre‐digested.”49

If Adorno’s critique sounds overly harsh, allow us to cite an example. In 2009, the Canadian‐born singer Justin Bieber became a pop sensation with the breakout hit, “Baby.” Featuring scintillating lyrics such as, “And I was like baby, baby, baby oh / Like baby, baby, baby no / Like baby, baby, baby oh / I thought you’d always be mine (mine),” “Baby” appeared on the EP My World (2009) and again on the studio album My World 2.0 (2010), which debuted at number one on the Billboard 200 and went triple platinum in the United States. Justin Bieber, along with the near‐endless iteration of boy bands and pop queens like Ariana Grande, Selena Gomez, Katy Perry, and Taylor Swift, would suggest that musical innovation and diversity are not only atypical, but also unnecessary for success.

Restriction of democracy

A second social consequence of ownership patterns and profit‐maximization strategies in the media industry is the decline of democratic ideals. Democracy is premised on the notion of egalitarianism, the free and open exchange of ideas, and the participation of diverse publics.

But, until the relatively recent development and spread of new media, it was virtually impossible for ordinary citizens to share their ideas and opinions with large, remote audiences. Thus, only those who owned and controlled the means of production truly had a “public” voice. Even as access is gradually becoming more democratic through personal and political blogs, for instance, the major media conglomerates continue to function as powerful gatekeepers. Gatekeeping is a filtering practice that determines what makes it into the media and what does not. Media such as radio, television, and film remain almost entirely inaccessible to ordinary citizens. And even more democratic media platforms such as YouTube (owned by Google) and Instagram (owned by Facebook) are being bought up by the major conglomerates. Often, what starts out as creative, independent art is later co‐opted for corporate profit.

By controlling what is included in (and thus excluded from) both news and entertainment media, the major media conglomerates also exercise an agenda‐setting function. Agenda‐setting refers to the power of the media to influence what people are concerned with or care about. By covering some news stories and not others, or by treating some scenarios, themes, and issues in entertainment media and not others, the media greatly influence what the public regards as important. The idea of agenda‐setting asserts that media do not influence what audiences think, so much as they influence what audiences think about. Typically, agenda‐setting is discussed in relation primarily to the news media. But entertainment media also exercise an agenda‐setting function. The sheer prevalence of cop shows and crime dramas ensures that violence will be viewed as a serious social concern, while the absence of environmental dramas has the opposite effect. Sex and violence are seen as social concerns, in part, because there is so much sex and violence in the media. Meanwhile, genocide and sex trafficking around the globe are of little concern to many Americans because they receive little to no attention in the media.

In addition to gatekeeping and agenda‐setting, the major media conglomerates exercise an important framing function. Framing describes the viewpoint or perspective that is employed by the news and entertainment media when covering social and political issues. Just as the lens of a camera frames its subject, so media frames create particular windows through which audiences view issues. The news media’s repeated framing of political issues around a conservative/liberal or left/right binarism, for instance, greatly limits the scope of public debate by marginalizing non‐centrist or alternative perspectives. During political campaigns, third‐party candidates are rarely taken seriously by the media. The naming and, hence, framing of third‐party candidates as “on the fringe” works to ensure that they will remain there. In short, the gatekeeping (filtering), agenda‐setting (focusing), and framing (structuring) functions of the major media conglomerates consistently undermine democratic principles and ideals.

Spread of cultural imperialism

A third consequence of contemporary ownership patterns and profit‐maximization strategies is cultural imperialism. Cultural imperialism describes the exporting of US values and ideologies around the globe, usually to the detriment of local culture and national sovereignty. While local culture certainly inflects upon and influences the media products such as television, film, and music imported from predominantly US‐centered media conglomerates, the cultural imperialism hypothesis is rooted in the idea of unequal flow. This idea holds that, while cultural beliefs and values are flowing in both directions, the inward flow is so much greater than the outward flow that over time it causes cultural erosion in poorer countries with less‐developed media industries. In some cases, exposure to outside cultural values can have devastating effects on local cultures. There was a significant rise in infant deaths in a number of countries in Africa, for instance, when mothers switched from breast‐feeding to bottle‐feeding after seeing it repeatedly featured in European and US television programs and advertising. The mixing of infant formula with unsanitary water in this particular region resulted in an epidemic.50 Furthermore, given the financial resources behind the Big Six, it is often difficult for independent, local production companies to compete with multinational conglomerates. The increasing concentration of highly integrated media companies along with the drive to make profit is clearly not without significant social consequences.

Conclusion

This chapter has looked at the effects of ownership patterns and profit‐motive on the creation and circulation of media texts. Though largely masked by their sheer complexity in contemporary society, the means of production ultimately determine the shape and content of media in a Marxist framework. Formed through multiple mergers and buyouts, the major US‐based media conglomerates look to maximize profit whenever possible, leading to a strange combination of standardization and spectacularization in media content as a result of the hegemonic logic of safety. At the same time, the industry’s increasing ability to cross‐promote and advertise media content drives this fairly uniform product to almost every corner of the Earth. The widespread cultural influence, in turn, restricts democracy, reduces content diversity, and increases the cultural capital of the countries that produce the majority of media today.

If, while reading this chapter, you felt somewhat overwhelmed or depressed at the utter control of the industry presented in the Marxist perspective, you are not alone. Marxist critique is certainly an important contribution to media studies, and indeed one of the oldest, but it is not complete in its ability to understand how the media industry functions. As we will see in the next two chapters, other factors like conventions and government regulations also help shape media content. Media industries represent a special kind of contemporary business, in that they are often in the service of both profit and art, and a strictly economic analysis will always be partial in its ability to explain the inner workings of these increasingly visible companies.

SUGGESTED READING

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  46. 46 The Walt Disney Company, Fiscal Year 2017 Annual Financial Report (2018), 13–14.
  47. 47 D. Smythe, On the Audience Commodity and Its Work, in Media and Cultural Studies: Keyworks, rev. edn, M.G. Durham and D.M. Kellner (eds.) (Oxford: Blackwell, 2006), 230–56.
  48. 48 R. Grover, Must‐See TV for Left‐Handed Men Under 30: ABC, CBS, and NBC are Increasingly Watched by Niche Viewers, Business Week, December 14, 1998, 104. See also M. Schneider, Median Age Report: The Big 3 Earn Their AARP Cards (and Fox Isn’t Too Far Behind), Variety, August 10, 2010, https://variety.com/2010/tv/news/median‐age‐report‐the‐big‐3‐earn‐their‐aarp‐cards‐and‐fox‐isnt‐too‐far‐behind‐13925/ (accessed November 21, 2018) and D. Bauder, Young Demographics Don’t Rule Network TV, Herald Tribune, August 17, 2010, https://www.heraldtribune.com/news/20100817/young‐demographics‐dont‐rule‐network‐tv (accessed November 21, 2018).
  49. 49 T.W. Adorno (with the assistance of G. Simpson), On Popular Music: 1941, in On Record: Rock, Pop, and the Written Word, S. Frith and A. Goodwin (eds.) (London: Routledge, 2000), 308.
  50. 50 Baran, 551.
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