Digital entertainment

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Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): [1] [2]

"Digital entertainment", largely a hard to define marketing term, [3] rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, Digital Rights Management, multimedia and streaming media. [4] Apart from pure entertainment, the term rests upon the observation that already in 2011 in the UK, for example, "nearly half of people’s waking hours are spent using media content and communications services" ("screen time"). [5] [3]

Digital entertainment is inextricably connected with digital marketing. [6] [7] [8] People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. Digital merchandise is distributed with every computer game and popup ads or similar are ubiquitous in the online (gaming) world.

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Related Research Articles

Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation. The first building block of multimedia is the image, which dates back 15,000 to 10,000 B.C. with concrete evidence found in the Lascaux caves in France. The second building block of multimedia is writing, which was first scribed in stone or on clay tablets and was mostly about three things. Property, conquest, and religion. Writing was soon abstracted from visual images into symbols that represented the sounds we make with our mouths. Thanks to the Egyptians, writing was evolved and transferred from stone to Papyrus. A cheaper but more fragile canvas derived from strips of the papyrus root grown on the Nile River.

<span class="mw-page-title-main">Streaming media</span> Multimedia delivery method

Streaming media is multimedia for playback using an offline or online media player. Technically, the stream is delivered and consumed in a continuous manner by a client, with little or no intermediate storage in network elements. Streaming refers to the delivery method of content rather than the content itself.

<span class="mw-page-title-main">Digital media</span> Any media that are encoded in machine-readable formats

In mass communication, digital media is any communication media that operates in conjunction with various encoded machine-readable data formats. Digital content can be created, viewed, distributed, modified, listened to, and preserved on a digital electronic device, including digital data storage media and digital broadcasting. Digital is defined as any data represented by a series of digits, and media refers to methods of broadcasting or communicating this information. Together, digital media refers to mediums of digitized information broadcast through a screen and/or a speaker. This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet.

Video on demand (VOD) is a media distribution system that allows users to access videos, television shows and films without a traditional video playback device and a typical static broadcasting schedule. In the 20th century, broadcasting in the form of over-the-air programming was the most common form of media distribution. As Internet and IPTV technologies continued to develop in the 1990s, consumers began to gravitate towards non-traditional modes of content consumption, which culminated in the arrival of VOD on televisions and personal computers.

Technological convergence is the tendency for technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. For example, watches, telephones, television, computers, and social media platforms began as separate and mostly unrelated technologies, but have converged in many ways into an interrelated telecommunication, media, and technology industry.

New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

<span class="mw-page-title-main">Internet culture</span> Culture that has emerged from the use of computer networks

Internet culture is a quasi-underground culture developed and maintained among frequent and active users of the Internet who primarily communicate with one another online as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, specifically the Internet.

<span class="mw-page-title-main">International Data Group</span> Publishing company

International Data Group is a market intelligence and demand generation company focused on the technology industry. IDG, Inc.'s mission is centered around supporting the technology industry through research, data, marketing technology, and insights that help create and sustain relationships between businesses.

Streaming television is the digital distribution of television content, such as television shows and films, as streaming media delivered over the Internet. Streaming television stands in contrast to dedicated terrestrial television delivered by over-the-air aerial systems, cable television, and/or satellite television systems.

<span class="mw-page-title-main">Web 2.0</span> World Wide Web sites that use technology beyond the static pages of earlier Web sites

Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability for end users.

Mass communication is the process of imparting and exchanging information through mass media to large population segments. It utilizes various forms of media as technology has made the dissemination of information more efficient. Primary examples of platforms utilized and examined include journalism and advertising. Mass communication, unlike interpersonal communication and organizational communication, focuses on particular resources transmitting information to numerous receivers. The study of mass communication is chiefly concerned with how the content and information that is being mass communicated persuades or affects the behavior, attitude, opinion, or emotion of people receiving the information.

In marketing, promotion refers to any type of marketing communication used to inform target audiences of the relative merits of a product, service, brand or issue, persuasively. It helps marketers to create a distinctive place in customers' mind, it can be either a cognitive or emotional route. The aim of promotion is to increase brand awareness, create interest, generate sales or create brand loyalty. It is one of the basic elements of the market mix, which includes the four Ps, i.e., product, price, place, and promotion.

Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adult males. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.

<span class="mw-page-title-main">Digital media player</span> Device used for playing media such as online video

A digital media player is a type of consumer electronics device designed for the storage, playback, or viewing of digital media content. They are typically designed to be integrated into a home cinema configuration, and attached to a television or AV receiver or both.

<span class="mw-page-title-main">Digital marketing</span> Marketing of products or services using digital technologies or digital tools

Digital marketing is the component of marketing that uses the Internet and online-based digital technologies such as desktop computers, mobile phones, and other digital media and platforms to promote products and services. Its development during the 1990s and 2000s changed the way brands and businesses use technology for marketing. As digital platforms became increasingly incorporated into marketing plans and everyday life, and as people increasingly used digital devices instead of visiting physical shops, digital marketing campaigns have become prevalent, employing combinations of search engine optimization (SEO), search engine marketing (SEM), content marketing, influencer marketing, content automation, campaign marketing, data-driven marketing, e-commerce marketing, social media marketing, social media optimization, e-mail direct marketing, display advertising, e-books, and optical disks and games have become commonplace. Digital marketing extends to non-Internet channels that provide digital media, such as television, mobile phones, callbacks, and on-hold mobile ringtones. The extension to non-Internet channels differentiates digital marketing from online marketing.

UBM Technology Group, formerly CMP Publications, was a business-to-business multimedia company that provided information and integrated marketing services to technology professionals worldwide. It offered marketers and advertisers services such as print, newsletters, custom web sites, and events. Its products and services include newspapers, magazines, Internet products, research, education and training, trade shows and conferences, direct marketing services and custom publishing.

Streaming data is data that is continuously generated by different sources. Such data should be processed incrementally using stream processing techniques without having access to all of the data. In addition, it should be considered that concept drift may happen in the data which means that the properties of the stream may change over time.

In communication, media are the outlets or tools used to store and deliver content; semantic information or subject matter of which the media contains. The term generally refers to components of the mass media communications industry, such as print media, publishing, the news media, photography, cinema, broadcasting, digital media, and advertising.

<span class="mw-page-title-main">Live streaming</span> Live broadcasting via the Internet

Livestreaming, live-streaming, or live streaming is the streaming of video or audio in real time or near real time. While often referred to simply as streaming, the real time nature of livestreaming differentiates it from other forms of streamed media, such as video-on-demand, vlogs, and YouTube videos.

A video game walkthrough is a guide aimed towards improving a player's skill within a particular video game and often designed to assist players in completing either an entire video game or specific elements. Walkthroughs may alternatively be set up as a playthrough, where players record themselves playing through a game and upload or live-stream it to the internet. Walkthroughs may be considered guides on helping to enhance the experience of players, to assist towards unlocking game achievements or simply as a means to socialise with like-minded individuals as a distraction from everyday life.

References

  1. "Digital Entertainment World". Digital Entertainment World. 2018-09-11. Retrieved 2019-07-09.
  2. Hamedy, Saba (2016-07-04). "8 biggest digital entertainment trends in 2016 (so far)". Mashable. Retrieved 2019-07-09.
  3. 1 2 "'The future of digital entertainment'". GOV.UK. 2011-07-05. Retrieved 2019-07-10.
  4. Aki Järvinen, Satu Heliö & Frans Mäyrä (2002). "Communication and Community in Digital Entertainment Services" (PDF). University of Tampere Hypermedia Laboratory.
  5. "Communications Market Reports". Ofcom. 2019-07-04. Retrieved 2019-07-10.
  6. "Why Content Marketers Are Now In The Entertainment Business". Marketing Land. 2014-02-25. Retrieved 2019-07-10.
  7. Singal, Aastha (2018-10-08). "6 Key Factors to Consider Before Deciding Your Digital Marketing Strategy". Entrepreneur. Retrieved 2019-07-10.
  8. "#DMWF Series". #DMWF World Series. Retrieved 2019-07-10.