All sub-industries devoted to entertainment (e.g., film industry, game industry, music industry) and all professional forms of financing, production, distribution, marketing and exhibition of entertainment products or services therein
State Owned Media
Entertainment is partially government-supported, but not owned. Most funding comes from taxes. Focus on accuracy and ethics. Primary goals: cultural enrichment, informed and engaged citizenship
Entertainment
The action of providing or being provided with amusement or enjoyment
A form of activity that holds the attention and interest of an audience
Entertainment is a complex, dynamic, and multi-faceted experience one goes through while being exposed to this type of media
Entertainment
Any market offering whose main purpose is to provide pleasure to consumers, versus offering primarily functional utility
Any mediated product created for the purpose of engaging an audience
Differential Susceptibility to Media effects Model (DSMM)
Three factors predict media use: Disposition, Developmental level, and Social environment
These three factors also moderate individual responses to media use
Media effects are transactional, meaning that effects of media use also influence media use
Experience goods
The attributes of the experience dominate consumers' quality judgements for entertainment products
The enormous amount of entertainment products being released every week is driven by the short life cycle of experience goods and consumers' insatiable need for continuous selection of new products
Societal impact (e.g., fans, trendsetting, media attention)
Creativity
Discovering novel connections between elements or ideas in order to create something interesting or good
Innovation
The process of turning creative ideas into something that is actually marketable
Entertainment products that are conceptually or technologically innovative are more arousing and distinctive, making them more successful
Familiarity
A perceived connection with an entertainment product, its elements or characters
Recognition of familiar elements enhances appreciation for a product and increases acceptance of its message
People prefer music and songs that sounded at least somewhat familiar
Higher cinema attendance for movie sequels compared to non-sequels
Franchise
A collection of related entertainment products from the same brand, or intellectual property
Each franchise extension impacts a brand's overall image and thereby the success of future extensions to a franchise
Although franchise extensions reduce financial risk due to predictable revenue forecasts, financial performance generally diminishes as instalments progress
Familiar stimuli can become predictable and boring
Novel stimuli that are not fully understood elicit interest, which engages the action tendency of exploring new and exciting experiences
Windowing
The business practice of making entertainment products available in different formats in succession to maximize profits
Through vertical integration, distributors gained more control over the entire value chain, from the creation of content to its delivery to audiences, leading to increased efficiency and profitability through the removal of intermediaries
Marketing
Effectively managing the flow of information about an entertainment product
People tend to perceive successful entertainment products as better, causing initial success to cascade into future success, thereby creating a cumulative advantage
Entertainment concept
A collection of indicators that allow users to classify and assess what sort of content and design can be expected
Cue utilisation theory
Consumers of experience goods rely on specific cues as indicators of product quality to aid their decision-making process
Entertainment design
The combination of numerous interrelated structural and technological elements that form the language of entertainment
Immersion
The extent to which an entertainment product is capable of delivering an inclusive, extensive, and vivid illusion of a depicted reality
Presence
The subjective perception of being in a mediated environment, perceiving the immersive events as really happening
Enjoyment
The most common response to entertainment, a positive meta-emotion resulting from quick, intuitive processing of hedonic content
Appreciation
A response to entertainment that comes from eudemonic content that is thought-provoking, moving, or meaningful, causing slower, more controlled appraisals and contemplations
Key concepts
Experience
Production
Product
Design
Concept
Entertainment Industry
Entertainment Demand Process
User response
Combination of emotional, cognitive, and physiological factors that mediate the relation between a media experience and its effects
Enjoyment
The most common response to entertainment, a positive meta-emotion (positive emotional response to a primary emotion)
Enjoyment vs Appreciation
Enjoyment results from quick, intuitive processing of hedonic content, whereas appreciation comes from eudemonic content that is thought-provoking, moving, or meaningful, causing slower, more controlled appraisals and contemplations
User response types
Emotional
Cognitive
Physiological
Emotional responses
So crucial to entertainment that some have claimed entertainment is emotion
Cognitive responses
Indicate the extent to which users comprehend and incorporate entertainment content and its messages