EntCom 1

Cards (70)

  • Entertainment industry
    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
  • Media Entertainment Success Cycle
    1. Product Concept
    2. Product Design
    3. Production
    4. Marketing & Distribution
    5. Experience
    6. User Motivation
    7. Selection
    8. User Response
    9. Preference Effect
  • Success in the entertainment market
    • Commercial success (e.g., revenue, sales, advertising income)
    • Evaluative metrics (e.g., views, likes, ratings)
    • Critical acclaim (e.g., recognition, accolades, positive reviews)
    • 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