Media Entertainment

Media Entertainment
Title Media Entertainment PDF eBook
Author Allison Eden
Publisher
Total Pages 250
Release 2019-08-16
Genre Mass media
ISBN 9781524962739

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Social Media Entertainment

Social Media Entertainment
Title Social Media Entertainment PDF eBook
Author Stuart Cunningham
Publisher NYU Press
Total Pages 364
Release 2019-02-26
Genre Business & Economics
ISBN 1479846899

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Winner, 2020 Outstanding Book Award, given by the International Communication Association Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike. Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption.

Media Entertainment

Media Entertainment
Title Media Entertainment PDF eBook
Author Dolf Zillmann
Publisher Routledge
Total Pages 349
Release 2000-05-01
Genre Language Arts & Disciplines
ISBN 1135667535

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This collection represents a systematic exploration of media entertainment from an academic perspective. Editors Zillmann and Vorderer have assembled scholars from psychology, sociology, and communication to provide a broad examination of the primary function of media entertainment--the attainment of gratification. Chapters included here address vital aspects of media entertainment and summarize pertinent findings, providing an overview of what is presently known about the appeal and function of the essential forms of media entertainment, and offering some degree of integration. Written in a clear, non-technical style, this volume provides a lively and entertaining study of media entertainment for academic study and coursework.

Understanding the Business of Entertainment

Understanding the Business of Entertainment
Title Understanding the Business of Entertainment PDF eBook
Author Gregory Bernstein
Publisher CRC Press
Total Pages 328
Release 2015-05-15
Genre Art
ISBN 1317680510

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Understanding the Business of Entertainment: The Legal and Business Essentials All Filmmakers Should Know is an indispensable guide to the business aspects of the entertainment industry, providing the legal expertise you need to break in and to succeed. Written in a clear and engaging tone, this book covers the essential topics in a thorough but reader-friendly manner and includes plenty of real-world examples that bring business and legal concepts to life. Whether you want to direct, produce, write, edit, photograph or act in movies, this book covers how to find work in your chosen field and examines the key provisions in employment agreements for creative personnel. If you want to make films independently, you’ll find advice on where to look for financing, what kinds of deals might be made in the course of production, and important information on insurance, releases, and licenses. Other topics covered include: Hollywood’s growth and the current conglomerates that own most of the media How specific entertainment companies operate, including facts about particular studios and employee tasks. How studios develop projects, manage production, seek out independent films, and engage in marketing and distribution The kinds of revenues studios earn and how they account for these revenues How television networks and new media-delivery companies like Netflix operate and where the digital revolution might take those who will one day work in the film and TV business As an award- winning screenwriter and entertainment attorney, Gregory Bernstein give us an inside look at the business of entertainment. He proves that knowing what is behind filmmaking is just as important as the film itself.

Global Entertainment Media

Global Entertainment Media
Title Global Entertainment Media PDF eBook
Author Anne Cooper-Chen
Publisher Routledge
Total Pages 280
Release 2006-04-21
Genre History
ISBN 1135607834

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Elevates global entertainment to an area of worthy media study that was previously reserved for global news and takes a worldwide approach, encompassing Nigeria, Egypt, Brazil, and India - in addition to the more high-profile, heavily researched areas of Europe and East Asia.

Global Entertainment Media

Global Entertainment Media
Title Global Entertainment Media PDF eBook
Author Tanner Mirrlees
Publisher Routledge
Total Pages 317
Release 2013
Genre Business & Economics
ISBN 0415519810

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A critical cultural materialist introduction to the study of global entertainment media. In Global Entertainment Media, Tanner Mirrlees undertakes an analysis of the ownership, production, distribution, marketing, exhibition and consumption of global films and television shows, with an eye to political economy and cultural studies. Among other topics, Mirrlees examines: Paradigms of global entertainment media such as cultural imperialism and cultural globalization. The business of entertainment media: the structure of capitalist culture/creative industries (financers, producers, distributors and exhibitors) and trends in the global political economy of entertainment media. The "governance" of global entertainment media: state and inter-state media and cultural policies and regulations that govern the production, distribution and exhibition of entertainment media and enable or impede its cross-border flow. The new international division of cultural labor (NICL): the cross-border production of entertainment by cultural workers in asymmetrically interdependent media capitals, and economic and cultural concerns surrounding runaway productions and co-productions. The economic motivations and textual design features of globally popular entertainment forms such as blockbuster event films, TV formats, glocalized lifestyle brands and synergistic media. The cross-cultural reception and effects of TV shows and films. The World Wide Web, digitization and convergence culture.

Media Design and Technology for Live Entertainment

Media Design and Technology for Live Entertainment
Title Media Design and Technology for Live Entertainment PDF eBook
Author Davin Gaddy
Publisher Taylor & Francis
Total Pages 305
Release 2017-11-27
Genre Performing Arts
ISBN 1315442701

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Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.