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The Future of Entertainment by Christine Elizabeth Eboch Pdf
From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.
From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.
Streaming, Sharing, Stealing by Michael D. Smith,Rahul Telang Pdf
How big data is transforming the creative industries, and how those industries can use lessons from Netflix, Amazon, and Apple to fight back. “[The authors explain] gently yet firmly exactly how the internet threatens established ways and what can and cannot be done about it. Their book should be required for anyone who wishes to believe that nothing much has changed.” —The Wall Street Journal “Packed with examples, from the nimble-footed who reacted quickly to adapt their businesses, to laggards who lost empires.” —Financial Times Traditional network television programming has always followed the same script: executives approve a pilot, order a trial number of episodes, and broadcast them, expecting viewers to watch a given show on their television sets at the same time every week. But then came Netflix's House of Cards. Netflix gauged the show's potential from data it had gathered about subscribers' preferences, ordered two seasons without seeing a pilot, and uploaded the first thirteen episodes all at once for viewers to watch whenever they wanted on the devices of their choice. In this book, Michael Smith and Rahul Telang, experts on entertainment analytics, show how the success of House of Cards upended the film and TV industries—and how companies like Amazon and Apple are changing the rules in other entertainment industries, notably publishing and music. We're living through a period of unprecedented technological disruption in the entertainment industries. Just about everything is affected: pricing, production, distribution, piracy. Smith and Telang discuss niche products and the long tail, product differentiation, price discrimination, and incentives for users not to steal content. To survive and succeed, businesses have to adapt rapidly and creatively. Smith and Telang explain how. How can companies discover who their customers are, what they want, and how much they are willing to pay for it? Data. The entertainment industries, must learn to play a little “moneyball.” The bottom line: follow the data.
The Future of Entertainment by Christine Elizabeth Eboch Pdf
From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.
Two Bit Circus and the Future of Entertainment by Elise Lemle,Katherine Bomkamp,Marcella Klein Williams,Elizabeth Cutbirth Pdf
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
During the past fifteen years, changes in technology have generated an extraordinary array of new ways in which music and movies can be produced and distributed. Both the creators and the consumers of entertainment products stand to benefit enormously from the new systems. Sadly, we have failed thus far to avail ourselves of these opportunities. Instead, much energy has been devoted to interpreting or changing legal rules in hopes of defending older business models against the threats posed by the new technologies. These efforts to plug the multiplying holes in the legal dikes are failing and the entertainment industry has fallen into crisis. This provocative book chronicles how we got into this mess and presents three alternative proposals--each involving a combination of legal reforms and new business models--for how we could get out of it.
Author : Philip E. Meza Publisher : Stanford University Press Page : 202 pages File Size : 47,9 Mb Release : 2007 Category : Social Science ISBN : 0804756600
Looks at the future of Hollywood in the wake of rapid technological innovation, examining the potential opportunities, for both the entertainment and high-tech industries, of new digital and Web formats in terms of the creation, distribution, and consumption of entertainment products, and arguing that the two industries must work together if they are both to succeed.
Explore the future of fun! With virtual reality, augmented reality, holograms, and even digital smells, technology is already changing the world of entertainment. What other innovations will emerge to help people have fun?
A chronicle of the massive transformation in Hollywood since the turn of the century and the huge changes yet to come, drawing on interviews with key players, as well as documents from the 2014 Sony hack
Why the future of popular culture will revolve around ever bigger bets on entertainment products, by one of Harvard Business School's most popular professors What's behind the phenomenal success of entertainment businesses such as Warner Bros., Marvel Entertainment, and the NFL—along with such stars as Jay-Z, Lady Gaga, and LeBron James? Which strategies give leaders in film, television, music, publishing, and sports an edge over their rivals? Anita Elberse, Harvard Business School's expert on the entertainment industry, has done pioneering research on the worlds of media and sports for more than a decade. Now, in this groundbreaking book, she explains a powerful truth about the fiercely competitive world of entertainment: building a business around blockbuster products—the movies, television shows, songs, and books that are hugely expensive to produce and market—is the surest path to long-term success. Along the way, she reveals why entertainment executives often spend outrageous amounts of money in search of the next blockbuster, why superstars are paid unimaginable sums, and how digital technologies are transforming the entertainment landscape. Full of inside stories emerging from Elberse's unprecedented access to some of the world's most successful entertainment brands, Blockbusters is destined to become required reading for anyone seeking to understand how the entertainment industry really works—and how to navigate today's high-stakes business world at large.
The Future of Another Timeline by Annalee Newitz Pdf
“A revolution is happening in speculative fiction, and Annalee Newitz is leading the vanguard."--Wil Wheaton From Annalee Newitz, founding editor of io9, comes a story of time travel, murder, and the lengths we'll go to protect the ones we love. 1992: After a confrontation at a riot grrl concert, seventeen-year-old Beth finds herself in a car with her friend's abusive boyfriend dead in the backseat, agreeing to help her friends hide the body. This murder sets Beth and her friends on a path of escalating violence and vengeance as they realize many other young women in the world need protecting too. 2022: Determined to use time travel to create a safer future, Tess has dedicated her life to visiting key moments in history and fighting for change. But rewriting the timeline isn’t as simple as editing one person or event. And just when Tess believes she's found a way to make an edit that actually sticks, she encounters a group of dangerous travelers bent on stopping her at any cost. Tess and Beth’s lives intertwine as war breaks out across the timeline--a war that threatens to destroy time travel and leave only a small group of elites with the power to shape the past, present, and future. Against the vast and intricate forces of history and humanity, is it possible for a single person’s actions to echo throughout the timeline? Praise for The Future of Another Timeline: "An intelligent, gut-wrenching glimpse of how tiny actions, both courageous and venal, can have large consequences. Smart and profound on every level.”—Publishers Weekly (starred review) "You close the book reeling with questions about your own life and your part in changing the future."—Amy Acker, actress (Angel and Person of Interest) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Social Media Entertainment by David Craig,Stuart Cunningham Pdf
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.
Comic-Con and the Business of Pop Culture: What the World’s Wildest Trade Show Can Tell Us About the Future of Entertainment by Rob Salkowitz Pdf
The Comic-Con phenomenon—and what it means for your business The annual trade show Comic-Con International isn’t just fun and games. According to award-winning business author and futurist Rob Salkowitz it’s a “massive focus group and marketing megaphone” for Hollywood—and in Comic-Con and the Business of Pop Culture, he examines the business of popular culture through the lens of Comic-Con. Salkowitz offers an entertaining and substantive look at the show, providing a close look at the comic-book and videogame industries’ expanding influence on marketing, merchandising, and the entertainment industry. Rob Salkowitz is founder and Principle Consultant for the communications firm MediaPlant, LLC.
Videogame Cultures and the Future of Interactive Entertainment by Daniel Riha Pdf
The chapters in this volume reflect the debates that progressed during the 1st Global Conference on Videogames Cultures and the Future of Interactive Entertainment, held as a part of Cyber Hub activity at Mansfield College, Oxford, United Kingdom in July 2009. Accordingly, the edited collection of papers provides a snapshot of the event.