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Digital Entertainment
Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): *digital media *new media *video on demand *video games *interactive entertainment *online gambling * mobile entertainment *social media *streaming services "Digital entertainment", largely a hard to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, Digital Rights Management, multimedia and streaming media. 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"). Digital entertainment is inextricably connected with digital marketing. People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. ...
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Digital Media
Digital media is any communication media that operate in conjunction with various encoded machine-readable data formats. Digital media can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device. ''Digital'' defines 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. Digital media platforms, such as YouTube, Vimeo, and Twitch, accounted for viewership rates of 27.9 billion hours in 2020. A contributing factor to its part in what is commonly referred to as ''the digital revolution'' can be attributed to the use of interconnectivity. Digital media Examples of digital media include software, digital images, ...
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Streaming Media
Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements. ''Streaming'' refers to the delivery method of content, rather than the content itself. Distinguishing delivery method from the media applies specifically to telecommunications networks, as most of the traditional media delivery systems are either inherently ''streaming'' (e.g. radio, television) or inherently ''non-streaming'' (e.g. books, videotape, audio CDs). There are challenges with streaming content on the Internet. For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content, and users lacking compatible hardware or software systems may be unable to stream certain content. With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved. Livestreaming is the real-time delivery of ...
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Digital Media Use And Mental Health
The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies". These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions. The delineation between beneficial and pathological use of digital media has not been established. There are no widely accepted diagnostic criteria, although some experts consider overuse a manifestation of underlying psychiatric disorders. The prevention and treatment of pathological digital media use is also not st ...
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Entertainment Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of the ESA, including Capcom, Electronic Arts, Konami, Microsoft, Bandai Namco Entertainment, Nintendo, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Ubisoft, and Warner Bros. Interactive Entertainment. The ESA also organizes the annual Electronic Entertainment Expo (E3) trade expo in Los Angeles, California. The ESA’s policy is based by member companies serving on the ESA’s three Working Groups: "Intellectual Property Working Group", "Public Policy Committee" and "Public Relations Working Group". History The concept of the IDSA/ESA arose from the controversies that the violence depicted in th ...
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Digital Entertainment Content Ecosystem
The Digital Entertainment Content Ecosystem (DECE, LLC.) was a consortium of major film studios, consumer electronics manufacturers and retailers, networking hardware vendors, systems integrators, and Digital Rights Management (DRM) vendors listed below. The consortium was announced in September 2008 by its president, Mitch Singer, who was also the chief technology officer (CTO) of Sony Pictures Entertainment at the time. DECE was chartered to develop a set of standards for the digital distribution of premium Hollywood content. The consortium created a set of rules and a back-end system for the management of those rules that enabled consumers to share purchased digital content among a domain of registered consumer electronics devices. DECE's digital locker system was named UltraViolet. Amazon, Apple, Disney, and Google were not members of DECE. In February 2014, Disney launched its own digital locker system named Keychest and an associated streaming platform named Disney Movies A ...
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Popup Ad
Pop-up ads or pop-ups are forms of online advertising on the World Wide Web. A pop-up is a graphical user interface (GUI) display area, usually a small window, that suddenly appears ("pops up") in the foreground of the visual interface. The pop-up window containing an advertisement is usually generated by JavaScript that uses cross-site scripting (XSS), sometimes with a secondary payload that uses Adobe Flash. They can also be generated by other vulnerabilities/security holes in browser security. A variation on the pop-up window, the pop-under advertisement, opens a new browser window under the active window. Pop-unders do not interrupt the user immediately, but appear when the user closes the covering window, making it more difficult to determine which website created them. History Pop-up ads originated on the Tripod.com webpage hosting site in the late 1990s. JavaScript provided the capability for a web page to open another window. Ethan Zuckerman claims he used th ...
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Merchandise
Merchandising is any practice which contributes to the sale of products to a retail consumer. At a retail in-store level, merchandising refers to displaying products that are for sale in a creative way that entices customers to purchase more items or products. In retail commerce, visual display merchandising means merchandise sales using product design, selection, packaging, pricing, and display that stimulates consumers to spend more. This includes disciplines and discounting, physical presentation of products and displays, and the decisions about which products should be presented to which customers at what time. Often in a retail setting, creatively tying in related products or accessories is a great way to entice consumers to purchase more. Merchandising helps to understand the ordinary dating notation for the terms of payment of an invoice. Codified discounting solves pricing problems including markups and markdowns. It helps to find the net price of an item after si ...
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Advertising
Advertising is the practice and techniques employed to bring attention to a product or service. Advertising aims to put a product or service in the spotlight in hopes of drawing it attention from consumers. It is typically used to promote a specific good or service, but there are wide range of uses, the most common being the commercial advertisement. Commercial advertisements often seek to generate increased consumption of their products or services through "branding", which associates a product name or image with certain qualities in the minds of consumers. On the other hand, ads that intend to elicit an immediate sale are known as direct-response advertising. Non-commercial entities that advertise more than consumer products or services include political parties, interest groups, religious organizations and governmental agencies. Non-profit organizations may use free modes of persuasion, such as a public service announcement. Advertising may also help to reassure employees ...
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Influencer
An Internet celebrity (also known as a social media influencer, social media personality, internet personality, or simply influencer) is a celebrity who has acquired or developed their fame and notability through the Internet. The rise of social media has helped people increase their outreach to a global audience. Today, popular influencers are found on popular online platforms such as Twitch, Instagram, YouTube, Snapchat, Discord, Twitter, Facebook, VSCO, Reddit, WeChat, QQ, and TikTok. Internet celebrities often function as lifestyle gurus who promote a particular lifestyle or attitude. In this role, they are crucial influencers or multipliers for trends in genres including fashion, cooking, technology, traveling, video games, movies, Esports, politics, music, sports, and entertainment, etc. Internet celebrities may be recruited by companies for influencer marketing to advertise products to their fans and followers on their platforms. History In 1991 with the wide publ ...
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Digital Marketing
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 use 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 cha ...
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Screen Time
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, or video game console. The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. The positive or negative health effects of screen time are influenced by levels and content of exposure. To prevent harmful exposure to screen time, some governments have placed regulations on its usage. History Statistics The first electronic screen was the cathode ray tube (CRT), which was invented in 1897 and commercialized in 1922. CRT's were the most popular choice for display screens until the rise of liquid crystal displays (LCDs) in the early 2000s. Screens are now an essential part of entertainment, advertising, and information technologies. Since their popularization in 2007, smartphones have become ubiquitous in daily life. In 2019, 81% of American ad ...
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Communications Service Provider
A telephone company, also known as a telco, telephone service provider, or telecommunications operator, is a kind of communications service provider (CSP), more precisely a telecommunications service provider (TSP), that provides telecommunications services such as telephony and data communications access. Many telephone companies were at one time government agencies or privately owned but state-regulated monopolies. The government agencies are often referred to, primarily in Europe, as PTTs ( postal, telegraph and telephone services). Telephone companies are common carriers, and in the United States are also called local exchange carriers. With the advent of mobile telephony, telephone companies now include wireless carriers, or mobile network operators. Most telephone companies now also function as internet service providers (ISPs), and the distinction between a telephone company and an ISP may disappear completely over time, as the current trend for supplier conver ...
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