Creating Internet Entertainment


Book Description

Entertainment sites comprise the fastest growing segment of the Net. Even web masters at non-entertainment sites are fast discovering that they must add some sizzle to their sites to attract and retain users. This is the definitive guide to planning, creating, and operating an entertainment-based World Wide Web site. After defining the elements of an entertainment site, the book walks through its entire development and implementation, from targeting an audience to creating compelling content. The authors address both technical issues like selecting and maintaining the server as well as promoting and marketing the site for maximum exposure and profit. Includes CD-ROM with... * Connectivity software--a free custom package designed specifically for the book * Cutting-edge Web browser tools for enhanced video, audio, graphics and chat * Development tools, including HTML, sound and video editing tools.




Creating a Digital Home Entertainment System with Windows Media Center


Book Description

Even though the Windows Media Center interface is simple to operate, not all activities are intuitive or easy to implement. You may need help determining which type of Media Center PC to buy, or with connecting and configuring the Media Center PC in your home theater system. Creating a Digital Home Entertainment System with Windows Media Center book brings the experience and expertise of The Green Button (the premiere Media Center website) and author Michael Miller to help you plan, use, and troubleshoot your new Media Center PCs and get the most out of Windows Media Center Edition.




Social Media Entertainment


Book Description

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.




Digital Storytelling


Book Description

Equally useful for seasoned professionals and those new to the field, Carolyn Handler Miller covers effective techniques for creating compelling narratives for a wide variety of digital media. Written in a clear, non-technical style, it offers insights into the process of content creation by someone with long experience in the field. Whether you're a writer, producer, director, project manager, or designer, 'Digital Storytelling' gives you all you need to develop a successful interactive project.




The Definitive Guide to Entertainment Marketing


Book Description

Entertainment Marketing NOW: Every Platform, Technology, and Opportunity Covers film, cable, broadcast, music, sports, publishing, social media, gaming, and more Reflects powerful trends ranging from smartphones to globalization Demonstrates breakthrough strategies integrating advertising, promotion, PR, and online content distribution By industry insiders with decades of experience as leaders and consultants Entertainment spending is soaring worldwide, driven by new technologies, new platforms, new business models, and unrelenting demand amongst seven billion consumers. That means entertainment marketing opportunities are soaring, too. But this business is more complex and competitive than ever–and it’s changing at breakneck speed. Now, two leading practitioners show how to transform content into profits today and tomorrow...any content, on any platform, in any market, worldwide. You’ll master innovative new ways to grab consumers’ attention and wallets fast...make your experiences wannasee, haftasee, mustsee...drive more value through social platforms, mobile technologies, and integrated marketing strategies...overcome challenges ranging from bad buzz to piracy...fully leverage licensing, merchandising, and sponsorships...and successfully market all forms of entertainment.




Advances in Computer Entertainment


Book Description

This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.




Global Media


Book Description

Describes in detail the most recent rapid growth and cross border activities and linkages of an industry of large global media conglomerates.




Building Interactive Entertainment and E-commerce Content for Microsoft TV


Book Description

With easy-to-follow tutorials, ready-to-use HTML templates, and loads of working samples, this book meets the needs of both segments in a burgeoning market -- Web developers proficient with HTML but not with television production, and television professionals needing to better understand, envision, and initiate enhanced TV projects. "Interactive TV in Action" describes a variety of design techniques and methods to readily adapt existing broadcast and Web material for interactive television and WebTV "RM". By using Microsoft's WebTV Plus and Web TV for Microsoft "RM" Windows "RM" 98 technologies, and following design standards outlined by the Advanced Television Enhancement Forum Specification (ATVEF), readers learn how to integrate HTML content into television to transform traditionally passive TV viewing into a richer, more engaging, self-directed experience.




Media & Entertainment Law


Book Description

The fourth edition of Media and Entertainment Law has been fully updated, analysing some of the most recent judgments in media law from across the United Kingdom, such as Cliff Richard v the BBC, Max Schrems v Facebook and the Irish Information Commissioner, developments on the ‘right to be forgotten’ (NT1 and NT2) and ABC v Daily Telegraph (Sir Philip Green). The book’s two main themes are freedom of expression and an individual’s right to privacy. Regulation of the communication industries is covered extensively, including discussion of the print press and its online editions following Leveson, traditional broadcasting regulations for terrestrial TV and radio as well as media activities on converged devices, such as tablets, iPads, mobile phone devices and ‘on demand’ services. Intellectual property law (specifically copyright) in the music and entertainment industries is also explored in the book’s later chapters. Also new to this edition are sections on: A focus on freedom of expression: its philosophical foundations; the struggles of those who have fought for it; and the varied ways in which the courts interpret freedom of expression regarding the taking and publishing of photographs. The ‘right to be forgotten’, data breaches, and the General Data Protection Regulation (GDPR). The media’s increasing access to the courts, particularly when considering the privacy of those who are suspected of sexual offences. Press regulators, broadcasting and advertising regulations, and film and video regulations. Election and party-political broadcast regulations, with a focus on social media and recent election fraud. The emergence of online music distribution services, internet radio and free digital streaming music services, and their effect on the music industry. The fourth edition also features a variety of pedagogical features to encourage critical analysis of case law and one’s own beliefs.




Digital Content Creation


Book Description

The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.