Digital Entertainment


Book Description

This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).




Digital Entertainment as Next Evolution in Service Sector


Book Description

The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.




Digital Media Distribution


Book Description

"This book examines the current state of global media distribution today, including legacy and born-digital media industries, and the social, cultural, and economic impact of the digital distribution ecosystem"--




Digital Media, Youth, and Credibility


Book Description

The difficulties in determining the quality of information on the Internet--in particular, the implications of wide access and questionable credibility for youth and learning. Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility--the objective and subjective components that make information believable--in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature. Contributors Matthew S. Eastin, Gunther Eysenbach, Brian Hilligoss, Frances Jacobson Harris, R. David Lankes, Soo Young Rieh, S. Shyam Sundar, Fred W. Weingarten




Handbook of Digital Games and Entertainment Technologies


Book Description

The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.




The Digital Glocalization of Entertainment


Book Description

In this volume, Paolo Sigismondi explores the dynamics of global media and entertainment, specifically analyzing the implications of the global rise of non-scripted entertainment (as reality TV programs) and the impact and consequences of the Information and Communication Technology (ICT) revolution on the content, delivery platforms, and overall business models of the media and entertainment landscape. This work aims at bridging the gap between media theories and industry practices in a rapidly evolving global mediascape, building on scholarship in the field and enriched by case studies and insights from business practice. This work demonstrates that the paradigms of the landscape are shifting, introducing the digital “glocalization” of entertainment, through which successful media crossing national and cultural borders incorporate both global and local features. Key questions raised include: Is the ICT revolution an example of disruptive technology for the global media and entertainment industry? Is the existing status quo challenged, and in, particular Hollywood’s global leadership? What are the global entities emerging as Hollywood’s main competitors in this technologically evolving landscape? Sigismondi argues that as new players are entering the field, new threats to Hollywood’s dominance are emerging. The global leaders in non-scripted entertainment, for example, are European-based global entities operating outside the Hollywood system. Meanwhile, the ICT revolution is modifying the contours and boundaries of the global mediascape. Sigismondi’s approach provides unique insight into how the forces of technology and globalization are transforming television, cinema, and online entertainment.




Digital Storytelling


Book Description

Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.




Digital Media


Book Description

In this must-have new anthology, top media scholars explore the leading edge of digital media studies to provide a broad, authoritative survey of the study of the field and a compelling preview of future developments. This book is divided into five key areas - video games, digital images, the electronic word, computers and music, and new digital media - and offers an invaluable guide for students and scholars alike.




Streaming and Digital Media


Book Description

Steaming and Digital Media gives you a concise and direct analysis to understand a scalable, profitable venture, as well as the common and hidden pitfalls to avoid in your business. By focusing on both the business implications and technical differences between online video and traditional broadcast distribution, you will learn how to gain significant time-to-market and cost-saving advantages by effectively using streaming and digital media technologies. As part of the NAB Executive Technology Briefing series, the book is geared towards the manager or executive and no technical prerequisite is required. You can quickly learn the technical speak as well as the market and business implications. New In The Book: - Consumer generated content and portals - Distribution of full-length video content - New distribution outlets for delivering content (Sling, TiVO, IPTV) - Addition of Flash streaming technology and Podcasting - Up-to-date market research and data - New industry pricing data




Media Moms & Digital Dads


Book Description

Is social media ruining our kids? How much Internet activity is too much? What do FOMO (Fear of Missing Out), sexting, and selfies mean for teens? Are you curious about what research says about how media and technology are affecting childhood? Supported by academic research focused on technology, Media Moms & Digital Dads breaks down complex issues in a friendly, accessible fashion, making it a highly useful and, ultimately, reassuring read for anyone who worries about the impact that media might be having on young minds. Each chapter delves into a different issue related to kids and media so parents can easily find their particular issue of concern. Dr. Uhls ends each chapter with quick takeaways, in the form of tips and guidance for parents. Dr. Uhls' expertise as a former Hollywood film executive and as a current expert on child development and the media gives her a unique and important perspective. As a trained scientist she understands the myriad studies conducted by researchers, and as a mom of digital teens, she knows what actually works and can relate to the reality of being a parent in the 21st century. Dr. Uhls also describes the primary research she conducted at UCLA, including whether extensive screen time impacts non-verbal emotional understanding, which has been covered in the New York Times, Time magazine, and on National Public Radio. There are few more important issues for parents today than helping children safely navigate the digital world in which we live, a world that provides immense opportunity for learning and connecting yet also puts kids in a position to make mistakes and even cause harm. Knowing what the facts are and when and how to get involved is perhaps one of the most challenging aspects of modern parenting. Media Moms & Digital Dads offers parents reassuring and fact-based guidance on how best to manage screens and media for their children.