Digital entertainment

From Wikipedia the free encyclopedia

Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap):[1][2]

"Digital entertainment", largely a hard to define marketing term,[3] rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, Digital Rights Management, multimedia and streaming media.[4] 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").[5][3]

Digital entertainment is inextricably connected with digital marketing.[6][7][8] People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. Digital merchandise is distributed with every computer game and popup ads or similar are ubiquitous in the online (gaming) world.

See also[edit]

References[edit]

  1. ^ "Digital Entertainment World". Digital Entertainment World. 2018-09-11. Retrieved 2019-07-09.
  2. ^ Hamedy, Saba (2016-07-04). "8 biggest digital entertainment trends in 2016 (so far)". Mashable. Retrieved 2019-07-09.
  3. ^ a b "'The future of digital entertainment'". GOV.UK. 2011-07-05. Retrieved 2019-07-10.
  4. ^ Aki Järvinen, Satu Heliö & Frans Mäyrä (2002). "Communication and Community in Digital Entertainment Services" (PDF). University of Tampere Hypermedia Laboratory.
  5. ^ "Communications Market Reports". Ofcom. 2019-07-04. Retrieved 2019-07-10.
  6. ^ "Why Content Marketers Are Now In The Entertainment Business". Marketing Land. 2014-02-25. Retrieved 2019-07-10.
  7. ^ Singal, Aastha (2018-10-08). "6 Key Factors to Consider Before Deciding Your Digital Marketing Strategy". Entrepreneur. Retrieved 2019-07-10.
  8. ^ "#DMWF Series". #DMWF World Series. Retrieved 2019-07-10.