An attempt to unified approach to the evolution of products in the entertainment industry
Aim. We analyze temporal dynamics of entertainment industry including literature,music, fi lms and video games, introducing possible analogies between them. We providea framework for further explanation based on the economic concepts as revenue, organizationstructure and marketing goals in these creative industries for different technologicaleras.Methods. Initially, accurate data collected for time series of weekly record sales areanalyzed from statistical point of view (e.g. networks of artists, record labels and producers).This method may be extended to other parts of entertainment industry in search ofanalogies, under the infl uence of technological revolutions.Results. We provide the statistical properties of the mass art entertainment industry(including value of the markets, seasonality, products life-cycles) and interactions betweenvarious kinds of entertainment (e.g. fi lms might be infl uenced by literature with a delay).We are able to distinguish predigital, digital and postdigital eras.Conclusions. There are many ways of describing and measuring the impact of selectedentertainment industries with the most important as literature, music, fi lms and videogames. However, universal analogies may explain objective properties of entertainmentindustry in general.