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2022 ◽  
pp. 189-215
Author(s):  
Kathryn Hartzell

The global rise of the South Korean entertainment industry, commonly described as the Korean wave or hallyu, has been the subject of scholarly study because it presents a challenge to Western media hegemony. This chapter uses mixed methods to assess how hybridized genre conventions and familiar storytelling structures in South Korean television dramas create a media product that is accessible to a diverse fandom. The Korean drama fandom extends beyond Eastern Asia and the Asian diaspora, and there is a dearth of research on this larger global audience. Theories of cultural proximity are insufficient to explain a popularity that transcends culture and language. The importance of a media text's structure is also under-studied in research on fandom. By combining survey data from Korean drama fans living outside of South Korea with a critical assessment of the use of melodrama and other genre conventions in Korean dramas, this chapter argues that the shared symbolic language of genre plays an important role in building a global fanbase.


2022 ◽  
pp. 1505-1526
Author(s):  
Anjali Chaudhary ◽  
Pradeep Tomar

Big data and the Internet of Things (IoT) are the recent innovations in this era of smart world. Both of these technologies are proving very beneficial for today's fast-moving lifestyle. Both technologies are connected to each other and used together in many real-world applications. Big data and IoT have their uses and applications in almost every area from homes to industries, from agriculture to manufacturing, from transportation to warehousing, from food industries to entertainment industry, even from our shoe to robotics. This chapter discusses various applications of big data and IoT in detail and also discusses how both the technologies are affecting our daily life and how it can make things better.


2021 ◽  
Vol 6 (12) ◽  
pp. 169-174
Author(s):  
Julina Tajul Ariffin

Korean Media have reached a wide range of Asian audience, including Malaysian audience. The rising popularity of Korean entertainment content in Asia has created Korean pop culture in the entertainment industry. There seemed to be a gap in previous research concerning the strength of Korean media. This research is an attempt to explore Korean media strength behind the scene that continuously getting the attention and maintaining the popularity. The research uses qualitative methods to address the Korean drama phenomenon. Four (4) informants from selected Korean Broadcasters were identified to participate in the in-depth interviews. Based on the findings, it shows that the Korean Broadcasting Media are not born to the real strategy. The experience of hardship to survive, economically poor country, and challenges from other developed countries has made them compete and creatively work to improve their lives. The findings are significant in explaining the global success of Korean media.


2021 ◽  
Vol 2 (4) ◽  
pp. 746-757
Author(s):  
Julio Merchán-Romero ◽  
Angel Torres-Toukoumidis

Currently, independent video games have been presented as an alternative to approach the development of a ludic typology called newsgames in which, distancing themselves from the interests of the entertainment industry, a series of games related to the pandemic are presented. From here, we seek to examine the gameplay elements and persuasive messages of 17 “indie games” in the context of COVID-19, categorizing them according to types of newsgames and determining any patterns present among them. The results manifest a tendency towards tabloid newsgames, which are characterized by dealing with sensational, direct, and immediate information using humor and exaggeration to convey messages, which, in this case, focuses on biosafety measures such as hand washing, the use of alcohol for sanitation, and social distancing. On the part of the gameplay elements, a linear narrative is maintained, but it is mainly a sum of achievements to reach the game’s objectives. In short, independent newsgames are formalized as an instrument of diversification in media realities that allow for the presenting of information in an alternative way without depending on editorial lines within a crisis context, as has been the case during the pandemic.


2021 ◽  
pp. 255-260
Author(s):  
Alexandra M. Apolloni

The epilogue ties the arguments about vocal expressivity and agency advanced in the previous chapters to questions about accountability, gender, and power raised by recent reports of sexual violence in the music industry. In 2012, Operation Yewtree revealed that high profile celebrities had used their power in the entertainment industry to abuse young people beginning in the 1960s. I ask how the notions of vocal expressivity and sexual liberation that emerged in the 1960s may have enabled these kinds of abuses. This epilogue reflects on how feminist music scholars and critics might honor expressions of agency while condemning abuse. It offers concluding thoughts on how music scholars can listen for agency and demand accountability.


Author(s):  
Zhesheng (Jason) Xu ◽  

With the increasing stress from work and study that people face today, easy-to-access entertainment to release chronic stress and increase happiness would arouse more popularity. As a traditional entertainment industry, Movie is easy to access by going to the cinema or watching online, which has become an increasingly globalized business. The present research was on how the entertaining effects of movies are associated with psychological well-being. It provides a study on three film types, comedies, tearjerkers, and thrilling movies. Comic movies are usually welcome, which bring people happiness by funny plots. Moreover, many scientific experiments made before verified that people will unconsciously mimic the facial expressions of characters in comedies, which turns out to affect the experience of the same emotion of happiness through the integration between the body and brain. Tearjerkers may bring people tears. However, an experiment made by Gracˇanin, Vingerhoets, Kardum, Šantek,& Šimic´ (2015), provided evidence that after the initial deterioration of mood following crying, it takes some time for the mood, not just to recover, but also to become even less negative than before the emotional event. Per Sapolsky, R.M, scary and thrilling movies generate moderate glucocorticoid elevation, which turns out to trigger the release of dopamine from pleasure pathways and gain a sense of anticipatory pleasure. Besides the above mentioned, there are also general benefits of movies, such as social connections, a distraction from worries, and increased flow. All of those make movies good activities to reduce chronic stress and increase happiness.


2021 ◽  
Vol 15 (4) ◽  
pp. 455-470
Author(s):  
Erin Pritchard

For centuries, people with dwarfism have been sought after for humorous entertainment purposes. Even today, dwarfs are employed within various forms of lowbrow entertainment that is unique to them. This begs the question, why do we laugh at people with dwarfism?1 Using superiority and inferiority theories, the article aims to demonstrate why we laugh at dwarfs by exploring both historical and present forms of dwarf entertainment. Laughing at dwarfs is a form of disablism that permits dwarfism to be deemed inferior within society due to their non-normative embodiment. The article demonstrates some of the implications this sort of humour has upon how people with dwarfism are perceived and subsequently treated within society. The article calls for a more ethical consideration of the humour used in relation to dwarfism with the entertainment industry.


2021 ◽  
Vol 1199 (1) ◽  
pp. 012005
Author(s):  
I Klačková ◽  
I Kuric ◽  
I Zajačko ◽  
V Tlach ◽  
D Wiecek

Abstract The article deals with the issue and overview of the current trends in the field of virtual reality usage in various sectors. The main aim of contribution is an overview of virtual reality and its key components and tools nowadays, especially in areas such as engineering, automotive industry, civil administration, health care and entertainment industry. There are described the basic tools, applications and functions of virtual reality and its interaction with human operator. The main attention is paid to the use of virtual reality in the engineering industry and its division.


2021 ◽  
pp. 44-54
Author(s):  
Owen Schalk

The increasing consolidation of the modern entertainment industry by a small clique of multinational streaming giants is the next step in the "standardization of style" in mass-consumed art. The work of Pier Paolo Pasolini can help remind us of what we're missing.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yang Xun ◽  
Wensheng Shi ◽  
Tianyu Liu

Based on the dual perspective of input-output and network analysis, this study takes typical industrial sectors of China’s entertainment industry as representatives. Through the input-output analysis of industrial correlation characteristic indicators and construction of an industrial correlation network, we conduct a systematic and quantitative study on the entertainment industrial correlation characteristics and structural characteristics of the industrial correlation network in China. Furthermore, we clarify the role of the entertainment industry in China’s industrial development and its positioning in China’s whole industrial correlation network. We have the following key findings: China’s entertainment industry as a whole shows the characteristics of final demand-oriented industries, whose rapid development plays a certain positive role in boosting consumption and driving economic growth. Within the whole industrial correlation network in China, there is frequent interaction between the entertainment industry and other industry sectors within the directly related network; it will especially exert obvious radiation and driving effect on the upstream industry. However, limited by the scale of the direct industrial correlation network, such influence is still difficult to achieve the common development of most industries in China.


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