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Locked Out : Regional Restrictions in Digital Entertainment Culture
A rare insight into how industry practices like regional restrictions have shaped global media culture in the digital era “This content is not available in your country.” At some point, most media consumers around the world have run into a message like this.Whether trying to watch a DVD purchased during a vacation abroad, play an imported Japanese video game, or listen to a Spotify library while traveling, we are constantly reminded of geography’s imprint on digital culture.We are locked out. Despite utopian hopes of a borderless digital society, DVDs, video games, and streaming platforms include digital rights management mechanisms that block media access within certain territories.These technologies of “regional lockout” are meant first and foremost to keep the entertainment industries’ global markets distinct.But they also frustrate consumers and place territories on a hierarchy of global media access.Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout’s consequences for media around the globe.Power and capital are at play when it comes to who can consume what content and who can be a cultural influence.Looking across digital technologies, industries, and national contexts, Locked Out argues that the practice of regional lockout has shaped and reinforced global hierarchies of geography and culture.
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Creator Culture : An Introduction to Global Social Media Entertainment
Explores new perspectives on social media entertainmentThere is a new class of cultural producers—YouTube vloggers, Twitch gameplayers, Instagram influencers, TikTokers, Chinese wanghong, and others—who are part of a rapidly emerging and highly disruptive industry of monetized “user-generated” content.As this new wave of native social media entrepreneurs emerge, so do new formations of culture and the ways they are studied. In this volume, contributors draw on scholarship in media and communication studies, science and technology studies, and social media, Internet, and platform studies, in order to define this new field of study and the emergence of creator culture.Creator Culture introduces readers to new paradigms of social media entertainment from critical perspectives, demonstrating both relations to and differentiations from the well-established media forms and institutions traditionally within the scope of media studies. This volume does not seek to impose a uniform perspective; rather, the goal is to stimulate in-depth, globally-focused engagement with this burgeoning industry and establish a dynamic research agenda for scholars, teachers, and students, as well as creators and professionals across the media, communication, creative, and social media industries. Contributors include: Jean Burgess, Zoë Glatt, Sarah Banet-Weiser, Brent Luvaas, Carlos A.Scolari, Damián Fraticelli, José M. Tomasena, Junyi Lv, Hector Postigo, Brooke Erin Duffy, Megan Sawey, Jarrod Walzcer, Sangeet Kumar, Sriram Mohan, Aswin Punathambekar, Mohamed El Marzouki, Elaine Jing Zhao, Arturo Arriagada, Jeremy Shtern, Stephanie Hill
Price: 29.99 £ | Shipping*: 0.00 £ -
Creator Culture : An Introduction to Global Social Media Entertainment
Explores new perspectives on social media entertainmentThere is a new class of cultural producers—YouTube vloggers, Twitch gameplayers, Instagram influencers, TikTokers, Chinese wanghong, and others—who are part of a rapidly emerging and highly disruptive industry of monetized “user-generated” content.As this new wave of native social media entrepreneurs emerge, so do new formations of culture and the ways they are studied. In this volume, contributors draw on scholarship in media and communication studies, science and technology studies, and social media, Internet, and platform studies, in order to define this new field of study and the emergence of creator culture.Creator Culture introduces readers to new paradigms of social media entertainment from critical perspectives, demonstrating both relations to and differentiations from the well-established media forms and institutions traditionally within the scope of media studies. This volume does not seek to impose a uniform perspective; rather, the goal is to stimulate in-depth, globally-focused engagement with this burgeoning industry and establish a dynamic research agenda for scholars, teachers, and students, as well as creators and professionals across the media, communication, creative, and social media industries. Contributors include: Jean Burgess, Zoë Glatt, Sarah Banet-Weiser, Brent Luvaas, Carlos A.Scolari, Damián Fraticelli, José M. Tomasena, Junyi Lv, Hector Postigo, Brooke Erin Duffy, Megan Sawey, Jarrod Walzcer, Sangeet Kumar, Sriram Mohan, Aswin Punathambekar, Mohamed El Marzouki, Elaine Jing Zhao, Arturo Arriagada, Jeremy Shtern, Stephanie Hill
Price: 89.00 £ | Shipping*: 0.00 £ -
Entertainment, Death
The album signals new chapters for the band on multiple fronts, being the first to feature their new three-piece lineup, as well as the first to be entirely self-recorded and produced. Guitarist/vocalist Zack Schwartz and bassist/vocalist Rivka Ravede are now joined by new member Corey Wichlin, a multi-instrumentalist who relocated from Chicago to the band's home territory of Philadelphia last year.
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Media Management and Live Experience : Sports, Culture, Entertainment and Events
Global and authoritative, this textbook maps modern, live experience media, the categories that thrive on real-time engagement and human connection – even in the age of synthetic content, AI and the Metaverse.Sports and sports betting, festivals, comedy, concerts, tours and theme parks are covered – plus theatre, trade events, conventions, museums and galleries, and immersive media. Live media events included are Burning Man, Glastonbury, the Indian Premier League, the English Premier League, Olympics, NBA and Bundesliga – plus sell-out Taylor Swift tours, the World Cup, Super Bowl, Ryder Cup and Formula One.Business models in this media category start with ticketing and advertising – now amplified with ecommerce, affiliate marketing, subscription and gambling transactions.Deep dives ask: Why is Saudi Arabia investing billions into golf and football?Why is standup comedy big in Nigeria? How are Broadway and the West End evolving? What do immersive technologies like Abba Voyage and the MSG Sphere offer for the future?With class questions, a quiz, summaries and slides for each chapter, this is a guide and course structure for anyone at university level or in industry studying the media, music, entertainment, events, exhibitions, sports, social media or gambling industries.
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Light Entertainment Rarities
A selection of rare performances from musical artists including Sammy Davis Jr, Bing Crosby, Peggy Lee and Duke Ellington.
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Media & Entertainment Law
Now in its fifth edition, this textbook combines comprehensive coverage with rigorous analysis of a key area of the law.The author illuminates how the courts strive to strike a balance between the freedoms and responsibilities of the press on the one hand and an individual’s right to privacy on the other. Maintaining its coverage of the law across the UK (including Scotland and Northern Ireland) and the EU, the new edition has been brought up to date with expert insights into significant developments and judgments, including: the impact of changes in intellectual property law, data protection, GDPR and copyright law post Brexit – including the cases of Schrems II and Ed Sheeran; analysis of new case law and developments in privacy and freedom of the media – including Duchess of Sussex (Meghan Markle) v The Mail on Sunday and ZXC v Bloomberg; the introduction of new Scottish defamation laws and the importance of defamatory meaning; the response to disinformation, fake news and social media – including tweeting jurors and contempt. With a variety of pedagogical features to encourage critical thinking, this unique textbook is essential reading for media and entertainment law courses at undergraduate and postgraduate levels and an insightful resource for students and reflective practitioners of journalism, public relations and media studies.
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Researching Popular Entertainment
Researching Popular Entertainment is an essential volume for scholars delving into the vibrant yet complex world of popular entertainment. Written by a global network of experts, this book addresses the unique challenges researchers face in this field.The often-dismissed status of popular entertainment, coupled with its reliance on physicality and improvisation over scripted performances, has meant archival and textual sources tend to be more limited than in related theatre and performance disciplines.This scarcity requires historians to find alternative pathways through the available materials to recuperate seemingly insignificant figures and performance forms from our cultural past.This book provides a candid look into the research processes of its authors, highlighting some of the approaches they have adopted to overcome these challenges.It emphasises that reading performance as entertainment is a deliberate methodological choice.Regardless of whether a work is deemed high or low art, legitimate or illegitimate, understanding how it captivates its audience is central to the study of entertainment. Readers will benefit from its in-depth analysis and practical guidance, making it an indispensable resource for anyone studying popular entertainment.
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What entertainment media and entertainment electronics are available?
There is a wide range of entertainment media and electronics available, including streaming services like Netflix, Hulu, and Amazon Prime for watching movies and TV shows. Additionally, there are gaming consoles such as PlayStation, Xbox, and Nintendo Switch for playing video games. Other entertainment electronics include smart TVs, sound systems, and virtual reality headsets for an immersive experience. Furthermore, there are also e-readers and audiobook services for those who enjoy reading and listening to books.
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What is entertainment?
Entertainment is any activity or form of amusement that is designed to engage and entertain an audience. It can come in various forms such as movies, music, sports, games, and live performances. The purpose of entertainment is to provide enjoyment, relaxation, and escape from everyday life. It can also serve as a means of storytelling, expression, and cultural enrichment. Ultimately, entertainment is about creating an experience that captivates and brings joy to people.
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Which entertainment is better?
The answer to which entertainment is better ultimately depends on personal preference. Some people may prefer watching movies or TV shows for a more passive form of entertainment, while others may enjoy playing video games for a more interactive experience. Both forms of entertainment have their own unique benefits and can be enjoyed in different ways depending on individual tastes and interests. Ultimately, the best form of entertainment is the one that brings the most enjoyment and satisfaction to the individual.
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What does entertainment mean?
Entertainment refers to any form of activity or performance that is designed to provide enjoyment, amusement, or relaxation to an audience. It can include a wide range of activities such as watching movies, attending concerts, playing video games, or reading books. Entertainment is a way for people to escape from their daily routines and immerse themselves in something enjoyable or engaging. Ultimately, entertainment is about providing pleasure and satisfaction to individuals through various forms of media or experiences.
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Is entertainment very important?
Entertainment is important as it provides a means of relaxation, enjoyment, and escape from the stresses of daily life. It can also bring people together and create shared experiences. However, while entertainment is important for mental well-being, it is also important to find a balance and not let it overshadow other important aspects of life such as work, relationships, and personal growth.
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Is Sky Entertainment affordable?
Sky Entertainment can be considered affordable for some customers, as it offers a range of packages at different price points to suit various budgets. However, the cost of Sky Entertainment may be higher compared to other streaming services or cable providers. It ultimately depends on an individual's budget and preferences when determining if Sky Entertainment is affordable for them.
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Is YG Entertainment bad?
It is subjective to label YG Entertainment as "bad" as opinions on the company can vary. YG Entertainment has faced controversies in the past, such as legal issues involving some of their artists and allegations of mismanagement. However, the company has also produced successful artists and music that have made a significant impact on the K-pop industry. Ultimately, whether YG Entertainment is considered "bad" depends on individual perspectives and experiences.
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Is Sky Entertainment cheap?
Sky Entertainment is not considered cheap compared to some other streaming services. The monthly subscription cost for Sky Entertainment can be higher than other platforms, but it offers a wide range of content including live TV channels, on-demand shows, and exclusive programming. The cost may be justified for those who value the variety and quality of content available on Sky Entertainment.
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