Effects of developments in electronic media on Entertainment

Effects of developments in electronic media on Entertainment

Globalisation

By the second half of the 20th century, developments in electronic media made possible the delivery of entertainment products to mass audiences across the globe. The technology enabled people to see, hear and participate in all the familiar forms – stories, theatre, music, dance – wherever they live. The rapid development of entertainment technology was assisted by improvements in data storage devices such as cassette tapes or compact discs, along with increasing miniaturisation. Computerisation and the development of barcodes also made ticketing easier, faster and global.

Obsolescence

In the 1940s, radio was the electronic medium for family entertainment and information. In the 1950s, it was television that was the new medium and it rapidly became global, bringing visual entertainment, first in black and white, then in colour, to the world. By the 1970s, games could be played electronically, then hand-held devices provided mobile entertainment, and by the last decade of the 20th century, via networked play. In combination with products from the entertainment industry, all the traditional forms of entertainment became available personally. People could not only select an entertainment product such as a piece of music, film or game, they could choose the time and place to use it. The "proliferation of portable media players and the emphasis on the computer as a site for film consumption" together have significantly changed how audiences encounter films. One of the most notable consequences of the rise of electronic entertainment has been the rapid obsolescence of the various recording and storage methods. As an example of speed of change driven by electronic media, over the course of one generation, television as a medium for receiving standardised entertainment products went from unknown, to novel, to ubiquitous and finally to superseded. One estimate was that by 2011 over 30 percent of households in the US would own a Wii console, "about the same percentage that owned a television in 1953". It is expected that halfway through the second decade of the 21st century, television will be completely replaced by online entertainment. The so-called "digital revolution" has resulted in an increasingly transnational marketplace that has caused difficulties for governments, business, industries and individuals as they all try to keep up. Even the sports stadium of the future will increasingly become a competitor with television viewing "in terms of comfort, safety and the constant flow of audio-visual information and entertainment available". Other flow on effects of the shift are likely to include those on public architecture such as hospitals and nursing homes, where television, regarded as an essential entertainment service for patients and residents, will need to be replaced by access to the internet. At the same time, the ongoing need for entertainers as "professional engagers" shows the continuity of traditional entertainment.

Convergence

By the second decade of the 21st century, analogue recording was being replaced by digital recording and all forms of electronic entertainment began to converge. For example, convergence is challenging standard practices in the film industry: whereas "success or failure used to be determined by the first weekend of its run. Today, … a series of exhibition 'windows', such as DVD, pay-per-view, and fibre-optic video-on-demand are used to maximise profits." Part of the industry's adjustment is its release of new commercial product directly via video hosting services. Media convergence is said to be more than technological: the convergence is cultural as well. It is also "the result of a deliberate effort to protect the interests of business entities, policy institutions and other groups". Globalisation and cultural imperialism are two of the cultural consequences of convergence. Others include fandom and interactive storytelling as well as the way that single franchises are distributed through and impact on a range of delivery methods. The "greater diversity in the ways that signals may be received and packaged for the viewer, via terrestrial, satellite or cable television, and of course, via the Internet" also affects entertainment venues, such as sports stadia, which now need to be designed so that both live and remote audiences can interact in increasingly sophisticated ways – for example, audiences can "watch highlights, call up statistics", "order tickets and merchandise" and generally "tap into the stadium's resources at any time of the day or night".

The introduction of television altered the availability, cost, variety and quality of entertainment products for the public and the convergence of online entertainment is having a similar effect. For example, the possibility and popularity of user-generated content, as distinct from commercial product, creates a "networked audience model that makes programming obsolete". Individuals and corporations use video hosting services to broadcast content that is equally accepted by the public as legitimate entertainment.

While technology increases demand for entertainment products and offers increased speed of delivery, the forms that make up the content are in themselves, relatively stable. Storytelling, music, theatre, dance and games are recognisably the same as in earlier centuries.

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