What Is Intertainment?

Modern entertainment can be seen as a kind of enlightening activity that delights and relaxes the recipient by expressing joy, sorrow, or the skills of oneself and others. Obviously, this definition is broad. It includes tragedy and comedy, various games and games, music and dance performances and appreciation.

[yú lè]
1. Rejoice and make fun.
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Watching popular entertainment shows not only has an impact on society, but also affects people's psychology and emotions. Research suggests that one of the mechanisms by which entertainment shows produce entertainment effects is through fantasy or imagination. Polichak and Gerrig's research on the audience's reaction to watching movies shows that audiences watch and experience entertainment through a series of imaginative activities. The type and number of such imaginative responses depend on different factors, including the characteristics of fictional stories, the imagination of the audience themselves, their beliefs and past experiences, and their motivation to selectively watch a particular type of entertainment program.
The psychological effect of media entertainment programs on people is also reflected in the generation of audience identity. Entertainment programs allow viewers to share the lives of others, so they can excite the audience, educate them, and stimulate their imagination and thinking. More importantly, they can activate the audience's sense of identity and let the audience emotionally and cognitively invest in them. Obviously knowing that it is a fictional story. The concept of identity provides the key to understanding how viewers invest in fictional stories: Identity of roles provides viewers with perspectives and perspectives on the stories in the show, influences the audience's understanding of roles, and helps to cultivate audiences and roles. Intimacy.
The psychological impact of media entertainment programs on the audience is also reflected in the audience's investment in the program. In the theory of use and satisfaction, investment is an audience behavior. Before watching, investing is the reason why you want to use the media; during watching. Input can be understood as the viewer's connection with the program content and the response of the media content to personal psychology; after watching the program, input can be understood as the viewer's long-term identification of the program or the role of the program and the social-like relationship with the characters of the program .
It's hard to imagine that modern society is lost
Formerly known as Amusement
Entertaining / Crueling You, Entertaining Me
Years 2008
Country america
Category Horror / Thriller
language: English
IMDB rating 5.5 / 10 107 votes
Runtime 1h 24m 41s
Kate Odonna in "The Wedding Terminator", "The Lao Family's Five", Czerin Winnick, and "American Pie" Ted Hezheng
Title: Entertainment
Author: Zhang dispute
Publisher: Fudan University Press
Publication time: 2006-7-1. Word count: 334000. Edition: 1. Number of pages: 285.
This book is China's first reference book for the integration of the entertainment industry and the media industry, divided into two parts: the first part is a case solution, including Hunan Satellite TV, Light Media, Huayi Brothers, Alibaba, Time Warner HBO, Viacom Analysis of the successful experience of MTV, Disney ESPN and other media. The next chapter is theoretical integration, explaining the seven integration modes of the essence of entertainment, the combined development of the entertainment industry and the media industry. It focuses on the "two or eight rules" for optimizing the development mode of the entertainment industry and the media industry. Capital operation, industrial value chain integration, and other optimization models adjust the development model for China's entertainment and media industries. Allocating resources to each other, optimizing the corporate governance structure, and ensuring rapid, sustainable, and healthy development point the way. This book is rich in cases and insightful. It is an important reference for practitioners in the cultural industry, teachers and students in the department of journalism and communication, and brand marketing staff.
Author
Zhang Xiaozheng, CEO of Huaxing Media. Former assistant president and chief researcher of Guangguang Media, executive president of its eager communication agency, and China Merchants Venture Capital Manager. Postdoctoral Fellow in Entertainment Economics, Communication University of China, Bachelor of Chinese Communist Party History, Master of Laws, PhD in Journalism and Communication, Renmin University of China.
Committed to the theoretical innovation of entertainment economy and actual combat of enterprises, he has put forward original ideas such as "entertainment media value chain", "copyright: the core value of media companies", "the two and eight rules of the entertainment media industry", "the four modes of the Chinese film industry revolution" .
The main authors and co-authors are "Miki Advertising Series" (Revised. 1998), "Movie Marketing" (1999), "China Marketing Communications" (2001), "Media Frontier Report" (2001), "This is the Entertainment Economy" ( 2001), "Entertainment Marketing Communications" (2002), "Classical Case Studies of Chinese Media" (2002), "Media Competitiveness: Cases and Development Models of the Industrial Value Chain" (2005), "Stars Detonate the Media Entertainment Economy" (2005) 2. "Rich Media Poor Entertainment: Detonating the Media Integration Report" (2006) There are nearly 100 other articles.
Acted as a media consultant and corporate strategy.
Foreword One Integration Power is the Core Competitiveness of Future Media Industry / Yu Guoming, Vice Dean of School of Journalism, Renmin University of China
Preface 2 The ability to integrate resources is the core competence of entrepreneurs / Ting Tingquan, Dean, School of Media Management, Communication University of China
Preface 3 Compound Capital Gathers Resources to Promote Cultural Industry Growth / Qi Yongfeng, Director of Cultural Industry Research Center of National Development and Reform Commission
Foreword
Case analysis
Chapter 1. Hunan Satellite TV: Creating China's Most Dynamic TV Entertainment Brand
The first section "Super Girl": the "seven weapons" of the entertainment economy
The second chapter "Dream China, Super Girl Voice, I Shape My Show" Romance of the Three Kingdoms
Section 3 Hunan Satellite TV: From Star Entertainment to Mass Entertainment
Chapter Two: The "Four Integrations" of Media and Entertainment
Section 1 Positioning of Light Media
Section 2 Media and Entertainment Integration
Section III Industrialization of Media and Entertainment
Section 4 Branding of Media and Entertainment
Section 5 Capitalization of Media and Entertainment
Chapter Three Brothers Huayi: The Growth of Chinese Entertainers
The first section from importing CI to "bringing" movies
The second section constructs the industrial chain with one hand and builds the capital chain with one hand
Section 3 The Core Values and Risks of the Entertainment Industry
Chapter 4 Alibaba: E-commerce integrates media and entertains
The first section Jack Ma: $ 10 billion network giant
Section 2 Taobao: Online shopping is also entertaining
Section 3 Yahoo China Reform: Focus on Search, Detonate Entertainment
Chapter Five Global Classic Cases
Section HBO: Film and Television Converge Beyond Hollywood
Section 2 MTV: Awards Ceremony Casting Entertainment Brands
Section III ESPN: Sports Media Integrated Advertising Sponsorship
The next theoretical integration
Chapter 6 Introduction: Concepts, Problems, and Methods
The first section of the theme
Definition of basic concepts
Section III Basic Questions
Section 4 Research Guidelines and Research Methods
Chapter VII Essence of Entertainment: The Concentration of Humanity
Section 1 Theoretical Basis of Communication
Section II Entertainment: What We Know
Section III Entertainers: One of the Essential Attributes of Human Beings
Section 4 Entertainment Society: The Future Vision of Human Development
Chapter VIII The Essential Attributes of the Entertainment Media Industry
Section I Entertainment Development and Media Convergence
Section 2 Main Reasons for the Development of the Entertainment Media Industry
Section 3 Differences between the Entertainment Media Industry and Related Industries
Section 4 Essence of Entertainment Media Industry
Chapter IX Integrated Operation of Entertainment Industry and Media Industry
Section 1 Media Industry Favors Entertainment Industry
The entertainment industry depends on the media industry
Section 3 China's Entertainment Industry and Media Industry Interact to Promote Development
Chapter 10 Optimization of Development Mode
Section 1 Development Model
Section 2 Development Mode of Entertainment Media Industry
main reference
postscript

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