What Is Interactive Entertainment?

Entertainment is the eternal demand of mankind, especially as people's leisure time and disposable income increase, the demand for entertainment will become more vigorous. At present, the entertainment industry brings US $ 500 billion in annual revenue and has become the second largest export industry in the United States. The President of the American Film Association, Jack Valenti, has pointed out that, of all the industries in the United States, only the entertainment industry is truly profitable and not in deficit.

Interactive entertainment industry

Entertainment is the eternal demand of mankind, especially as people's leisure time and disposable income increase, the demand for entertainment will become more vigorous. At present, the entertainment industry brings US $ 500 billion in annual revenue and has become the second largest export industry in the United States.
As a new type of entertainment, interactive entertainment is bound to become an emerging industry with unlimited potential. Because interactive entertainment has some characteristics that traditional entertainment cannot match:

Interactive entertainment industry interactivity

In addition to interactive interaction between players and entertainment content and entertainment process, one of the most important characteristics of interactive entertainment is the interaction between players and players. This interaction makes the players interdependent, which not only increases the playability of the game, it is also more important. What is causing players to be loyal to a game for a certain period of time. Surveys of players by various research institutions have shown that the reasons why players start playing games and leave a game are mostly related to whether friends are playing the game. Therefore, player loyalty is largely related to the interaction between players, and this is due to virtual social organizations such as gang systems and production systems in the game.
In addition, the interactive communication and mutual cooperation of players in interactive entertainment during the entertainment process often produce a sense of identity, friendship, dependence and belonging among them, so that they continue to seek direct and face-to-face interaction and communication outside the entertainment process. , And even organized real-world groups among like-minded people.

Interactive entertainment industry virtualization

Interactive entertainment uses modern digital technology, wireless communications, and the Internet to build a completely virtual entertainment world that is separate from the real world according to the player s interests. This entertainment world makes it easy for players to find fellow people with the same interests. And there is no need to be taboo or restrained for their social status, identity, occupation, region, etc. As a result, they can join or create a team that can express their traits or entertainment standards on the legal bottom line to entertain themselves in accordance with the rules of entertainment and their own will. Therefore, this entertainment world is almost infinite, and players can Use their imagination and creativity as well as the spirit of collaboration and the way they work together. As the representative project of today's interactive entertainment, that is, MMORPG gamers in online games usually express: In the game, you can play any role you want to play, do whatever you want, and as long as you put in effort There will definitely be gains. The game can make people forget all the troubles in the real world and immerse themselves in the world they want to live happily.

Interactive entertainment industry short cycle

The life cycle of an interactive entertainment product is generally not long. When the content and process of the entertainment are already proficient and reached a high level, the nature of the player will cause them to divert their interest and seek new entertainment. It is often difficult for players to play for a long time, such as 3 or 5 years of long-term playing an entertainment project with the same content and process. At the same time, due to the digital characteristics of interactive entertainment products, such products are relatively easy to be imitated and improved by competitors, and the time required to imitate improvements and market is relatively short, so that a successful entertainment product will easily become Classes are very similar in structure and composition to entertainment, which, in conjunction with the transfer of player interest, creates a short-lived entertainment product. Therefore, similar to computer software, in order to maintain player share, we must constantly update and develop new "upgraded" versions of entertainment, but we cannot keep players from keeping up with the pace, and it is really difficult to grasp the gap. Surveys have shown that, in general, MMORPG players in online games continue to play a game for no more than 2 years.

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