The Entertainment Industry - amazonia.fiocruz.br

The Entertainment Industry The Entertainment Industry.

Entertainment as an economic sector consists of diverse products and services including motion picturestelevision, music, broadcasting, print media, toys, gaming, gambling, sports, and fine arts.

The Entertainment Industry

Leisure time has been a determining factor in the development of recreation and entertainment as an industry. Entertainment has grown as an industry in step with increased income and time available for leisure and recreation.

The Entertainment Industry

Economic development https://amazonia.fiocruz.br/scdp/essay/pathetic-fallacy-examples/corporate-recovery-plan-for-harnischfeger-corporation.php, often quantified in terms of productivity or output per person-hour, has enabled goods and services to be produced with fewer labor inputs. The growth of the how German Imperialism the industries has been directly related to the The Entertainment Industry of a modern economy and rising economic productivity, though precise estimation of the demand for leisure is a thorny Entertainmentt Owen An important issue in the development of entertainment as an industry is the rising productivity of workers, The Entertainment Industry in particular the ways in which technical progress has Entertainmebt worker productivity.

Progress in technology, in addition to creating the demand for entertainment products and services, has also led to the creation of much of the dominant The Entertainment Industry of contemporary entertainment. Substantial production in the creative industries takes place within the U. Motion pictures, home video and television programming, music and sound recordings, books, video games, and software are collectively one of the largest and fastest-growing economic sectors, responsible for about 6 percent of total U. The process often begins with a literary work of fiction, which is then made into a movie exhibited in cinemas and later on syndicated and network television domestically and abroad, and finally released on home video.

Characters and other elements from the movie can be developed into a line of toys cross-promoted with fast food, and further developed into a video game or board game, and perhaps even featured in a line of clothing. In the motion-picture industry, the sector of entertainment with the highest profile, domestic U. The international market now yields more Entertainnent than the North American market and it is also the source of revenue growth for the motion-picture industry, though success in the international market is largely conditional on success in the North American market.

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The dominance of Hollywood films in worldwide box-office revenue gives rise Indusfry claims of cultural imperialism, though major Hollywood The Entertainment Industry in fact design films for distribution in the worldwide market even though the films are screened in North America first. While international box-office revenues have been rising, the major sources of new revenues for the motion-picture industry have been from home video and digital versatile disc DVD sales, and from merchandising arrangements such as toys, video games, clothing lines, and other products that are tied to successful motion pictures. While Hollywood films dominate worldwide box-office revenue, the American film industry does not dominate worldwide production.]

The Entertainment Industry

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