...is on demand to be shared in a field of configurable computing resources. These services are provided over the internet. They include storage services and applications that can be quickly provided and released with no significant management effort or customer care service interaction. The entertainment industry heavily relies on cloud computing as well as the IT infrastructure. This is because the industry is very fluid; it is constantly changing and evolving. It is a very attractive business for people who are required to be up-to-date in current issues in information technology. Cloud computing has bridged the gap of time and distance taken to achieve activities that would consume a lot of time in the past. This industry has been greatly associated with innovation, inspiration and works of art. Most people in this industry deal with products that they are passionate about. Anyone in the entertainment industry requires them to be conversant with each and every new technology involved in this industry in the 21st century (Chard, Caton, Rana & Bubendorfer, 2010). Most enterprises now use cloud computing technology in all their organizations with experts pointing out that the entertainment industry is one of the industries taking the highest percentage. The industry relies on the response of the customers more than anything and that is why every entertainment company and organization employs the full cloud computing technology. By using cloud computing, a firm can create...
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...Academic Research and Communication Skills (ARCS) “What are the good effects of Piracy in the entertainment buisness?” Candidate Name: Sumeth Madan Candidate Number: 1156FAGD011 Session: 2012-2015 Subject: ARCS Word Count : 4538 Supervisor: Hans Kirkels Draft – Final 19th June 2013 | Abstract: Background - Piracy in the Internet is defined as the evil force that is destroying the entertainment industry. This blame has been put on since the invention of the Internet and its file sharing ability. It has recently been observed that a significant number of reasons can help in proving that piracy does have a good effect on the society. Result – Distributing the three major entertainment industries such as the music industry, gaming industry and the Movie production industry the research helps in proving the question about why is piracy good to the society. Piracy is not only the back bone of the entertainment business but is also the backbone of the internet as by doing critical analysis we find that it even protects us from the government. Conclusions - A theoretical analysis, backed up by observation and intense reading and understanding of how the Internet and the piracy works we can conclude that the piracy has had good effects on the entertainment industry. Table of Contents Abstract……………………………………………………………………… 2 ...
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...Sandra Richardson 090713457 Illegal digital downloads and piracy: What effect is this having on the entertainment industry and is there a solution to the problem? Background. The entertainment industry felt their first blow in 1999 when a student developed Napster, a software program allowing millions of users to illegally download and share music files; sparking the beginning of the hundreds of entertainment sharing websites around the world today. Although shut down due to the Recording Industry Association Of America filing a lawsuit because of copyright infringement and suppressed record sales, this did not stop the development of more sophisticated file sharing softwares able to manipulate copyright laws around the world. Downloading films became possible due to increased storage and memory space available on computers, enabling users to download multiple movies in a matter of hours, even before released in cinemas. Currently, Mass media storage devices are available that hold thousands of music and film files on a small box, transferred from the users computer. So what effect is all this having? Has the popularity of illegal downloading affected the profits and jobs of the entertainment industry? Is there a correlation between entertainment stores losing revenue or even going out of business because of suppressed sales and illegal downloads? Does this have a negative effect on the economy through job loss, reduced income tax, fewer artists growing and is there...
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...Paper on Entertainment and Social Media Abstract Entertainment has a significant influence on the people. The effects of entertainment can both be positive and negative. This influence of the entertainment industry has grown tremendously over the years. The influence can be greatly attributed to the advancement of technology. Entertainment is mostly through the media which includes; the television, magazines, newspapers, radio, and internet, among others. The influence of entertainment on the younger generation affects the way that they dress, talk, and act. This is because the current generation and society depends on entertainment as a form of communication and information. The society, therefore, turns to entertainment for the daily activities like education, health care, traveling, work, and personal relationships. This paper is going to look at the effects of entertainment on the younger generation. In addition, it is going to look at how entertainment affects the young generation in terms of their acts, the way they dress, and talk. Introduction A nation like America is an example, of a country that has developed in terms of entertainment (Fisher 58). It is one of the countries that has got and has produced some of the greatest entertainers. The country is one of the leading producers of entertainment in the planet. In addition, it is one of the nations that there is a greater influence of entertainment on the younger generation. The effects of entertainment on the younger...
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...sports regime within News Corp., while transforming the industry with innovative strategies, implementation, and technologies. Murdoch had used FOX's acquisition of the National Football League (NFL) rights in 1993 to launch an attack on the entrenched Big Three broadcasters--CBS, ABC, and NBC. On the cable side of the business, FOX had identified a gap in the market where unbranded and ungrouped regional sports networks aired local team games. FOX believed in the increasing regional emphasis of America and set out to bring the regional networks together. Despite these successful moves, Murdoch was aware of the ever-changing nature of the sports industry and knew that many key decisions lay ahead. Strengths Internal Fox Entertainment is an integrated entertainment company engaged in the development, production and worldwide distribution of feature films and television programs. It is also involved in television broadcasting and cable network programming. Fox Entertainment acquired DirecTV (earlier Hughes), in 2003, which helped it to vertically integrate its business. Fox Entertainment enjoys a position of power in every level of the entertainment industry. Due to a high number of subsidiaries, the company has a strong foothold in every facet of the entertainment business. Vertical integration helps the company to generate better profit margins. Fox Entertainment, a subsidiary of News Corporation, is one of the largest entertainment conglomerates in the world. The company has four business...
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...1.0 INTRODUCTION 1.0 Introduction 1.1 Overview 1.1.1 Airline industry The airline industry is one of the fastest-changing industry sectors in the world today. That said, compared to other industries the airline industry has a relatively short history to look back at. While it is rather an impossible task to point to the exact date which could signal the starting line for the airline business, it could be said that the history of aviation in general started with the Wright brothers’ success in conducting powered air flights in 1903 (Sheehan & Oclott, 2003). A German general and aircraft manufacturer Count Zeppelin was the first business man to found an airline six years after the first manned flight by the Wright brothers. On the 16th...
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...Clark * Summary of magazine article 4. Bibliography The Washington Times April 27, 2009 Monday “Filter can shield kids from smut” BYLINE: By Rebecca Hagelin, SPECIAL TO THE WASHINGTON TIMES SECTION: CULTURE; HOW TO SAVE YOUR FAMILY; A14 LENGTH: 659 wordsCulture challenge of the week: Internet pornographyAmerica is raising a generation of children on porn - and your child just might be one of them. According to the London School of Economics, nine out of 10 teens who go online will view pornography. The Kaiser Family Foundation reports that 70 percent of those who viewed porn stumbled across it - many while innocently doing their homework - and had not been looking for it.The purveyors of hard-core porn are so fixated on creating addicts out of our sons and daughters that they have made it virtually impossible for children to escape their clutches. Even one mistyped letter can lead your child into a sordid world where women are objectified, where there are no lines between violence and sex, and where the most intimate of human acts - created by God to unite husbands and wives - has been twisted into something abusive and ugly.The negative effects of porn usage on children are clear. A Heritage Foundation study reports that the harms include: overestimating the prevalence of practices such as group sex, bestiality and sado-masochism; perceiving...
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...2010 Santa Clara University MGMT 162- Capstone Professor Schneider Winter Quarter:2010 NETFLIX: A COMPANY ANALYSIS Prepared By Group 5: Alex Krengel, Annie Dudek, Rick Momboisse, Trish Paik, & Tyler Martin  Table of Contents I. Wall Street Journal Article and Executive Summary ..4 I A. Wall Street Journal Article 4 I B. Executive Summary ..5 II. External Analysis ..7 II A. Industry Definition ..7 II B. Six Industry Force Analysis ..8 II C. Macro Environmental Forces Analysis, Economic Trends, and Ethical Concerns ..15 II D. Competitor Analysis ..17 II D. 1 Netflix’s Competitors ..17 II D. 2 Netflix’s Primary Competitors ..17 II D. 3 Primary Competitors’ Business Level and Corporate Level Strategy ..18 II D. 4 How Competitors Achieve Their Strategic Position ..18 II D. 5 Willingness to Pay ..21 II D. 6 Comparative Financial Analysis ..22 II D. 7 Implications of Competitor Analysis ..23 II E. Intra-Industry Analysis ..24 III. Internal Analysis ..24 III A. Business Definition/Mission ..24 III B. Management Style ..24 III C. Organizational Structure, Controls and Values ..25 III C. 1 Organizational Structure ..25 III C. 2 Organizational Controls ..25 III C. 3 Organizational Values ..25 III D. Strategic Position Definition ..26 III D. 1 Corporate Level ..26 III D. 2 Business Level ..27 III D. 3 Resource & Capability Level ..28 Value Minus Cost Profile ..28 Value Chain ..28 VRIO Analysis ..28 Consumer Retention Analysis ..29 4Ps Analysis ...
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...Movie Production and Distribution Industry Industry Overview A major influencing factor in the general environment of the movie production industry is the implementation of new technology. The improvement of technology has always been a driving force behind the filmmaking industry. There are various kinds of technology forthcoming. A major one is the development and use of 3D, IMAX and digital film. These new developments have changed the way that movies are made and affect the cost and method of film production. New cameras and recording methods are required in production and this is forcing the directors, actors and other staff to adapt their techniques. Due to the vast array of technologies that can be utilized for movie production there are low barriers of entry for suppliers. The production industry has been able to maintain leverage over these new corporations through their economies of scale and their ability to influence the end user of the product. Another important technological development is the digital streaming and downloading of videos. This new technology is having both positive and negative effects for the filmmakers. The ease of digital proliferation has allowed production companies to widen their brands and make more films and television programs. This has created greater revenue for the industry. Digital streaming has made way for a new kind of company focused on this delivery method. The improvement of digital animation has also increased...
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...Some of the challenges the entertainment industry faces with internet sharing is loss of money. More people have the ability to download music, movies, and other products illegally because of “sharing” web-sites such as limewire, frostwire, and bear share. The entertainment industry does not have a way to track these illegal downloads and numerous people know that the chances of being prosecuted are extremely small. Some people believe that what they download has little effect of the entertainment industry and no one suffers in the process. If one takes into account that one person downloads a CD that costs $16, that one CD for that one person does make little difference on the larger picture. Take that one person and multiply it by 1 million, which is likely a fraction of the amount of illegal downloads; the entertainment industry will now have lost $16 million. Imagine the ramifications if each person downloaded two or three CDs each. How much less would CDs cost if every piece of music was purchased properly. Education has opened my eyes to see that piracy can harm entertainment companies. I was not aware that not just illegal downloading but copying or uploading friend’s CDs, movies, and other items is also considered piracy and hurts the entertainment industry. Educating the general population, I believe will help reduce piracy and potentially decrease the purchasing cost of movies and music. Creating anti-piracy ads and presenting them at the movie theatres and on television...
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...University of Ballarat | Industry Analysis Report Gaming Industry in US | BUMKT 5922 Competitive Analysis Individual Assignment | | Carolina Dos Santos (ID: 30058334) | 9/4/2011 | Table of Contents 1. Executive Summary 3 2. Introduction 4 3. Marco Environmental Analysis 5 4. Industry Analysis 7 5. Strategic Options and Recommendations 10 6. References 13 7. Appendices 14 1. Executive Summary It is expected that US gaming will not be the world number one casino region in the world due to the rapid growth of other casino regions. With its long lasting history and reputation, it is still a very profitable industry because of its large domestic and foreign market share. The well known brand and large portion of market share maintain its global competitive advantage over competitors and substitutes. 2. Introduction Casino gambling becomes very popular around the world and it is one of the most common types of entertainment in US and many other countries. According to Investopedia, A casino has been defined as houses or accommodates that provide facilities for certain types of gambling activities. Casino is usually built in combine with hotels, restaurants, retail shopping and other tourist attractions. It also provides facilities for hosting live entertainment events and sporting events (Investopedia 2011). The industry has been growing very fast in the past few decades in relate to its size worldwide. It has a large impact to the...
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...“THE EFFECTS OF COMPUTER GAMES TO THE STUDY HABITS OF GRADE THREE PUPILS IN RELATION TO THEIR ACADEMIC PERFORMANCE” A research proposal Presented to: In Partial Fulfillment Of the Requirements for the Subject Research Seminar 1 By: September 9, 2012 INTRODUCTION As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself. In the modern age, computers have become a part of man’s life. Almost all the things around us were made by computers with the aid of modern machines. From the edited books, design, special effects in movies, and televisions etc., were all made by computers. Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially kids. Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves...
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...2. PEST and Porter’s 5-forces analysis................................................5 3. SWOT Analysis................................................................................11 4. Marketing and positioning strategies...............................................14 5. Ansoff’s Matrix…………………………………………..………..16 6. Conclusion........................................................................................18 Bibliography.....................................................................................19 1. Introduction In the modern world, the entertainment industry has been enormously developing with new technology available and innovations and is distinguished by a highly competitive market with many participants in the arena. Therefore, the companies that are participating in entertainment business have been competing via their new products/services,...
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...JULY 9, 2010 WHITE PAPER INDIA’S SOFT POWER – “THE ENTERTAINMENT INDUSTRY” Abstract The Entertainment Industry in India is on the verge of emerging as a potential market globally. By attracting a large mass of International audience, it has earned for itself a global interest which is expected to fuel the growth of the Industry. This report presents an analysis of the recent development, both international and domestic, in the Industry which have come as a result of intensive adaptation to the latest technologies and the care it has taken to ensure that it always move towards globalization and corporatization .It also experiences the entry of major corporate companies, thus expanding the current size. INTRODUCTION The Indian Entertainment Industry has become one of the fastest growing sectors of the country’s economy. Over the past decade, India has been the second fastest growing economy in the world. The major global corporations opine that it will become a key market in the years to come, sweeping the global Entertainment world with its unlimited potential. As the Indian economy continues to perform strongly, the Indian middle class will also expand significantly. It is the growing consumer class with an increasing affinity to Entertainment that drives the Industry. This has resulted in an increase in the expenditures on entertainment. As a result of which the advertising revenues have also been on the rise. India is witnessing the growth of multiplexes...
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...Introduction to Media Industries Media Visualization Essay Media Usage Mass media has become a powerful tool in shaping our culture, and is largely reflective of our society today. According to our text book and class lecture notes, mass media can be loosely defined as the technological vehicles through which mass communication takes place, along with the industries which control them. Over the years, mass media, has had a profound effect on American society, on its culture, and on the individuals exposed to the media. Mass media effects people differently because of varied amounts of exposure and formats; however with the convergence of media, todays society fails to recognize the immense influence that mass communication has on every one of us. While keeping track of my involvement in mass communication and media for three days, I became eminently aware of the influence mass media has on me through varied amounts of exposure and mediums. I created six classes of mediums through which mass communication presents itself- television, movies (film), radio, phone (including both landlines and cellular devices), internet, and print. After noting how I received media through differing technological vehicles, I than created my own categories for the roles it plays in my life- entertainment, advertisement, research (both school and personal related), and interpersonal communication. Observing my participation in media through these four lenses produced for me, a better understanding...
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