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  1. Entertainment - Wikipedia › wiki › Entertainment

    The sex industry is another component of the entertainment industry, applying the same forms and media (for example, film, books, dance and other performances) to the development, marketing and sale of sex products on a commercial basis.

  2. Outline of entertainment - Wikipedia › wiki › List_of_entertainment

    The entertainment industry is part of the tertiary sector of the economy and includes many sub-industries devoted to entertainment. However, the term is often used in the mass media to describe the mass media companies that control the distribution and manufacture of mass media entertainment. In the popular parlance, the term show biz in particular connotes the commercially popular performing arts, especially musical theatre, vaudeville, comedy, film, fun, and music. It applies to every aspect o

  3. Category:Entertainment industry - Wikipedia › Category:Entertainment_industry

    Pages in category "Entertainment industry". The following 15 pages are in this category, out of 15 total. This list may not reflect recent changes ( learn more ). Entertainment industry.

  4. Entertainment - Simple English Wikipedia, the free encyclopedia › wiki › Entertainment_industry

    Entertainment is something that gives pleasure, or distracts a person from daily life, like a sport or game that excites people and keeps their attention. Some entertainment, like horror movies, can also make people feel sad or scared. Other entertainment, like comedy shows, are funny. Entertainment can help reduce stress.

  5. Entertainment industry during World War II - Wikipedia › wiki › Entertainment_industry
    • Overview
    • Radio
    • Film
    • Music
    • Dance

    During World War II, the entertainment industry changed to help the war effort. Often the industry became more closely controlled by national governments, who believed that a supportive home front was crucial to victory. Through regulation and censorship, governments sought to keep spirits high and to depict the war in a positive light. They also found new ways to use entertainment media to keep citizens informed. Government censorship of mass media was enforced because of fears of threats to na

    In comparison to television, radio was a much more affordable form of entertainment. Because of this, the radio was the most popular form of entertainment during World War II. Radio stations fueled propaganda and reached a countless number of citizens. Many shows popularized and quickly gained influence in certain countries. Radio broadcasts, like other forms of entertainment at the time, were regulated by the government and were pushed to keep citizens informed about war efforts and to encourag

    The film industry during World War II was an important source of communication to the people on all sides. At this time the cinema was the most popular form of entertainment to the people. It was used to entertain, lift spirits, motivate and inform the audience. This made film an important means of distributing propaganda. Governments used film to influence the public to support the war effort in their everyday lives and to justify their actions. Film was a powerful force which unified the natio

    The theme of war took a popular role in the development of pop music. Artists expressed their feelings of hardships during the war. Others sang songs that aimed to lift the spirits of the citizens. British singer Vera Lynn, or the Forces Sweetheart, sang popular songs such as "We'll Meet Again" and "The White Cliffs of Dover", which restored an optimistic outlook for soldiers and families while uplifting Allied spirits during a time of hardship when Nazi Germany was bombing Britain. American sin

    The evolution of music brought about new sounds such as jazz and swing music. These sounds translated to new dances. Jitterbug dancing grew in popularity. The Jive, which was taken to England by American troops, eventually became a dance of the International style of Ballroom dance.

  6. Entertainment Industry Foundation - Wikipedia › wiki › Entertainment_Industry
    • Overview
    • History
    • EIF initiatives
    • Stand Up To Cancer
    • Disaster Relief
    • Education

    The Entertainment Industry Foundation, based in Los Angeles, United States, is a 501 non-profit charitable organization of the entertainment industry. EIF funds more than 300 charitable organizations annually, both in the Los Angeles area and throughout the United States. To date, EIF has pledged more than $1 billion for its philanthropic initiatives.

    The Entertainment Industry Foundation was established in 1942 by Samuel Goldwyn, with friends Humphrey Bogart, James Cagney, and the Warner brothers. Their vision was to unify Hollywood's philanthropy efforts in order to maximize the charitable dollars raised annually, and guarantee that worthy charities receive these contributions. They recognized that banding together would heighten the studios’ impact on World War II relief efforts. A “United Appeal” payroll deduction – a first ...

    The Entertainment Industry Foundation has initiatives to address many health concerns such as cancer, diabetes, and HIV/AIDS, as well as raise awareness about important social and educational issues – especially those affecting children. It has developed programs that support charities in the Hunger and Nutrition spaces as well as quick response funding for Disaster Relief worldwide. Additionally, EIF functions as an umbrella organization and fiscal sponsor for many artists, athletes, and ...

    Stand Up To Cancer, a division of EIF and its largest initiative, was established in 2008 by film and media leaders who utilize the industry's resources to engage the public in supporting a new, collaborative model of cancer research, and to increase awareness about cancer prevention as well as progress being made in the fight against the disease.

    EIF's ability to develop “roadblock” telecasts in support of disaster relief efforts is an integral part of its role within the entertainment industry. Efforts like Hope for Haiti Now, Somos una Voz, One Love Manchester, and EIF's Fire Relief Fund have provided catalytic funding for organizations and communities around the world when impacted by tragedy.

    Thinkitup is an initiative of the EIF to bring attention to improving education in the U.S. It kicked off in 2015 with a live televised fundraising event. The program featured stories of teachers and students working together as well as live musical performances, comedic sketches and more. Together with, Thinkitup allows students and teachers to crowdfund projects they want to work on, helping prepare students for post-school life. EIF collaborated with the XQ Institute on its S

  7. Residual (entertainment industry) - Wikipedia › wiki › Residual_(entertainment

    Residual (entertainment industry) From Wikipedia, the free encyclopedia Residuals are financial compensations that are paid to the actors, film or television directors, and others involved in making TV shows and movies in cases of reruns, syndication, DVD release, or online streaming release.

  8. Entertainment Industry | › entertainment-industry
    • Economic Development and The Demand For Leisure
    • Industry Overview
    • Important Characteristics of Entertainment Markets
    • The Challenge of Piracy
    • Bibliography

    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. Economic development, 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 entertainment industries has been directly related to the development of a modern economy and rising economic productivity, though precise estimation of the demand for leisure is a thorny task (Owen 1971). An important issue in the development of entertainment as an industry is the rising productivity of workers, and in particular the ways in which technical progress has increased 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 forms of contemporary entertainment.

    Substantial production in the creative industries takes place within the U.S. economy and creative products are a major U.S. export. 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.S. gross domestic productper annum (Motion Picture Association of America 2006a). Multinational entertainment/media conglomerates such as Vivendi, Sony, and AOL/Time Warner are increasingly becoming dominant in this sector, with operations that permit substantial economies across the line of entertainment products. 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-promot...

    The entertainment industries differ in important ways from traditional manufacturing and service industries. Richard Caves (2000) enumerates seven ways in which the creative industries—including fine arts, music, and motion pictures—differ distinctly from what he terms the humdrum industries: 1. Neither producers nor consumers know the demand for product until after it is revealed. Creative products and services are “experience goods”and there is symmetric ignorance of information, not an informational asymmetry. 2. The creative talents producing the product care about the creative output explicitly, in addition to their pecuniary compensation in production. 3. The creators engage in joint multiplicative production with an array of diverse inputs in which all inputs are essential, because there is less substitutability than in other production processes. 4. Entertainment products are horizontally differentiated products. Each product is unique and must be experienced before demand i...

    The most substantial challenge facing the entertainment industry is intellectual property piracy, largely due to the easily copyable digital format of many entertainment products. Infringement of copyrights and other forms of intellectual property is a large and growing problem around the world and it is of particular importance for the entertainment industry. The Motion Picture Association of America estimates that losses due to piracy exceed $3 billion annually in potential worldwide revenue (Motion Picture Association of America 2005). The intellectual capital of the S&P 500 companies is worth 3.4 trillion U.S. dollars (Bowers 2001), so it follows that even a small percentage infringement on such a large base generates enormous absolute losses to property rights holders. Peggy E. Chaudhry and Michael G. Walsh (1996) provide an overview of trends in counterfeiting in the international marketplace, including a consideration of the legal framework that governs the protection against...

    Arthur, W. Brian. 1994. Increasing Returns and Path Dependence in the Economy. Ann Arbor: University of MichiganPress. Banerjee, Abhijit V. 1992. A Simple Model of Herd Behavior. Quarterly Journal of Economics 107 (3): 797–817. Bikhchandani, Sushil, David Hirshleifer, and Ivo Welch. 1992. A Theory of Fads, Fashion, Custom, and Cultural Change as Informational Cascades. Journal of Political Economy 100 (5): 992–1026. Bowers, Barbara. 2001. Minding the Store. Best’s Review 102 (7): 93–97. Busche, Kelly, and W. David Walls. 2000. Decision Costs and Betting Market Efficiency. Rationality and Society 12 (4): 477–492. Byers, Simon, Lorrie Cranor, Dave Korman, et al. 2003. Analysis of Security Vulnerabilities in the Movie Production and Distribution Process. In Proceedings of the 2003 ACM Workshop on Digital Rights Management, ed. Moti Yung, 1–12. New York: ACM Press. Caves, Richard E. 2000. Creative Industries: Contracts between Art and Commerce. Cambridge, MA: Harvard UniversityPress. Ce...

  9. Wikipedia

    Wikipedia is a free online encyclopedia, created and edited by volunteers around the world and hosted by the Wikimedia Foundation.

  10. Casting couch - Wikipedia › wiki › Casting_couch

    The casting couch is a euphemism for the practice of soliciting sexual favors from a job applicant in exchange for employment in the entertainment industry, primarily acting roles. The practice is illegal in the United States. Predominantly male casting directors and film producers use the casting couch to extract sex from aspiring actors in Hollywood, Bollywood, Broadway, and other segments of the industry. The term casting couch originally referred to physical couches in the casting office, bu

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