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College aantekeningen

College aantekeningen Entertainmentcommunicatie (AY)

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De hoorcollege aantekeningen van het vak entertainment communicatie, inclusief overgenomen slides. Het eerste hoorcollege was in het Engels, de rest allemaal NL. Alle belangrijke termen meegenomen en duidelijk gehighlight!

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Geüpload op
24 april 2025
Aantal pagina's
22
Geschreven in
2023/2024
Type
College aantekeningen
Docent(en)
J.s.lemmens
Bevat
Alle colleges

Onderwerpen

Voorbeeld van de inhoud

Hoorcollege 1 (entertainment communicatie)
The entertainment industry
Incorporates all sub-industries devoted to entertainment and all professional forms of financing,
production, distribution, marketing and exhibition of entertainment products or services

 Film industry
 Game industry
 Music industry

Types of media

 State owned media: media provided by the government
 Public service media: partially government-supported, but not owned (through taxes)

Defining entertainment
Dictionary definitions:

 The action of providing or being provided with amusement or enjoyment
 A form of activity that holds the attention and interest of an audience

Scientific definitions

 A complex, dynamic experience one goes
through while being exposed to this type of Any mediated product
media focused on engaging an
 Any market offering whose main purpose is to audience
provide pleasure to consumers, versus offering
primarily functional utility

DSMM
 Differential Susceptibility to Media effects Model (= 3 factors predict and moderate media
use)
1. Disposition (aanleg van de individu)
2. Developmental level (cognitieve vaardigheden)
3. Social environment




Media entertainment model
 Evolves around the media entertainment success cycle
 Experience: the experimental nature of entertainment goods. It’s far more important than
any other information you can receive from entertainment products.
 Selection: an important factor behind all of the enormous amounts of entertainment that’s
being produced

, Media entertainment success
cycle



Success
 If one is successful, it leads to more production of the specific product

Different kinds of successes:

 Commercial successes: revenue, sales, advertising income
 Evaluative metrics: views, likes, rating
 Critical acclaim, recognition, accolades, positive reviews
 Societal impact: fans, trendsetting, media attention

Fases success cycle
Production: the development of an original idea, or the adaptation of an existing concept

 Innovation (technologically, conceptually) is usually
Franchise: a collection
more successful
of related
 Familiarity enhances appreciation and increases the
entertainment products
acceptance of its message  franchises (each of
of the same brand (or
them influence a brand’s overall image)
intellectual property
 Although familiar things tend to be more
enjoyable, new things tend to be more interesting
(which evolves into action tendency, the likelihood to engage with the media)

Distribution: the business of selecting the most suitable method and channel for making an
entertainment product available to an audience

 Windowing could be applied best whenever a
Windowing: making
format is considered popular
products available in
 Through vertical integration, distributors gained
different formats in
control over the entire value chain
succession
Marketing: effectively managing the flow of information
about an entertainment product. Difficult (because
entertainment products are experience goods)

 Creating an image of success, which will be used as a perception of quality
 A concept is marketed, that allows users to classify what sort of content can be expected

, Entertainment concept
Cue utilisation theory: how consumers of experience goods rely on cues as indicators of product
quality

 Medium (platform van verspreiding)
 Genre (bevat informatie over Relates to a
onderliggende eigenschappen van een concept being product)
 Brand (naamsbekendheid) marketed



Entertainment design
Interrelated structural and technological elements whose combinations form the language of
entertainment  forms the structure and content

Experience
Emerges from the interaction between user and product  idiosyncratic and subjective

 Immersion: the extent in which an entertainment product is capable of delivering an
inclusive, extensive and vivid illusion of a depicted reality (cinema is more immersive than
television)  presence: the experimental counterpart of an immersive experience. The
perception of being in a mediated environment

Entertainment demand process
Enjoyment: the most common response to entertainment.
A positive emotion Meta-emotion: a
 Appreciation through the cognitive involvement positive emotional
required response to a primary
 Hedonic content: quick, intuitive processing emotion
 Eudemonic: thought-provoking, slower


Emotional, cognitive and physiological
Entertainment is emotion

 Cognitive responses: indicate the extent to which users comprehend and incorporate
entertainment content and its messages
 Emotional responses. Positive responses lead to more superficial cognitive processing of
information and negative emotions induce more thoughtful processing of information
 Physical arousing content boosts attention. Higher levels of arousal impair detailed
information processing
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