Abstract
Two entertainment industries-feature films and videogames-relate to the traditional electronic media industry (broadcast, cable, satellite), but in slightly different ways. Both compete for audience attention, and both can be viewed on a television set. Feature films have a business model that primarily seeks direct audience support through the box office, pay-per-view, premium channels on cable and satellite, and DVD sales. Videogames have depended upon direct sales to the audience and have grown to the point where it is a $20 billion per year industry (including videogames for both portable and console hardware).
Original language | English (US) |
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Title of host publication | Electronic Media |
Subtitle of host publication | Then, Now, and Later, Second Edition |
Publisher | Taylor and Francis |
Pages | 215-227 |
Number of pages | 13 |
ISBN (Electronic) | 9781136030420 |
ISBN (Print) | 9780240812564 |
DOIs | |
State | Published - Jan 1 2013 |
ASJC Scopus subject areas
- General Social Sciences