The rise of entertainment technology essay

As the world is taking on a speedily changing figure in the 21st century, the aspect of entertainment adapted towards the changes in technology to make the connection with their buyers versatile and all-encompassing. Generally, entertainment technology (ET) combines music, videos, TV, games and the Internet into common media, as a result integrating technology and art. According to the Carnegie-Mellon Entertainment Technology Center, entertainment technology “refers to the extremely real world of entertainment activities made possible by the advent of generally computer-mediated digital technologies.

At present, entertainment technology is a fastest developing industry using its scope extending to break each of the barriers in telecommunications, broadcasting, information technology and even in electronic learning (e-learning). While entertainment has to mesh with research, advancement, education, and technology, entertainment technology transformed to become more interdisciplinary; for instance, aerospace and robotics technology have immediate applications in the entertainment sector.

However , fewer universities or perhaps organizations have got stepped forward to apply these solutions to entertainment. This is why Carnegie-Mellon University was one of the first to institutionalize an Entertainment Technology Center that deals with a number of the vital areas of ET, like:

¢ networked and free-standing interactive video games ¢ avatar creation and utilization ¢ massive multi-player online games ¢ digital entertainment ¢ specialty venues this kind of theme leisure areas, themed retail, specialty restaurants, and other location-based entertainment venues motion-base rides ¢ console and PERSONAL COMPUTER interactive game design ¢ the creation of unique input equipment

Entertainment technology was thought to have surfaced since the invention of the phonograph and movies in the late 1800s.

In 1927, the invention of tv was a milestone because this brought the audio-visual experience in American homes after Ww ii. Another important milestone in OU is the invention of the initial video game in the early 1970s. This was when the coin-operated game video games started to be a novelty.

The first one to acquire widespread success was Atari’s Pong in 1972, a game freely based on ping pong. From then on, entertainment technology has turned into a multi-media sensation that included telecommunications via mobile phones, virtual reality via contemporary game gaming systems and network via the common use of the web. Many global companies took notice from the changes in the entertainment technology sector and they are increasing the research and development of their particular companies in this area.

For instance, Larry Powers, director and CEO of Genlyte Thomas, declared that they are happy with the potential for this acquiring AIN to enhance their particular commercial lighting products package. Their particular company intends to focus on Entertainment Technology on providing ground breaking products in the educational, hospitality, theatrical, and theme park market segments. With this kind of, their business expected that their product sales will increase as there is potential for the ET product package to enhance their marketplace penetration and product providing into existing markets (Entertainment Design, Oct 2001).

Difficulties in the entertainment technology sector have also improved in the modern times. For example , uncontrolled piracy concerns continue to reduce growth of the entertainment sector. The prime drawback to digitization is that it creates unrestricted opportunities for unauthorized consumption, enabling ideal copies to be made in less time, with very little effort, and lower costs. However , with the support of the authorities, the sector can stop all these problems and these kinds of threats towards the industry may be overpowered with all the gargantuan opportunities in the future.

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