This
presentation is coming from a background of involvement and exposure to the
leisure industries of entertainment, media and tourism at a national, regional
and international level. The benefit of extensive travel and interaction with
local, regional and international operators in the entertainment and media
industries is in entertainment. Through research, report writing, participation
in meetings and conferences and direct business interaction with producers and
marketers of leisure products and services particularly music, a body of
information has been accumulated which influences this presentation. The
presentation is in a sense a case study or the story of an experiment with ICTs
in entertainment (Ezziane 2007).
According to Fame (2010), entertainment technology is the discipline of using
manufactured or created components to enhance or make possible any sort
of entertainment experience. Because
entertainment categories are so broad, and because entertainment models the
world in many ways, the types of implemented technology are derived from a
variety of sources. Thus, in theatre, for example, entertainment technology
practitioners must be able to design and construct scenery, install electrical systems, build
clothing, use motors if there is scenery information [Clarification is
required] to provide plumbing (if
functioning kitchen fixtures are required, or if "singing in the
rain"), etc. In this way, the entertainment technology field intersects
with most other types of technology.
Entertainment technology helps us relax and enjoy some free
time. The latest technology has been revolutionized daily entertainment. Old
ways such as recording on records, tapes, and CDs, have made music across the
world. Movies are brought into living rooms through photography, film, and
video. With the emerging of computer technology, ways of being entertained have
optimized greatly. Many households are now having computers, consoles or
any other kinds of hand-holding computer game. The diversity and complexity of
entertainment technology will bring endless joy and convenient to people's
spare time. Traditionally, entertainment technology is derived from
theatrical stagecraft and stagecraft is an important subset of the
discipline. However, the rise of new types and venues for entertainment, as
well as rapidly advancing technological development, has increased the range
and scope of its practice (Fame, 2010).
1.2 WHAT IS ENTERTAINMENT
?
Entertainment: is a form of activity that holds the
attention and interest of an audience, or gives pleasure and delight. Entertainment evolves and can be
adapted to suit any scale, ranging from an individual who chooses a private
entertainment from a now enormous array of pre-recorded products; to a banquet
adapted for two; to any size or type of party, with appropriate music and
dance; to performances intended for thousands; and even for a global audience.
The
experience of being entertained has come to be strongly associated with
amusement, so that one common understanding of the idea is fun and laughter, although
many entertainments have a serious purpose.
1.3 BRIEF HISTORY OF
ENTERTAINMENT IN NIGERIA
The Cinema of Nigeria, often referred to informally
as Nollywood, consists
of films produced in Nigeria; its history dates back to as early as the late
19th century and into the Colonial era in the early 20th century. The
history and development of the Nigerian motion picture industry is sometimes
generally classified in four main eras: the Colonial Era, Golden Age, Video Firm Era and the emerging New
Nigeria Cinema.
Film as a medium first arrived to Nigeria in the late 19th
century, in the form peephole viewing of motion picture devices. These
were soon replaced in early 20th century with improved motion picture
exhibition devices, with the first set of films screened at the Glover Memorial
Hall in Lagos from 12
to 22 August 1903. The earliest feature film made in Nigeria is
1926's Palaver produced
Geoffrey Barkas; the film was also the first film ever to feature Nigerian
actors in a speaking role. As of 1954, mobile cinema vans played to at
least 3.5 million people in Nigeria, and films being produced by the Nigerian Film
Unit were screened for free at the 44 available cinemas. The first film
entirely copyrighted to the Nigerian Film unit is winn (1957) by Sam Zebba; which is also the first Nigerian film
to be short in color.
1.4 WHY DO WE NEED ENTERTAINMENT?
Entertainment: is important as it brings people
together and is a good way for the entire family to bond. It diverts people’s attention
from their demanding lives and amuses them in their leisure time. Usually,
entertainment is fun, enjoyable and pleasurable. Entertainment can take various
forms including music, drama, storytelling, movie, sports, dance and
traditional performances (Fame, 2010).
2.1
ICT IN THE ENTERTAINMENT INDUSTRY
ICT
has impacted entertainment and leisure by enhancing the different ways in which
we casually spend our time. With the use of these technologies, they ways in
which we can entertain ourselves has dramatically increased.
The development of these technologies has meant that many people stay inside,
watch TV, play online games etc. Therefore you could say that the amount of
leisure activities that people do have decreased, with respect to the wide
range of entertainment technologies (King, 2007).
ICT
provides a variety of entertainment and leisure activities that can be accessed
easily from the comfort of one's home. One can watch movies and listen to music
directly from the Internet. ICT also supports playing games over the Internet
during leisure time. Entertainment material can be stored using ICT products
like compact discs and memory cards for future use. ICT has improved the
quality of entertainment and leisure activities by developing better graphics
for music and movies.
ICT has improved communication
during entertainment and leisure by introducing instant and interactive chatting
using social sites. There are modern social media platforms powered by ICT that
allow people to interact directly during their leisure time without meeting
physically. Social media platforms also allow for exchange of entertainment
material in visual and audio form.
ICT
aids the wide distribution of music through download websites. This helps in
disseminating content to many people at the same time. ICT has improved the ‘organizing
of entertainment and leisure activities. There are new programs that allow
people to enjoy shared activities from the comfort of their homes.
ICT
provides a variety of entertainment and leisure activities that can be accessed
easily from the comfort of one's home. One can watch movies and listen to music
directly from the Internet. ICT also supports playing games over the Internet
during leisure time. Entertainment material can be stored using ICT products
like compact discs and memory cards for future use. ICT has improved the
quality of entertainment and leisure activities by developing better graphics
for music and movies.
ICT
has improved communication during entertainment and leisure by introducing
instant and interactive chatting using social sites. There are modern social
media platforms powered by ICT that allow people to interact directly during
their leisure.
2.2
APPLICATION OF ICT IN ENTERTAINMENT INDUSTRY
Computers
started as very simplistic machines for storing and transferring data. Most of
these files were text-based reports used in a work environment. As technology
advanced, computers became increasingly versatile in what they could do. With
the creation of the Internet and faster processors, file sharing and
entertainment became a popular use for personal computers everywhere. Computers
have endless uses in the entertainment industry by directly marketing products
to users (Aghion, 1992).
·
Music
Computers now have almost unlimited access to any song by
any artist. Many website services allow users to purchase individual tracks or
albums directly to their computer. Most record labels take advantage of these
services to make up for lost revenue from illegal downloading. Although, if
users do not wish to purchase music, they can still stream music from many
websites free but with advertisements. Computers also open a venue for many
amateur musicians in the music industry to record their own music without a
professional studio. Computers also allow musicians to create artificial
instruments to record with, called MIDI instruments.
·
Television
and Movies
With the advancement of video card and Internet speeds,
movies and streaming television are now at the click of a mouse button. Many
website services offer free-to-stream movies with the cost of a monthly
subscription fee. Some websites even offer free streaming episodes of certain
TV series with Internet commercials. With the use of newer HD televisions and
computers, the option of sending your computers video feed to a full-screen
television is possible. In some cases, users may not even need to pay for cable
service or television because of all the free available video content online.
·
Art
Art is something that is readily available online at any
moment. Pictures, paintings, poetry and more are just a click away. Popular
browsers offer specific image search options to quickly browse through art with
a single keyword. Besides general use, computer photo editing programs and
animation programs are also the sources behind most movies and professional
photographs.
·
Games
Computer games are a quickly growing market just like all
other forms of video games. However, computer games offer a very wide array of
possibilities. Computers have access to many peripheral devices such as
keyboards, mouse, joysticks, controllers and more. Computer games also are
highly customizable because computers can manipulate game files. Examples of
this would be creating new levels, characters or graphic files for specific
games. In fact, computers are absolutely necessary for programming any sort of
new video game.
2.3
THE BENEFIT OF ICT IN THE ENTERTAINMENT INDUSTRY
I.
It
allows you to have many ways of listening to music, on the move or through our
living room.
II.
ICT has improved the quality of entertainment and leisure
activities by developing better graphics for music and movies.
III.
Entertainment material
can be stored using ICT products like compact discs and memory cards for future
IV.
ICT also supports
playing games over the Internet during leisure time.
V.
The developments in TV and games on the computer have enabled those who
are lonely and bored to occupy themselves. It has provided them with
entertainment and so they can do something in their spare time.
VI.
Due to the impact of technology to programmes have been created with
the purpose of educating and inspiring. These are suitable for all ages and so
it helps young children at schoosl to discover and learn new things. This
improves a person’s personal life as they will become more knowledgeable and so
will build up interests with others. It will benefit young children as they can
understand things better than they do reading textbooks.
VII.
People are able to enjoy themselves within the comfort of their own
homes as they don't need to go out to cinemas or concerts. Movies and music
videos are provided for them so they can just view them on a screen. This can
be done at anytime and anywhere as long as they have an Internet connection.
Advances in technology have enabled people to watch more on TV and it is
virtually impossible to miss one of their favourite episodes as repeats are
shown many times and can be recorded. It has improved the games no industry as
friends can stay connected via consoles. (Dewan, 2005).
2.4
THE EFFECT OF ICT IN ENTERTAINMENT
ü SOME OF THE BASICS EFFECT ARE:
1. Implementation
Expenses: Every business must consider startup costs when implementing
any type of information technology system. In addition to the cost of hardware
and software, some technology vendors require businesses to purchase user
licenses for each employee that will be operating the system. Businesses must
examine the cost of training employees in unfamiliar technology. Although basic
information technology systems may be user friendly, advanced programs still
require formal instruction by an expert consultant. In addition to the startup
expenses, information technology systems are expensive to maintain. Systems
malfunction, and when they do, businesses must engage skilled technicians to
troubleshoot and make the necessary repairs. These expenses present a major
disadvantage of information technology in business, particularly to businesses
that are entering the technology era for the first time.
2. Job
Elimination:
Implementing information technology into business operations
can save a great deal of time during the completion of daily tasks. Paperwork
is processed immediately, and financial transactions are automatically
calculated. Although businesses may view this expediency as a boon, there are
untoward effects to such levels of automation. As technology improves, tasks that
were formerly performed by human employees are now carried out by computer
systems. For example, automated telephone answering systems have replaced live
receptionists in many organizations. This leads to the elimination of jobs and,
in some cases, alienation of clients. Unemployed specialists and once-loyal
employees may have difficulty securing future employment.
3. Security
Breaches: The ability to store information in an electronic database
facilitates quicker, more efficient communication. In the past, an individual
would sift through stacks of paper records to retrieve data. With properly
implemented technology, information can be recovered at the touch of a button.
Although information technology systems allow business to be conducted at a
faster pace, they are not without their flaws. Information technology systems
are vulnerable to security breaches, particularly when they are accessible via
the Internet. If appropriate measures are not in place, unauthorized
individuals may access confidential data. Information may be altered,
permanently destroyed or used for unsavory purposes (Krystyna, 2007).
CURRENT
CHALLENGES OF ICT IN ENTERTAINMENT
• Prompting the entities operating in
the landscape to adopt mixed formulas.
• Characterizing the efforts on their
part to preserve their assets from the unfolding threats and at the same time
to innovate.
• The communication landscape is
undergoing radical changes as a result of the ICT revolution, the entertainment
industry as well is affected by the digitalization of content in various ways:
content, conduits, and business models (Winn, 1999).
CONCLUTION
In
the information era, computer will be integrated into every society and will do
much to improve the quality of life information technology opened new doors for
entertainment industry No doubt this is the age of information technology,
media industry has also made tremendous progress due to this new technology.
Due to this new advancement media is fragmented, media manipulated and
information is overloaded. Through this new technology entertainment industry
are now growing fast. Realizing the importance of information and communication
technology. The introduction of IT in the country has led to varying degree of
improvement in the entertainment industry. Here is no doubt that IT was a
tremendous Role in entertainment industry but there is a big gap among both
organizations. Due to this advance technology advertising, production media
printing, broadcasting, telecasting and in web edition of newspapers had a
great progress. We can conclude that IT has a great role in print, broadcast,
electronic and advertising media. Without IT entertainment industries in this
age of information cannot survived.
REFERENCES
Aghion, P., and Howitt, P. (1992). “A Model of
Growth through Creative Destruction”, Econometrica 60, 323-351.
Dewan, S.,
& Riggins, F. (2005). The Digital
Divide: Current and Future Research Directions, Journal of Association for
Information Systems, Vol. 6, No.12, pp. 298-337.
D’Orville,
H. (2000). “Towards the Global Knowledge and Information
society – the Challenges for Development Cooperation”, Available at:
http: // ncsi-net.ncsi.iis cermet. In/cyberspace /societal-issues
/131/info21.htm. (Accessed on: November 19, 2012)
Ezziane, Z.
(2007). Information Technology Literacy: Implications on Teaching and
Learning. Educational Technology & Society, 10 (3), 175-191.
Fame, B. (2010).
“Forecasting the Future of Multimedia to the Year 2010 and beyondavailableathttp://www.rcss.ed.ac.uk/fame/WP/entertainment.pdf
Black, A. (2004): Rural Communities and Sustainability, In "Sustainability
and Change in Rural Australia", C. Cocklin & J. Dibden (Eds.), Sydney,
University of New South Wales Press.
King, S.
(2007). Citizens as Customers: Exploring the Future of CRM in UK local
Government, Government Information Quarterly, Vol. 24, pp. 47-63.
Krystyna,
G. (2007). "From Computer Ethics to the Ethics of global ICT
society", Library Hi Tech, Vol. 25 Iss: 1 pp. 4 – 57.
Winn, W.,
& Jackson, R. (1999). Fourteen Propositions about Educational uses of virtual
reality. Educational Technology, 39, 5 – 14.
This work is published to help the student determined the role of ICT in entertainment industry as well as the benefit.
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