Cinema, television and today’s new media have been variously defined as industrial arts, forms of mass communication and cultural or creative industries. The creation of fictional audiovisual content, or ‘cultural entertainment’ (movies, TV series or video-games), should be contemplated from a three-dimensional perspective: art, communication, business. Any motion picture should be both profitable and a socially enriching work of art. Attaining this combination becomes more complex when government decides to get involved, in terms of content and/or economic regulation. Apart from that, this chapter offers a brief historical summary of the evolution of the audiovisual industry from its inception to the current moment
The paper relies on the empirical study of 34 online providers of audiovisual content. Using origina...
Whereas academic studies of media have traditionally been dominated by sociology or other non-econom...
The aim of this work is to describe history of audio-visual technology and to analyse the influence ...
Cinema, television and today’s new media have been variously defined as industrial arts, forms of ma...
Recent reductions in public funding for audiovisual products have led to dramatic changes in the ind...
Digital TV offers of 200 channels and 500 video-on-demand films, podcasting, mobile television, a ne...
Advertising has played a central role in shaping the history of modern media. While often identified...
This handbook offers new ways to read the audiovisual. In the media landscapes of today, conglomerat...
One of a general and in a relatively indefinite way asked questions, inspired by common expectations...
This chapter examines the contemporary audiovisual product and the structure of today’s industry in ...
The production, distribution, and perception of moving images are undergoing a radical transformatio...
The production, distribution, and perception of moving images are undergoing a radical transformatio...
The purpose of the article is to analyse the current state and development prospects of the audiovis...
Entertainment Industries is the first book to map entertainment as a cultural system. Including work...
Abstract The creative process in the audiovisual industry is based on coordination among several age...
The paper relies on the empirical study of 34 online providers of audiovisual content. Using origina...
Whereas academic studies of media have traditionally been dominated by sociology or other non-econom...
The aim of this work is to describe history of audio-visual technology and to analyse the influence ...
Cinema, television and today’s new media have been variously defined as industrial arts, forms of ma...
Recent reductions in public funding for audiovisual products have led to dramatic changes in the ind...
Digital TV offers of 200 channels and 500 video-on-demand films, podcasting, mobile television, a ne...
Advertising has played a central role in shaping the history of modern media. While often identified...
This handbook offers new ways to read the audiovisual. In the media landscapes of today, conglomerat...
One of a general and in a relatively indefinite way asked questions, inspired by common expectations...
This chapter examines the contemporary audiovisual product and the structure of today’s industry in ...
The production, distribution, and perception of moving images are undergoing a radical transformatio...
The production, distribution, and perception of moving images are undergoing a radical transformatio...
The purpose of the article is to analyse the current state and development prospects of the audiovis...
Entertainment Industries is the first book to map entertainment as a cultural system. Including work...
Abstract The creative process in the audiovisual industry is based on coordination among several age...
The paper relies on the empirical study of 34 online providers of audiovisual content. Using origina...
Whereas academic studies of media have traditionally been dominated by sociology or other non-econom...
The aim of this work is to describe history of audio-visual technology and to analyse the influence ...