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Entertainment Industry and Technology


Entertainment Industry
The entertainment industry is a group of sub-industries devoted to entertainment. It is used to describe the
mass media companies that control the distribution and manufacture of mass media entertainment.
Generally, the entertainment industry includes the fields of theater, film, fine art, dance, opera, music,
literary publishing, television, radio, and even games (USLegal.com, n.d.).
The success of the entertainment industry is tied to the discretionary spending of consumers. The dynamics
of the entertainment industry continuously shift from traditional publishing in printed media and TV
broadcasts to new business models involving the Internet of Things (IoT). Old and new business models still
coexist today, but the Internet is expected to become the predominant means of content delivery
(DeBenedetti, n.d.).
It is also essential for entertainment companies to enhance their content delivery system to meet the
demands of the consumers. Making content available on multiple platforms 24 hours a day while protecting
copyrights and intellectual property content is one of the challenges entertainment companies are facing.
(DeBenedetti, n.d.).
Here are some of the world’s biggest entertainment companies:
 Comcast Corporation – National Broadcasting Company Inc. (NBC), Universal Studios, and related
cable channels give Comcast a dominant position in the production and broadcast of TV programs
and movies. It is also a significant player in the theme park industry. Comcast owns the Philadelphia
Flyers of the National Hockey League (NHL) and the Philadelphia 76ers of the National Basketball
Association (NBA). Comcast also provides cable television, Internet, and voice communications to
over 27 million subscribers (Investopedia, 2019).
 Netflix, Inc. – It was founded in 1997 as a DVD rent-by-mail service and dominated the DVD rental
market quickly. Today, the company is the industry leader in the fast-growing in-demand media
industry. Though Netflix continues to offer physical DVDs, the company has more than 65 million
subscribers and is continuing to roll out its streaming service worldwide (Investopedia, 2019).
 The Walt Disney Company – This company was founded by brothers Walt and Roy Disney in 1932.
Disney operates Disney TV and radio networks, including ABC Studios and ABC Television. The
company also owns the Walt Disney Parks & Resorts USA. The Walt Disney Company bought
Lucasfilm Ltd. LLC in 2012 and Marvel Entertainment, LLC in 2009 (Investopedia, 2019).

Philippine Entertainment Companies


 ABS-CBN Corporation – It is the most prominent media conglomerate in the Philippines dominating
three (3) main platforms: television, radio, and online media. ABS-CBN traces its beginning to the
merger of two (2) broadcast networks after World War II, which are Alto Broadcasting System (ABS)
and Chronicles Broadcasting Network (CBN). Last December 2015, ABS-CBN Corporation has
declared P38.278 billion as revenue, with the bulk of its income coming from its broadcast
operations followed by its cable and satellite operations. ABS-CBN Corporation is part of the Lopez
group of companies, known as Lopez Holdings Corp., which involves non-media businesses like
power and energy, property development, financial services, and manufacturing (Media Ownership
Monitor Philippines, 2017).
 GMA Network Incorporated – It is one of the two media conglomerates dominating the Philippine
entertainment industry. GMA also has cross-media ownership and a strong presence across
television, radio, and online media. The network began as a radio station that made its first
broadcast in 1950. It was previously owned by an American, former war correspondent Robert La

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Felipe Gozon is the chief executive officer of GMA Network Incorporated. In 2015, the media
company declared a P13.727 billion of revenue (Media Ownership Monitor Philippines, 2017).
 Manila Bulletin – It is the second oldest newspaper publisher in the Philippines and the second
oldest English newspaper in the far east. The company lived up to its reputation as the “exponent of
Philippine progress” by providing the public with unbiased and accurate information. It is the pioneer
in becoming a newspaper publisher to utilize an integrated approach to a multi-level platform. The
company continuously adapts and thrives in the digital universe and is now present in every
platform, from print, online, and mobile to LED billboards and other media platforms (Manila
Bulletin, n.d.).

Gaming
Impactsasofentertainment. TheEntertainment
Technology in The gaming industry continuously grows and adopts new technology. People can
Industry
enjoy their favorite games using different platforms. The availability of high-speed Internet connection and
numerous online gaming sites, applications, and consoles made it possible for everyone to enjoy gaming
wherever and whenever they want (Ismail, 2017).
Video streaming as entertainment. This current trend wiped out numerous DVD rental stores worldwide
(Ismail, 2017). People can now find, stream, and download movies, series, TV shows, short clips, and even
tutorials online. Although some platforms require subscription and/or payment for streaming, a more
significant portion of this mode of entertainment is available for free. Streaming is a growing digital
distribution that is creating many opportunities for independent artists. The music and video distribution
have taken a different route towards expansion through the video streaming trend (Dayal, 2018).
Reading as entertainment. People no longer have to go out and buy good books, magazines, or newspaper;
all these reading materials are now accessible online. From e-books and online magazines to online news
reports and live news streaming, people can now access this kind of resources conveniently (Ismail, 2017).

As technologyof
Applications continuously
Technologydevelops, the entertainment industry also changes in terms of consumer needs
in Entertainment
and demands. Below are some forms of technology in the entertainment industry.
 Augmented reality in Pokémon Go
 Gear virtual reality (VR) of Minecraft
 Autonomous drones for film making
 The Netflix revolution
 Numerous downloadable e-books.

Aside fromERP
Possible theModules
basic ERP
formodules like theIndustry
Entertainment inventory, human resources, and financial, here are the possible
modules that can be integrated into an ERP system for companies in the entertainment industry (Elinext
Group, n.d.):
 Production Management Module – This module helps plan and operate all the industrial processes
to make sure that all operations move smoothly at the required level.
 Market Management Module – This module provides the ability to create and maintain the value
for the clients and the company’s profit. This also assists in developing several key analytical tools to
facilitate managers’ understanding of operating crucial strategic issues and decisions.
 Contracts Management Module – This is a special module that contains the most essential
information about the clients and helps control all the actions within the terms and conditions of
contract performance.

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 Statistics Module – This module collects and analyzes all the information about financial, accounting,
sales, inventory and quality control procedures, departments’ and employees’ efficiency, etc., all in
one (1) module.

References:
ABS-CBN Corporation. (2017, January 16). In Media Ownership Monitor Philippines Retrieved from
https://philippines.mom-rsf.org/en/owners/companies/detail/company//abs-cbn-corporation/ on August 5,
2019
Benjamin B. (2018, March 13). Cinema 2018 – 9 key trends/challenges [Web log post]. Retrieved from
https://ascmag.com/blog/the-film-book/cinema-2018-key-trends on August 6, 2019
Company Profile of Manila Bulletin. (n.d.). In Manila Bulletin. Retrieved from https://mb.com.ph/company-profile-of-
manila-bulletin/ on August 6, 2019
Dayal, P. (2018, July 17). 6 key tech trends in the media and entertainment industry [Web log post]. Retrieved from
https://www.newgenapps.com/blog/tech-trends-media-entertainment-industry on August 6, 2019
DeBenedetti, J. (n.d.). Analysis of the Entertainment Industry. In Chron.com. Retrieved from
http://smallbusiness.chron.com/analysis-entertainment-industry-78237.html
Entertainment Industry Law and Legal Definition. (n.d.). In USLegal.com. Retrieved from
https://definitions.uslegal.com/e/entertainment-industry/ on August 5, 2019
ERP features and functions in media and entertainment industry. (n.d.). In Elinext. Retrieved from
https://www.elinext.com/erp/media-entertainment/ on August 6, 2019
Game Designing. (2019, July 17). How gaming technology has improved. Retrieved from
https://www.gamedesigning.org/gaming/advances-in-technology/ on August 6, 2019
GMA Network, Inc. (2017, January 16). In Media Ownership Monitor Philippines. Retrieved from
https://philippines.mom-rsf.org/en/owners/companies/detail/company//gma-network-inc/ on August 5, 2019
Harman, R. (2019, April 24). How is digital technology reshaping the film industry? [Web log post]. Retrieved from
https://www.raindance.org/how-is-digital-technology-reshaping-the-film-industry/ on August 6, 2019
Ismail, N. (2017, December 27). How technology has changed the world of home entertainment. Retrieved from
https://www.information-age.com/technology-changed-world-home-entertainment-123470132/ on August 6,
2019
Lesemann, M. (2019, May 17). The World’s Top 10 Entertainment Companies. In Investopedia. Retrieved from
https://www.investopedia.com/articles/investing/020316/worlds-top-10-entertainment-companies-cmcsa-
cbs.asp#comcast on August 5, 2019
Media Companies: A Duopoly rules. (2018, January 16). In Media Ownership Monitor Philippines. Retrieved from
https://philippines.mom-rsf.org/en/owners/companies/ on August 5, 2019
Melcon, A. (2019, August 2). The 20 best VR games to play right now. In Tom’s Guide. Retrieved from
https://www.tomsguide.com/us/pictures-story/1649-best-vr-games.html on August 6, 2019

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