Abstract

This paper examines a series of digital transformations in arts and entertainment focused creative industries ( television, recorded music, live concerts, museums, computer games) impacted by digital innovations arising within these industries. Our paper demonstrates how continuous improvement in semiconductor technology (based on the doubling of chip density every two years as predicted by Moore’s law) has fostered advances in digital device capabilities, speed, portability, cost reduction and device integration that has made possible an array of innovative digital products, services and methods of engaging arts and entertainment audiences. Our analysis focuses on six innovative transformations: the digitization of the television set and transformation of television viewing and services, MP3 sound compression transformation of the recorded music industry, video streaming transformation of television programming, 3 D holography and hologram transformation of live concerts, multimedia, augmented reality (AR) and virtual reality (VR) transformation of museum audience engagement, and eSports transformation of video game industry participation and audience engagement. We also note the creative destructive impacts on non-digitized (analog) elements of some of these industries and identify transformational trends shaping the futures of these industries.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.