Abstract: Digital media, such as computers and cellular phones, have undergone a period of accelerated development since the second half of the 19th century, with the general public becoming increasingly immersed in the new media age. In the digital age, there has been a significant increase in the variety, scope and speed of mass communication, facilitated by a wider variety of technologies. The accessibility of information has also increased, especially compared to the era of traditional media. Entertainment as a component of communication has proliferated in many ways and has become a ubiquitous aspect of public life. However, in the context of contemporary society, the prevalence of pan-entertainment has given rise to the phenomenon of pan-entertainment, whereby almost every aspect of life is regarded as forms of entertainment, deserving social attention. This paper discusses the phenomenon of pan-entertainment in the context of the new media era, combining theory and case study. Using the example of comedian Li Haoshi (HOUSE) and his fans, the paper explores the role of media and capital, technological development, and social demand in the emergence of this phenomenon. Finally, the paper argues that while entertainment is positive, the public must be alert to its potential harm to aesthetics, spirituality and values. To this end, the paper suggests measures at the educational, law and platform levels.
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