How is entertainment developing in modern society? Is it restricted to certain groups over others in terms of formulation and delivery? What are the significant improvements witnessed over the years? How valuable is this cash cow business? Are there corporations seeking to shape it on account of particular individuals indirectly? Who is the primary target audience for this kind of manipulation? What kind of social incidents are faced in communities as a result?
Entertainment suggests the assimilation of the audience’s ideologies to different groups’ doctrines
Entertainment comes in various forms of leisure activities, mostly restricted to the use of technology nowadays. According to statistics, the industry market value is worth $2.1 trillion as of 2019. From music to sport to internet to movies to gaming, each has a particular type of impact on the lives of their respected creators and audience. Given that humans have the need for daily downtime, usually every few hours, depending on the level of effort, this need required the utilization of these kinds of entertainment. This industry is well known to be an epitome of competition, given its productive commercial nature. Yet, this ongoing heated race, where barriers to entry are not very high, allowing for numerous new entrants to the market constantly, the industry retains a unique trait that is known as the strong bargaining power of the consumer. The end product and result of this competition may not be as beneficial to the social mentality and assimilated behavior of the audience, given the unique leisure policies pursued. With continuous research on the external environment and ways to attract the most significant number of audience, entertainment companies’ means mostly follow social trends.
According to simulation on the entertainment of the 21st century, content used is continuously developing to target the subliminal thoughts of the audience. This method is known as being the modern and intelligent way of instilling the main idea, at the same time retaining them as a regular customer. The impact, depending on the way the message is transmitted, directly affects the thought, impulse, and behavior of the human, with varying perceptions as per the type of entertainment used. According to historical evolution in human thought, thirty years ago people had a certain way of thinking more sophisticated a particular group of thought, as explained in “Principles and Politics,” relative to principles and the importance of maintaining cultural integrity on account of social development, quite different from the general norm of thinking in the last ten years.
Film-based entertainment has a significant influence on a human’s way of thinking
Movies are usually the primary medium that delivers indirect partial messages of political goals according to the views of the benefactors and producers. The representation of certain characters away from social or cultural standards is most often done for altering moral or immoral norms found in society. According to simulation on the principles of society and movies, cinematography agencies are increasingly empowering a change of standards graphically identified in movies pushing for political adaptation to social callings. As explained in “The purity of women’s rights and Growth of the population are under risk from socio-political interferences,” directors lately have been driving the shift to women leading characters stronger and more appreciated in different synopses than men to the extent that actors are claiming sexual discrimination encountered simply because of the male gene. Yet, the gender pay gap remains an outstanding issue. As much as movies have been fun during downtimes, they are also considered today’s contort educational material. As explained in “Elimination Distortion by Empowering Precise History and Accurate Education 188.8.131.52,” education nowadays in whichever form is being utilized as a political weapon of mass distortion, especially within history books, to twist specific ideas and traits from being displayed appropriately.
The critical impact of virtual games on children and adults yields considerable mental ramifications
Virtual games are a general topic discussed frequently by organizations regarding their impact on young adolescents. Yet, little was it discussed regarding its effects on more advanced age groups. Years ago, when games were restricted on gaming consoles, the dominant age group was adolescents. As these consoles became more sophisticated, with the benefit of the internet and network connectivity to playing with a multitude of diverse people at the same time, age groups expanded to include young adults as well. As time developed where games were accessed through portable devices, the target cohort expanded to include almost all types of age groups, from toddlers to older adults. The relationship between game development and age portrays a vicious business strategy used by corporations to target pocket wealthy individuals willing to pay for fun. This strategy was designed after thorough recurrent trials and errors, only to finally become yielding through a foot-in-door phenomenon. This technique refers to a marketer’s approach of simply putting their foot in the door of a potential customer through a small and straightforward request, where, if succeeded, can lead to other requests.
There is a positive correlation between age and money, given the different stages in life and money-making during professional years. Given that profiting is a business’s main objective, this correlation was a reason for another kind of relationship between age and gaming that developed in the last seven years. Apps, on smartphones that nearly all age groups use, are being more successful than other kinds of gaming systems or platforms. Pocket wealthy individuals with the will and potential to spend money online in return for “added-fun” became the primary audience in this sort of system. This age group does not mind mature content, including profanity, sex, and gore that producers use to maintain affinity. This matter is also seen through recent superhero movies and TV series, which once were primarily targeted for young individuals because of its fantasy nature, making a full switch in the last years to attract the more financially liquid and recognizing adults. The distribution of online spenders on leisure and entertainment lies mostly between young to middle-aged adults with whom use their own savings and money. Adolescents from affluent families that spend per the teenager’s will is another target group, yet more limited than the others.
Mobile gaming apps evolved from pay-to-install to free-to-install but pay for added fun, given the security risks and external system manipulation encountered in paying to install. Paying for added fun turned out to be the most liquid method of operations in terms of marketing and user retention. Extensive research and development procedures are continuously performed by companies in the gaming industry to bring forth the most desired product for the user’s reservation. There are three different phases that users go through, observed mainly through system screen time, to understand whether a particular user has reached the right phase for marketing purposes. The first phase is interest and trial, the first time the individual accesses the game to check it out, where the screen time is usually 1-2 hours per day. The second phase is acceptance and usage, whereby the user encounters more screen time per day on the game, often 3-5 hours per day is observed. The third phase is addiction, where a user becomes a heavy user of the game, even if they have other academic or professional responsibilities; the screen time here is 6+ hours per day. According to simulation on the history of games development, games put their foot in the door of their audience with free installation and access, but limited in terms of more advanced features, which is what a gamer desires most after the phase of addiction.
The race between entities in developing more advanced portable games and systems increases the competition and hence the need for financing. According to senior executives of unpopular gaming softwares, their main source of income is third-party advertisements that install cookies and possibly invade users’ privacy to present the most relative type of ad in response to the age group and social positioning of the individual. Lately, this data mining and pattern finding softwares advanced to the extent that the system understands if a young person is playing the game or an older one. This is understood through the frequency of usage, gaming intelligence, strategy, and comprehension of winning protocols. For example, in war games, a younger individual would be more quick-going, often committing strategic errors, or paying to win through advancing in features. However, older players would be more inclined to play intelligently by comprehending the protocols of winning. This kind of system identification requires a period of testing on the type and age of users, hence the mandatory registration to the system and access through personal social media where age and gender are very important fields. According to statistics, popular mobile games retain around 2.2 billion active gamers around the world, accounting for approximately 43% of people owning a smartphone.
Aggression video games are a direct interruption to the sensitivity and mental sustenance of individuals
Violence games have the highest impact on individuals in terms of impulses. According to a survey on addicts of aggressive games, sensitivity to aggression and death decreases over time with increased usage and addiction. The incidents in the USA, the developed country with the highest violence-based entertainment per population, where armed adolescents shoot up schools and crowded places with deadly weapons without flinching as a response to bullying and household unrest were a result of the commonality of violence. Their ability to quickly reach and acquire deadly weapons without restriction, and the normality of its usage, is highly concerning to the social community as a whole. The main attribute is relevant to desensitivity and aggressive behavior, which was thoroughly analyzed by health organizations and researchers. However, the focus on adult age groups’ response to violent games was also not thoroughly investigated.
According to a simulation on adult addicts to violent games, on top of desensitivity, anxiety, and aggressive impulses, their appropriation of life and death becomes mere normality where “respawning,” as what few addicts put it, is possible and swift. In violent multiplayer games, players die and respawn quickly. According to patients of violence and aggressive behavior at mental institutions, this issue created an acquaintance that death is not the end to the extent that it is considered a success to cause it to the others while remaining standing. However, it does not end here. Remaining standing is also not vital, as displayed through the games and shown by regression experiments, given the privilege of “respawning back with full power.”
Addicted adults who find violent games entertaining also have trouble socializing with different groups of people. According to simulation on the relationship between games-addicted adults and the community, those adults’ levels of tolerance to social cues decrease over time to the extent that any interaction makes them unhinged and any inappropriate or less than average behavior displayed by people makes them frustrated and a danger to the others. According to research on the users of popular aggressive games, whenever Internet connectivity weakens, or someone interrupts their game, they get disproportionally enraged and react according to their physical impulse and not their mental logic or reasoning, usually leading to disproportional outcomes. Children tend to throw a tantrum and cry while adolescents and young adults tend to use their physical strength, all in order to go back under the “violent gaming sedation.” According to a story in 2019, two brothers who are also fathers of two sons got into physical conflict after a prank gone wrong to the extent that one killed the other, rendering one child an orphan and the other a son of a criminal. This event will reflect on the children’s way of life, according to a post-evaluation by the homicide’s psychologist. When reviewing this killer’s lifestyle, he is a violent-game player.
Mentally immature adults emulating their life according to fantasy characters for social integration purposes
In certain times and conditions, addicts imitate their preferred gaming character. They are well known in conventions such as Comic-Con, where people are doing it as a social gathering; yet, individuals who are strictly addicted tend to commit this imitation for more extended periods. The emulation mentally immature adults appropriate from virtual games puts them under a unique type of mental sedation far from social standards only to simulate a popular character liked by people, yet irrelevant to reality.
When interviewing psychologists that have patients with similar complexes, they state that it protects their mental wellbeing to be similar or assimilate to a specific character or group that may socially accept their flaws without society’s criteria or prerequisites. Society has shackled people according to what companies and organizations want politically and economically. As explained in “Modern Day Parenting and Familial Traditions are at Risk from Technological Reliance,” foreign groups are creating experimental games appropriated by children that ultimately lead to catastrophic outcomes, such as the Blue Whale. This encounter does not only represent children, but also adults. Not only do we need to attend to our children’s usage of entertainment, but ourselves as well.