Invenire Artifex.

The entertainment industry is a group of sub industries that produce different forms of entertainment that are distributed to the population around the world. The entertainment sub industries are in control for providing to the general public a wide range of amusement or enjoyment. Live entertainment consists in concerts, comedy performances, sporting events, and musical theatre performances. Music, art and the entertainment in general are rarely studied, but everyone has somehow been influenced by this topic in some form. Over the years the entertainment industry has grown tremendously, the substantial success of this topic has been influenced from the development of the digital entertainment industry, making significant changes on how these services, are distributed, affecting many aspects of people everyday life.

Most of these changes, were characterised form the different needs and expectations of audiences and consumers, making alterations to the entertainment organizations. A recent economy research about the expectation from the consumers on the modern-day has illustrated the expansion in demand of entertainment events.

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In recent years the interaction between professional figures like artists, producers, whose goal is always to create something new and revolutionary, has changed, in correlation of audiences and consumers expectation, leading the professional figures to make consumers participate actively and being part of this creative process. This procedure is called creative interaction and it is constantly evolving. Despite the process of producing new ideas and create something new seems to be clear, often the full creative process remains unknow and it could be very complex, because professional activities like writing, composing, filming and choreography takes place behind closed doors, and it requires the knowledge of different qualified professional figures together, to give new elements for the audience.

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There are two different types of audience involvement, the first is the active one, which are those who want to try out activities themselves participating actively in a community show. The second one is the passive one, and, is noted to be the majority one, and refers to consumers whose prefer to watch the show rather than take part of it. Successful music, art and cultural organizations engage with their audiences creating a sort of dialogue between professional teams and consumers, so that everyone involved would have a much better experience. The entertainment industry is divided in two main sectors, the commercial, and the no-profit. The no-profit are usually funded by local councils, department of culture, media and sport, where most of the money is coming from the public. Funders are often encouraging the public to take part in the artistic events because a research shown that the participation in these events improved health, well-being and social capital. (Walmsley. 2011 Key issues in the Arts and Entertainment Industry) The commercials one, are strictly connected with profit, they exist to make their owners and collaborators wealthy, maximising their financial gain. The UK event industry is worth 42.3 billion pounds, live music events rose by 12% in 2016.In 2017 in UK the live entertainment industry made 17 billion pounds, which around 2.1 billion came directly form live performances like concerts and the theatre, making it, one of the most successful year in this sector. There was also a rise of ticket sold globally by 20 percent. Despite the financial growth, promising investments and consequently, a growing demand for more live entertainment in this sector, most of the times the relationship between managers, artists and venues managers can be very difficult. Managers are an essential component of the artist career, (they are responsible) they are in control of contractual agreements with third parties, and many of the artist's business functions, included the financial progress. So that, the artist is free to concentrate on creative activities. The management agreement between them is very simple, but most of the times because of misunderstanding, or change of circumstances, lead managers due to an unethical and abusive business to threat unfairly their own client. (Barnet. Burris 2001 Controversies of the music industry )This is why an application that allows a fast and safe connection between the artists and the manager at the venues, could be the best solution to avoid any kind of conflicts regarding rules concerning the terms of contract , letting the artist feel free to do not worry about contractual agreements. A mobile application that connects local artists, musician, live venues and fans. There is an existing mobile application called GigTown, a revolutionary platform developed for independent musicians that allows from the casual fan to managers at music venues, to discover and book artists in San Diego, Los Angeles, New Orleans and Austin. It also offers to musician, a valid alternative on the market. Before making any investment regarding this sector, there are few risks to think about. Society is facing to a fast changing technology environment and somehow in the future live entertainment industry and artists could suffer from financial problems. The younger population, use internet to discover new music, most of the time using illegally methods and entirely for free. There are also an infinites numbers of applications that allows consumers to watch live-streaming all over the world. This could have a negative impact on live entertainment industry, as people have the chance to watch live-streaming concert for example.

Updated: May 19, 2021
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Invenire Artifex.. (2019, Dec 11). Retrieved from https://studymoose.com/invenire-artifex-example-essay

Invenire Artifex. essay
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