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John Morales
Professor Rodrick
English 115
In the year 2016 the entertainment and media market were valued at 630.71 billion U.S.
dollars becoming the tenth-place industry that drives the United States economy. This industry
has become a power house to the United States economy, proving that more people are spending
money on their media outlets than automobiles or the real estate industry. Countless statistics
prove that the entertainment industry has grown to an immense size and has not only affected the
US economy but as how we live our daily lives, and the reason why? Technology. Every 9 out of
10 Americans use the internet, 118.4 million homes in the United States have television access,
150 million Americans are known to play video games, a whopping 77% of Americans have a
smart phone, all these statistics from the Pew research center prove that most of our society
today is now exposed to technology. Its hard today in our day and age to not be involved or
exposed to the entertainment industry when on many of our technological devices the industry is
exposing us to their content, this then affects our personal identities. Merriam-Webster defines
identity as the condition of being the same with something described or asserted, when we are
exposed to many mediums of the entertainment industry a certain part of it will stay in our
minds, converting to what I think becomes ones own identity and how they define themselves.
The entertainment industry plays a major factor in the structure of a persons identity due to our
The entertainment industry is a big multi-business industry that is hard to not be exposed
to in this century, but the industry uses many form to allow people to access their medias. Big
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companies started to use the internet after the noticeable decline of cable television due to the
start of Netflix and other streaming medias. Netflix gets rid of commercials and all the episodes
are available for the user to watch, this made it more accessible and beneficial than cable tv.
However, both medias expose people to the art of television production and major motion
picture. These outlets allow people to watch tv shows and movies and connect to them in their
own personal way. Back when television was the new source of entertainment, new ideas started
to come around and consumers grew attached. They grew attached to television shows, their
characters, ideas from the show that soon translated into the way they talked, act with one
another, or even what life choices they would choose. Many of those aspects stick with us today,
with pop culture, major tv shows and cult classics. Many of us are caught quoting our own
favorite line from a tv show character or taking their ideas and making it them our own. Now
new platforms like YouTube, which has been around since 2005, have recently become a major
source of media and entertainment for many people using the internet. Since humans are more
enticed to watch shorter 10 minute videos than 30-minute-long show times with commercial
breaks in between, this entices more people to spend their time on YouTube than watching
television. This has given us another change in culture; most tv show stars portray characters that
dont address their fans directly, YouTube allows fans to be completely in contact with
YouTubers. Popular YouTubers have each their own distinct charisma that draw in their own
personal fanbase, creating their own style and speech. Many people from these fanbases are
likely to have a connection with the youtuber and will take certain parts from them within
themselves.
The entertainment industry has another type of medium that changes identity and that is
gaming. The advancement of technology has allowed the creation of computers to be developed
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and later down the line the creation of the first video game system was created. In the beginning
not much created a connection between people and video games but as time advances so does
technology. When technology advanced enough, characters in games could talk more, speak, and
even move realistically, and this is when I believe people became invested. Video game creators
had more freedom as technology became more advanced allowing them to tell a story in a more
intricate and emotional way. This is when these games made for entertainment were affecting
peoples identities. People get connected to video game characters, to its story and it setting and
much like television shows, they start quoting from it too. They take from these stories and make
It a part of themselves, they could connect to character in the game. When the introduction of
online gaming came into mainstream media so did online characters and online personas. People
could be invested in the way their character looks, talks, walks, etc. Putting a piece of their own
When it comes to entertainment radio has brought personal emotion and stylistic talent
through music to its listeners. Music is one of the oldest platforms that we still have today that
connects its audience to a group or person. It is easier to listen to the radio now since many radio
stations are partnered with radio streaming apps. Many radio stations are hosted through the
internet making it more accessible to everyone with a working internet connection. Radio
stations play top artists songs for their listeners depending on what genre the station is. When
you listen to an artists piece of music you are listening to their own emotions, thoughts, and
personalities, and through this the listener connects with them. The music is a public door to their
personal identity and from that you take a part of it too. When you hear a verse, you can relate
too or have some connection to, you automatically memorize it. It is these trivial things that take
Our own identities are molded by the things around us, the things we associate ourselves
with and how we connect to those ideas. We are constantly expose to the entertainment industry
through our smartphones with working internet stability, through our computer were its more
accessible to access the internet and its vast abundance of resources, through our televisions
where pictures are becoming so clear that it looks like you are staring at another place in the real
our personal identities. We are experiencing a cultural shift, a new era, something that has never
been experienced before so its only natural to know, that our identities are shaped by the things
Bibliography
Eklund, and Roman. Do Adolescent Gamers Make Friends Offline? Identity and Friendship
Formation in School. Computers in Human Behavior, vol. 73, 2017, pp. 284289.
This article is a data oriented research article that recognizes the shift in cultural changes
and how differently people, and the topic of this article adolescents, make friends through
the internet and off. It mentions that there has been constant research on how adolescents
make friends online but little to none on how this affects their social life outside of
games. Previous studies have shown that similar cultural interest affect social interaction
and they hypothesis that games will befriend other gamers in real life. The study was
conducted in Sweden and had a sample of 10th graders around of 16-17 years of age. The
research showed that gamers preferred to be friends with other gamers in the school.
Josef Nguyen. Performing as Video Game Players in Let Plays. Transformative Works and
Cultures, vol. 22, 2016. Transformative Works and Cultures, 21 September 2016, Vol.22.
This article is a argumentized article on how lets play show the nature of video game
players and how they publicize their performances on the internet for their fanbases.
Article goes on to show varies samples of lets plays as well as defining the term and
describes each video shown. Addresses that lets plays are different from gameplay
since video creators often have their own reactions and interact with their fanbase.
Concludes that normalizing video games for all audiences, finds ways to emphasize their
'everydayness' in contemporary media culture as well as letting fan bases interact with
each other and sharing each other opinions on a video or outside source.
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O'Connor, Erin L., et al. "Sense of Community, Social Identity and Social Support among
Analysis." Journal of Community & Applied Social Psychology, vol. 25, no. 6,
Article is an informational study that goes into detail of the world of MMOs (Massive
Multiplayer Online) games and how their virtual world increases or decreases their social
Playing Game) called World of Warcraft. The results from the studies showed that the
users in a MMO environment show social interaction within the game with better positive
behavior. Some online gamers even providing emotional support to other players.
Concluding that these online communities built within these virtual worlds have a