Abstract
People consume digital media in many ways, for various purposes. Some use it to organize resources, access information, or communicate with each other, as discussed in Chapter 6. Apart from these productivity-oriented objectives, others use digital media for enjoyment, amusement, or entertainment. They play video games or have fun with entertainment apps (a new breed of application category that has flourished on smartphones and tablet computers aiming at an engaging and enjoyable experience rather than competitive, goal-specific gaming pleasure). No matter how a piece of digital entertainment engages its players, whether in relaxing or exciting mode, animated phenomena are prominent and pervasive in their corresponding digital environments. This chapter looks at these emerging phenomena of liveliness.
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© 2013 Kenny K. N. Chow
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Chow, K.K.N. (2013). Digital Entertainment. In: Animation, Embodiment, and Digital Media. Palgrave Macmillan, London. https://doi.org/10.1057/9781137283085_7
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DOI: https://doi.org/10.1057/9781137283085_7
Publisher Name: Palgrave Macmillan, London
Print ISBN: 978-1-349-44888-3
Online ISBN: 978-1-137-28308-5
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