A Quote by Reed Hastings

Interactivity is a big part of video games, which have been a big part of entertainment for 20 years. That's what we think of as a 'lean-forward' type of entertainment. It's much more intense. But TV is more of a 'lean-back' entertainment - so the big improvement there is on-demand, because it conforms to your schedule.
I think the reason why video games are more popular as entertainment in difficult economies is that the cost per hour of video games is lower than any other form of entertainment.
I just think that a much more important part of the problem we face, which was evident 10 years ago and is even more evident now, is that the way we share information among ourselves as American citizens has been radically transformed. The line between news and entertainment has almost dissolved, where ratings now have a big impact on what kinds of stories are covered and not stories.
In fact, entertainment has taken the place of celebration in the present world. But entertainment is quite different from celebration; entertainment and celebration are never the same. In celebration you are a participant; in entertainment you are only a spectator. In entertainment you watch others playing for you. So while celebration is active, entertainment is passive. In celebration you dance, while in entertainment you watch someone dancing, for which you pay him.
The government is already involved from an entertainment standpoint. I mean, they regulate a large part of our entertainment. What we're trying to do as an industry is be proactive and drive it much more positively, much more effectively, than the government can, and that's what the ESA is all about[....]We think we're doing a pretty effective job, and certainly from an Nintendo perspective, we think the ESA is the way to go.
I'm so excited and honored to be part of 'Entertainment Tonight!' 'E.T.' was the show that started all the entertainment news, so I couldn't be more thrilled.
A lot of, a big problems that people have nowadays is that they can't stand moments of no stimulation in their life so they're constantly lurking, looking for entertainment, video games.
When we started EA in 1982, our goal was to make games as big a media as visual entertainment or movies. That was how big we dreamed at the time.
I think the novel is at one end of the art-entertainment continuum - the play in the middle - while TV and cinema veer a bit more towards entertainment.
Entertainment is a big part of MMA and it is unique.
I grew up listening to everything. And rock and roll has always been a big, big part of it - as big a part of what I do as any other type of music.
A platform is the base from which something big happens. In our case, we're an entertainment platform in the sense that there are people signing up like MTV, Burberry, folks like Taylor Swift and Justin Bieber. And why? Because it's their channel to control their entertainment to their fans.
Games have gotten so big and interesting that they've moved beyond the toy/entertainment space. It's not just a diversion from their regular lives; for a lot of people, it becomes an important part of their lives.
Convenient though it would be if it were true, Mozilla [Netscape 1.0] is not big because it's full of useless crap. Mozilla is big because your needs are big. Your needs are big because the Internet is big. There are lots of small, lean web browsers out there that, incidentally, do almost nothing useful. But being a shining jewel of perfection was not a goal when we wrote Mozilla.
I'm a chick, I love clothes, and I'm also in the entertainment industry, so I've done a lot of photo shoots, video shoots, red carpets. So I learned very quickly that fashion is going to be and will be a big part of what I do.
I think there's often a negative associated with being passionate or geeky about entertainment, but for me, entertainment has always been a greater, psychological escape, so I think it's unfortunate when others don't appreciate the depth of passion entertainment offers.
I like to lean on making wrestling the most believable, realistic form of entertainment as possible for the most part.
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