Internet Home Intertainment

Case Study
On
Internet Home Entertainment

Anthony Williams
Webster University

Abstract

This case study will detail some of the emerging advances in home entertainment specifically those available over the Internet. I will review some of the older trends of online entertainment including online gaming available via personal computer and gaming consoles. I will also introduce some of the newer trends including media players and Internet-ready DVD and Blu-Ray players as well as Internet-ready televisions. Lastly, I will describe some of the online services and applications available.

As I was growing up as an adolescent in the early to mid-1970’s, the term “home entertainment” usually meant two things in my family; over-the-air television or board games. As I entered my teenage years in the late 1970’s, my family was finally able to afford cable televisions and we went from having only 6 channels to having well over 30 plus. In fact, with the inauguration of the domestic cable-satellite distribution system television underwent a dramatic transformation evolving from a system dominated by national networks to the broadband distribution system we have today. (Parsons, 2009)During the same period the first gaming consoles such as Atari were becoming available offering kids and adults other options for home entertainment. While not exactly earth shattering in their performance by today’s standards, they were revolutionary none the less.
The advent of the personal computer (PC) to many homes during the decade of the 1990’s ushered in new avenues for recreational funs via computer games. Initially most of these games were simplistic in nature with primitive graphics and challenges. Over time the graphics improved and the skill level required to play such games became more difficult to obtain. The explosion of the World Wide Web, or Internet, in the mid to late-1990’s brought online gaming to the mainstream.
Gamers were now able to compete with other...