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'''Online social entertainment''' blends entertaining interactive functionality and content including live video streaming, video chat communications, multi-player gaming, music and videos streaming, with ] such as social graph management, ], ], ratings, and ] options. It is the foundation for a more immersive, interactive, enriching and engaging content consumption experience through social channels.<ref>{{cite news|last=Card |first=David |url=http://gigaom.com/2011/05/10/how-traditional-entertainment-can-use-social-media/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+gigaomnetwork+(GigaOM%3A+All+Channels) |title=How Traditional Entertainment Can Use Social Media |publisher=GigaOm |date=2011-05-11 |accessdate=2011-06-19}}</ref> Social entertainment is distinct from ] in that the former is based fundamentally on immersive engaging experiences with functionality, content and people, while the latter is based primarily on building and maintaining relationships with other users. Typically, social entertainment is defined by the individual sites dedicated to a particular type of entertainment experience incorporating basic social networking services.
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Within the realm of social entertainment, online content is tightly intertwined with social features. These interactions around the content create a highly personalized experience for users which, in turn, drives a virtuous cycle of ongoing consumer ] for service providers. In this sense, social entertainment refines the paradigm established by social networks, in which interactions with others are central and reasons for interacting with them are secondary.<ref name="IDC">{{cite news|url=http://seanpercival.s3.amazonaws.com/blog/wp-content/uploads/IDC-Social-Entertainment.pdf |title=Social Entertainment 2.0: What Is It, and Why Is It Important? |publisher=IDC Analyst Group |date=2011-05-01 |accessdate=2011-06-19}}</ref>
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== Types of Online Social Entertainment Services ==
A social entertainment service is an ], ] or ] which links back to ] to help connect users and has begun to facilitate audience acquisition. While these websites may not yet be recognized as entertainment companies, they are leading the way in terms of adding value to the ] experience of entertainment online. The majority of users polled in both the UK and US felt that ] provide better value than music, gaming and television companies alone.<ref name="Edelman">{{cite news|last=Mackay |first=Luke |url=http://www.edelmandigital.com/2010/05/20/social-networks-become-social-entertainment/ |title=Social Networks Become Social Entertainment |publisher=Edelman Digital |date=2010-05-20 |accessdate=2011-06-19}}</ref> Due to this shift in audience interaction, traditional media companies are acquiring social components to stay competitive.<ref name="Global">{{cite news|last=Moss |first=Tom |url=http://www.slideshare.net/Tomtrendstream/welcome-to-social-entertainment-annual-report-2011 |title=Annual Report 2011: Welcome to Social Entertainment |publisher=Global Web Index |date=2011-05-01 |accessdate=2011-06-19}}</ref>

The main types of services offering social entertainment are split into two categories, Live Platforms and Packaged Internet Platforms. The main differentiating factor between these categories is that one offers their experience through an exclusive real-time online experience and the latter has broadened the user experience by the inclusion of mobile platforms.

=== Live platforms ===
These services may also create a ]{{dn}} experience that is fundamental to a dynamic ] social environment. The level of audience interaction with a ] or social graphic continues to make an impact on the entertainment in which these audiences partake.<ref name="Global"/> Some examples for this type of online social entertainment service is ], ],<ref>{{cite news|url=http://investing.businessweek.com/research/stocks/private/snapshot.asp?privcapId=37221562 |title=Woo Media, Inc.: Company Overview |publisher=Bloomberg Businessweek |date=2011-04-19 |accessdate=2011-06-19}}</ref> ],<ref>{{cite news|last=Michaels |first=Phillip |url=http://www.macworld.com/article/154418/2010/09/imvu.html |title=Social entertainment network IMVU launches Mac client |publisher=MacWorld |date=2010-09-29 |accessdate=2011-06-19}}</ref> and ].<ref>{{cite news|last=Ashby |first=Alicia |url=http://www.engagedigital.com/blog/2009/05/14/hi5-finding-realtime-social-entertainment-a-success/ |title=Hi5 Finding Real-Time Social Entertainment A Success |publisher=Engage Digital |date=2009-05-14 |accessdate=2011-06-19}}</ref>

=== Packaged Internet platforms ===
A hallmark of social entertainment is that it can also be accessible across connected ] platforms. Social entertainment providers who prioritize development of mobile applications for a range ] (] and ] in particular) and display sizes will be best equipped to meet user expectations of anywhere, anytime access and to exceed expectations of a deep, rich content experience.<ref name="IDC"/> Examples of these packaged social entertainment platforms are ] <ref>{{cite news|last=Hardawar |first=Devindra |url=http://venturebeat.com/2010/10/27/myspace-now-myspace-with-new-social-entertainment-focus-for-a-young-crowd/ |title=MySpace steps out of Facebook's shadow with "social entertainment" redesign |publisher=VentureBeat |date=2010-10-27 |accessdate=2011-06-19}}</ref> and ].<ref>{{cite news|last=Shashank |url=http://fastgush.com/socialmedia/social-entertainment-site-flixster-bought-by-warner-bros.html |title=Social Entertainment Site Flixster Bought By Warner Bros. |publisher=FastGush |date=2011-05-04 |accessdate=2011-06-19}}</ref>

== History ==
The evolution of the ] social entertainment experience is ongoing, and the ] span a wide variety of content types and genres and a diverse array of social experiences.

As an evolution of ] online, social entertainment websites have grown exponentially. In 2010, Edelman released a study revealing that seventy-three percent of 18-24 year olds in the US and 61 percent in the UK see social networks as a form of entertainment. Fifty percent (US) and 56 percent (UK) of respondents aged 35–49 also consider ] to be a main source of ].<ref name="Edelman"/>

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