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=== Obsolescence === [[File:Crystal radio advertisement.png|thumb|Magazine advertisement for [[crystal radio]] (1922)]] [[File:TV-Turm Almaty - 3.jpg|thumb|[[Almaty Tower|Television tower]] in [[Almaty]], Kazakhstan (constructed 1983)]]In the 1940s, radio was the electronic medium for family entertainment and information.<ref>{{cite book|last=Garratt|first=G.R.M.|title=The early history of radio: from Faraday to Marconi|year=1994|publisher=Institution of Electrical Engineers, in association with the Science Museum|location=London|isbn=978-0-85296-845-1}}</ref><ref>{{cite book|title=Radio reader: essays in the cultural history of radio|year=2002|publisher=Routledge|location=New York|isbn=978-0-415-92820-5|editor1=Hilmes, Michele |editor2=Loviglio, Jason }}</ref><ref>{{cite book|last=Cox|first=Jim|title=The great radio sitcoms|year=2007|publisher=McFarland & Co|location=Jefferson, NC|isbn=978-0-7864-3146-5}}</ref> In the 1950s, it was television that was the new medium and it rapidly became global, bringing visual entertainment, first in black and white, then in colour, to the world.<ref>{{cite book|last=Spigel|first=Lynn|title=Make room for TV: television and the family ideal in postwar America|url=https://archive.org/details/makeroomfortv00lynn|url-access=registration|year=1992|publisher=University of Chicago Press|location=Chicago|isbn=978-0-226-76966-0}}</ref> By the 1970s, [[history of video games|games]] could be played electronically, then [[Handheld video game|hand-held]] devices provided mobile entertainment, and by the last decade of the 20th century, via [[online game|networked play]]. In combination with products from the entertainment industry, all the traditional forms of entertainment became available personally. People could not only select an entertainment product such as a piece of music, film or game, they could choose the time and place to use it. The "proliferation of portable media players and the emphasis on the computer as a site for film consumption" together have significantly changed how audiences encounter films.<ref name=Tryon>{{cite book|last=Tryon|first=Chuck|title=Reinventing Cinema: Movies in the Age of Media Convergence|year=2009|publisher=Rutgers University Press|pages=6, 9|isbn=978-0-8135-4546-2}}</ref> One of the most notable consequences of the rise of electronic entertainment has been the rapid [[obsolescence]] of the various recording and storage methods. As an example of speed of change driven by electronic media, over the course of one generation, television as a medium for receiving standardised entertainment products went from unknown, to novel, to ubiquitous and finally to superseded.<ref>{{cite book|title=Television after TV: Essays on a Medium in Transition|year=2004|publisher=Duke University Press|isbn=978-0-8223-3383-8|editor1=Spigel, Lynn |editor2=Olsson, Jan }}</ref> One estimate was that by 2011 over 30 per cent of households in the US would own a [[Wii]] console, "about the same percentage that owned a television in 1953".<ref>{{cite book|last=Cogburn|first=Jon|title=Philosophy Through Video Games|year=2002|publisher=Routledge|location=New York|isbn=978-0-415-98857-5|page=i|author2=Silcox, Mark}}</ref> Some expected that halfway through the second decade of the 21st century, online entertainment would have completely replaced television{{snd}}which did not happen. The so-called "[[digital revolution]]" has produced an increasingly transnational marketplace that has caused difficulties for governments, business, industries, and individuals, as they all try to keep up.<ref>{{cite book|last=Doyle|first=Gillian|title=Media Ownership: The Economics and Politics of Convergence and Concentration in the UK and European Media|year=2002|publisher=Sage|type=Google eBook|isbn=978-0-7619-6680-7}}</ref><ref>{{cite journal|last=Ellis|first=John|title=Scheduling: the last creative act in television?|journal=Media, Culture & Society|date=January 2000|volume=22|series=Bournemouth University/Large Door Productions|issue=1|pages=25β38|doi=10.1177/016344300022001002|s2cid=143788028}}</ref><ref>For example, in the UK: {{cite news|last=Tryhorn|first=Chris|title=Government thinktank to tackle media convergence issues|url=http://www.dbcde.gov.au/digital_economy/convergence_review|newspaper=The Guardian|access-date=22 November 2012|date=21 December 2007|url-status=dead|archive-url=https://web.archive.org/web/20121121120032/http://www.dbcde.gov.au/digital_economy/convergence_review|archive-date=21 November 2012}}</ref><ref>And for example, in Australia: {{cite web|title=Convergence Review|url=http://www.dbcde.gov.au/digital_economy/convergence_review|date=30 April 2012|publisher=Australian Government: Department of Broadband, Communications and the Digital Economy|access-date=23 November 2012|url-status=dead|archive-url=https://web.archive.org/web/20121121120032/http://www.dbcde.gov.au/digital_economy/convergence_review|archive-date=21 November 2012}}</ref> Even the sports stadium of the future will increasingly compete with television viewing "...in terms of comfort, safety and the constant flow of audio-visual information and entertainment available."{{sfnp|Sheard|2001|p=49}} Other flow on effects of the shift are likely to include those on public architecture such as hospitals and nursing homes, where television, regarded as an essential entertainment service for patients and residents, will need to be replaced by access to the internet. At the same time, the ongoing need for entertainers as "professional engagers" shows the continuity of traditional entertainment.<ref>{{cite news|last=Power|first=Julie|title=Laughter and music better than drugs for dementia patients|url=http://www.smh.com.au/national/health/laughter-and-music-better-than-drugs-for-dementia-patients-20130802-2r4w9.html|access-date=3 August 2013|newspaper=[[The Sydney Morning Herald]]|date=3 August 2013|archive-date=4 August 2013|archive-url=https://web.archive.org/web/20130804211458/http://www.smh.com.au/national/health/laughter-and-music-better-than-drugs-for-dementia-patients-20130802-2r4w9.html|url-status=live}}</ref>
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