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A fandom is a subculture composed of fans characterized by a feeling of empathy and camaraderie with others who share a common interest. Fans typically are interested in even minor details of the object(s) of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices (a fandom); this is what differentiates "fannish" (fandom-affiliated) fans from those with only a casual interest. A fandom can grow around any area of human interest or activity. The subject of fan interest can be narrowly defined, focused on something like an individual celebrity, or more widely defined, encompassing entire hobbies, genres or fashions. While it is now used to apply to groups of people fascinated with any subject, the term has its roots in those with an enthusiastic appreciation for sports. Merriam-Webster's dictionary traces the usage of the term back as far as 1903.Fandom as a term can also be used in a broad sense to refer to the interconnected social networks of individual fandoms, many of which overlap. There are a number of large conventions that cater to fandom in this broad sense, catering to interests in film, comics, anime, television shows, cosplay, and the opportunity to buy and sell related merchandise. Annual conventions such as Comic Con International, Wondercon, Dragon Con and New York Comic Con are some of the more well known and highly attended events that cater to overlapping fandoms.
Entertainment is a form of activity that holds the attention and interest of an audience, or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience's attention. Although people's attention is held by different things, because individuals have different preferences in entertainment, most forms are recognisable and familiar. Storytelling, music, drama, dance, and different kinds of performance exist in all cultures, were supported in royal courts, developed into sophisticated forms and over time became available to all citizens. The process has been accelerated in modern times by an entertainment industry that records and sells entertainment products. Entertainment evolves and can be adapted to suit any scale, ranging from an individual who chooses a private entertainment from a now enormous array of pre-recorded products; to a banquet adapted for two; to any size or type of party, with appropriate music and dance; to performances intended for thousands; and even for a global audience. The experience of being entertained has come to be strongly associated with amusement, so that one common understanding of the idea is fun and laughter, although many entertainments have a serious purpose. This may be the case in the various forms of ceremony, celebration, religious festival, or satire for example. Hence, there is the possibility that what appears as entertainment may also be a means of achieving insight or intellectual growth. An important aspect of entertainment is the audience, which turns a private recreation or leisure activity into entertainment. The audience may have a passive role, as in the case of persons watching a play, opera, television show, or film; or the audience role may be active, as in the case of games, where the participant/audience roles may be routinely reversed. Entertainment can be public or private, involving formal, scripted performance, as in the case of theatre or concerts; or unscripted and spontaneous, as in the case of children's games. Most forms of entertainment have persisted over many centuries, evolving due to changes in culture, technology, and fashion for example with stage magic. Films and video games, for example, although they use newer media, continue to tell stories, present drama, and play music. Festivals devoted to music, film, or dance allow audiences to be entertained over a number of consecutive days. Some entertainment, such as public executions, are now illegal in most countries. Activities such as fencing or archery, once used in hunting or war, have become spectator sports. In the same way, other activities, such as cooking, have developed into performances among professionals, staged as global competitions and then broadcast for entertainment. What is entertainment for one group or individual may be regarded as work or an act of cruelty by another. The familiar forms of entertainment have the capacity to cross over different media and have demonstrated a seemingly unlimited potential for creative remix. This has ensured the continuity and longevity of many themes, images, and structures.
First announced during E3 2013, the Games with Gold program offers free Xbox 360 games to users who purchase Gold-level memberships for the Xbox Live. The program was extended to the new Xbox One console one year later.
&TV (And TV) is a Hindi language entertainment channel owned by Zee Entertainment Enterprises. Launched as a General Entertainment Channel from ZEEL group, it started broadcasting on 2 March 2015.
The (listen) is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners or readers. It is the only definite article in English. The is the most commonly used word in the English language, accounting for seven percent of all words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of either genders. The word can be used with both singular and plural nouns and with a noun that starts with any letter. This is different from many other languages which have different forms of the definite article for different genders or numbers.
Marvel Comics is the brand name and primary imprint of Marvel Worldwide Inc., formerly Marvel Publishing, Inc. and Marvel Comics Group, a publisher of American comic books and related media. In 2009, The Walt Disney Company acquired Marvel Entertainment, Marvel Worldwide's parent company. Marvel started in 1939 by Martin Goodman under a number of corporations and imprints but now known as Timely Comics, and by 1951 had generally become known as Atlas Comics. The Marvel era began in 1961, the year that the company launched The Fantastic Four and other superhero titles created by Stan Lee, Jack Kirby, Steve Ditko and many others. The Marvel brand, which had been used over the years, was solidified as the company's primary brand. Marvel counts among its characters such well-known superheroes as Spider-Man, Iron Man, Captain America, Thor, the Hulk, Wolverine, Black Panther, the Human Torch, Ant-Man, Wasp, Doctor Strange, Deadpool, Captain Marvel, Daredevil and the Punisher. Superhero teams exist such as the Avengers, the X-Men, the Fantastic Four and the Guardians of the Galaxy as well as supervillains including Doctor Doom, Magneto, Thanos, Ultron, Doctor Octopus, Green Goblin, Red Skull, Loki, Venom, Apocalypse, and Kingpin. Most of Marvel's fictional characters operate in a single reality known as the Marvel Universe, with most locations mirroring real-life places; many major characters are based in New York City. Additionally, Marvel has published Star Wars comics twice from 1977 to 1986 and again since 2015.
The personal pronoun you is the second-person personal pronoun, both singular and plural, and both nominative and oblique case in Modern English. The oblique (objective) form, you, functioned previously in the roles of both accusative and dative, as well as all instances following a preposition. The possessive forms of you are your (used before a noun) and yours (used in place of a noun). The reflexive forms are yourself (singular) and yourselves (plural).