
AI and the Screen Entertainment Industries
AI and the Screen Entertainment Industries offers a comprehensive exploration and critical analysis of the rapid integration of AI tools within the entertainment sector. Author Angus Finney adopts a value-chain and project-management perspective to examine AIās transformative role in reshaping creativity, governance, and decision-making.
The book delves into AIās impact on development, production, sales, distribution, and marketing, while expanding its focus beyond feature films to include animation, documentaries, games, television drama, and short-form content. Part I introduces the history of AI, the āSeven Asā framework, and the contemporary screen value chain, laying the conceptual groundwork. Part II analyses AIās influence on each major link in the value chain, and Part III features detailed case studies of Hat Trick, MrBeast, and the BBC, illustrating these dynamics within real-world organisations and creative cultures. Part IV charts AI adoption across key territories, and finally, Part V addresses regulation, governance, and future directions, emphasizing the policies and decisions required to preserve authenticity and diverse storytelling in an AI-driven landscape.
Whilst most ideal for undergraduate and graduate students in technical and applied film and television courses, this book also serves as a practical resource for industry professionals.
Additional online teaching materials include an instructorās manual and a test-bank of questions to support in-class discussions.
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Description
AI and the Screen Entertainment Industries offers a comprehensive exploration and critical analysis of the rapid integration of AI tools within the entertainment sector. Author Angus Finney adopts a value-chain and project-management perspective to examine AIās transformative role in reshaping creativity, governance, and decision-making.
The book delves into AIās impact on development, production, sales, distribution, and marketing, while expanding its focus beyond feature films to include animation, documentaries, games, television drama, and short-form content. Part I introduces the history of AI, the āSeven Asā framework, and the contemporary screen value chain, laying the conceptual groundwork. Part II analyses AIās influence on each major link in the value chain, and Part III features detailed case studies of Hat Trick, MrBeast, and the BBC, illustrating these dynamics within real-world organisations and creative cultures. Part IV charts AI adoption across key territories, and finally, Part V addresses regulation, governance, and future directions, emphasizing the policies and decisions required to preserve authenticity and diverse storytelling in an AI-driven landscape.
Whilst most ideal for undergraduate and graduate students in technical and applied film and television courses, this book also serves as a practical resource for industry professionals.
Additional online teaching materials include an instructorās manual and a test-bank of questions to support in-class discussions.

