Psychology & Philosophy-
Entertainment can be distinguished from other activities such as education and marketing even though they have learned how to use the appeal of entertainment to achieve their different goals. The importance and impact of entertainment is recognised by scholars and its increasing sophistication has influenced practices in other fields such as museology.
Psychologists say the function of media entertainment is "the attainment of gratification". No other results or measurable benefit are usually expected from it (except perhaps the final score in a sporting entertainment). This is in contrast to education (which is designed with the purpose of developing understanding or helping people to learn) and marketing (which aims to encourage people to purchase commercial products). However, the distinctions become blurred when education seeks to be more "entertaining" and entertainment or marketing seek to be more "educational". Such mixtures are often known by the neologisms "edutainment" or "infotainment". The psychology of entertainment as well as of learning has been applied to all these fields. Some education-entertainment is a serious attempt to combine the best features of the two. Some people are entertained by others' pain or the idea of their unhappiness (schadenfreude).


An entertainment might go beyond gratification and produce some insight in its audience when it skilfully considers universal philosophical questions such as: "What is the meaning of life?"; "What does it mean to be human?"; "What is the right thing to do?"; or "How do I know what I know?". Questions such as these drive many narratives and dramas, whether they are presented in the form of a story, film, play, poem, book, dance, comic, or game. Dramatic examples include Shakespeare's influential play Hamlet, whose hero articulates these concerns in poetry; and films, such as The Matrix, which explores the nature of knowledge and was released world-wide. Novels give great scope for investigating these themes while they entertain their readers. An example of a creative work that considers philosophical questions so entertainingly that it has been presented in a very wide range of forms is The Hitchhiker's Guide to the Galaxy. Originally a radio comedy, this story became so popular that it has also appeared as a novel, film, television series, stage show, comic, audiobook, LP record,adventure game and online game, its ideas became popular references (see Phrases from The Hitchhiker's Guide to the Galaxy) and has been translated into many languages. Its themes encompass the meaning of life, as well as "the ethics of entertainment, artificial intelligence, multiple worlds, God, and philosophical method".

History-
The "ancient craft of communicating events and experiences, using words, images, sounds and gestures" by telling a story is not only the means by which people passed on their cultural values and traditions and history from one generation to another, it has been an important part of most forms of entertainment ever since the earliest times. Stories are still told in the early forms, for example, around a fire whilecamping, or when listening to the stories of another culture as a tourist. "The earliest storytelling sequences we possess, now of course, committed to writing, were undoubtedly originally a speaking from mouth to ear and their force as entertainment derived from the very same elements we today enjoy in films and novels."Storytelling is an activity that has evolved and developed "toward variety". Many entertainments, including storytelling but especially music and drama, remain familiar but have developed into a wide variety of form to suit a very wide range of personal preferences and cultural expression. Many types are blended or supported by other forms. For example, drama, stories and banqueting (or dining) are commonly enhanced by music; sport and games are incorporated into other activities to increase appeal. Some may have evolved from serious or necessary activities (such as running and jumping) into competition and then become entertainment. It is said, for example, that pole vaulting "may have originated in the Netherlands, where people used long poles to vault over wide canals rather than wear out their clogs walking miles to the nearest bridge. Others maintain that pole vaulting was used in warfare to vault over fortress walls during battle." The equipment for such sports has become increasingly sophisticated. Vaulting poles, for example, were originally made from woods such as ash, hickoryor hazel; in the 19th century bamboo was used and in the 21st century poles can be made of carbon fibre. Other activities, such as walking on stilts, are still seen incircus performances in the 21st century. Gladiatorial combats, also known as "gladiatorial games", popular during Roman times, provide a good example of an activity that is a combination of sport, punishment, and entertainment.
Relatively minor changes to the form and venue of an entertainment continue to come and go as they are affected by the period, fashion, culture, technology, and economics. For example, a story told in dramatic form can be presented in an open-air theatre, a music hall, a movie theatre, a multiplex, or as technological possibilities advanced, via a personal electronic device such as a tablet computer. Entertainment is provided for mass audiences in purpose-built structures such as a theatre, auditorium, or stadium. One of the most famous venues in the Western world, the Colosseum, "dedicated AD 80 with a hundred days of games, held fifty thousand spectators," and in it audiences "enjoyed "blood sport with the trappings of stage shows". Spectacles, competitions, races, and sports were once presented in this purpose-built arena as public entertainment. New stadia continue to be built to suit the ever more sophisticated requirements of global audiences.


Court entertainment-
Imperial and royal courts have provided training grounds and support for professional entertainers, with different cultures using palaces, castles and forts in different ways. In the Maya city states, for example, "spectacles often took place in large plazas in front of palaces; the crowds gathered either there or in designated places from which they could watch at a distance." Court entertainments also crossed cultures. For example, the durbar was introduced to India by the Mughals, and passed onto the British Empire, which then followed Indian tradition: "institutions, titles, customs, ceremonies by which a Maharaja or Nawab were installed... the exchange of official presents ... the order of precedence", for example, were "all inherited from ... the Emperors of Delhi". In Korea, the "court entertainment dance" was "originally performed in the palace for entertainment at court banquets."
Court entertainment often moved from being associated with the court to more general use among commoners. This was the case with "masked dance-dramas" in Korea, which "originated in conjunction with village shaman rituals and eventually became largely an entertainment form for commoners". Nautch dancers in the Mughal Empire performed in Indian courts and palaces. Another evolution, similar to that from courtly entertainment to common practice, was the transition from religious ritual to secular entertainment, such as happened during the Goryeo dynasty with the Narye festival. Originally "solely religious or ritualistic, a secular component was added at the conclusion". Former courtly entertainments, such as jousting, often also survived in children's games.
Court ceremonies, palace banquets and the spectacles associated with them, have been used not only to entertain but also to demonstrate wealth and power. Such events reinforce the relationship between ruler and ruled; between those with power and those without, serving to "dramatise the differences between ordinary families and that of the ruler".
Hong Kong handover ceremony in 1997, at which an array of entertainments (including a banquet, a parade, fireworks, a festival performance and an art spectacle) were put to the service of highlighting a change in political power. Court entertainments were typically performed for royalty and courtiers as well as "for the pleasure of local and visiting dignitaries". Royal courts, such as the Korean one, also supported traditional dances. In Sudan, musical instruments such as the so-called "slit" or "talking" drums, once "part of the court orchestra of a powerful chief", had multiple purposes: they were used to make music; "speak" at ceremonies; mark community events; send long-distance messages; and call men to hunt or war. Like court entertainment, royal occasions such as coronations and weddings provided opportunities to entertain both thearistocracy and the people. For example, the splendid 1595 Accession Day celebrations of Queen Elizabeth I offeredtournaments and jousting and other events performed "not only before the assembled court, in all their finery, but also before thousands of Londoners eager for a good day's entertainment. Entry for the day's events at the Tiltyard in Whitehallwas set at 12d".


Children-
Children's entertainment is centred on play and is significant for their growth and learning. Entertainment is also provided to children or taught to them by adults and many activities that appeal to them such as puppets, clowns, pantomimes and cartoons are also enjoyed by adults. Children have always played games. It is accepted that as well as being entertaining, playing games helps children's development. One of the most famous visual accounts of children's games is a painting by Pieter Bruegel the Elder called Children's Games, painted in 1560. It depicts children playing a range of games which were presumably typical of the time. Many of these games, such as marbles, hide-and-seek, blowingsoap bubbles and piggyback riding continue to be played.
Most forms of entertainment can be or are modified to suit children's needs and interests. During the 20th century, starting with the often criticised but nonetheless important work of
G. Stanley Hall, who "promoted the link between the study of development and the 'new' laboratory psychology", and especially with the work of Jean Piaget, who "saw cognitive development as being analogous to biological development", it became understood that the psychological development of children occurs in stages and that their capacities differ from adults. Hence, stories and activities, whether in books, film, or video games were developed specifically for child audiences. Countries have responded to the special needs of children and the rise of digital entertainment by developing systems such as television content rating systems, to guide the public and the entertainment industry. In the 21st century, as with adult products, much entertainment is available for children on the internet for private use. This constitutes a significant change from earlier times. The amount of time expended by children indoors on screen-based entertainment and the "remarkable collapse of children's engagement with nature" has drawn criticism for its negative effects on imagination, and psychological well-being.

Games-
Games are played for entertainment—sometimes purely for entertainment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who will be part of their audience and who will be a player.
Equipment varies with the game. Board games, such as Go, Monopoly or backgammon need a board and markers. One of the oldest known board games is Senet, a game played in Ancient Egypt, enjoyed by the pharaoh Tutankhamun.Card games, such as whist, poker and Bridge have long been played as evening entertainment among friends. For these games, all that is needed is a deck of playing cards. Other games, such as bingo, played with numerous strangers, have been organised to involve the participation of non-players via gambling. Many are geared for children, and can be played outdoors, including hopscotch, hide and seek, or Blind man's bluff. The list of ball games is quite extensive. It includes, for example, croquet, lawn bowling and paintball as well as many sports using various forms of balls. The options cater to a wide range of skill and fitness levels. Physical games can develop agility and competence in motor skills. Number games such asSudoku and puzzle games like the Rubik's cube can develop mental prowess. Video games are played using a controller to create results on a screen. They can also be played online with participants joining in remotely. In the second half of the 20th century and in the 21st century the number of such games increased enormously, providing a wide variety of entertainment to players around the world. Video games are popular in East Asian countries such as South Korea.


Storytelling-
Storytelling is an ancient form of entertainment that has influenced almost all other forms. It is "not only entertainment, it is also thinking through human conflicts and contradictions". Hence, although stories may be delivered directly to a small listening audience, they are also presented as entertainment and used as a component of any piece that relies on a narrative, such as film, drama, ballet, and opera. Written stories have been enhanced by illustrations, often to a very high artistic standard, for example, on illuminated manuscripts and on ancient scrolls such as Japanese ones. Stories remain a common way of entertaining a group that is on a journey. Showing how stories are used to pass the time and entertain an audience of travellers, Chaucer used pilgrims in his literary work The Canterbury Tales in the 14th century, as did Wu Cheng'en in the 16th century in Journey to the West. Even though journeys can now be completed much faster, stories are still told to passengers en route in cars and aeroplanes either orally or delivered by some form of technology. The power of stories to entertain is evident in one of the most famous ones—Scheherazade—a story in the Persianprofessional storytelling tradition, of a woman who saves her own life by telling stories. The connections between the different types of entertainment are shown by the way that stories like this inspire a retelling in another medium, such as music, film or games. For example, composers Rimsky-Korsakov, Ravel and Szymanowski have each been inspired by the Scheherazade story and turned it into an orchestral work; director Pasolini made a film adaptation; and there is aninnovative video game based on the tale. Stories may be told wordlessly, in music, dance or puppetry for example, such as in the Javanese tradition of wayang, in which the performance is accompanied by a gamelan orchestra or the similarly traditional Punch and Judy show.
Epic narratives, poems, sagas and allegories from all cultures tell such gripping tales that they have inspired countless other stories in all forms of entertainment. Examples include the Hindu Ramayana and Mahabharata; Homer's Odyssey and Iliad; the first Arabic novel Hayy ibn Yaqdhan; the Persian epic Shahnameh; the Sagas of Icelanders and the celebrated Tale of the Genji. Collections of stories, such as Grimms' Fairy Tales or those by Hans Christian Andersen, have been similarly influential. Originally published in the early 19th century, this collection of folk stories had significant influence in modern popular culture which subsequently used its themes, images, symbols and structural elements to create new forms of entertainment.
Some of the most powerful and long-lasting stories are the foundation stories, also called origin or creation myths such as the Dreamtime myths of the Australian aborigines, the Mesopotamian Epic of Gilgamesh, or the Hawaiian stories of the origin of the world.These too are developed into books, films, music and games in a way that increases their longevity and enhances their entertainment value.
