Entertainment-Education

Entertainment-Education on the spectrum

Entertainment-Education (EE) is a communication strategy that aims to alleviate a social issue or educate the public through a custom-tailored piece of entertainment. It is defined by a set of techniques and methodologies which all aim to use various levels of mass media to communicate social and behavior change.

On the impact-entertainment spectrum, EE is balanced between social impact entertainment (SIE) and social and behavior change communication (SBCC). The primary distinction that can be drawn to SIE is that in Entertainment-Education, the "impact issue" usually comes first; the characters and story are built around the issue. In SIE, the story usually originates projects, and impact issues are woven into or extracted out of an existing narrative.

As of 2009, Entertainment-Education is defined as: "a theory-based communication process for purposefully embedding educational and social issues in the creation, production, processing and dissemination process of an entertainment program, in order to achieve desired individual, community, institutional, and societal changes among the intended media user population."[1]

  1. ^ Wang, Singhal, Hua, Arvind (2009). "Entertainment-Education Through Digital Games" (PDF). University at Buffalo.{{cite web}}: CS1 maint: multiple names: authors list (link)