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Naruto: Ultimate Ninja
Shōnen, shonen, or shounen manga (少年漫画 shōnen manga) is manga marketed to a male audience aged roughly 13 and up. The Kanji characters (少年) literally mean "few" and "year", respectively, where the characters (漫画) generally mean "comic". The complete phrase literally means "young person's comic" or simply "boys' comic". Shōnen manga has been said to be the most popular form of manga.
Naruto: Ninja Council
The Naruto: Ultimate Ninja series, known in Japan as the Naruto: Narutimate Series (ＮＡＲＵＴＯ－ナルト－ ナルティメットシリーズ Naruto: Narutimetto Shirīzu), is a series of fighting games, based on the popular manga and anime series Naruto by Masashi Kishimoto, for the PlayStation 2. They were developed by CyberConnect2 and published by Namco Bandai. The series includes three games based on the first part of the Naruto story starting with Naruto: Ultimate Ninja in 2005. It was followed by four more titles for the PlayStation 2, as well as spinoffs and a sequel for the PlayStation Portable, and a follow-up title for the PlayStation 3 entitled Naruto: Ultimate Ninja Storm. The release of Naruto Shippuden: Ultimate Ninja Storm 2 marked the first game in the series to appear on a console outside the Sony PlayStation brand (Xbox 360) in addition to being released on the PlayStation 3.
The Naruto: Ninja Council series, known in Japan as Naruto: Saikyō Ninja Daikesshū (ＮＡＲＵＴＯ－ナルト- 最強忍者大結集), is a series of action games based on the popular manga and anime series Naruto by Masashi Kishimoto. They are developed by Aspect Co. and published by Tomy. Various installments of the series have appeared on both Nintendo's Game Boy Advance and DS, the first two games in the series available for the former while the rest are available on the latter.
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 which 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.