Auswahl der wissenschaftlichen Literatur zum Thema „Entertainment Value“

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Zeitschriftenartikel zum Thema "Entertainment Value"

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Dobni, Dawn. „Entertainment Value: The Concept and Its Dimensions“. Journal of Hospitality & Leisure Marketing 15, Nr. 4 (20.09.2007): 5–23. http://dx.doi.org/10.1300/j150v15n04_02.

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Lee, Jae-Hyuck. „Corporate governance and corporate value of Entertainment enterprises“. Journal of the Korea Academia-Industrial cooperation Society 10, Nr. 6 (30.06.2009): 1329–36. http://dx.doi.org/10.5762/kais.2009.10.6.1329.

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Clarke-Wilson, Stephen. „The design of virtual environments—value added entertainment“. ACM SIGGRAPH Computer Graphics 28, Nr. 2 (Mai 1994): 102–4. http://dx.doi.org/10.1145/178951.178957.

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Benderson, Bruce. „Surrender to the Spectacle: The Value of Entertainment“. Parallax 11, Nr. 2 (April 2005): 36–43. http://dx.doi.org/10.1080/13534640500058483.

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Kim, Nam-Gon, und Jee-Hyun Kim. „Cash Retention and Firm Value of Entertainment Enterprises“. Journal of the Korea Entertainment Industry Association 15, Nr. 6 (31.08.2021): 55–70. http://dx.doi.org/10.21184/jkeia.2021.8.15.6.55.

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Weinmann, Carina. „The normative value of political entertainment: Deliberative antecedents and consequences of media users’ entertainment experiences“. Studies in Communication and Media 8, Nr. 2 (2019): 135–70. http://dx.doi.org/10.5771/2192-4007-2019-2-135.

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Dieser Beitrag beschäftigt sich mit den normativen Bedingungen und Wirkungen des Unterhaltungserlebens von Mediennutzerinnen und -nutzern im Kontext politischer Medieninhalte. Auf Basis von Zwei-Prozess-Modellen der Unterhaltung sowie der deliberativen Demokratietheorie wird dabei zum einen ausgearbeitet, inwiefern sich spezifische normative Merkmale politischer Medienangebote auf das Unterhaltungserleben von Mediennutzer/-innen auswirken. Zum anderen wird untersucht, inwiefern dieses Unterhaltungserleben zu internen deliberativen Denkprozessen beitragen kann. Überprüft werden die theoretisch hergeleiteten Effekte und Zusammenhänge durch zwei Befragungsstudien, von denen eine experimentell, die andere korrelativ angelegt ist. Insgesamt ergeben sich aus den Studien gemischte Befunde im Hinblick auf die Auswirkung deliberativer inhaltlicher Merkmale auf das Unterhaltungserleben von Rezipient/-innen. Allerdings zeigen beide Studien, dass sich insbesondere das eudaimonische Unterhaltungserleben von Mediennutzer/-innen positiv auf deliberative Denkprozesse auswirkt.
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Supriyadi, Edy, und Lies Putriana. „Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa“. Winners 11, Nr. 2 (30.09.2010): 179. http://dx.doi.org/10.21512/tw.v11i2.694.

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There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting point to explain how consumers interpret the value of advertising, namely: informativeness, entertainment and irritation. This research aims to discover whether there is a relationship between entertainment, informativeness, and irritation toward advertising values and whether there is a relationship between entertainment and advertising values toward attitude towards web advertising using statistics tools of path analysis and multiple regression. The research shows that there is a significant relationship between independent variables such as informativeness, entertainment and irritation simultaneously toward the advertising value but there are no significant relationship between entertainment and informativeness toward the advertising value individually. In the other model there is a significant relationship between informativeness, irritation and advertising values with the attitude towards web advertising.
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MARUYAMA, Kazuhiko. „CASE STUDY ON KANSEI VALUE OF LIVE-ENTERTAINMENT PRODUCTS“. Transactions of Japan Society of Kansei Engineering 8, Nr. 4 (2009): 1099–104. http://dx.doi.org/10.5057/jjske.8.1099.

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Glass, Arnold L., und David Waterman. „Predictions of movie entertainment value and the representativeness heuristic“. Applied Cognitive Psychology 2, Nr. 3 (Juli 1988): 173–79. http://dx.doi.org/10.1002/acp.2350020303.

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Jepson, P., S. Jennings, K. E. Jones und T. Hodgetts. „Entertainment Value: Should the Media Pay for Nature Conservation?“ Science 334, Nr. 6061 (08.12.2011): 1351–52. http://dx.doi.org/10.1126/science.1213189.

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Dissertationen zum Thema "Entertainment Value"

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Wallgren, Joel, und Nicklas Nordmark. „Do you even care? : A quantitative study on personalized smartphone advertisements and privacy concerns“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-77049.

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Purpose: The purpose of this paper is to explain how privacy concerns impact the relationship between personalization and the factors of advertising value on smartphone advertising. Design/methodology/approach: A explanatory research design with a quantitative approach was conducted, utilizing an online questionnaire with a total of 103 respondents. Conclusion: The result indicates that privacy concerns only moderates the relationship between personalization and entertainment. It was also shown that privacy concerns had a direct impact on irritation Research limitations: The result is not generalizable as a non-probability sample was used, and only respondents between the 18-35 answered the questionnaire. Originality/value: A new perspective of how the moderation of privacy concerns impacts the relationship between personalization and the factors of advertising value. Keywords: Smartphone advertising, advertising value, informativeness, entertainment, irritation, credibility, incentives, privacy concerns. Paper type: Research paper
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Atanasovský, Jiří. „Posílení konkurenceschopnosti lasergame rozšířením nabízených služeb o nekuřácký klub“. Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224622.

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Diploma thesis deals with competitiveness of lasertag facility. Costumer value creation is analysed based on value chain theory and compared with competition. Enriching of company product range by auxiliary services, mainly non-smoking club, is drawn up considering this and other analysis. Realization of these new ideas and evaluation of their success is also part of this thesis.
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Habnit, David. „Once Upon a Time : The Impact of Theming on the Willingness to Pay for Amusement Parks“. Thesis, Jönköping University, Jönköping International Business School, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12462.

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This study seeks to find the impact of theming on the willingness to pay of con- sumers for amusement parks. Guests of Finnish amusement park Särkänniemi were asked about their preference for themed attractions and about the price they were willing to pay per ride by means of a questionnaire. Variables concerning both the stated as well as the revealed preference for theming, immersive experience, and previous visits to the park were tested in relation to the willingness to pay for amusement parks. Not all these variables have shown to play an important role; however the variable concerning the revealed preference did have a very strong significance on the willingness to pay in the proposed model. In conclusion the study suggests that the willingness to pay for an attraction is positively influenced by theming because people, as it turns out, are willing to pay more for an attraction when it is themed.

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Romodan, Even, und Oscar Sundström. „Effektiv TV-reklam? : En kvalitativ studie om potentiella faktorer bakom effektiv TV-reklam samt konsumenters tittarvanor“. Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45949.

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Bakgrund: Det finns problem kring att avgöra exakt hur effektiva reklamkampanjer är. TV-reklam är det mest inflytelserika mediet och fastän det inte finns belägg för att det direkt leder till något köp så kan det leda till att TV-reklamen förblir i vårt medvetande. Det finns därmed ett behov av att förstå vilka faktorer och strategier som anses vara effektiva i konsumentens ögon.  Syften: Studien har som ändamål att identifiera och undersöka potentiella faktorer bakom effektiv TV-reklam, samt utöka förståelsen utifrån konsumenters synsätt. Studien utforskar även konsumenters vana att undvika TV-reklam och om denna vana upplevs annorlunda när de exponeras för in-stream video ads i stället.  Teorier: Den tidigare forskningen har anknytning till fyra faktorer som ligger i grund för studien. De fyra faktorerna är Kreativitet, Moment-to-Moment (EV & IV), Brand Image och Celebrity Endorsement. Studien utgår även ifrån tidigare forskning kring konsumenters vana att undvika TV-reklam.  Metod: En kvalitativ studie där fokusgrupper har använts som forskningsmetod. En deduktiv ansats har tillämpats. Urvalet bestod av studenter från Södertörns Högskola.  Slutsats: Vissa potentiella faktorer bakom effektiv TV-reklam var mer effektiva än andra. Celebrity Endorsement och Brand Image ansågs leda till ett faktiskt köp medan de andra faktorerna endast visade sig påverka intention kring köp. Konsumenter om de får möjligheten väljer att undvika TV-reklam i stor utsträckning av anledningen att det är irriterande och stör handlingen. Reklam undveks mer på traditionell TV än på in-stream video ads av anledning att TV-reklampausen varar längre.                                          Begrepp: När begreppet konsument nämns hänvisar vi till personer som exponeras för TV-reklamen, alltså inte de som köper produkten utan de som konsumerar marknadsföringens innehåll. In-stream video ads innefattar TV-reklam som koncept överfört till internet.
Background: There are problems with determining exactly how effective advertising campaigns are. TV advertising is the most influential medium and although there is no evidence that it directly leads to any purchase, it can lead to TV commercials remaining in our consciousness. There is thus a need to understand which factors and strategies are considered effective in the eyes of the consumer. Purpose: The purpose of the study is to identify and investigate potential factors behind effective television advertising and expand understanding from the perspective of consumers. The report also explores consumers' habit of avoiding TV commercials and whether this habit is experienced differently when exposed to in-stream video ads instead. Theories: The study is based on previous research and this research is related to four factors that form the basis of the study. The four factors are Creativity, Moment-to-Moment (EV & IV), Brand Image and Celebrity Endorsement. The study is also based on previous research concerning consumers' habit of avoiding TV commercials. Methods: A qualitative study where focus groups have been used as a research method. A deductive approach has been applied. The sample consisted of students from Södertörn University. Conclusions: Some potential factors behind effective TV advertising were more effective than others. Celebrity Endorsement and Brand Image were considered to lead to an actual purchase while the other factors only led to intention regarding purchase. Consumers, if given the opportunity, choose to avoid TV commercials largely for the reason that it is annoying and disrupts the action. It was avoided more on traditional TV than in-stream video ads for the reason that the TV commercial break lasted longer.  Concept: When the term consumer is mentioned, we refer to people who are exposed to TV advertising, not those who buy the product but those who consume the content of the marketing. In-stream video ads entail TV-commercial as a concept transferred to the Internet.
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Hamrén, Linnéa, und Ludvigsson Svensson Rebecca. „”Jag kände bara, Nja I don’t buy it” : En kvalitativ studie om kvinnor i generation Z och deras attityd mot produktplacering inom YouTube- samarbeten“. Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161145.

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Det har uppmärksammats en intensifiering av den digitala tekniken, som under senare år tilltagit mer än någonsin (Bassiouni & Hackley, 2014, s. 116). 2017 var det första året då internet utgjorde en övervägande del av alla medieinvesteringar (Larsén, 2018). I följd av internet och sociala mediers utveckling, då digitaliseringen är mer integrerad i samhället än tidigare, finns det fler möjligheter för företag att nå ut till konsumenter. Marknadsföringsverktyget influencer marketing har i takt med digitaliseringens utveckling expanderat, och omsatte 650 miljoner kronor på den svenska marknaden 2017 (Bränström, 2018). Vid användning av influencers lämnar företag över ansvaret till en extern person och företaget har således inte lika stor kontroll över den information och marknadsföring som sker. Det nya medielandskapet är därför mer oförutsägbart (Zahoor & Qureshi, 2017, s. 47). En social plattform är YouTube och är den populäraste videotjänsten för svenskar (Davidsson et al., 2018, s. 74). Influencer marketing har ökat och företag samarbetar med influencers inom YouTube där budskap om produkter sprids genom videoklipp av influencern. Fenomenet kan återkopplas till produktplacering, vilket enligt Russel och Belch (2005, s. 74) handlar om att införliva ett varumärke eller produkt i ett underhållningssammanhang och inte uttryckligen vara en annonsering. I följd marknadsföringslagen är det inte möjligt att helt undvika att nämna att det rör sig om reklam, men det är nära sammankopplat. Produktplacering har tidigare undersökts i stor utsträckning i form av TV (Van Reijmersdal et al., 2009, s. 430) men Eagle och Dahl (2015, s. 614–615) uppmanar forskare att fokusera på produktplacering inom sociala medier och i videos. Zhang och Mao (2016, s. 155) som menar att attityder mot reklamvärdet på sociala medier är ett ständigt utvecklande ämne. Studien har kvalitativt angreppssätt, för att generera en djupare förståelse för vad det är som gör att en viss produktplacering gällande betalda samarbeten på YouTube tas emot med en mer positiv attityd än andra, givet kvinnor i generation Z. Det har i samband med insamling av empiri genomförts åtta intervjuer med kvinnor i generation Z. Den analysmetod som används i studien är teoridriven tematisk analys. Analysdelen är indelad i fem olika teman; informativitet, underhållning, irritation, trovärdighet och reklamens värde vilka härstammar från Ducoffe (1996) där trovärdighet är en variabel som framkommit genom senare studier. I samband med bearbetning av insamlad empiri identifierats ett antal betydelsefulla underteman; Influencerns tydlighet, Ny information, Samarbetets anpassning till videons helhet, Influencerns engagemang, Överdrivna övertalningsförsök, Influencerns faktiska arbete, Konsumentens och influencerns egna erfarenheter, Parasocial relation,Kontinuitet samt Samarbetets produktplacering. Avslutningsvis har den aktuella studien bidragit till en djupare förståelse för kvinnor inom generation Z och deras attityder mot produktplacering inom betalda samarbeten på plattformen YouTube och vilka faktorer som påverkar kvinnornas attityder.
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Erzmoneit, Hanna, und Caroline Thisell. „It Is All About the Content : A Quantitative Study of Content Marketing Characteristics on Social Networking Sites“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76348.

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Purpose: The purpose of this paper was to extend the understanding of content marketing, content characteristics and its effects on attitudes towards the advertisement and advertising value on social networking sites. Methodology: This study had an explanatory research design with a quantitative research approach. The data used in this study was gathered through an online questionnaire. Conclusion: The results of this study shows that there is a difference between different SNS and the effects that arises from different content characteristics in SNS advertisements. Different SNS can not be treated the same, these differences need to be addressed when communicating and creating advertisements and when being present on different SNS. Implications: This study contributed to the field by providing additional information on how advertising value is affected by attitudes towards the advertisement. The results of this study also show what effect the different content characteristics have on affective and cognitive responses, and gives information regarding what type of content marketers should emphasize, depending on which of the two SNS investigated in this study they are currently operating on.
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Santos, Ana Inês dos Reis Leonardo. „Publicidade no Youtube : impacto do valor percebido na intenção de compra da marca anunciante no contexto português“. Master's thesis, Instituto Superior de Economia e Gestão, 2017. http://hdl.handle.net/10400.5/14573.

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Mestrado em Marketing
O crescimento da publicidade digital tem revolucionado a indústria publicitária e a forma como os consumidores percecionam o seu valor. Assim, o objetivo do presente estudo reside em compreender quais são os antecedentes do valor percebido da publicidade no YouTube e que tipo de direção tem esta relação, bem como se existe uma relação entre este e a intenção de compra online da marca anunciante. Foi conduzido um estudo explanatório, com uma amostra não probabilística de conveniência, através da aplicação de um questionário online, com 716 respostas válidas. A literatura identifica como antecedentes do valor percebido da publicidade no YouTube a informação, entretenimento, credibilidade, customização e irritação percebidos. Encontrou-se uma relação positiva entre todos estes antecedentes e o valor percebido da publicidade no YouTube, com exceção da irritação percebida, que exerce sobre o mesmo uma influência negativa, e da credibilidade percebida. É ainda possível concluir que o valor percebido da publicidade no YouTube influencia de forma positiva a intenção de compra online da marca anunciante. As conclusões obtidas contribuem para um melhor entendimento da perceção do valor da publicidade no YouTube, respetivos antecedentes e intenção de compra online da marca anunciante nesta rede social. Os conteúdos de publicidade no YouTube devem ser customizados, apostar no entretenimento, informação e ter em conta a irritação que podem causar aos consumidores.
The growth of digital advertising has revolutionized both the advertising industry and the way consumers perceive its value. In this regard, the goal of this study is to understand which are the antecedents that influence the advertising value on YouTube and the direction of this relationship, as well as investigate the influence of advertising value on the intention to purchase the advertiser's brand online. An explanatory study was conducted, with a non-probabilistic and convenience sample, through the application of an online questionnaire, which obtained 716 valid answers. The literature identifies perceived information, entertainment, credibility, customization and irritation as antecedents of YouTube advertising value. A positive relationship was found between these antecedents and the YouTube advertising value, except for perceived irritation, which had a negative influence, and perceived credibility. The results also indicate that YouTube advertising value positively influences the online purchase intention of the advertiser brand. These findings contribute to a better understanding of how consumers perceive advertising value on YouTube and its antecedents, and of the intention to purchase the advertiser brand online. They indicate that advertising content should be customized, with strong entertainment and informational elements and not develop perceptions of irritation among consumers.
info:eu-repo/semantics/publishedVersion
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Campos, Junior Henrique de. „Muito além da voz: panorama e desenvolvimento do negócio da indústria do entretenimento móvel no Brasil“. reponame:Repositório Institucional do FGV, 2007. http://hdl.handle.net/10438/2334.

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Nesta dissertação é apresentado o atual estágio da Indústria de Entretenimento Móvel no Brasil, com base numa análise do setor de telefonia celular e da sua interação com a indústria do entretenimento. Para isso, discutem-se as principais características e dificuldades encontradas, por esses dois setores, na tentativa de implementação e gerenciamento de um modelo de negócios adequado à Indústria de Entretenimento Móvel. Realizou-se uma pesquisa exploratória, qualitativa, na qual foram efetuadas entrevistas com representantes da telefonia móvel e fornecedores de conteúdo de entretenimento no Brasil. Também foram analisados documentos secundários, tais como dados dos dois setores investigados disponíveis em websites e reportagens em revistas de negócios. Observou-se que, devido a uma relativa saturação do mercado de voz, o setor de telefonia celular, no Brasil, vem tentando ampliar suas receitas, direcionando-se para produtos da indústria do entretenimento. Essa junção vem resultando em um tipo novo de indústria. O avanço tecnológico foi determinante para essa interação através da evolução dos telefones celulares, que incorporaram novos recursos multimídia transformando-se numa nova mídia, com o surgimento do protocolo de Internet (TCP/IP). Com a tecnologia disponível, as duas indústrias começaram a ter interesses recíprocos: a indústria de telefonia móvel buscando oferecer novos serviços a seus usuários, visando o aumento do ARPU (Average Revenue per User); e a indústria de entretenimento buscando uma nova mídia para vender seus produtos, principalmente jogos, músicas e vídeos digitais. Entretanto, essas indústrias se posicionaram em bases diferentes, apesar de serem indústrias de serviços: a indústria de telefonia móvel, no Brasil, tem sua base na venda de mercadorias comoditizadas, tanto com minutos de voz quanto pela troca de dados; já a indústria do entretenimento tem o valor imaterial e intangível muito forte na composição do preço de troca de seus produtos. As diferentes formas de fazer negócios dessas duas indústrias têm gerado dificuldades na solidificação do que se convencionou chamar, no ambiente mercadológico, por “modelo de negócios”. 9 O desenvolvimento de modelos de negócios que responda às necessidades das duas indústrias é, segundo os entrevistados, o principal obstáculo para o aproveitamento do potencial da Indústria de Entretenimento Móvel. Essas diferenças constituem-se no principal argumento, deste autor para considerar a Indústria de Entretenimento Móvel separada de suas indústrias formadoras, criando uma 'nova indústria'.
In this dissertation it’s presented the current stage of the Mobile Entertainment Industry in Brazil, based on an analysis of Mobile Phone Industry and its interaction with Entertainment Industry. Thereto, it’s discussed main characteristics and difficulties found, by these two industries, trying to implement and manage a feasible business model for MEI. It’s been carried out an exploratory qualitative research when Brazilian mobile phone and entertainment content providers representatives were interviewed. Secondary documents were also analyzed – as data for the two investigated industries available in websites and business magazines articles. It was observed that, due to relative voice market saturation, the Mobile Phone Industry, in Brazil, is trying to increase its revenue, focusing on Entertainment Industry products. This merge is resulting in a new type of industry. Technology development was crucial for this interaction with technology evolution of mobile phones, incorporating multimedia features, turning itself into a new media, with the emergence of the Internet Protocol (TCP/IP). With the available technology, the two industries began to show mutual interest: the Mobile Phone Industry searching for new services to its users, looking for ARPU (Average Revenue per User) enhancements; and Entertainment Industry in quest of a new media to sell its products, specially games, digital music and videos. However, these two industries has positioned themselves into different bases, despite of been service industries: Mobile Phone Industry in Brazil, has based its revenue in the merchandise of commodities, as voice minutes or data exchange; yet, the Entertainment Industry has immaterial and intangible value strongly influencing the price of their products. However, different ways of doing business of these two industries are causing difficulties in the solidification of what is uselly called, in the business environment, “business model”. The development of business models that respond to the needs of the two forming industries are, according to the interviews, the main obstacle for the full potential employment of the Mobile Entertainment Industry. These differences comprise the main argument, of this author, to consider Mobile Entertainment Industry separated from its constitutive industries, generating it a ‘new industry’.
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Ehrich, Alicia, Matilda Jakobsson und Frida Mårtensson. „När inte köp står i centrum : En kvantitativ studie kring lojalitet gentemot köpcentrum“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84609.

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Inledning:I inledningen redogörs för hur köpcentrumsbranschen genomgår en förändring och behovet för upplevelser har växt fram för att fortsätta skapa värde för konsumenten. Syfte:Denna studie ämnar att undersökahur attributen atmosfär, underhållning och mat påverkar konsumentens lojalitet gentemot köpcentrum samt hur denna varierar mellan recreational-oriented consumersrespektive task-oriented consumers. Frågeställningar:Utifrån studiens syftehar följande frågeställningar formulerats:
    Hur kan attributen atmosfär, underhållning och mat påverka kundens lojalitet gentemot köpcentrum?  Hur varierar lojalitet gentemot köpcentrum mellan recreational-oriented consumers och task-oriented consumers? Teori: I studiens teoriavsnitt presenteras mer djupgående förklaringar kring köpcentrum, upplevelse och shoppingvärde. Vidare beskrivs även attributen atmosfär, underhållning och mat samt kundtillfredsställelse, lojalitet och shopping orientations mer utförligt. Metod: Studien är baserad på en metod av kvantitativ karaktär och det har tillämpats en tvärsnittsdesign där en enkät har utformats. Det empiriska materialet har sedan analyserats med hjälp av ANOVA och korrelationsanalyser. Slutsats: Det har kunnat konstateras hur det inte räcker med en indelning i recreational-oriented och task-oriented consumers, istället har ett tredje segment upptäckts, de platsorienterade konsumenterna. Ytterligare har det även kunnat påvisas hur attributen atmosfär, underhållning och mat påverkar lojalitet gentemot köpcentrum.
    Introduction:  The shopping center industry is undergoing a change. Experiences have become increasingly important in order to continue to create value for the consumer. Purpose:This study intends to examine how the attributes atmosphere, entertainment and food have an effect on the loyalty towards shopping centers.Further the study intents to examine if the loyalty varies between recreational-oriented and task-oriented consumers.  Research questions: Based on the purpose whit this study the following research questions that have been phrased: 
      How can the atmosphere, entertainment and food attributes affect the consumer's loyalty towards shopping centers? How does loyalty towards shopping centers vary between recreational-oriented consumers and task-oriented consumers? Theory: The study's theoretical section presents more in-depth explanations about shopping centers, experiences and shopping value. Further have atmosphere, entertainment, food, consumer satisfaction, loyalty and shopping orientations been explained more profound. Method: The study is based on a method of quantitative character and a cross-sectional design has been applied where a survey has been distributed. The empirical material has been analyzed using ANOVA and correlation analysis. Conclusion: It has been discovered that the division into two shopping segments isn’t enough instead a third segment, the place-oriented, has been found. Further, do the attributes atmosphere, entertainment and food affect the loyalty towards shopping centers.
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Cooper, Kathryn E. „Narratives and the Environment: The Influence of Values and Message Format on Risk Perceptions“. The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366298843.

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Bücher zum Thema "Entertainment Value"

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Incongruous entertainment: Camp, cultural value, and the MGM musical. Durham: Duke University Press, 2005.

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Harrington, Stephen, Hrsg. Entertainment Values. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8.

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(India), Haryana. Haryana Value Added Tax Act, 2003: With ready reckoner & procedure, rules, forms, saved portion, CST Act & rules & forms, CST (Pb.) Haryana rules, LADT act & rules, RTI act & state rules, Punjab Passengers Goods & Taxation Act, 1952 & rules, Punjab Entrtainemnt [sic] Duty Act & rules, Punjab Entertainment (Cinematograph) Shows act & rules. 3. Aufl. Delhi: Virmani Publications, 2006.

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Make-believe media: The politics of entertainment. New York: St. Martin's Press, 1992.

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Cohan, Steven. Incongruous Entertainment: Camp, Cultural Value, and the MGM Musical. Duke University Press, 2005.

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Herx, Henry, und Tony Zaza. The Family guide to movies on video: The moral and entertainment value of 5,000 movies on TV and videocassette. Crossroad, 1988.

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Smallwood, Brian MacInnis. Productivity Through Wellness for Live Entertainment and Theatre Technicians: Increasing Productivity, Avoiding Burnout, and Maximizing the Value of an Hour. Taylor & Francis Group, 2020.

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Smallwood, Brian MacInnis. Productivity Through Wellness for Live Entertainment and Theatre Technicians: Increasing Productivity, Avoiding Burnout, and Maximizing the Value of an Hour. Taylor & Francis Group, 2020.

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Smallwood, Brian MacInnis. Productivity Through Wellness for Live Entertainment and Theatre Technicians: Increasing Productivity, Avoiding Burnout, and Maximizing the Value of an Hour. Taylor & Francis Group, 2020.

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Smallwood, Brian MacInnis. Productivity Through Wellness for Live Entertainment and Theatre Technicians: Increasing Productivity, Avoiding Burnout, and Maximizing the Value of an Hour. Taylor & Francis Group, 2020.

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Buchteile zum Thema "Entertainment Value"

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Cinque, Toija, und Sean Redmond. „Talking Miley: The Value of Celebrity Gossip“. In Entertainment Values, 71–90. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_6.

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Collis, Christy. „What Is Entertainment? The Value of Industry Definitions“. In Entertainment Values, 11–22. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_2.

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Bainbridge, Jason. „From Toyetic to Toyesis: The Cultural Value of Merchandising“. In Entertainment Values, 23–39. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_3.

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Harrington, Stephen. „How Can We Value Entertainment? And, Why Does It Matter?“ In Entertainment Values, 1–10. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_1.

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Lacasa, Pilar, Laura Méndez und Sara Cortés. „Public and Private Adolescent Lives: The Educational Value of Entertainment“. In Entertainment Values, 109–29. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_8.

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Peters, Chris. „Entering The Newsroom: The Sociocultural Value of ‘Semi-Fictional’ Entertainment and Popular Communication“. In Entertainment Values, 149–64. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_10.

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Hennig-Thurau, Thorsten, und Mark B. Houston. „Creating Value, Making Money: Essential Business Models for Entertainment Products“. In Entertainment Science, 151–231. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-89292-4_5.

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Hedrick, Donald. „Forget Film: Speculations on Shakespearean Entertainment Value“. In The English Renaissance in Popular Culture, 199–216. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230106444_13.

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Östergren, Mattias. „Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio“. In Entertainment Computing – ICEC 2004, 541–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_71.

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Fletcher-Chen, Chavi C. Y., Loïc Plé und Xia Zhu. „The Dynamics Between Value Co-creation and Value Co-destruction in Business Service Networks“. In Marketing at the Confluence between Entertainment and Analytics, 1325. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47331-4_259.

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Konferenzberichte zum Thema "Entertainment Value"

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Casares, Juan, Karen Cross, Andrea Klein, Stavros Polyviou und Daniel Yocum. „Redesigning traditional media and assessing entertainment value with online comics“. In CHI '01 extended abstracts. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/634067.634316.

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Casares, Juan, Karen Cross, Andrea Klein, Stavros Polyviou und Daniel Yocum. „Redesigning traditional media and assessing entertainment value with online comics“. In CHI '01 extended abstracts. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/634295.634316.

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Tang, Saili, und Mingli Zhang. „Differences and Impact Factors between Customer Expected Value and Customer Perceived Value“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5661607.

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Wu, Hongjun, und Xiaobo Shen. „Environmental Disclosure, Environmental Performance and Firm Value“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5661447.

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Li, Xuefeng, und Shuyu Zhong. „Data Integration Based on Mining Value Chain“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5661580.

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Mihaylov, Mihail. „SHOPPING TOURISM - AS CONSUMPTION AND ENTERTAINMENT“. In TOURISM AND CONNECTIVITY 2020. University publishing house "Science and Economics", University of Economics - Varna, 2020. http://dx.doi.org/10.36997/tc2020.222.

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Annotation:
The aim of the study is to prove that based on the individual psycho-physical and social qualities of consumers, shopping can be considered as entertainment and a type of tourism. The object of analysis are consumers with their personal preferences and belief in the usefulness and pleasure of the shopping. The subject of research is the shopping as entertainment and type of tourism. The relevance of the study is determined by the increasingly available free time of consumers, as well as the ability to combine consumer purchases for everyday use and the pleasure of acquiringitems with emotional value.
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Gong, Jing. „Evaluation of Business Value Based on Managerial Options“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5661442.

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Xin, Chunhua, Jin yu Zhao und Xing chen Zhang. „Production Function Model of Customer Value Creation Capability“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660810.

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Liu, Shunzhong. „The Study on Process of New Service Value Creation“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660778.

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Liu, Yanping. „The Options Value Analysis of Enterprise Based on Strategic Alliance“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660099.

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