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.
Der volle Inhalt der QuelleAtanasovský, 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.
Der volle Inhalt der QuelleHabnit, 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.
Der volle Inhalt der QuelleThis 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.
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.
Der volle Inhalt der QuelleBackground: 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.
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.
Der volle Inhalt der QuelleErzmoneit, 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.
Der volle Inhalt der QuelleSantos, 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.
Der volle Inhalt der QuelleO 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
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.
Der volle Inhalt der QuelleNesta 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’.
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.
Der volle Inhalt der Quelle- 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.
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.
Der volle Inhalt der QuelleCarvalho, Pedro Nuno Almeida Ferreira. „Shared value and entertainment : the Walt Disney Company case study“. Master's thesis, 2021. http://hdl.handle.net/10400.14/35420.
Der volle Inhalt der QuelleO âmbito social das empresas tem sido bastante discutido nas últimas décadas através do conceito de Responsabilidade Social Corporativa (RSC). Alguns autores vão ainda mais longe e argumentam que atender às necessidades e problemas da sociedade tem o potencial de representar uma onda de inovação e competitividade, permitindo que as empresas possam geral valor social enquanto criam valor económico, criando Valor Partilhado (Porter & Kramer 2011). Esta dissertação apresenta um estudo de caso relacionado com o compromisso da The Walt Disney Company para com a promoção de diversidade e inclusão, como uma potencial fonte de valor partilhado. Mais concretamente, o estudo procura investigar e discutir se o compromisso de RSC da empresa, que visa criar histórias e personagens de animação que promovam diversidade e a inclusão, tem-se verificado e em que medida foi gerado valor social, aumentando simultaneamente a competitividade da Disney. Por meio deste estudo de caso, os alunos têm então a oportunidade de explorar e discutir o conceito de Valor Partilhado. O principal resultado do estudo confirma que a The Walt Disney Company tem produzido, na última década, filmes de animação que promovem valores relacionados com a diversidade e inclusão, abordando principalmente temas sociais como igualdade de género e de etnia, e o multiculturalismo, sugerindo ainda que essa prática tem sido uma fonte de diferenciação dos filmes de animação da empresa de entretenimento, simultaneamente, criando valor social através da influência que o seu conteúdo representa para as crianças e gerações jovens.
洪婕. „Innovative Business Models and Modes of Value Creation of Korean Entertainment Agencies- A Case Study of S.M. Entertainment“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/k99tj3.
Der volle Inhalt der QuelleHuang, Hsing-Hwa, und 黃馨嬅. „On the Visual Presentation of Animated Ads for Advertising Value and Entertainment“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/5gfg22.
Der volle Inhalt der Quelle臺中技術學院
多媒體設計系碩士班
98
In recent years, the pattern of rich media advertising and the presentation of advertising are becoming more diverse with the development of the internet based technology. The computer animated advertising is gradually evolving as well. More kinds of product are trying to use the animated ads for information dissemination. In this study, we first collected the animated ads of a well-known beverage brands from the Internet and analyze the advertising appeals of the script of these animated ads. We then create several advertising scripts for a virtual beverage brand. A mechanism was developed to select the best one of these scripts. After that, we create a pair of animated ads with the design of high and low visual complexity background. Finally we conduct users test to investigate these visual presentation on the issues of entertainment and advertising value. Our study found that users’ feelings of entertaining and advertising value of animated advertising have a positive correlation. And in terms of the effect of visual complexity, the high visual complexity animation ads have slightly higher value on the issues of entertainment and advertising value. Thus we can infer that high visual complexity animation ads might bring high advertising value and high entertainment to viewers.
Shih, Yen Chou, und 施彥州. „Market Opinion to Enterprise Value Creation - Using Gamania Digital Entertainment as an Example“. Thesis, 2010. http://ndltd.ncl.edu.tw/handle/88900371375526272996.
Der volle Inhalt der Quelle輔仁大學
科技管理學程碩士在職專班
98
From the July of 2008, the world is facing serious economic recession.Most of the technology industry suffered from economic downturn.However, the online game industry is not affected by the economic recession, but achieving outstanding profits. The online game industry has been continuously creates high revenue and the stock price has taken the lead of stock market. This research uses case study as methodology. From the financial report of Gamania Entertainment Digital Ltd to analyze the Discounted Cash Flow Model;DCF and using Mckinsey DCF valuation model for the calculation. Entering the historical data from financial report and using market opinions to forecast performance. In the result of obtain stock market valuation as enterprise value of evaluation results. As the results of historical and forecast data, the sensitivity analysis can be conduct. Finally, we discuss the feasibility and development of the company. Various investment consulting company assigned moderate as Gamania’s investment rating. Mainly, market opinion take wait and see approch to the performance of Gamania in 2010. As the result, the stock market valuation measures it with a low stock price. Although, to publish the self developed game can improve gross profit margin, the gamers acceptance remain unclear. The company takes the market opinion to develop risk control management. For example, the self-developed game design to cater to market preferences, as well to increase their ARPU, in control of investment in European and American branch, licensing self-developed game. All those strategies will increase stock price and create enterprise value. Market opinion is primarily based on revenue growth、improved gross margin、obtaining customer preferences、self development ability、operating profit..and so on, those factors are all related with the conversion of financial indicators in this study.
Haarhoff, Marile Helene. „The perceptions of Christian performers regarding their career advancement in the entertainment industry“. Diss., 2014. http://hdl.handle.net/2263/41247.
Der volle Inhalt der QuelleDissertation (MCom)--University of Pretoria, 2014.
gm2014
Human Resource Management
unrestricted
Silva, José Afonso Ferreira Mareco da. „Equity research report on At&T - findind the value of a company within an overexploited sector“. Master's thesis, 2021. http://hdl.handle.net/10362/122908.
Der volle Inhalt der QuelleDionísio, Mara Sofia Gomes. „Leveraging the transmedia entertainment-education framework to augment tourists` awareness of local values“. Doctoral thesis, 2020. http://hdl.handle.net/10362/116444.
Der volle Inhalt der QuelleChiang, Chan-chung, und 江政川. „A study of consumption values and loyalty on entertainment industry – The case of night club“. Thesis, 2013. http://ndltd.ncl.edu.tw/handle/35439181610683236829.
Der volle Inhalt der QuelleAbrantes, Tiago Manuel Machado. „Impacto da intrusividade de formatos publicitários em vídeos online“. Master's thesis, 2015. http://hdl.handle.net/10400.5/10319.
Der volle Inhalt der QuelleThis thesis’ goal is to understand which (if any) impacts intrusiveness in different advertising formats has in online videos. For this purpose, it was developed a context and literature revision questionnaire; the scales to use were identified, asking for authorization and creating a protocol to translate them; all the variables were also identified, independent, dependents and parasites; a user test protocol was then created and applied. These results were analyzed through 3 different statistics methods: one-way ANOVA, Pearson correlation coefficient and multiple linear regression with descriptive statistics of variables observed during user’s tests. Literature would make us to expect to see differences on Intrusiveness per advertising format but results have showed no statistically significant differences to conclude that. Dependent variables have also showed no influence of these on Intrusiveness. Only ‘attitude towards advertising’ variable has showed an inverted influence on Intrusiveness although it’s not possible to generalize it. All in all it was done an introspective analysis in order to understand why these results aren’t compliant, raising issues which might explain it.
Kilfoy, Dennis. „When and Where?: Time and Space in Boris Akunin's Azazel' and Turetskii gambit“. Thesis, 2007. http://hdl.handle.net/10012/3185.
Der volle Inhalt der Quelle(6632252), Jordyn L. Lukomski. „CREATING AND ANALYZING VALUES, ETHICS, AND INCLUSIVE DESIGN IN ENVIRONMENTAL STORYTELLING FOR VIDEO GAMES“. Thesis, 2019.
Den vollen Inhalt der Quelle findenVideo game studies pertaining to representations of gender, race, culture, and sexuality are commonly discussed in relation to the characters, narrative, or gameplay mechanics. Video game environments are often left out of these discussions as most publications focus on how the environment was created and environmental storytelling. In this pilot study the researcher had participants analyze and discuss three futuristic, dystopian environments that contained alternative ways of representing gender, race, culture, and sexuality. The environments did not have gameplay or character interactions so that the player could focus on the environment. Results indicated that futuristic dystopian environments do not need to rely on stereotypes and harmful depictions to evoke core themes, even if they relate to violence, sex, oppression, or addiction. However, a lack of representation or a “neutral” take on representating gender, race, sexuality, and culture results in world that feels bland, isolated, and unnatural. Additionally, while participants disagreed on certain representations or noticed different aspects of the environments, the researcher found that focusing on “playtesting” just the environment can reveal how certain values, themes, and representations arise out of prop repetition, prop juxtaposition, and even how the player moves physically through the space.