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1

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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2

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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3

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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4

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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5

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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6

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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9

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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10

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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11

Kwon Gee Jung. „The Comparative Value Relevance of Entertainment, Advertising, and Donation Expenditures“. Korea International Accounting Review ll, Nr. 45 (Oktober 2012): 321–46. http://dx.doi.org/10.21073/kiar.2012..45.015.

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12

Bozelka, Kevin John. „Incongruous Entertainment: Camp, Cultural Value, and the MGM Musical (review)“. Velvet Light Trap 61, Nr. 1 (2008): 66–68. http://dx.doi.org/10.1353/vlt.2008.0011.

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13

Pihlström, Minna, und Gregory J. Brush. „Comparing the perceived value of information and entertainment mobile services“. Psychology and Marketing 25, Nr. 8 (August 2008): 732–55. http://dx.doi.org/10.1002/mar.20236.

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14

Niemann, Philipp, Laura Bittner, Philipp Schrögel und Christiane Hauser. „Science Slams as Edutainment: A Reception Study“. Media and Communication 8, Nr. 1 (18.03.2020): 177–90. http://dx.doi.org/10.17645/mac.v8i1.2459.

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Science slams are a prominent form of science communication especially in Germany that seeks to entertain. While some view science slams as an excellent vehicle for disseminating knowledge, others argue that the imperative to entertain undermines the scientific value of this form of presentation. Drawing on empirical data from three science slam events, this explorative study examines how audiences and presenters perceive the science slam, particularly as it relates to entertainment and the communication of scientific knowledge. Our multi-method analysis includes audience surveys (n = 469), an eye-tracking study, and interviews with science slammers (n = 18). Our results show that the main reason audiences attend a science slam is for entertainment, yet they also have a strong interest in scientific content. Assessing the slammers’ aspirations concerning the audience, we find entertainment to be an important part, but the motivation to impart scientific knowledge is key for most. When asked to evaluate individual presentations (n = 20), spectators tended to rate both the entertainment and scientific value of the presentations as high. However, in terms of visual attention within individual presentations, spectators spent more time considering scientific content than entertainment content. Overall, we do not find evidence for the common claim that the focus on entertainment undermines the scientific value of science slam presentations—rather, entertainment and scientific content are combined to produce “edutainment” in a positive sense.
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Permatasari, Ghaisani Ayu, Yayat Supriyatna und Imas Purnamasari. „PENGARUH TINGKAT PENJUALAN ALBUM KEPADA VOLATILITAS HARGA SAHAM PERUSAHAAN S.M. ENTERTAINMENT Co.Ltd“. Journal of Business Management Education (JBME) 2, Nr. 3 (15.09.2017): 33–39. http://dx.doi.org/10.17509/jbme.v2i3.5978.

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Objective - The research is done to investigate the influence of information employment in the form of sales album to volatility stock prices to companies S.M. .Entertainment co.ltd the period 2012-2015 .The study is done to reduce the risk to investors shareholders and company. Design/methodology/approach - This research has type descriptive and verikatif, using techniques descriptive analysis and statistical analysis with the simple regression is on the application eviews as the tools, and those research is amount of sales album and volatility stock prices were based on quarter,totaly 16 quarter.Findings - The level of the sale of the movement of the album and volatility company shares having a pattern of similar and stock prices firm bc .Entertainment co.ltd 2012-2015 period showed if the companies have shares with a kind of elastic .Originality/value - The difference this research are the object of research, study time, measuring instruments, and research results. The theory in this research using journals and books as a support, so the theory used is the different theories and supporting this research. Keywords : Employment Information, Stock Price Volatility, Stock Price, Employment, Album Selling, Entertainmnet, Volatility, South Korea, SM. Entertainmnet Co.Ltd, Information, Investation. Type Article : Research Paper
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Tjampan, Kesya Marcella, und Saptono Nugroho. „Persepsi Pengunjung Domestik Terhadap Wisata Entertainment di Daya Tarik Wisata Kawasan Luar Pura Uluwatu“. JURNAL DESTINASI PARIWISATA 8, Nr. 2 (20.12.2020): 376. http://dx.doi.org/10.24843/jdepar.2020.v08.i02.p28.

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The strategy forming tourist attraction to attract repeating guest is by developing entertainment tourism which offers sense of pleasure, satisfaction, and valuable experience. Uluwatu Kecak Fire Dance in Outer Area Uluwatu Temple was recognized as the most famous entertainment forms by domestic visitors. This aim of study is to identifying characteristics and measuring perception of domestic visitors to Uluwatu Kecak Fire Dance based on seven operational dimensions of entertainment tourism (Learning, Enjoyment, Escape, Refreshment, Novelty, Involvement, and Local Culture). The research used qualitative method with data collection techniques are questionnaire (number of samples were 65 respondents) and literature study. The data analysis technique used descriptive statistical analysis with continuum lines. The results showed that the perception of 65 domestic visitors for entertainment tourism in Uluwatu Temple were strongly agreed on Learning (277.5) and Enjoyment (285). While perception that were agreed are Escape (227), Refreshment (248.5), Novelty (259.25), Involvement (266), and Local Culture (272.33). In determining the dominant indicators of each dimension of entertainment tourism, the author uses the highest frequency capacity value. The three dimensions with highest average value are Enjoyment (285), Learning (277.5), and Local Culture (272.33). The administrator Outer Area Uluwatu Temple emphasize strategies that can maintain the three dimensions of entertainment tourism that have a dominant value, which is the Enjoyment dimension, Learning dimension, and the Local Culture dimension. Keyword: Visitor Perception, Socio-demographic Characteristics, Entertainment Tourism, Domestic Visitors
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Nabila, Shifa, und Adrian Achyar. „ANALYSIS OF FACTORS AFFECTING USERS’ ATTITUDE TOWARD THE YOUTUBE ADS AND THEIR EFFECTS ON PURCHASE INTENTION“. JURNAL MANAJEMEN DAN BISNIS SRIWIJAYA 17, Nr. 2 (27.04.2020): 91–100. http://dx.doi.org/10.29259/jmbs.v17i1.8858.

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ABSTRACTResearch Purposes – This study aims to identify five factors in YouTube advertising (entertainment, informativeness, customization, irritation and credibility) which might effect on ad value, and attitude toward YouTube ads, leading to purchase intention of consumers.Methods – The study uses conceptual models where their hypothesis is that the ad value is positively correlated with respect to the attitude toward YouTube ads, which then affects consumer’s purchase intention.Result – This study found that entertainment, customization, and credibility is positively effected to advertising value on YouTube, where ad value has a positive effect on attitude toward YouTube ads and purchase intention of consumer.Research limitations – For this study, our respondents include 248 active YouTube users in Indonesia that will be used for data collection and analysis.Originality/value – In addition, this study found that irritation is negatively effected to advertising advertising value on YouTube, and informativeness has no effect on advertising value on YouTube.Keywords: Ad value, attitude toward YouTube ads, credibility, customization, entertainment, informativeness, irritation, purchase intention.
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Elpers, Josephine L. C. M. Woltman, Michel Wedel und Rik G. M. Pieters. „Why Do Consumers Stop Viewing Television Commercials? Two Experiments on the Influence of Moment-to-Moment Entertainment and Information Value“. Journal of Marketing Research 40, Nr. 4 (November 2003): 437–53. http://dx.doi.org/10.1509/jmkr.40.4.437.19393.

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This research demonstrates the positive effects of moment-to-moment entertainment and the negative effects of moment-to-moment information value on consumers' likelihood to continue watching during a television commercial. A notable finding is that both the entertainment and the information value have a strong multiplicative effect on the probability to stop viewing.
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19

Hansen, Hal, und Roger Gauthier. „Marketing Objectives of Professional and University Sport Organizations“. Journal of Sport Management 6, Nr. 1 (Januar 1992): 27–37. http://dx.doi.org/10.1123/jsm.6.1.27.

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The heads of marketing and promotion for major professional and university sport organizations were asked to rate the relative importance of 19 marketing objectives on a 5-point Likert scale; 164 responded. Factor analysis resulted in the creation of six factors: player quality, community image of team, entertainment value of sport, team marketing, team as a contender, and attractiveness of game location. ANOVA, Tukey, and student t tests used on the data resulted in significant differences between leagues for the two factors of community image of team and entertainment value of sport. Professional teams favored 5 of 6 objectives over university teams: value of ticket price, entertainment value of the sport, image of the team, community-oriented nature of the team, and availability of athletes for community events.
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20

Pantea, Smaranda, und Bertin Martens. „The Value of the Internet as Entertainment in Five European Countries“. Journal of Media Economics 29, Nr. 1 (02.01.2016): 16–30. http://dx.doi.org/10.1080/08997764.2015.1131701.

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21

Southwell, Brian G., Vanessa Boudewyns, Yoori Hwang und Marco Yzer. „Entertainment Tonight? The Value of Informative TV News Among U.S. Viewers“. Electronic News 2, Nr. 3 (Juli 2008): 123–37. http://dx.doi.org/10.1080/19312430802213043.

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22

Perry, Leah. „Incongruous Entertainment: Camp, Cultural Value, and the MGM Musical. Steven Cohan“. Journal of Popular Culture 39, Nr. 4 (August 2006): 692–94. http://dx.doi.org/10.1111/j.1540-5931.2006.00294.x.

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23

Erhardt, Niclas, Carlos Martin-Rios und Elisa Chan. „Value co-creation in sport entertainment between internal and external stakeholders“. International Journal of Contemporary Hospitality Management 31, Nr. 11 (11.11.2019): 4192–210. http://dx.doi.org/10.1108/ijchm-03-2018-0244.

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Purpose Co-creation as a collaborative process between organizations and customers generates unique value for both internal and external stakeholders for the company. Research generally examines and portrays customer-company co-creation as a balanced and harmonious relationship. However, a successful co-creation strategy involves understanding the shared interests of the parties and resolving tensions between internal and external stakeholders to avoid co-destruction. This study aims to draw on the intersection of organizational behavior and marketing literature and to examine shared interests and conflicting tensions involved in the co-creation in the context of sports entertainment. This context allows the researchers to unpack and present a more complex process of co-creation that fosters co-creativity and innovation. Design/methodology/approach Based on a qualitative case-based approach of a major university in the USA, the authors draw on interviews and observations from their athletic administration and fans engaged in a men’s Division I team through an entire season. Findings This qualitative study illustrates an alternative, more complex dilemma of co-creating emotional and symbolic value based on shared interests while reconciling conflicting internal and external stakeholder interests. The findings suggest a tug of war based on tensions, where management adopted contrasting managerial strategies ranging from attempting to reconcile tension through organic co-creation to controlled manufactured creation. Research limitations/implications Emotional and symbolic game experience value is an interdependent process which cannot be created without consumer engagement. Both emotional and symbolic values are enhanced during games to the extent consumers perceive participation in the creative pre-game stages. Originality/value This study draws on sports entertainment to identify sources of tension in co-creation and discuss type of solutions among internal and external stakeholders.
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Valkenburg, Patti M., und Sabine C. Janssen. „What Do Children Value in Entertainment Programs? A Cross-Cultural Investigation“. Journal of Communication 49, Nr. 2 (01.06.1999): 3–21. http://dx.doi.org/10.1111/j.1460-2466.1999.tb02790.x.

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25

Chang, Charlotte H., Sophie J. Williams, Mingxia Zhang, Simon A. Levin, David S. Wilcove und Rui-Chang Quan. „Perceived entertainment and recreational value motivate illegal hunting in Southwest China“. Biological Conservation 234 (Juni 2019): 100–106. http://dx.doi.org/10.1016/j.biocon.2019.03.004.

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Johnson, David O., Raymond H. Cuijpers, Kathrin Pollmann und Antoine A. J. van de Ven. „Exploring the Entertainment Value of Playing Games with a Humanoid Robot“. International Journal of Social Robotics 8, Nr. 2 (08.12.2015): 247–69. http://dx.doi.org/10.1007/s12369-015-0331-x.

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27

Yoshida, Masayuki, Jeffrey D. James und J. Joseph Cronin. „Value creation: assessing the relationships between quality, consumption value and behavioural intentions at sporting events“. International Journal of Sports Marketing and Sponsorship 14, Nr. 2 (01.01.2013): 51–73. http://dx.doi.org/10.1108/ijsms-14-02-2013-b005.

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Throughout this study, the authors sought to identify the antecedents and consequences of a multi-dimensional consumption-value construct. Data were collected from sports spectators in Japan (n=372) and the United States (n=396). The results indicate that three quality dimensions (functional, technical and aesthetic quality) have a significant impact on their respective value dimensions in the context of sporting events. Moreover, the constructs of entertainment and community prestige have positive effects on customers' behavioural intentions.
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Muller, Vivienne. „Virtually Real: Suzanne Collins's The Hunger Games Trilogy“. International Research in Children's Literature 5, Nr. 1 (Juli 2012): 51–63. http://dx.doi.org/10.3366/ircl.2012.0043.

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The Hunger Games trilogy by Suzanne Collins deals with a dystopian future society in which a punitive ruling elite provide ‘entertainment’ for the masses in the form of mediatised ‘games’ featuring young people who must fight to kill one another until there is only one winner. The purpose of these games is to remind the populace of the power of the government and its ability to dispose of any who dare to defy it. In acknowledging violent ‘games’ as virtual entertainments which can be used to political effect, Collins suggests that they possess a disturbing capacity to undermine ethical perspective on the human, the humane and the real. Drawing on Baudrillard's ideas about simulation and simulacra as well as Elaine Scarry's and Susan Sontag's concerns for media representations of the body in pain, this paper discusses the ways in which the texts highlight the dangers of virtual modes while also risking perpetuating their entertainment value.
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Halim, Zahid, Abdul Rauf Baig und Kashif Zafar. „Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games“. International Journal on Artificial Intelligence Tools 23, Nr. 02 (April 2014): 1350028. http://dx.doi.org/10.1142/s0218213013500280.

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Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.
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Aljukhadar, Muhammad, Amélie Bériault Poirier und Sylvain Senecal. „Imagery makes social media captivating! Aesthetic value in a consumer-as-value-maximizer framework“. Journal of Research in Interactive Marketing 14, Nr. 3 (07.09.2020): 285–303. http://dx.doi.org/10.1108/jrim-10-2018-0136.

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Purpose Social media bring about the imagery of people, places and products. Showing particular success in attracting women and millennials, these media (e.g. Instagram, Snapchat and Pinterest) are built around imagery consumption. This paper follows a qualitative theory building approach to extend the theory of consumption values and develop a framework based on the values social media deliver to consumers that explain their use outcomes. Design/methodology/approach The framework was analytically developed based on a review of the literature. In contrast to frameworks such as stimulus-organism-response (S-O-R), the framework proposes that people consume social media to maximize relevant values, namely, the aesthetic, social and learning value. Then, a study based on semi-structured interviews is performed to elaborate on the values and their undertakings. Findings The paper defines the consumption’s aesthetic value and underscores it as a focal driver of social media use and a key concept in social commerce. Data analysis suggests that aesthetic value engenders such responses as consumer’s inspiration, infinity sensation and habitual entertainment. Additional drivers of social media users are social and learning values. The social value engenders self-expression and social privacy, whereas the learning value engenders resourcefulness and parallel shopping. Originality/value This paper stipulates that people consume (i.e. use) social media to maximize relevant values, which, in turn, result in two groups of responses (inner and outer responses). The framework indicates that the relevant values mediate the relation between a stimulus (e.g. social media use) and response (e.g. entertainment, inspiration and behavioral intent). It highlights the centrality of aesthetic value in digital marketing and social commerce environments. The framework, thus, contrary to S-O-R, views the consumer as a maximizer of values rather than (a) processor of emotional and cognitive rejoinders.
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Bodolica, Virginia, Martin Spraggon und Nadia Saleh. „Innovative leadership in leisure and entertainment industry“. International Journal of Islamic and Middle Eastern Finance and Management 13, Nr. 2 (04.04.2020): 323–37. http://dx.doi.org/10.1108/imefm-12-2019-0521.

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Purpose Innovative undertakings play a critical role in the economic value creation and wealth generation of a nation. This paper aims to contribute to the literature that positions innovation at the core of the tourism industry in the context of emerging markets. Design/methodology/approach The authors adopt a case study approach and draw on secondary sources of data to examine how the UAE is reaping the benefits of innovation to transform itself into a leading international leisure and entertainment hub. Findings The strategy of significant financial investment in complex mega-projects and major infrastructure development have offered the UAE a relative advantage over other industry giants worldwide. Nonetheless, the local government should continue tapping into the multiple and diverse opportunities that product/service and process innovation has to offer if the UAE ambitions to enhance its competitiveness and acquire the status of a global tourism hub. Originality/value While most research efforts to date focused on Western markets, this study contributes to the development of a knowledge base about the role of innovation in the tourism industry in emerging market settings.
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Liu, Dawei, Anqi Liu und Wanying Tu. „The Acceptance Behavior of New Media Entertainment Among Older Adults: Living Arrangement as a Mediator“. International Journal of Aging and Human Development 91, Nr. 3 (06.08.2019): 274–98. http://dx.doi.org/10.1177/0091415019864602.

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New media entertainment is currently being spotlighted by business practitioners and researchers. This article highlighted this issue of elder online users and explored the factors affecting their acceptance decisions in new media entertainment. Older adults prefer to status and value orientations, so their online acceptance of new media entertainment is significantly influenced by the perceived usefulness and social benefits. In addition, types of living arrangement significantly affect technology acceptance model of older adults.
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Fadri, Zainal. „Aesthetic in Puppet Performance“. An-Nuha : Jurnal Kajian Islam, Pendidikan, Budaya dan Sosial 8, Nr. 1 (07.07.2021): 97–108. http://dx.doi.org/10.36835/annuha.v8i1.348.

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Puppet show is still an entertainment that is full of values and meaning in some Javanese people. The existence of puppets on the Java’s island is caused by the spread of puppets in Java when the Sunan Kalijaga era spread Islam. Puppet shows save the values and rules of life inherent in the conditions of society. Values of life are conveyed by portraying puppet plays and slipping a few jokes as entertainment in the show. This research is a library research and supported by direct observation watching puppet shows. The author analyzes the aesthetic dimenasi contained in a puppet show. The results of this study are some of the aesthetic values contained in the puppet play Lahire Gatotkaca. The aesthetics contained in the puppet show are the value of the text beauty, the value of the show beauty and the norms that are conveyed in a relaxed and light manner.
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Yanto, Heri, Mochamad Rizal Yulianto und Poppy Febriana. „PENGARUH ENTERTAINMENT DAN INFORMATIVENESS TERHADAP KEPUTUSAN WISATAWAN BERKUNJUNG DI DELTA FISHING, PRASUNG, SIDOARJO“. KANAL: Jurnal Ilmu Komunikasi 3, Nr. 2 (01.10.2016): 205. http://dx.doi.org/10.21070/kanal.v3i2.309.

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This research aims to know the influence of entertainment and information towards decision of tourists in Delta Fishing Prasung, Sidoarjo. The type of research used assosiative research with quantiative approach. The sample in this study was 100 people. The technique data collection used questionnaire. The analysis technique used multiple linear regression analysis. Results of tests indicated that R amounted 0,768, it means that relations between free variables entertainment and information for decision of tourists in Delta Fishing were closely and strong. It is characterized by a value of R amounted 76.8%. The value of determination simultaneous (R square) as much as 0,664, it means that variable entertainment and information by 64,4 %, while the rest 35,6 % influenced by other variables that unobserved.
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Kudrenko, T. V. „SOCIAL-CULTURAL FEATURES OF THE FORMATION OF VALUE PRIORITIES OF FAMILY ENTERTAINMENT“. Tambov University Review. Series: Humanities 20, Nr. 11 (151) (2015): 73–78. http://dx.doi.org/10.20310/1810-0201-2015-20-11(151)-73-78.

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김성민 und 민춘식. „The Influence Analysis of Entertainment Expenses on Firm Value and Corporate Performance“. Tax Accounting Research ll, Nr. 29 (September 2011): 71–92. http://dx.doi.org/10.35349/tar.2011..29.004.

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Gallarza, Martina G., Francisco Arteaga-Moreno, Giacomo Del Chiappa und Irene Gil-Saura. „Intrinsic value dimensions and the value-satisfaction-loyalty chain: a causal model for services“. Journal of Services Marketing 30, Nr. 2 (11.04.2016): 165–85. http://dx.doi.org/10.1108/jsm-07-2014-0241.

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Purpose Within the abundant and not always unanimous body or research on conceptual and methodological approaches to consumer value in services, there are two areas of relative consensus: the multidimensional nature of value (intra-variable approach) and the existence of causal relations with other constructs (inter-variable approach). This work aims to contribute additional knowledge in both areas, with a joint approach in a structural model tested for hospitality services. Design/methodology/approach The study proposes four scales of intrinsic values (entertainment, aesthetics, ethics and spirituality as relaxation), based on Holbrook’s (1999) value typology, and a casual model to be used to measure the relationships between these four values and overall perceived value, satisfaction and loyalty. The model is tested with PLS on a sample of 585 hotel guests on the island of Sardinia (Italy). Findings The psychometric properties of all four value scales, created ad hoc, are tested and approved. Results on the causal model show contrasted links on the intra-variable approach, entertainment, aesthetics and spirituality (measured as relaxation), are positive antecedents of perceived value, while the path ethics-overall value is not confirmed. The value–satisfaction–loyalty chain is fully confirmed, with strong linkages. Research limitations/implications The authors acknowledge the use of a convenience sample, of mainly leisure tourists. Practical implications The implications for managers are derived on the need of considering extra drivers (intrinsic and therefore fully experiential) of satisfaction and loyalty. Originality/value Research on value has been qualified as not univocal and controversial. This study adds knowledge on the use of four less common value types (intrinsic ones) and sheds light on their nature as antecedents of the well-known value–satisfaction–loyalty chain.
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Han, Seokho, Ji-Hwan Yoon und Jookyung Kwon. „Impact of Experiential Value of Augmented Reality: The Context of Heritage Tourism“. Sustainability 13, Nr. 8 (08.04.2021): 4147. http://dx.doi.org/10.3390/su13084147.

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The use of information boards tends to be regulated in many heritage sites to preserve these cultural heritage places. Although augmented reality (AR) has become a major approach for reducing negative experiences due to restrictions, limited studies have been conducted to understand the effect of AR experiential value on destination-related behavior. Accordingly, the current work aims to investigate how the multidimensional components of AR experiential value (i.e., visual appeal, entertainment, enjoyment, and escapism) affect supportive behavior through AR satisfaction and experiential authenticity. Partial least squares structural equation modeling is performed to test the relationships. Results show that visual appeal, entertainment, and enjoyment exert significant positive effects on destination authenticity and AR satisfaction, ultimately increasing the supportive behavior of an individual. By contrast, escapism does not exhibit a substantial influence on experiential authenticity and AR satisfaction. These findings help practitioners and researchers create competitive advantages for destinations and improve tourist–destination relationships.
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Arya, Sunil. „The Value of Standardized Technology to Connected Cars“. GRUR International 69, Nr. 4 (01.04.2020): 365–79. http://dx.doi.org/10.1093/grurint/ikaa042.

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Abstract Connected cars have become a reality for consumers, who can benefit from mobility, safety, entertainment and other applications in their cars. Such connectivity requires interoperability enabled by technical standards. The innovative technologies incorporated in standards are often protected by patents, which are typically accessible on fair, reasonable and non-discriminatory terms. This paper will explore the costs for automobile manufacturers to access the standardized technology they wish to incorporate in their connected cars and the price that customers pay for such technology.
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Elmashhara, Maher Georges, und Ana Maria Soares. „Entertain me, I’ll stay longer! The influence of types of entertainment on mall shoppers' emotions and behavior“. Journal of Consumer Marketing 37, Nr. 1 (16.11.2019): 87–98. http://dx.doi.org/10.1108/jcm-03-2019-3129.

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Purpose The purpose of this paper is to provide a broader typology and inventory of recreational facilities and activities in shopping malls. The paper then investigates the relation between the proposed entertainment types and shopper behavior both directly and indirectly by considering the mediation of shopper emotional states. Design/methodology/approach A survey-based study with a sample size of 484 mall shoppers is used to test the proposed model. Findings The results indicate that permanent entertainment predicts shopper satisfaction directly and indirectly when considering the emotional state of pleasure as a mediator. Moreover, findings indicate that permanent entertainment indirectly influences the desire to stay at the mall through pleasure and arousal. In addition, pleasure mediates the relation of temporary and special event entertainment with satisfaction and the desire to stay at the mall. Practical implications This study adds to a better understanding of the role of entertainment types in shopping malls. The study also reveals how each type of entertainment can enhance different emotions and behaviors. Practical suggestions to this end are offered. Originality/value There is a lack of studies taking into consideration the different types of entertainment in shopping malls. This study is among the first to examine the effects of each entertainment type on specific behavioral responses. Moreover, the study addresses the mediating role played by shoppers’ emotional states on the impact of entertainment types in satisfaction and desire to stay at the mall.
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Prodanova, Jana, Anita Ciunova-Shuleska und Nikolina Palamidovska-Sterjadovska. „Enriching m-banking perceived value to achieve reuse intention“. Marketing Intelligence & Planning 37, Nr. 6 (02.09.2019): 617–30. http://dx.doi.org/10.1108/mip-11-2018-0508.

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Purpose The purpose of this paper is to model the perceived value and customers’ intention to continue using m-banking services, assuming the existence of multiple consumption values. Specifically, it is proposed that entertainment (hedonic value), ubiquity (utilitarian value) and novelty seeking (epistemic value) impact m-banking overall perceived value, which in turn influences customers’ reuse intentions. Design/methodology/approach A survey with 260 Macedonian current users of m-banking services was carried out, using questionnaires as a method of data collection. Five-point Likert scales adapted from the relevant literature to the context of m-banking services were used to measure the variables. PLS-SEM approach was employed to estimate the proposed model. Findings The findings indicate that bank entities can increase customers’ intention to reuse m-banking, by providing an enriched perceived value of m-banking services, precisely putting emphasis on perceived value drivers related to utilitarian value (ubiquity) and epistemic value (novelty seeking). Hedonic value (perceived entertainment) does not show a significant influence on the perception of m-banking value. Originality/value This study provides a different perspective of the perceived value observation, by contemplating not only the well-established hedonic and utilitarian aspects of value, but also the epistemic component, considered as a vital element in contexts of mobile technologies adoption. Moreover, this is the first study to explore the m-banking perceived value in a developing country in the Balkans.
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Deli-Gray, Zsuzsa, Tamás Matura und Lászlo Árva. „Children entertainment in retail stores“. International Journal of Retail & Distribution Management 42, Nr. 11/12 (01.12.2014): 1004–7. http://dx.doi.org/10.1108/ijrdm-10-2013-0184.

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Purpose – The purpose of this paper is to explore the theoretical background of the involvement and the entertainment of children of four to seven years of age in the purchase process at Hungarian retail stores. It also examines the practice of local and foreign retailers in Hungary. Design/methodology/approach – A review of literature is followed by the description of an exploratory study as well as its findings. The study contained two distinct phases: first 160 retail stores which were selling goods to children (exclusively or together with products for adults) were randomly selected and observed, and then 120 face-to-face or mini group interviews were made with Hungarian children. Findings – At the moment retail store managers in Hungary do not recognise that children can, and often do affect the length of time their parents spend in retail stores and that children also exert influence on their parents’ purchase decisions and behaviour. Retail store managers rarely provide any entertainment for children and involve them in the shopping experience and even when they do, they fail to do it in the right way. Also, store personnel do not have the right mentality towards children. The study also reveals that children do not wish to have sophisticated or expensive games during the purchase process, but instead would like to be actively involved in the shopping experience by completing little “missions” or “challenges”. Research limitations/implications – On the basis of the research results it becomes clear that creatively designed involvement and entertainment of children in retail stores would encourage families to spend more time spent in retail stores and may serve to increased sales. It would however presume collaboration between retail stores and the producers of toys and creative accessories. Originality/value – The paper aims to address the rarely and sporadically analysed question of how retail managers should entertain and involve young children in the process of shopping. The exploratory study sheds light on the big gap between what is offered by the retail management and what is expected by the young children during shopping in Hungary. It also points to the apparent lack of attention and awareness amongst retailers concerning the influence that children have on parents during the shopping process.
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DIXON, GORDON, und PETER KARBOULONIS. „DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE“. Journal of Enterprising Culture 08, Nr. 04 (Dezember 2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.

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This paper examines the entertainment software industry within a market perspective. It addresses marketing issues such as acquisitions, mergers, franchising, direct investment, and collaborative arrangements, in an industry where there is significant change in business activity. New entrants in this highly competitive and high value market are identified as being more likely to be developers rather than publishers. Consumer spending in Europe alone for games and interactive entertainment is expected to rise to US $6.1 billion within three years, and by 2002 on-line game players are expected to number five million. Trends point to the income from computer games software and video games surpassing major box office receipts of the motion picture industry. Markets are also emerging to satisfy new classes of consumers both in Europe and in Asia.
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Sun, Francis. „Determinants of effective client entertainment in China: a transaction governance approach“. Journal of Asia Business Studies 12, Nr. 4 (10.12.2018): 613–32. http://dx.doi.org/10.1108/jabs-02-2017-0026.

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PurposeThis paper aims to take an economic transaction governance approach to explore the determinants for the effectiveness of the social practice of client entertainment in facilitating business relationships in China.Design/methodology/approachThe analysis is based on a broader theoretical framework which posits that exchange relationships are regulated through a combination of market, legal and social relational mechanisms and client entertainment plays a governance role by reinforcing social relational governance to regulate the behaviors of economic actors. Upon this framework, this study proposes that the social behavioral features of client entertainment affect the effectiveness of client entertainment in facilitating exchange relationships and that time moderates such effects. These hypotheses were tested on survey data collected from a sample of Chinese sales managers.FindingsEmpirical results indicate that the effectiveness of client entertainment in facilitating exchange relationships is associated with its social behavioral features that could reinforce social relational governance, including intensity (i.e. value and frequency) and format (i.e. intimacy and observability) of entertainment activities, and the time factor plays a moderating role.Practical implicationsThis study can potentially help policymakers to regulate client entertainment, and business practitioners to manage entertainment spending, more effectively and efficiently without causing legal and ethical problems.Originality/valueThis is the first study that takes an economic transaction governance perspective to directly explore how the social practice of client entertainment plays a constructive role in China’s economic life and what factors affect its effectiveness in playing such a role. It offers guidelines for policymakers, business managers and future research to manage and study this practice.
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Gangneux, Justine. „Diverting and diverted glances at cameras: playful and tactical approaches to surveillance studies“. Surveillance & Society 12, Nr. 3 (17.06.2014): 443–47. http://dx.doi.org/10.24908/ss.v12i3.4959.

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In the lines of Albrechtlund and Dubbled (2005) and their call for a new direction in Surveillance Studies, this paper discusses the overlapping of surveillance, art and entertainment. Indeed surveillance ought to be considered not only regarding its negative implications (e.g. the infringement of privacy or social sorting) but also regarding ‘the fun features and entertainment value of surveillance’ (Albrechtlund and Dubbled 2005: 216). Drawing on this new direction in the recent years in Surveillance Studies, this paper focuses on the interplay between watcher and watched and the possibility of challenging surveillance through artistic, entertaining or/and playful motives. Play and games within this framework participate both to the active appropriation of the surveillant hegemonic values (and therefore their acceptance) and to the creation of a space of negotiations (and therefore the possibility of resistance). Thus this paper discusses, using several examples, the line between art, entertainment and resistance that has become blurry and has left a wider margin to respond to surveillance processes.
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Ban, Hyun-Jeong, und Hak-Seon Kim. „Understanding Customer Experience and Satisfaction through Airline Passengers’ Online Review“. Sustainability 11, Nr. 15 (27.07.2019): 4066. http://dx.doi.org/10.3390/su11154066.

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This study was conducted to understand customer experience and satisfaction through airline passengers’ online review. To achieve the purpose of this study, the semantic network analysis was conducted qualitatively by collecting reviews in top 10 airlines selected by Skytrax (airlinequality.com). In addition, this study quantitatively identified the relationship among six evaluation factors (seat comfort, staff, food and beverage (F&B), entertainment, ground service, and value for money), customer satisfaction and recommendation. This study collected 9632 reviews from the Skytrax. Through a CONCOR (CONvergence of iterated CORrelation) analysis, keywords were grouped into six clusters (seat comfort, staff, entertainment, ground service, value for money, and airline brand). Through the linear regression analysis, all evaluation factors except ‘entertainment’ factor significantly had impact on customer satisfaction and recommendation. These results showed that understanding online review can provide both academic implication and practical implication to develop sustainable strategy in the airline industry.
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Vasileva, D. S. „FEATURES OF PRESENTING VALUE-EVALUATIVE MEANINGS IN THE ENTERTAINMENT FORMAT OF TALK SHOWS“. Review of Omsk State Pedagogical University. Humanitarian research, Nr. 26 (2020): 63–67. http://dx.doi.org/10.36809/2309-9380-2020-26-63-67.

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Lee, Bong-Gyou, Ki-Youn Kim und Hye-Sun Lee. „Effects of Entertainment and Economical Efficiency on the Mobile Advertising Value and Intention“. KIPS Transactions:PartD 16D, Nr. 1 (28.02.2009): 43–54. http://dx.doi.org/10.3745/kipstd.2009.16-d.1.43.

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JUDKINS, JENNIFER. „Incongruous Entertainment: Camp, Cultural Value, and the MGM Musical edited by cohan, steven“. Journal of Aesthetics and Art Criticism 64, Nr. 4 (September 2006): 491–93. http://dx.doi.org/10.1111/j.1540-594x.2006.00226_8.x.

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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff und Seth Berrier. „Vessel: A Cultural Heritage Game for Entertainment“. Archiving Conference 2021, Nr. 1 (18.06.2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts from a museum. We explore how the critical thinking present in solving puzzles can still encourage engagement of the story the artifacts have to tell without creating an historical fiction. Preliminary results show a preference for our in-game digital interaction over a traditional gallery and a desire to learn more about the artifacts after playing.
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