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1

Park, Jihye, and Yoon Jin Ma. "Number-location bias: do consumers correctly process the number on the product package?" Journal of Product & Brand Management 28, no. 1 (February 11, 2019): 80–94. http://dx.doi.org/10.1108/jpbm-12-2017-1711.

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Purpose This study aims to investigate the following three issues: whether consumers process numeric information with locational cues, which locations (horizontal vs vertical) are more influential in processing numbers and whether a number-location association is weakened or strengthened when a visual reference frame moves up or down. Design/methodology/approach A field study and a series of three lab experiments were conducted to examine the location effect of numeric information on the package façade on the perceived magnitude of a number. Findings The authors found that a number at the right was perceived as larger than one at the left only when the number is located at the bottom. Also, placing numeric information at the bottom rather than the top of a product package façade was more powerful in processing the numeric information, but this is true only when the visual frame is set lower. Practical implications This study provides practical insights for product managers in placing core numeric information on product packaging to effectively communicate product value to consumers. Optimal locations can be deliberately considered along with types of numeric information and product categories. For healthy products that promote fewer calories, the top area of the package façade may be a better position for placing information on calories per serving to make the product more appealing to those who follow a healthy diet. Heavier, more voluminous products (e.g., refrigerator) better position their volume/weight information at the bottom than at the top or at the right of the bottom than at the left of the bottom on the product facade. Either the left side or right side of the top position may be beneficial for thinner, lightweight products (e.g., television). Originality/value The present work adds valuable empirical findings; inconsistent with past research, left-right location-number associations are not always true. People tend to associate smaller numbers with left-side locations and larger numbers with right-side locations only when the number is located at the bottom. Also, the study reported that top-small, bottom-large associations are not always true. The difference in perceived magnitude of the number between a number at the top and one at the bottom within the visual frame is significant only when the visual frame is set close to the ground.
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Abbass, Ansar, Abdul Khaliq, and Roman Khan. "Service Marketing Analysis of Movies in Pakistan." Journal of Social Sciences Research, no. 68 (August 11, 2020): 745–54. http://dx.doi.org/10.32861/jssr.68.745.754.

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One of the features of films compared to other cultural products is the possibility of their use for advertising and information activities and influence on the formation of needs and audience preferences, as well as different patterns of consumer behavior. The urgency of this scientific problem is that the sale of cinema products today is impossible without a marketing system. The applications of different marketing strategies depending on the specific tasks allows a differentiated approach to each project and achieve the goals both from the standpoint of contribution to the development of culture, and in terms of obtaining economic effects from the film industry. The main purpose of the study is to substantiate and determine the features of the use of marketing tools in the film industry. The study of marketing services for film production was carried out in accordance with the logical structure of the concept of "7P" (product, promotion, location, price, staff, physical environment and the process of providing services). Recommendations for the marketing of services in the film industry: first, the choice of methods for watching movies depends on the type of media environment (traditional, digital), secondly, the choice of ways to obtain movies depending on their genre and subject, thirdly, in order to effective promotion of content and perception of the film identified the basic requirements for its trailer. The article proves that the marketing of services in the film industry is aimed not only at meeting the socio-cultural needs of the population, but also at the commercialization of the industry, ensuring audience access to films, as well as creating market conditions for its sustainable development. The research materials are the basis for further research on current issues of modern film practice, integration of film production and film consumption.
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Horváth, Ádám, and Balázs Gyenge. "Service Marketing Analysis Of Movies As Unique Service-Products." SocioEconomic Challenges 4, no. 2 (2020): 44–55. http://dx.doi.org/10.21272/sec.4(2).44-55.2020.

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One of the features of films compared to other cultural products is the possibility of their use for advertising and information activities and influence on the formation of needs and audience preferences, as well as different patterns of consumer behavior. The urgency of this scientific problem is that the sale of cinema products today is impossible without a marketing system. The application of different marketing strategies depending on the specific tasks allows a differentiated approach to each project and achieve the goals both from the standpoint of contribution to the development of culture and in terms of obtaining economic effects from the film industry. The main purpose of the study is to substantiate and determine the features of the use of marketing tools in the film industry. The study of marketing services for film production was carried out in accordance with the logical structure of the concept of “7P” (product, promotion, location, price, staff, physical environment, and the process of providing services). Recommendations for the marketing of services in the film industry: first, the choice of methods for watching movies depends on the type of media environment (traditional, digital), secondly, the choice of ways to obtain movies depending on their genre and subject, thirdly, in order to effective promotion of content and perception of the film identified the basic requirements for its trailer. The article proves that the marketing of services in the film industry is aimed not only at meeting the socio-cultural needs of the population but also at the commercialization of the industry, ensuring audience access to films, as well as creating market conditions for its sustainable development. The research materials are the basis for further research on current issues of modern film practice, integration of film production and film consumption. Keywords: movie consumption, service marketing, consumer behavior, cultural marketing.
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Yusriana, Amida, Devi Purnamasari, and Nalal Muna. "Emotional branding analysis for the Korean Drama-based tourism locations." Masyarakat, Kebudayaan dan Politik 32, no. 4 (December 20, 2019): 399. http://dx.doi.org/10.20473/mkp.v32i42019.399-410.

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City branding is an effort to build a particular image of a city. Semarang is one of Indonesia’s big cities that has not yet succeeded in finding the right brand to represent it. The researcher has conducted a pilot research study that aims to build Semarang’s city branding as The Cinematic City. It is due to Semarang’s background of often becoming a shoot location for famous movies. South Korea is well known because of its pop cultures, such as drama. Drama is one of the main factors that contribute to the increasing number of foreign visitors. They mostly visit popular drama shooting locations as their destinations. These kinds of tourism site are successful at developing emotional branding in the visitor’s minds. Looking at the similarity of South Korea and Semarang will help Semarang to learn a lot from what South Korea has done. This research aims to analyse how emotional branding represented through the Korean drama-based tourism site gimmicks. This research used the Emotional Branding theory by Marc Gobe. It assumed that emotional bonding is an essential thing in terms of engaging the customer and product in a particular phase. The main subjects of this research are the gimmicks in Nami Island. The result shows that the Relationship Aspect fulfilled by changing the theme and properties according to the season. For the Five Senses Experience, it only employs the sense of sight and touch by creating many gimmicks that can be a photo-taking hot spot. The Imagination aspect fulfilled by the unique design of the Emotional Identity put forward, such as the snowman.
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Quintal, Vanessa, and Ian Phau. "The role of movie images and its impact on destination choice." Tourism Review 70, no. 2 (June 15, 2015): 97–115. http://dx.doi.org/10.1108/tr-03-2014-0009.

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Purpose – This study aims to examine whether movies are pivotal in developing empathy, nostalgia, perceived risk, place familiarity and place image that can shape viewer attitude towards and intention to visit a place. Design/methodology/approach – Data were collected from two sample frames of patrons at a large cinema chain located in a major shopping centre in Perth, Western Australia. The experimental group watched the romantic comedy, Friends with Benefits. The control group watched the romantic comedy, Desi Boyz which is set in London and India and is not associated with New York. A quota for data collection was set at 230 subjects in each group. The two groups watched their movies concurrently in different theatres at the same cinema chain in the same shopping centre. Subjects in both groups were asked for their responses to New York immediately after viewing the movie. Findings – In an experimental study, subjects who watched a romantic comedy set in New York had significantly higher empathy, place familiarity, attitude towards and intention to visit New York and significantly lower performance/financial risk associated with visiting New York than the control group. However, perceived risk played no significant role in influencing place familiarity in the experimental group, whereas nostalgia played no significant role in influencing place familiarity in the control group. Originality/value – The proposed decision-making framework provides academics with theoretical underpinning for future empirical tourism studies in the research area. The findings also encourage more collaboration between government, movie producers, destination management organisations and marketers to deliver a movie that provides consistent branding in its story, location and product placement strategies.
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Behera, Rajat Kumar, Pradip Kumar Bala, and Rashmi Jain. "A rule-based automated machine learning approach in the evaluation of recommender engine." Benchmarking: An International Journal 27, no. 10 (August 14, 2020): 2721–57. http://dx.doi.org/10.1108/bij-01-2020-0051.

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PurposeAny business that opts to adopt a recommender engine (RE) for various potential benefits must choose from the candidate solutions, by matching to the task of interest and domain. The purpose of this paper is to choose RE that fits best from a set of candidate solutions using rule-based automated machine learning (ML) approach. The objective is to draw trustworthy conclusion, which results in brand building, and establishing a reliable relation with customers and undeniably to grow the business.Design/methodology/approachAn experimental quantitative research method was conducted in which the ML model was evaluated with diversified performance metrics and five RE algorithms by combining offline evaluation on historical and simulated movie data set, and the online evaluation on business-alike near-real-time data set to uncover the best-fitting RE.FindingsThe rule-based automated evaluation of RE has changed the testing landscape, with the removal of longer duration of manual testing and not being comprehensive. It leads to minimal manual effort with high-quality results and can possibly bring a new revolution in the testing practice to start a service line “Machine Learning Testing as a service” (MLTaaS) and the possibility of integrating with DevOps that can specifically help agile team to ship a fail-safe RE evaluation product targeting SaaS (software as a service) or cloud deployment.Research limitations/implicationsA small data set was considered for A/B phase study and was captured for ten movies from three theaters operating in a single location in India, and simulation phase study was captured for two movies from three theaters operating from the same location in India. The research was limited to Bollywood and Ollywood movies for A/B phase, and Ollywood movies for simulation phase.Practical implicationsThe best-fitting RE facilitates the business to make personalized recommendations, long-term customer loyalty forecasting, predicting the company's future performance, introducing customers to new products/services and shaping customer's future preferences and behaviors.Originality/valueThe proposed rule-based ML approach named “2-stage locking evaluation” is self-learned, automated by design and largely produces time-bound conclusive result and improved decision-making process. It is the first of a kind to examine the business domain and task of interest. In each stage of the evaluation, low-performer REs are excluded which leads to time-optimized and cost-optimized solution. Additionally, the combination of offline and online evaluation methods offer benefits, such as improved quality with self-learning algorithm, faster time to decision-making by significantly reducing manual efforts with end-to-end test coverage, cognitive aiding for early feedback and unattended evaluation and traceability by identifying the missing test metrics coverage.
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Firmansyah, Firmansyah, Herman Mawengkang, Abdul Mujib, and Devy Mathelinea. "A Decision Model to Plan Optimally Production-Distribution of Seafood Product with Multiple Locations." Mathematics 10, no. 18 (September 6, 2022): 3240. http://dx.doi.org/10.3390/math10183240.

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This study examines a multi-product fish production and distribution system in which multi-fish products are produced simultaneously from a wide range of raw resource classes. The objective of environmentally sustainable production planning is to meet market demand in accordance with environmental constraints. This paper sets out a management model that converts fisheries into multiple marine objects and moves them to various dispensing centers. It also incorporates a model to improve production and distribution planning at the same time. The problem is formulated as a mixed integer programming model. Then, we addressed a strategy of releasing non-basic variables from their bounds to force basic non-integer variables to take integer value. As an implementation, we solved a fish production planning problem faced by an industry located in Kisaran city, North Sumatra province, Indonesia.
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Desrochers, Nadine, Audrey Laplante, Kim Martin, Anabel Quan-Haase, and Louise Spiteri. "Illusions of a “Bond”: tagging cultural products across online platforms." Journal of Documentation 72, no. 6 (October 10, 2016): 1027–51. http://dx.doi.org/10.1108/jd-09-2015-0110.

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Purpose Most studies pertaining to social tagging focus on one platform or platform type, thus limiting the scope of their findings. The purpose of this paper is to explore social tagging practices across four platforms in relation to cultural products associated with the book Casino Royale, by Ian Fleming. Design/methodology/approach A layered and nested case study approach was used to analyse data from four online platforms: Goodreads, Last.fm, WordPress, and public library social discovery platforms. The top-level case study focuses on the book Casino Royale, by Ian Fleming and its derivative products. The analysis of tagging practices in each of the four online platforms is nested within the top-level case study. Casino Royale was conceptualized as a cultural product (the book), its derived products (e.g. movies, theme songs), as well as a keyword in blogs. A qualitative, inductive, and context-specific approach was chosen to identify commonalities in tagging practices across platforms whilst taking into account the uniqueness of each platform. Findings The four platforms comprise different communities of users, each platform with its own cultural norms and tagging practices. Traditional access points in the library catalogues focused on the subject, location, and fictitious characters of the book. User-generated content across the four platforms emphasized historical events and periods related to the book, and highlighted more subjective access points, such as recommendations, tone, mood, reaction, and reading experience. Revealing shifts occur in the tags between the original book and its cultural derivatives: Goodreads and library catalogues focus almost exclusively on the book, while Last.fm and WordPress make in addition cross-references to a wider range of different cultural products, including books, movies, and music. The analyses also yield apparent similarities in certain platforms, such as recurring terms, phrasing and composite or multifaceted tags, as well as a strong presence of genre-related terms for the book and music. Originality/value The layered and nested case study approach presents a more comprehensive theoretical viewpoint and methodological framework by which to explore the study of user-generated metadata pertaining to a range of related cultural products across a variety of online platforms.
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Thompson, Bob. "Pan‐European industrial property." Journal of Property Investment & Finance 23, no. 4 (August 1, 2005): 379–85. http://dx.doi.org/10.1108/14635780510602435.

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PurposeAims to highlights the changes ongoing in the distribution and logistics property sector across Europe and to show that wide differences remain between the sophisticated warehouse properties available in mature property markets and those available in traditional parochial markets found prevalently across the continent and especially in central and eastern Europe.Design/methodology/approachThe briefing is based on empirical and commercial research in all the national industrial property markets within the EU. It addresses changes in the drivers affecting logistics property and the industry responses to them. The changes include outsourcing; a desire for more flexible, responsive supply chains; globalisation of manufacturing; legislative change; and growing IT capability. Industry responses include the development of complex, highly specified warehousing; increased demand for sophisticated telecommunications; and optimization of location.FindingsSub‐optimal locations and poor specification have a direct impact on the cost of the operations using them. As a consequence logistics providers gravitate to newer, more highly specified buildings in locations optimised for their use. In an environment where, traditionally, distribution has a national focus, optimising locations for pan‐European distribution will inevitably render some locations sub‐optimal.Originality/valueAs Europe moves towards a genuine single market, traditional, nationally‐based distribution chains become ever less efficient in the delivery of goods. Concurrently, the complexity and configuration of the warehouse product are changing to accommodate more efficient identification, storage and retrieval technologies along with the need to service new types of market.
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Lee, Yoon Ket, Yeh Huann Goh, and Yiqi Tew. "Cyber Physical Autonomous Mobile Robot (CPAMR) Framework in the Context of Industry 4.0." MATEC Web of Conferences 167 (2018): 02005. http://dx.doi.org/10.1051/matecconf/201816702005.

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Industry 4.0 or Smart Manufacturing creates intelligent object networking and independent process management through Internet of thing and data services. Cyber-Physical System (CPS) communicates among humans, machines and products through Internet of Things (IoT). In this paper a cyber physical autonomous mobile robot (CPAMR) IoT infrastructure system has been proposed. It is capable of performing human-machine interact by allowing users to place and manage orders using cloud platform. The Enterprise Resource Planning (ERP) system processes the data and send the product's data to Radio-frequency identification (RFID) tag system for storage and printout. Through Remote Telemetry Unit (RTU), the status of the product, CPAMR system and workstations or machineries are linked to the cloud platform. Initially, system identify the locations of CPAMR, product and the desired workstation. After gathering all the required information, Artificial Intelligence Algorithms (AIA) performs real time route map planning according to the shortest distance between CPAMR and the destination. This route map planning will then be sent to the CPAMR’s micro-controller for operation. While the CPAMR is moving, it moves according to the planned route map with the assistance of the Obstacle Avoidance System until it reaches the destination and notifies cloud platform. Three individual projects representing three main functions of the proposed CPAMR have been carried out. Results show that the framework of the project is viable.
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Beegle-Krause, J. "GENERAL NOAA OIL MODELING ENVIRONMENT (GNOME): A NEW SPILL TRAJECTORY MODEL." International Oil Spill Conference Proceedings 2001, no. 2 (March 1, 2001): 865–71. http://dx.doi.org/10.7901/2169-3358-2001-2-865.

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ABSTRACT The General NOAA Oil Modeling Environment (GNOME) is a standard Eulerian/Lagrangian spill-trajectory model designed to meet the needs of planners and expert responders through three different user modes: Standard, GIS Output, and Diagnostic. Spills are modeled by Lagrangian Elements (LEs or splots) within continuous flow fields. GNOME supports the National Oceanic and Atmospheric Administration (NOAA)/Hazardous Materials Response Division (HAZMAT) standard for Best Guess and Minimum Regret trajectories by providing information about where the spill is most likely to go (Best Guess solution) and the uncertainty bound (Minimum Regret solution). The public, including spill responders, industry, and students, can use GNOME in Standard or GIS Output mode to prepare spill scenario-related products and for intuition building. These GNOME modes require a Location File that contains a regional trajectory model with a Mini-Expert System to aid in setting up the model. The Mini-Expert System sets up the trajectory model based on user input via dialog boxes. Information sources also are provided to help users answer the dialog questions. Responders can use GNOME's Diagnostic mode to quickly set up custom trajectory models for any area, as HAZMAT does during spill response. GNOME's Diagnostic model can accept circulation patterns from any hydrodynamic model (from two-dimensional steady-state to three-dimensional time-dependent models) with proper formatting. GNOME allows all users to save their work in files and create QuickTime movies. In GIS Output and Diagnostic modes, users can export the model results to GNOME Analyst to convert the data from LEs or splots to oil-concentration contours. Both the splots and contours can be exported to a GIS system (HAZMAT provides an ArcView extension). HAZMAT presently is creating Location Files for U.S. Coast Guard and NOAA priority locations with a design philosophy to allow users significant control over the model setup without requiring extensive spill modeling experience. GNOME, all Location Files, and documentation are available for download from NOAA's Office of Response and Restoration Web site1 under Aids for Oil Spill Responders.
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Arango, Jorge. "Architectures." Journal of Information Architecture 3, no. 1 (April 1, 2011): 45–53. http://dx.doi.org/10.55135/1015060901/111.005/4.021.

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The end product of information architecture can be many different things: a website, a movie, a book, a game such as chess, the location of products in supermarkets. Indeed, as more of these cultural artifacts become digital, their purely informational nature is becoming more prominent
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Barn, Sukhbinder. "Product placement in Bollywood movies." Marketing Intelligence & Planning 27, no. 7 (October 23, 2009): 976–80. http://dx.doi.org/10.1108/02634500911000252.

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Pilelienė, Lina, and Sigita Jurgilaitė. "Produktų demonstravimo vaidybiniuose filmuose ypatumai (teorinis aspektas)." Laisvalaikio tyrimai 1, no. 1 (2013): 1–10. http://dx.doi.org/10.33607/elt.v1i1.182.

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Research background. According to J. A. Karrh et al. (2001) product placement in movies is used with intensions to extend product awareness, create positive associations with a product, or to promote sales. Product placement is becoming very successive tool of promotion; its impact on society is constantly growing. Many films can make an impact on society’s attitudes, also, form buying patterns. Despite a wide usage of this promotional tool, attempts to find scientific publications of Lithuanian authors considering this product placement in Lithuanian movies were unsuccessful. However, many cases of product placement can be observed in Lithuanian movies. Therefore, it becomes relevant to analyze the peculiarities of product placement in movies. The problem solved in the article is how to make product placement in movies. Foreign authors are constantly providing research on multiple aspects of product placement (its impact on viewers’ purchase intentions, impact on memorization, product awareness, etc.); therefore, the lack of Lithuanian researches in the field substantiates the problem. The object of the article is the peculiarities of product placement in movies. The aim of the article is to reveal the peculiarities of product placement in movies. Research method. Qualitative content analysis of scientific literature was provided to reveal the principal aspects of product placement in movies. Whereas there is a lack of Lithuanian authors’ insights in the field, researches provided by foreign authors (Sargent et al., 2001; Jin, Villegas, 2007; Sung et al., 2008; Wiles, Danielova, 2009 et al.) were analyzed. Various approaches to product placement in movies provided by different authors are reviewed, different conceptions of product placement in the movies are generalized, and potential usage areas of the activity are revealed in the article. General scientific research methods of logical analysis and synthesis of scientific literature are applied for theoretical research. Findings. Product placement in movies can be named as an alternative way to reach target audience and highlight product’s advantages. Product placement is product’s or its identifier’s inclusion into media using sonic or visual elements. The main goal of product placement is to increase customer awareness, make positive impact on their preferences and purchase intentions. Main advantages of product placement in the movies are naturalness, high concentration of viewer’s attention, inevitability, and revelation of character, creation of positive associations, sales promotion, and the reach of target audience. Scientific researches and real practices of foreign organizations have proven that product placement in the movies enhance product awareness, creates and increases positive impact on a brand. Accordingly, the direct impact on increase in sales can be observed.
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Mohd Nordin, Mohd Amir Syafiq, and Shahrel Nizar Baharom. "A Study on Awareness of Product Placement in Malaysian Movies." Idealogy Journal 3, no. 2 (September 7, 2018): 103–8. http://dx.doi.org/10.24191/idealogy.v3i2.80.

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Product placement in movies is a strategy to advertise the products and services. This strategy is generally used in international movies and become a trend for Malaysian movies. However, its effectiveness is still questionable especially for the local people. This research aims to discuss about how far the awareness of Malaysian people towards product placement in local movies for the brand recall. By using the qualitative method, the researcher randomly interviewed five participants through in-depth interview. The result shows that most of the participants are aware about the product placement in Malaysian movies and lead to the viewers' brand recall. Therefore, this will give a great potential for advertisers in Malaysia to use the product placement in movies as one of the key strategies for the brand awareness.
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Wilson, Rick T., and Brian D. Till. "Product placements in movies and on Broadway." International Journal of Advertising 30, no. 3 (January 2011): 373–98. http://dx.doi.org/10.2501/ija-30-3-373-398.

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Rössler, Patrick, and Julia Bacher. "Transcultural Effects of Product Placement in Movies." Zeitschrift für Medienpsychologie 14, no. 3 (July 2002): 98–108. http://dx.doi.org/10.1026//1617-6383.14.3.98.

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Abstract. Product placement represents an alternative strategy of advertisers to overcome restrictions of traditional commercial communication. The paper describes different types of placement and resumes the small body of research in the field, both serving as a starting point for empirical research. As a matter of fact, placements which have become part of top movies will be distributed in cinemas and on screens all over the world. A quasi-experimental study carried out in Germany and the USA was designed in order to detect awareness and attitude effects of the respective placements as well as general evaluations. The results indicate small but noteworthy differences between the American and the German audience: To a certain degree, product placement was more effective on the awareness dimension in Germany, and more effective on the evaluative dimension in the USA (a result that may be traced back to the perceived function of creating a realistic impression). High placement awareness led to smaller attitude effects in Germany, while a lower degree of awareness in America should have enhanced the impact on product assessment.
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Ong, Beng Soo. "Should Product Placement in Movies Be Banned?" Journal of Promotion Management 2, no. 3-4 (February 8, 1995): 159–76. http://dx.doi.org/10.1300/j057v02n03_09.

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Nebenzahl, Israel D., and Eugene Secunda. "Consumers' Attitudes Toward Product Placement in Movies." International Journal of Advertising 12, no. 1 (January 1993): 1–11. http://dx.doi.org/10.1080/02650487.1993.11104518.

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Gourgoulianni, Sofia. "The exploitation of movie sets in filming locations." International Journal of Social Sciences and Humanities Invention 6, no. 5 (May 13, 2019): 5412–16. http://dx.doi.org/10.18535/ijsshi/v6i5.02.

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Without a doubt, movies are generally perceived, by the public, as a series of images projected in the cinema halls. Consequently, the fact that a number of steps is required for a film to reach cinemas, is often overlooked.
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Abou Zeid, Dina Farouk. "The Impact of Movies on Tourism among Egyptian Youth." Mediterranean Journal of Social Sciences 12, no. 5 (September 5, 2021): 90. http://dx.doi.org/10.36941/mjss-2021-0047.

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The research study aims to examine the impact of movies on tourism among Egyptian youth by studying the different genres of movies and the different types and forms of tourism besides applying infotainment to discover the elements of information and entertainment in movies which encourage the youth to travel. A survey is conducted of a disproportionate stratified sample of 500 Egyptian university students divided equally between private and public universities and between males and females who have passion for traveling, travel at least once a year and are members of travel Facebook groups. The results show that Egyptian and non-Egyptian movies encourage Egyptian university students to travel abroad. The most popular types of movie-induced tourism among the youth are traveling to destinations portrayed in movies, organized tour of portrayed locations, tour of studio sets and movie-themed park. The findings indicate that movie- induced tourism is affected by movies' infotainment. Received: 22 July 2021 / Accepted: 28 September 2021 / Published: 5 September 2021
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Li, Chunyu, Ling Peng, and Geng Cui. "Picking Winners: New Product Concept Testing with Item Response Theory." International Journal of Market Research 59, no. 3 (May 2017): 335–53. http://dx.doi.org/10.2501/ijmr-2017-027.

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This paper describes how, based upon item response theory (IRT) and its differential item functioning (DIF), two studies were designed to address two important issues – adopting effective items or inviting proper respondents – involved in the identification of successful new concepts, to test new concepts with different levels of newness. Study One shows that some items in a multi-item scale better discriminate among concepts with low or high viability, and that tailored selections of items are necessary when testing major innovation or minor improvement concepts. Study Two pinpoints that choosing an effective source of respondents is important to identify popular movies. Although evaluations from ordinary moviegoers are generally more discriminating among movies with different popularity, those from professional critics are more effective for movies of unfamiliar genres. The implementation of IRT and DIF in both studies demonstrates an effective two-step benchmarking procedure for picking up winners for different new concepts.
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Cutting, James E. "The Framing of Characters in Popular Movies." Art & Perception 3, no. 2 (2015): 191–212. http://dx.doi.org/10.1163/22134913-00002031.

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I investigated the number and locations of characters as they appear on the screen in 48 popular movies released from 1935 to 2010. Sampling an average of one of every 500 frames (∼20 s of film) I amassed data from almost 14 000 movie images. The number and placement of the characters in each image were digitally recorded and compared across years and across aspect ratios (the ratio of the width to the height of the image). Results show a roughly linear decrease in the number of characters on the screen across years. Moreover, the number of characters influences shot scale, shot duration, and mediates their direct effect on one another. The location of characters on the screen was measured by the bridge of the nose between the eyes. By this measure I found that framing varies widely across aspect ratios, but when each image is conformed to the same shape, the overlap of the locations of characters is remarkably constant across years and aspect ratios for images with one, two, and three characters. Together, these results exemplify both constancy and change in the evolution of popular movies.
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Febrina, Della Putri. "HYBRIDITY IN POPULAR CULTURE: A TRANSNATIONAL ANALYSIS OF AMERICAN ADAPTATIONS OF JAPANESE MOVIES IN 21st CENTURY." Rubikon : Journal of Transnational American Studies 4, no. 1 (July 19, 2019): 75. http://dx.doi.org/10.22146/rubikon.v4i1.47857.

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American popular culture has developed from time to time in producing the products. In the progress, the popular product has been modified to satisfy the taste of the consumer and Hollywood is being the one of popular product maker which applied modifications in manufacturing movies; and the result of the development is hybridity seen in Hollywood movies.The journal is written under American Studies discipline, by applying transnational analysis as the basis of the study. Furthermore, the research also used the theory of hybridity in constructing the analysis which concerned about American adaptations of Japanese original movies, namely The Grudge, Hachi: A Dog’s Tale, and Godzilla. The method used in the journal is the qualitative research which comprises the library research by analyzing the three movies as the primary data and the information of the production as the secondary data.There are some conclusions met in the analysis. Being the first one is the three movies definitely adopt American and Japanese narratives and build a new sphere where the two nations living under the same frame. The adoption includes adoption of values, language, and iconic figure in Japan. Then, the second discussion which intended to see the changing of values and taste in Hollywood has resulted some conclusions that the Hollywood has power in shifting the values of the original movies which defined as eastern values to be the ones which related to American values and the three American adaptations in the journal trigger the emergence of American movies with Asian narratives. Keywords: Hybridity, transnational, Hollywood, movies, popular culture, adaptation
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Butt, Fizzah Khalid. "PRODUCT PLACEMENT IN THE PAKISTANI ENTERTAINMENT INDUSTRY." Pakistan Journal of Social Research 04, no. 02 (June 30, 2022): 594–602. http://dx.doi.org/10.52567/pjsr.v4i2.511.

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Product placement is a marketing tool that uses an unconventional way of promoting the products and brands in the entertainment setup, be it movies, dramas, or other creative content. The objective of the study is to see if the viewers register product placement and evoke any emotions in the viewers. The study uses qualitative research using interviews as a research method and thematic analysis technique to analyze the data. The population of the study is working women who watch dramas and movies as a pass time or as a means of entertainment. The study reflects that viewers register the product placement but aren’t happy with the directedness and repetition of the products and brands and prefer subtlety. The study will help the practitioners understand the primary viewers’ mindset, i.e., women, about the content and how they can plan the product placement aligned with the context to increase brand awareness and purchase intention. Keywords: Product Placement, Pakistani Dramas and films, advertisement, Influencer.
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Chen, Huan, and Ye Wang. "Product Placement in Top-Grossing Hollywood Movies: 2001–2012." Journal of Promotion Management 22, no. 6 (September 2016): 835–52. http://dx.doi.org/10.1080/10496491.2016.1214203.

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Cha, Jiyoung. "Product placement in movies: perspectives from motion picture firms." Journal of Media Business Studies 13, no. 2 (April 2, 2016): 95–116. http://dx.doi.org/10.1080/16522354.2016.1159802.

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Redondo, Ignacio. "The Behavioral Effects of Negative Product Placements in Movies." Psychology & Marketing 29, no. 8 (July 5, 2012): 622–35. http://dx.doi.org/10.1002/mar.20548.

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Ramzan, Adnan. "Frequency of transnational trends and Pakistani commercial cinema: A Study on Foreign Talent, Foreign Locations and Obscenity in Pakistani Movies." Global Digital & Print Media Review V, no. IV (December 30, 2022): 38–53. http://dx.doi.org/10.31703/gdpmr.2022(v-iv).04.

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With an increase in focus on globalization, the cinema industry is also facing pressure from its audience to bring in transnationalism in their contents. Transnationalism in cinema gives diversity of experience resulting in better quality movies and increased viewership. Movies around the globe are adopting transnationalism while in Pakistan it is considered a comparatively new idea. This study has tried to make sense of the presence of transnational trends in Pakistani cinema with an emphasis on three variables, (namely, foreign talent, foreign location, and obscenity). Talent from different nationalities can bring in diverse experience on the screen and behind the lens. Similarly, the selection of multination locations also brings in more interest of viewers and obscenity, though it is a very abstract idea, also attracts viewers with different social and cultural backgrounds. A total of 12 Pakistani movies were selected and content analysis was conducted to look for the presence of foreign talent, location and obscenity resulting in transnationalism. A monitored and controlled data analysis of conveniently sampled movies has been provided along with possible reasons of the existence of these transnational trends. The conclusion of our findings and possible recommendations are also added which emphasize that cultural whitewash should be avoided in the name of transnational trends.
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Qureshi, Ishtiaq Hussain, and Maleeha Gul. "Product Placement in Movies: Relationship Between Beliefs Towards Product Placement and Usage Behavior." Indian Journal of Marketing 45, no. 7 (July 1, 2015): 35. http://dx.doi.org/10.17010/ijom/2015/v45/i7/79927.

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Choi, Seobin, and Gwanseob Shin. "Center of mass location of stick vacuum cleaners affects physical demands during floor vacuuming." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1014–17. http://dx.doi.org/10.1177/1541931213601235.

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Compact sized and battery powered stick vacuum cleaners are becoming popular as replacements for full-size canister or upright vacuums. While the center of mass (CoM) of typical stick vacuum cleaners is located near the brush, recent products have the main components near the handle of the cleaner, which moves the CoM towards the handle. The aim of this study was to compare physical demands of the two types of stick vacuum cleaners. Sixteen participants conducted push/pull vacuuming strokes on two different floors at two different speeds with stick cleaner models of different CoM while the electromyography of six upper extremity muscles were collected. Results show that high CoM cleaner caused greater (p<0.05) activity of the biceps (28.5% vs. 22.3% of maximum capacity), deltoid (21.1% vs. 19.4%) and shoulder muscles (8.0% vs. 7.1%) compared to low CoM cleaner, indicating that the high CoM cleaners may produce greater physical stress and muscle fatigue compared to low CoM cleaners.
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Meyer, Jeffrey, Reo Song, and Kyoungnam Ha. "The effect of product placements on the evaluation of movies." European Journal of Marketing 50, no. 3/4 (April 11, 2016): 530–49. http://dx.doi.org/10.1108/ejm-12-2014-0758.

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Purpose When advertising is provided in the form of product placements – the inclusion of branded products within media programming – it can increase or decrease the consumer’s utility. This paper aims to investigate the relationship between product placements and the evaluation of media programming by consumers. The authors hypothesize that consumers do not necessarily consider them as traditional advertising because placements of real brands can enhance realism even if placements sometimes interrupt consumption experience. Thus, the authors believe the relationship between product placements and consumer evaluation is overall positive. However, too many product placements in a single program may reverse this relationship. In addition, the relationship might differ based on the nature of programming, such as art versus entertainment films. Design/methodology/approach Empirical analyses were conducted on 134 movies released between 2000 and 2007 using a generalized method of moments instrumental variable approach. Findings The estimation results from product placement data on 134 movies released between 2000 and 2007 show that product placements have a significant positive effect on consumer ratings, but when used in excess, the effect becomes negative. In addition, a significant interaction exists between the nature of the film (mainstream vs independent) and the number of placements, such that consumers of independent films are much less likely to view product placements positively. Originality/value This research is the first empirical paper that demonstrates the effect of product placements on the evaluation of the media using secondary data.
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Akanni, J., A. Abdulrasaq, A. A. Isa, and A. O. Ojo. "Development of a Compact and Accurate Auto-Update Digital Clock with Real-Time Location Display using Organic Light Emitting Diode and Crystal Oscillator." Journal of Applied Sciences and Environmental Management 26, no. 8 (August 31, 2022): 1391–96. http://dx.doi.org/10.4314/jasem.v26i8.11.

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Research has been going on for a lengthy time on digital clocks but with restraints to auto-updating based totally on location. The objective of the paper is to produce a portable and accurate auto-update digital watch (clock) that shows the real time and the current location of the user with the aid of crystal oscillator to generate clock pulses which interfaced with the GPS modules with organic light-emitting diode (OELD). The system was able to automatically update the co-ordinate of locations whenever the user moves from one place to another, It also auto-update time whenever the battery is removed and reinserted or when switched OFF and then switch ON after sometime. It also eliminate the stretch associated with time adjustment whenever the battery is down and replaced or when the watch is switched OFF and then ON. It performed satisfactorily and as a result, the system can be adapted and integrated to the new technology of modern watch as it can be adopted by the user to locate his/her position at any point in time.
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Chavadi, Chandan A., Sindhu R. Menon, and Monika Sirothiya. "Modelling the Effects of Brand Placements in Movies: An Investigative Study of Event Type and Placement Type." Vision: The Journal of Business Perspective 23, no. 1 (March 2019): 31–43. http://dx.doi.org/10.1177/0972262918821227.

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Movies are getting extremely costly and product placement has become inevitable to accommodate brands to support their budgets. Moreover, brands are demanding return on investment for their placements. This article makes an attempt to evaluate the outcome of brand placements in movies. As Indian audiences are exposed to both Hollywood and Bollywood movies, product placement is rapidly turning into a colossal path for brands to achieve their objectives by placing the brand in a subtle or blatant way. It is reasonable to count on that consumer contrast of brands will genuinely get influenced based on the type of the entertainment event (Bollywood vs. Hollywood) and type of the product placement (subtle vs. blatant). A structural equation model was developed to assess the effect of entertainment event and placement type (PT) on brand attitude (AB) and consequently on purchase intentions (PIs). The study also explores the possibility of mediation and conducted multi-group analysis on event type and PT using AMOS and SPSS. The findings help us to comprehend the event type (Hollywood movie vs. Bollywood movie) and the PT (subtle vs. blatant) that has the most significant impact on AB and subsequently on PI.
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Hofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 3 (September 30, 2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.

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Considering the changes in media consumption, many well-known brands decided to invest in product placement. Companies apply various strategies of placing the brand inside the media programming, not only in movies or television programs but also in social media, computer games and music videos. Present paper is aimed on investigate the influence of chosen product placement strategy on product placement effectiveness and is based on literature review. Research on product placement in movies shows that a mixed type of placement which encompass visual presentations of a branded product, company name or logo, and verbal reference to the embedded brand is better remembered in comparison to only visual product placement. There are also recognized product placement strategy based on various plot-relation level. According to research made in computer games, higher brand and game congruity result in better attitude but a brand incongruent with the game plot is better remembered. The authors also frequently mention about product placement visibility. Prominent placement in movies and computer games led to worse brand attitudes, is perceived as more disruptive, less realistic and interferes with the plot than subtle placement. The advantage of prominent placement in both medias and video sharing sites is better influenced on brand remembering. When it comes to social media, product placement takes a form of written placement or video placement. Some studies proved that video placement exert greater impact on attitude, better brand impression and cause higher users’ intention to click. Similarly in computer games it can be listed animated or as a static ads. In quoted study, brand recognition for the animated billboards was significantly higher than for static billboards and attitudes toward the animated ads were better.
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Song, Reo, Jeffrey Meyer, and Kyoungnam Ha. "The Relationship Between Product Placement And the Performance of Movies." Journal of Advertising Research 55, no. 3 (September 2015): 322–38. http://dx.doi.org/10.2501/jar-2015-012.

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Latynov, Vladislav V. "PSYCHOLOGICAL REGULARITIES OF THE IMPACT OF PRODUCT PLACEMENT IN MOVIES." Scientific Review. Series 2. Human sciences, no. 1-2 (2020): 65–74. http://dx.doi.org/10.26653/2076-4685-2020-1-2-06.

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38

Ong, Beng Soo. "A Comparison of Product Placements in Movies and Television Programs." Journal of Promotion Management 10, no. 1-2 (May 11, 2004): 147–58. http://dx.doi.org/10.1300/j057v10n01_10.

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Belvaux, Bertrand, and Séverine Marteaux. "Web User Opinions as an Information Source. What Impact on Cinema Attendances?" Recherche et Applications en Marketing (English Edition) 22, no. 3 (September 2007): 65–81. http://dx.doi.org/10.1177/205157070702200305.

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Digital communication technologies such as the Internet intensify and accelerate the phenomenon of information diffusion by social exchange. The aim of this paper is to assess whether product introduction strategies should be modified in the light of this phenomenon. We conducted an empirical analysis on the movie market to compare the ability of web user opinions with classic indicators such as the mass media and critics to predict box-office takings. The results show that all three variables influence movie attendances. Promotion of a movie has no influence on web user opinions, but critics are influenced negatively for low-budget movies and positively for large-budget movies. Critic and web user advice merges only for large-budget movies.
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Hanif, Nurman, and Pangesti Wiedarti. "The Use of Movies as Reading Comprehension Materials for Eighth Grade." International Journal of Linguistics, Literature and Translation 4, no. 4 (April 27, 2021): 178–84. http://dx.doi.org/10.32996/ijllt.2021.4.4.19.

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The aim of this article is to describe the use of movies as reading materials for the eighth grade of junior high school. Movies can be developed as materials to enhance students’ critical thinking and improve their comprehension through multimodal texts provided as their visual media in learning reading. By reading the subtitles of the movies, students could improve their reading skill supporting by visualization of images. The literature review of this article recommended why movies should be developed as reading materials in language learning with their advantages and benefits. Many previous studies suggested that movies could be the appropriate media for English language teaching to motivate students and improve their language skills. English teachers could modify and develop reading materials based on the movies' content to encourage students in language learning. This research applied research and development by adopting the Borg & Gall design. The data techniques of this research included a questionnaire, interview, observation, and documentation. The result of this research indicated that the total mean scores of material aspects, language aspects, and graphic aspects ranged from 3.00 to 3.50. Therefore, the scores were categorized as good and very good. Thus, it can be concluded that the developed product of this research was valid, effective, and appropriate.
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Chen, Man, Xiaomin Han, Xinguo Zhang, and Feng Wang. "The business model of Chinese movies." Journal of Contemporary Marketing Science 2, no. 3 (December 17, 2019): 246–61. http://dx.doi.org/10.1108/jcmars-02-2019-0015.

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Purpose The motion picture industry is a cultural and creative industry. Unlike its US counterpart, the Chinese motion picture industry is still developing. Therefore, learning from the US market, the purpose of this paper is to analyze the business model of Chinese movies from the perspective of new product diffusion. Design/methodology/approach Based on 66 movies released in the US and 21 movies released in China, this paper first compares the diffusion curves of Chinese and US movies through the movie life cycle and box office trends. Next, it analyzes the moviegoing behaviors of Chinese and US audiences based on the innovation and imitation coefficients in the Bass model. Finally, it compares the attention to information of Chinese and US audiences from the perspective of interpersonal word-of-mouth (WOM). Findings In the USA, a movie’s highest weekly box office is usually in its opening week, followed by a weekly decline in revenue; in China, there is no difference in box office performance between the first two weeks, but a weekly decline in revenue similarly follows. US audiences pay more attention to advertisements for movies than WOM recommendations, while Chinese people pay more attention to WOM recommendations. Neither the Chinese nor the US market differs in the volume of WOM between the first week before release and the opening week, and these two weeks are the most active period of WOM in both markets. Practical implications During the production phase for Chinese movies, we should satisfy opinion leaders’ needs. During the distribution phase, we should not only focus on market spending before the movie’s release, but also increase market spending in the opening week. During the theater release phase, we should stimulate WOM communication between moviegoers and thereby attract many more opinion seekers. Originality/value Few studies have investigated the Chinese motion picture industry from the perspective of new products. This paper compares and analyzes the diffusion of Chinese and US movies using the Bass model of new product diffusion, providing systematic theoretical guidelines for the commercial operation of the Chinese motion picture industry.
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Luan, Yingyue, and Yeun Joon Kim. "An integrative model of new product evaluation: A systematic investigation of perceived novelty and product evaluation in the movie industry." PLOS ONE 17, no. 3 (March 11, 2022): e0265193. http://dx.doi.org/10.1371/journal.pone.0265193.

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The literature on perceived novelty and product evaluation has diverged into two disparate streams of research. The first stream builds on theories of curiosity and argues that the perceived novelty of a new product benefits product evaluation because it induces curiosity and provides evaluators (e.g., customers) with positive experiences in learning new features of the product and in resolving their curiosity. In contrast, the second stream adopts theories of expectation violations and argues that perceived novelty decreases product evaluation because it violates evaluators’ expectations of a new product and requires burdensome efforts to make sense of the product. The main goal of our research is to resolve this theoretical inconsistency by offering an integrative model of new product evaluation that proposes an inverted U-shaped curvilinear relationship between perceived novelty and product evaluation. Based on this model, we further examine whether a producer’s reputation plays an ironic moderating role in this curvilinear relationship. Utilizing content analysis and big data approaches with a large sample of 49,835 reviews of 147 movies in the movie industry, we found that an evaluator’s perception of the novelty of a new movie benefited product evaluation but only when that perceived novelty was moderate; at higher levels of perceived novelty, the product evaluation decreased. In addition, we compared the curves of high vs. low reputation producers and found that perceived novelty penalized product evaluation of new movies created by high reputation producers.
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Gao, Weihe, Li Ji, Yong Liu, and Qi Sun. "Branding Cultural Products in International Markets: A Study of Hollywood Movies in China." Journal of Marketing 84, no. 3 (March 27, 2020): 86–105. http://dx.doi.org/10.1177/0022242920912704.

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Cultural products are a major component of the world economy and are responsible for a growing share of U.S. exports. The authors examine brand name strategies when cultural products are marketed in foreign countries. Incorporating the unique characteristics of these products, the authors develop a theoretical framework that integrates similarity, which focuses on how the translated brand name relates to the original brand name, and informativeness, which focuses on how the translated brand name reveals product content, to study the impact of brand name translations. The authors analyze Hollywood movies shown in China from 2011 to 2018. The results show that higher similarity leads to higher Chinese box office revenue, and this effect is stronger for movies that perform better in the home market (i.e., the United States). When the translated title is more informative about the movie, the Chinese box office revenue increases. The informativeness effect is stronger for Hollywood movies with greater cultural gap in the Chinese market. Moreover, both similarity and informativeness effects are strongest when the movie is released and reduce over time. This research provides valuable guidance to companies, managers, and policy makers in cultural product industries as well as those in international marketing.
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(David) Lee, Taejun, Yongjun Sung, and Sejung Marina Choi. "Young adults’ responses to product placement in movies and television shows." International Journal of Advertising 30, no. 3 (January 2011): 479–507. http://dx.doi.org/10.2501/ija-30-3-479-507.

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Saini, Rutika. "Product Placement in Bollywood Movies: Is Still an Effective Advertising Tool?" Asian Journal of Research in Marketing 6, no. 4 (2017): 43. http://dx.doi.org/10.5958/2277-6621.2017.00010.x.

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Almeida, Shaeril Michael, Stefy Elizabeth Joseph, and Nilima James. "The Viability of Using Product Placement in Movies: A Bollywood Perspicacity." Asian Journal of Management 9, no. 1 (2018): 591. http://dx.doi.org/10.5958/2321-5763.2018.00093.8.

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Brown, Callie L., Camden E. Matherne, Cynthia M. Bulik, Janna B. Howard, Sophie N. Ravanbakht, Asheley C. Skinner, Charles T. Wood, et al. "Influence of product placement in children's movies on children's snack choices." Appetite 114 (July 2017): 118–24. http://dx.doi.org/10.1016/j.appet.2017.03.022.

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Matthes, Jörg, and Brigitte Naderer. "Children's consumption behavior in response to food product placements in movies." Journal of Consumer Behaviour 14, no. 2 (February 3, 2015): 127–36. http://dx.doi.org/10.1002/cb.1507.

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Lescroart, M. D., S. Nishimoto, and J. L. Gallant. "Intermediate human visual areas represent the locations of silhouette edges in natural movies." Journal of Vision 14, no. 10 (August 22, 2014): 716. http://dx.doi.org/10.1167/14.10.716.

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Rannamets, Harro. "How Movies Influence Our Dietary Behaviour?" Baltic Screen Media Review 1, no. 1 (October 1, 2013): 126–41. http://dx.doi.org/10.1515/bsmr-2015-0008.

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AbstractMovies include a shockingly high number of products - it is almost impossible to have a movie with no brand exposure at all. As entertainment fills a large part of our lives, product placements have invaded our social sphere more than we can imagine. Just as for the tobacco industry, until something is done to reduce and eliminate the images of unhealthy dietary behaviour on film, movies will remain one of the most powerful forces in the world promoting unhealthy sugary diets and serving the industry’s financial interests. The unhealthy lifestyle that is portrayed on the screens through extensive consumption of food items especially high in sugars, and how this can influence people’s dietary behaviour, is the main concern and discussion for this article. Thus, this article tries to give an overview of the current situation and how exactly it is possible for movies to influence the things we eat. Just as the tobacco industry has had a long history of working to influence Hollywood, the sugar industry will most probably face the same future. And this is not what films should be about.
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