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2021 ◽  
pp. 453-458
Author(s):  
Xinting Liu, Lu Shen

In the era of new media, private customization of network information is widespread, which has affected the development process of individuals and society. The previous research on private customization of network information focused on algorithm research, which mostly starts from the micro analysis such as news products, entertainment products, social products and so on. This paper uses qualitative analysis and in-depth interviews with users based on their use of various apps to explore the behavioral and psychological. Through the information obtained from in-depth interviews, the results are as follows: Private customization of network information helps individuals break through the load of information, but brings personal loss. Customization technology of network information has the problem of technology supremacy to restrict personal freedom and power. In addition, it is also worth thinking about the problem of the construction of public areas. Through the discussion of this macro impact, a comprehensive explanation can be obtained. These findings of the research indicate that the macro impact of private customization of network information is not just the responsibility of the information provider, but also do the audiences, government and industry departments need to think about together. Only when it abides by the social benefits, can it achieve sound progress.


2021 ◽  
Vol 3 (1) ◽  
pp. 137-146
Author(s):  
Omoniyi F Akinkoya ◽  
Ayo C Odetoyinbo ◽  
Taiwo A Olaniran

This study examined broadcast media entertainment and attitude cultivation, a study of behavioural patterns of College Students. It is a survey designs study that investigated undergraduate communication students of The Polytechnic, Ibadan, Oyo State and Moshood Abiola Polytechnics, Ogun State. Systematic random sampling was adopted to select a sample size of three hundred (300) communication students of the two institutions as respondents for this study. Programmes such as films, soap operas and musicals, etcetera were units considered. The theoretical framework is premised on the cultivation theory and gratification theory. Its analysis was hinged on the simple percentage statistical calculation. The study outcome showed that youth crave satisfaction in the entertainment programmes they watch and that entertainment programmes like musical videos, foreign and local drama do portray obscenity which brings about delinquent behaviour in the younger generation. It was recommended that producers and directors of entertainment products should be conscious of young people who form the chunk of their audience to eliminate obscenity in programme production, while parents should control the level of media exposure of their wards


2021 ◽  
Vol 2 (1) ◽  
pp. 71-87
Author(s):  
Razia Fabia Ashari ◽  
Tatat Haryati

This study aims to describe several examples of entertainment game products and Japanese characters exported to the United States through the mukokuseki concept supported by Joseph Nye's soft power theory. This research uses a qualitative method with a descriptive approach. Japanese entertainment products are collected by sorting and note-taking techniques to be analyzed and described with the concept of mukokuseki and soft power in depth. Three data are found and categorized as products that have been successfully exported to the United States using the concept of mukokuseki and soft power. The three data are Super Mario Bros, Hello Kitty, and Pac-Man. Based on the results of the discussion, the successful export of the three products were supported by the creation of identity, development, and maintenance of products that fuse nationalities and focus on successful sales in the United States. The conclusion from this research is that mukokuseki can be used as a strategy in exporting cultural products, and the success of using soft power depends on developing creative and innovative products.


10.5334/bck.h ◽  
2021 ◽  
pp. 81-92
Author(s):  
Aris Politopoulos ◽  
Angus A. A. Mol

More and more, people do not experience the past through books, museums, or even television, but through video games. This chapter discusses how these popular entertainment products provide playful and fun experiences of the past.


2021 ◽  
Author(s):  
Florin Vladica

The purpose of this doctoral dissertation and the research presented herein is to test and refine a general method of observing, capturing, describing and comparing subjective viewpoints on entertainment value. Of particular interest and equally important is the effort to provide a theoretical foundation for the conceptualization, operationalization, and empirical testing of the entertainment value concept, adopting the perspective of those experiencing performance-based and screen-based entertainment. This dissertation is also a crossover study between and among amusement, recreation, entertaining experiences, audience research, and events and live performances. Results will be integrated into the broader study of entertainment, where the core phenomenon under investigation is the entertainment experience. Entertainment value is a multi-faceted concept, widely used but poorly, or at least not effectively, operationalized for use in scholarly and commercial research. It is proposed herein that entertainment value refers to the type of value that screen-based products and live performances yield to those who experience these generic forms of entertainment. Entertainment value is perceived consumer value, experiential and subjective, a multi-dimensional concept and construct intrinsic to the entertainment experience. In three complementary studies, respondents are grouped based on shared subjective experiences resulting from the consumption of three different kinds of innovative entertainment products: a) an animated, short documentary film, b) one episode a described video television comedy; and c) a live cultural performance. In an innovative way, Stephenson’s Q Methodology (1953) and Typology of Consumer Value proposed by Morris Holbrook (1999) are adopted, tested and refined to empirically identify, describe and compare the subjective viewpoints of those who experience entertainment. The Q Methodology allowed for a rich description of a range of entertainment experiences from almost three hundred respondents. Interpretation of subjective reactions and self-reports, and the differences among these viewpoints, have been facilitated by and pointed to corresponding types of perceived entertainment value. In this sense, Holbrook’s (1999) typology for consumer value proved useful, by complementing in a number of ways the design and implementation of this exploratory research with Q methodology.


2021 ◽  
Author(s):  
Florin Vladica

The purpose of this doctoral dissertation and the research presented herein is to test and refine a general method of observing, capturing, describing and comparing subjective viewpoints on entertainment value. Of particular interest and equally important is the effort to provide a theoretical foundation for the conceptualization, operationalization, and empirical testing of the entertainment value concept, adopting the perspective of those experiencing performance-based and screen-based entertainment. This dissertation is also a crossover study between and among amusement, recreation, entertaining experiences, audience research, and events and live performances. Results will be integrated into the broader study of entertainment, where the core phenomenon under investigation is the entertainment experience. Entertainment value is a multi-faceted concept, widely used but poorly, or at least not effectively, operationalized for use in scholarly and commercial research. It is proposed herein that entertainment value refers to the type of value that screen-based products and live performances yield to those who experience these generic forms of entertainment. Entertainment value is perceived consumer value, experiential and subjective, a multi-dimensional concept and construct intrinsic to the entertainment experience. In three complementary studies, respondents are grouped based on shared subjective experiences resulting from the consumption of three different kinds of innovative entertainment products: a) an animated, short documentary film, b) one episode a described video television comedy; and c) a live cultural performance. In an innovative way, Stephenson’s Q Methodology (1953) and Typology of Consumer Value proposed by Morris Holbrook (1999) are adopted, tested and refined to empirically identify, describe and compare the subjective viewpoints of those who experience entertainment. The Q Methodology allowed for a rich description of a range of entertainment experiences from almost three hundred respondents. Interpretation of subjective reactions and self-reports, and the differences among these viewpoints, have been facilitated by and pointed to corresponding types of perceived entertainment value. In this sense, Holbrook’s (1999) typology for consumer value proved useful, by complementing in a number of ways the design and implementation of this exploratory research with Q methodology.


2021 ◽  
pp. 113604
Author(s):  
C. Mihale-Wilson ◽  
P. Felka ◽  
O. Hinz ◽  
Martin Spann

2021 ◽  
Vol 9 (4) ◽  
Author(s):  
Hongyan Ren

with the continuous development of digital media, the high-frequency interaction between people and personal digital devices continues to promote the development of digital entertainment products. At present, digital art has its own development in the interaction of vision, hearing, touch, taste and smell. This article summarizes the application status of sensory interaction, analyzes the future development trend of digital art, and finds out that digital art will develop in the fields of artificial intelligence, sensory equipment and sensor technology iteration in the future through data analysis, literature study and case analysis In this paper, the author come up with some feasible reference for practitioners and researchers in related fields.


2021 ◽  
Vol 1 (3) ◽  
pp. 58-65
Author(s):  
E. V. Chernova ◽  

The children's segment of culture — "music about children" and "music for children", being formed in the media environment, under new conditions needs close attention of scientists and updating of analytical tools for research. Acquiring features and qualities that differ from those previously inherent, this area requires scientific comments on various parameters — in terms of dynamics, prevailing directions, etc., opening new horizons for studying musical culture of the information community. The article discusses the possibilities of using search engines (Google, Yandex) to review children's musical products in the media space of modern society. The changing environment and conditions for musical culture determine the necessity of new approaches, including those from marketing technology for researching the content of genre trends, studying consumer interest, obtaining statistical information, etc. With the help of Internet applications (Trends, Wordstat) there is a prospect to analyze musical and cultural reality of society in the web search mode, revealing the comparative degree of popularity of different objects, in this case, related to the children's mass media sphere. The results obtained allow to state the predominant demand for entertainment products, which is a general trend in cultural life, regardless of the age category of consumers.


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