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544,548 result(s) for "ENTERTAINMENT"
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The art of immersion : how the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories
Wired contributing editor Frank Rose introduces readers to the people who are reshaping media for a two-way world--people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think.
WWE encyclopedia : the definitive guide to WWE
\"Get the history, facts, and stats on the Superstars, Divas, and Legends you love and the ones you love to hate! The most expansive, all-encompassing chronicle ever unleashed on the WWE Universe. Over 400 full-color pages, and over 1,200 Superstar and event profiles, the WWE all-time roster has been expanded to unprecedented proportions, now featuring all your favorite heroes from the modern era! Roman Reigns, Seth Rollins, The New Day, Sasha Banks and so many more make their WWE Encyclopedia debuts. Plus, the future of WWE collides with the past, as Finn Bálor and the exciting stars of NXT stake their claim alongside the legends of WWE's past and present, \"--Amazon.com.
Extracting Features of Entertainment Products
The authors propose a quantitative approach for describing entertainment products, in a way that allows for improving the predictive performance of consumer choice models for these products. Their approach is based on the media psychology literature, which suggests that people's consumption of entertainment products is influenced by the psychological themes featured in these products. They classify psychological themes on the basis of the \"character strengths\" taxonomy from the positive psychology literature (Peterson and Seligman 2004). They develop a natural language processing tool, guided latent Dirichlet allocation (LDA), that automatically extracts a set of features of entertainment products from their descriptions. Guided LDA is flexible enough to allow features to be informed by psychological themes while allowing other relevant dimensions to emerge. The authors apply this tool to movies and show that guided LDA features help better predict movie-watching behavior at the individual level. They find this result with both award-winning movies and blockbuster movies. They illustrate the potential of the proposed approach in pure content-based predictive models of consumer behavior, as well as in hybrid predictive models that combine content-based models with collaborative filtering. They also show that guided LDA can improve the performance of models that predict aggregate outcomes.
Hanoi
\"Wandering Hanoi's jam-packed neighorhoods, bustling markets, and vibrant Old Quarter, you'll find the soul of Vietnam\"-- Provided by publisher.
Markets: Red Light States: Who Buys Online Adult Entertainment?
This paper studies the adult online entertainment industry, particularly the consumption side of the market. In particular, it focuses on the demographics and consumption patterns of those who subscribe to adult entertainment websites. On the surface, this business would seem to face a number of obstacles. Regulatory and legal barriers have already been mentioned. In addition, those charging for access to adult entertainment face competition from similar content available without a fee. In the context of adult entertainment, free access offers consumers an extra benefit: online payments tend to create records documenting the fact of a customer's purchase; consumers of free content may feel more confident that their purchases will remain confidential. More broadly, measured levels of religiosity in American are high. On the other hand, social critics often argue that the rise of Internet pornography is contributing to a coarsening of American culture. Do consumption patterns of online adult entertainment reveal two separate Americas? Or is the consumption of online adult entertainment widespread, regardless of legal barriers, potential for embarrassment, and even religious conviction?
The Political Legacy of Entertainment TV
We study the political impact of commercial television in Italy exploiting the staggered introduction of Berlusconi’s private TV network, Mediaset, in the early 1980s. We find that individuals with early access to Mediaset all-entertainment content were more likely to vote for Berlusconi’s party in 1994, when he first ran for office. The effect persists for five elections and is driven by heavy TV viewers, namely the very young and the elderly. Regarding possible mechanisms, we find that individuals exposed to entertainment TV as children were less cognitively sophisticated and civic-minded as adults, and ultimately more vulnerable to Berlusconi’s populist rhetoric.
MCU : the reign of Marvel Studios
Marvel Entertainment was a struggling toymaker not even twenty years ago. Today, Marvel Studios is the dominant player both in Hollywood and in global pop culture. But what accounts for its stunning rise? In 'MCU', beloved culture writers Joanna Robinson, Dave Gonzales, and Gavin Edwards draw on more than a hundred interviews with actors, producers, directors, and writers to present the definitive chronicle of Marvel Studios and its sole, ongoing production, the Marvel Cinematic Universe. As they delve into the studio's key moments - from the contentious hiring of Robert Downey Jr. for Iron Man to the negotiations over Disney's acquisition of Marvel to studio head Kevin Feige's embrace of streaming TV - the authors demonstrate that the genius of Marvel was its resurrection and modification of Hollywood's old studio system.
Preferencje polskich konsumentów w zakresie platform VoD
Cyfryzacja konsumpcji stanowi jeden z kluczowych trendów współczesnego rynku, którego wpływ wyraźnie zaznacza się w zmieniającej się branży medialnej i rozrywkowej. Widzowie stopniowo odchodzą od tradycyjnych mediów analogowych, takich jak telewizja, na rzecz nowoczesnych rozwiązań – przede wszystkim platform VoD. Celem opracowania było zbadanie zmieniających się tendencji w preferencjach polskich konsumentów dotyczących korzystania z platform VoD. Badanie koncentrowało się na identyfikacji kluczowych czynników wpływających na wybór konkretnych platform VoD. W badaniu udział wzięło 237 respondentów, a zastosowaną metodą badawczą był kwestionariusz CSAQ udostępniony za pośrednictwem formularza Google. Badanie miało wymiar jakościowy. Odpowiedzi przedstawiono w formie zagregowanej. W artykule omówiono pojęcie preferencji konsumenta oraz zidentyfikowano czynniki determinujące rozwój rynku platform VoD. Na podstawie przeglądu literatury przedmiotu oraz wyników badań własnych zaprezentowano zmieniające się tendencje w preferencjach polskich użytkowników korzystających z platform VoD. Wskazano zarówno uwarunkowania rozwojowe rynku VoD, jak i determinanty decyzji o wykupieniu subskrypcji. Analiza preferencji konsumentów odgrywa kluczową rolę w rozwoju organizacji działających w branży medialnej. Zrozumienie czynników wpływających na wybory polskich użytkowników platform VoD może stanowić cenne źródło informacji dla przedsiębiorstw funkcjonujących w branży rozrywkowej, wspierając proces podejmowania decyzji strategicznych oraz budowania przewagi konkurencyjnej. Ograniczeniem badań jest niereprezentatywna próba badawcza, która nie pozwala na stawianie ogólnych wniosków. The digitization of consumption is one of the key trends in today’s market, whose impact is clearly evident in the changing media and entertainment industry. Viewers are gradually moving away from traditional analog media such as television, in favor of modern solutions – primarily VoD platforms. The research objective was to examine changing trends in Polish consumers’ preferences with regard to VoD platforms. Conducted study concentrated on identifying key factors influencing the choice of specific VoD platforms. The research involved 237 participants, and the research method used was the CSAQ questionnaire made available via a Google Form. The study utilized a qualitative approach. The responses were presented in aggregate form. The article discusses the concept of consumer preferences and identifies factors determining the development of VoD platform market. Based on a review of the literature and the results of our own research, we present changing trends in the preferences of Polish users of VoD platforms. We indicate both the conditions for the development of the VoD market and the determinants of subscription decisions. The analysis of consumer preferences plays a key role in the development of organizations operating in the media industry. Understanding the factors influencing the choices of Polish users of VoD platforms can be a valuable source of information for companies operating in the media and entertainment industry, supporting the process of strategic decision-making and building competitive advantage. The limitation of the study is the unpresentative research sample, which does not allow for general conclusions to be drawn.