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The art of immersion : how the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories
by
Rose, Frank
in
Internet entertainment industry Social aspects.
,
Internet entertainment Social aspects.
,
Internet marketing Social aspects.
2011
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
by
Bunnell, Renée
,
Toubia, Olivier
,
Iyengar, Garud
in
Dirichlet problem
,
Entertainment industry
,
Marketing
2019
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.
Journal Article
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?
2009
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?
Journal Article
Social Dollars: The Economic Impact of Customer Participation in a Firm-Sponsored Online Customer Community
by
Manchanda, Puneet
,
Packard, Grant
,
Pattabhiramaiah, Adithya
in
Analysis
,
Business enterprises
,
Community
2015
Many firms operate customer communities online. This is motivated by the belief that customers who join the community become more engaged with the firm and/or its products, and as a result, increase their economic activity with the firm. We describe this potential economic benefit as “social dollars.” This paper contributes evidence for the existence and source of social dollars using data from a multichannel entertainment products retailer that launched a customer community online. We find a significant increase in customer expenditures attributable to customers joining the firm’s community. While self-selection is a concern with field data, we rule out multiple alternative explanations. Social dollars persist over the time period observed and arose primarily in the online channel. To assess the source of the social dollar, we hypothesize and test whether it is moderated by participation behaviors conceptually linked to common attributes of customer communities. Our results reveal that posters (versus lurkers) of community content and those with more (versus fewer) social ties in the community generated more (fewer) social dollars. We found a null effect for our measure of the informational advantage expected to accrue to products that differentially benefit from content posted by like-minded community members. This overall pattern of results suggests a stronger social than informational source of economic benefits for firm operators of customer communities. Several implications for firms considering investments in and/or managing online customer communities are discussed.
Journal Article
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.
The Political Legacy of Entertainment TV
by
Durante, Ruben
,
Pinotti, Paolo
,
Tesei, Andrea
in
Economics and Finance
,
Humanities and Social Sciences
2019
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.
Journal Article