Academic literature on the topic 'Entertainment'

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Journal articles on the topic "Entertainment"

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Prasasti Ramadhina Putri Pradana and Adiasri Putri Purbantina. "IMPLEMENTASI STRATEGI BISNIS SM ENTERTAINMENT DI PASAR TIONGKOK MELALUI WAYV PADA TAHUN 2019-2021." Jurnal Bisnis Terapan 6, no. 1 (2022): 103–16. http://dx.doi.org/10.24123/jbt.v6i1.4908.

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SM Entertainment is the largest multinational company in the entertainment industry in South Korea, which founded in 1995 by Lee Soo Man. SM Entertainment as the first entertainment company to export K-POP music abroad, one of which is the Chinese market. SM Entertainment started to enter the Chinese market in the early 2000s by holding concerts as one of the promotions of their music. SM Entertainment is still developing and distributing the Hallyu products despite the difficulties for foreign companies to enter the Chinese market. SM Entertainment maintains their business in China with a str
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Knapp, Jeffrey. "Mass Entertainment Before Mass Entertainment." New Literary History 44, no. 1 (2013): 93–115. http://dx.doi.org/10.1353/nlh.2013.0000.

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Sarjono, Haryadi, Azlia Zetta, Grace Cynthia Magdalena Sitorus, and Boyke Setiawan Soeratin. "Analyzing YG Entertainment's Financial Impact: Addressing Brand Image Decline and Solutions." Business Economic, Communication, and Social Sciences Journal (BECOSS) 6, no. 3 (2024): 227–37. https://doi.org/10.21512/becossjournal.v6i3.11937.

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This research explores the impact of YG Entertainment's strategy in 2019 on the company's financial condition and image after a series of problems involving its artists in 2019. YG Entertainment, a prestigious South Korean entertainment company, faced major challenges, including prostitution-related controversies, drug scandals, and tax problems. These problems caused a decline in the value of the company's shares and raised concerns among investors and fans. This research aims to investigate the strategies implemented by YG Entertainment to recover from financial losses and assess the effect
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Hope, Samuel. "Entertainment!" Design For Arts in Education 90, no. 5 (1989): 48. http://dx.doi.org/10.1080/07320973.1989.9934814.

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Hapsari, Maria Magdalena Cita, and Hafid Zuhdan Bahtiar. "Management of Christian Entertainment in Semarang." Jurnal Seni Musik 12, no. 1 (2023): 120–21. http://dx.doi.org/10.15294/jsm.v12i1.65377.

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Christian Entertainment is a music group from Semarang that manages its management to maintain its existence and music quality. This is evidenced by the participation of Christian Entertainment in the entertainment industry and music performances, especially in wedding events, from 1999 until now. The purpose of this research was to understand and describe the performance management of Christian Entertainment and identify the factors that hinder and support the management activities carried out by the group. This research is a descriptive study with a qualitative approach. Data collection tech
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Windy Fahira. "Pengaruh Interactivity dan Entertainment terhadap Purchace Decision Industri Ritel di Indonesia." VISA: Journal of Vision and Ideas 4, no. 1 (2024): 68–81. http://dx.doi.org/10.47467/visa.v4i1.1211.

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This research This study aims to determine the relationship between Interactivity and Entertainment to the Purchase Decision of retail customers in Indonesia by adding the mediating variable Brand Awareness. A total of 216 respondents were obtained by distributing questionnaires through G-Form. The sampling technique used used is purposive sampling. Furthermore, the data obtained processed using structural equation modeling (SEM) method. The results This study shows the influence of Interactivity and Entertainment on Brand Awareness. on Brand Awareness. Brand awareness acts as a significant an
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Sha, Jingru. "Global Cultural Integration Strategies of Korean Entertainment Companies Regarding the Idol Culture Industry: The Case of SM Entertainment." Journal of Education, Humanities and Social Sciences 31 (April 27, 2024): 107–12. http://dx.doi.org/10.54097/yakr0631.

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The study focuses on the global cultural integration of Korean entertainment companies regarding the idol culture industry, using SM Entertainment as a case study for in-depth analysis. Idol culture, as a part of Korean pop culture, has achieved great success globally over the past decades. With the rise of digital media, the trend of internationalization in the entertainment industry has become more pronounced. The acceptance of different cultures by audiences in different countries has also become one of the focal points of research. This study will focus on SM Entertainment's successful pra
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Cross, Eric, Giovanni Morelli, Reinhard Strohm, and Thomas Walker. "Dramatic Entertainment." Musical Times 132, no. 1776 (1991): 78. http://dx.doi.org/10.2307/966601.

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Sadiku, Matthew N. O., Adebowale E. Shadare, and Sarhan M. Musa. "Digital Entertainment." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 8 (2017): 62. http://dx.doi.org/10.23956/ijarcsse.v7i8.22.

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The popularity of the Internet and digital media is making a significant impact in entertainment activities. Like the invention of television and cinema, the invention of the Internet and wireless technologies are making a profound change in our lifestyle and giving us the technological ability to enjoy digital entertainment. This paper provides a brief introduction to digital entertainment.
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Kee, Joan. "Global Entertainment." Afterimage 27, no. 6 (2000): 13. http://dx.doi.org/10.1525/aft.2000.27.6.13.

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Dissertations / Theses on the topic "Entertainment"

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Hernández, García Yulán. "Entertainment." Revista de Química, 2013. http://repositorio.pucp.edu.pe/index/handle/123456789/101112.

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Hernández, García Yulán. "Entertainment." Revista de Química, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/99956.

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Hardin, Rebecca Jane. "Huka Entertainment." ScholarWorks@UNO, 2013. http://scholarworks.uno.edu/aa_rpts/154.

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The following internship report is a documentation of my work with the for-profit entity Huka Entertainment during the Spring 2013 semester. This report focuses on my observations and suggestions while working closely with the Marketing and Sponsorship departments. I will analyze the strengths, weaknesses, opportunities, and threats to the company, while describing its management structure and each of its three festivals. I will also discuss what best business practices are best to help Huka Entertainment thrive in the music festival market.
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Leung, Siu-sun Philip. "Entertainment landscape architecture." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B3821961X.

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Leung, Siu-sun Philip, and 梁兆燊. "Entertainment landscape architecture." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3821961X.

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Field, Allison Brunet. "Entertainment Industry Internships." Thesis, The University of Arizona, 2015. http://hdl.handle.net/10150/579153.

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This Honors Thesis has two parts. Part 1 is a research paper that examines a key issue in internships in the entertainment industry: the controversy about paid versus unpaid internships. The research paper brings to light issues that have arisen in the industry in recent years and anticipates what may become of internship programs in the future: #1 The Field: the key importance of an internship for entry into the film and television industry; to provide an overall understanding of the business at hand; #2 The Controversy: a review of the misunderstandings and confusion about terms and definiti
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Bahia, Marcio. "From Global Entertainment to Amazonian Tecnobrega: Mobility in Contemporary Entertainment Practices." Thèse, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/20157.

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Notions such as transference, movement, transit and mobility have become fundamental to understand the mechanisms that rule the circulation, reception and production of contemporary cultural artifacts. In spite of the growing scholarship on the topic, very little attention has been given to a particular cultural arena: the realm of contemporary entertainment. By contemporary entertainment, I refer to a set of industrial products which are especially directed to urban young audiences: cartoons, comic books, computer games, blockbuster movies, theme park attractions, etc. This thesis argues that
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Austin, Alexander Chance. "Expectations across entertainment media." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39157.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.<br>Includes bibliographical references (p. 131-132).<br>An audience's satisfaction with an entertainment product is dependent on how well their expectations are fulfilled. This study delves into the implicit contract that is formed between the purveyor of an entertainment property and their audience, as well as the consequences of frustrating audience expectations. Building on this model of the implicit contract, the creation of expectations through marketing, character and world development, and th
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Duttenhöfer, Michael. "Branded Entertainment Grundlagen - Definition - Beispiele unter besonderer Berücksichtigung des Kurzfilms als Branded-Entertainment-Produkt." Saarbrücken VDM, Müller, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?id=2860727&prov=M&dok_var=1&dok_ext=htm.

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Belayat, Nadia Bousseksou. "Entertainment noise control in Algeria." Thesis, London Metropolitan University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.523012.

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These last ten years, in Algeria noise pollution has become an environmental issue where people are exposed to unacceptable levels of noise. The main noise source is from traffic, from neighbourhood and domestic noise particularly {entertainment premises known as wedding halls}. Other significant sources of noise annoyance in Algeria include building construction and household noise as well as car alarms and even barking dogs. In this present study, my concern will be on one of the main noise source in Algeria which is noise from entertainment halls. In Algeria, there is no existing framework
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Books on the topic "Entertainment"

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author, Ghosh Avijit 1965, Das Srijana Mitra author, and Times of India (Firm), eds. Flashback: 175 years of entertainment entertainment entertainment. Bennet, Coleman & Co. Ltd., 2013.

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Holden, Susan. Entertainment. Macmillan Ed., 2006.

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Barber, Nicola. Entertainment. Wayland, 2009.

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Oleksy, Walter G. Entertainment. Facts on File, 1996.

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Hobbs, Mike. Entertainment. Franklin Watts, 2012.

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Market Segment Specialization Program (U.S.), ed. Entertainment. Dept. of the Treasury, Internal Revenue Service, 1994.

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Palau. Bureau of Arts and Culture, ed. Entertainment. Bureau of Arts and Culture, 2002.

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Abramovitch, Susan. Entertainment law. Faculty of Law, University of Toronto, 2007.

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Security, Illinois Dept of Employment. Arts & entertainment. Illinois Dept. of Employment Security, 2001.

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Abramovitch, Susan. Entertainment law. Faculty of Law, University of Toronto, 2008.

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Book chapters on the topic "Entertainment"

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Potter, David. "Entertainment." In A Companion to the City of Rome. John Wiley & Sons, Ltd, 2018. http://dx.doi.org/10.1002/9781118300664.ch25.

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Pook, L. P. "Entertainment." In History of Mechanism and Machine Science. Springer Netherlands, 2011. http://dx.doi.org/10.1007/978-94-007-1415-1_8.

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Schraft, Rolf Dieter, and Gernot Schmierer. "Entertainment." In Serviceroboter. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/978-3-642-88176-3_16.

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Connock, Alex. "Entertainment." In Media Management and Artificial Intelligence. Routledge, 2022. http://dx.doi.org/10.4324/9781003213611-14.

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Morcellini, Mario, Mihaela Gavrila, and Simone Mulargia. "Entertainment." In World Entertainment Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106298-12.

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Overton, Bill. "Entertainment." In The Winter’s Tale. Macmillan Education UK, 1989. http://dx.doi.org/10.1007/978-1-349-20036-8_12.

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Dodds, Felix, Carolina Duque Chopitea, and Ranger Ruffins. "Entertainment." In Tomorrow's People and New Technology. Routledge, 2021. http://dx.doi.org/10.4324/9781003045496-7.

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Pittman, Matthew, and Kim Sheehan. "Entertainment." In Encyclopedia of Big Data. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-319-32010-6_84.

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Pittman, Matthew, and Kim Sheehan. "Entertainment." In Encyclopedia of Big Data. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-32001-4_84-1.

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Hoffman, Roy. "Entertainment Applications." In Data Compression in Digital Systems. Springer US, 1997. http://dx.doi.org/10.1007/978-1-4615-6031-9_11.

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Conference papers on the topic "Entertainment"

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Zinaty, Mohammad, Joe Nohra, Fouad Farah, and Roy Abi Zeid Daou. "GreenFit: Renewable Energy and Interactive Entertainment." In 2025 International Conference on Control, Automation, and Instrumentation (IC2AI). IEEE, 2025. https://doi.org/10.1109/ic2ai62984.2025.10932258.

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Minu, M. S., Srikar Talapalli, Saahithi Chevuri, and Medhasri T.S. "Customized Movie Recommendation for Enhanced Entertainment." In 2024 International Conference on Cybernation and Computation (CYBERCOM). IEEE, 2024. https://doi.org/10.1109/cybercom63683.2024.10803257.

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Greuel, Christian. "Soundscapes entertainment." In ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. ACM Press, 1996. http://dx.doi.org/10.1145/253607.253699.

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Kerlow, Isaac Victor. "Interactive entertainment." In ACM SIGGRAPH 95 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '95. ACM Press, 1995. http://dx.doi.org/10.1145/216037.225457.

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Yang, Christopher, Hosuk Chang, Bill La Barge, Jeremy Pilgrim, and Jason Burton. "Blizzard entertainment." In ACM SIGGRAPH 2013 Talks. ACM Press, 2013. http://dx.doi.org/10.1145/2504459.2504498.

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Thoresson, Johan. "PhotoPhone entertainment." In CHI '03 extended abstracts. ACM Press, 2003. http://dx.doi.org/10.1145/765891.766056.

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Kauffmann, R. "Home entertainment." In IEE Annual Course on Telecoms Networks - The Next Generation. IEE, 2005. http://dx.doi.org/10.1049/ic:20050367.

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Kearney-Volpe, Claire, Shannon Holloway, and Amy Hurst. "Entertainment for All." In CHI '19: CHI Conference on Human Factors in Computing Systems. ACM, 2019. http://dx.doi.org/10.1145/3290607.3312882.

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Chamberlain, Jeff, Ben Dai, Kevin Vander Jagt, et al. "Blizzard Entertainment presents." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078345.3099617.

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Capps, Michael. "Collaborative virtual entertainment." In the 4th international conference. ACM Press, 2002. http://dx.doi.org/10.1145/571878.571888.

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Reports on the topic "Entertainment"

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Kakulla, Brittne. Topical Spotlight: Digital Entertainment. AARP Research, 2021. http://dx.doi.org/10.26419/res.00420.008.

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Nelson Kakulla, Brittne. Gaming — More Than Just Entertainment. AARP Research, 2020. http://dx.doi.org/10.26419/res.00328.003.

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de Aguilera Moyano, J., M. Baños González, and J. Ramírez Perdiguero. Branded Entertainment: Entertainment content as marketing communication tool. A study of its current situation in Spain. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1057en.

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Kakulla, Brittne. Digital Entertainment Is a Mainstay: A 2022 Report on the Digital Entertainment Habits of the 50+. AARP Research, 2022. http://dx.doi.org/10.26419/res.00493.018.

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Lemieux, P. Entertainment Identifier Registry (EIDR) URN Namespace Definition. RFC Editor, 2014. http://dx.doi.org/10.17487/rfc7302.

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Lemieux, P. Entertainment Identifier Registry (EIDR) URN Namespace Definition. RFC Editor, 2016. http://dx.doi.org/10.17487/rfc7972.

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Kakulla, Brittne. Digital Entertainment Is a Mainstay: Fact Sheet. AARP Research, 2022. http://dx.doi.org/10.26419/res.00493.016.

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Gorman, Clare, Lucy Halton, and Kushum Sharma. Advocating for Change in Nepal’s Adult Entertainment Sector. Institute of Development Studies (IDS), 2021. http://dx.doi.org/10.19088/clarissa.2021.010.

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The United Nations Human Rights Council has a powerful role to play in addressing the worst forms of child labour. Accountability mechanisms such as the Universal Periodic Review (UPR) – which work to support Member States to improve their human rights situation – are therefore widely seen as important opportunities to advocate for change. Ahead of Nepal’s third UPR cycle in 2021, the CLARISSA programme met with eight UN Permanent Missions to present recommendations addressing the exploitation of children within Nepal’s adult entertainment sector. This spotlight story shares the programme’s ex
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Anderson, G. Oscar. Getting to Know Americans Age 50+: Interests & Entertainment. AARP Research, 2014. http://dx.doi.org/10.26419/res.00091.002.

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Snyder, Karen, Pauline Oosterhoff, and Neelam Sharma. Labour Trajectories and Aspirations of Nepali ‘Adult Entertainment Sector’ Workers. Institute of Development Studies, 2022. http://dx.doi.org/10.19088/ids.2022.074.

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This IDS Working Paper explores the labour trajectories and aspirations, and the labour intermediaries of Nepali ‘Adult Entertainment Sector’ (‘AES’) workers. Our research objective was to understand these experiences to develop more effective policies and interventions to prevent human trafficking as well as labour and sex exploitation. Research included a literature review, interviews with ‘AES’ workers, and observations in areas with reported elevated levels of human trafficking to visualise the economic activities. This Working Paper has a companion paper – Getting Work: The Role of Labour
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