Academic literature on the topic 'Entertainment industry'

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Journal articles on the topic "Entertainment industry"

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Goyal, Keerty. "Animation and entertainment industry." Mass Communicator: International Journal of Communication Studies 13, no. 3 (2019): 27. http://dx.doi.org/10.5958/0973-967x.2019.00016.4.

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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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Forbus, K. D., and J. Laird. "AI and the entertainment industry." IEEE Intelligent Systems 17, no. 4 (2002): 15–16. http://dx.doi.org/10.1109/mis.2002.1024746.

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Toshqinboyeva, Shohsanam Oybekovna. "TELEVISION AS AN ENTERTAINMENT INDUSTRY." EURASIAN JOURNAL OF ACADEMIC RESEARCH 2, no. 12 (2022): 1037–39. https://doi.org/10.5281/zenodo.7379476.

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Nowadays, we cannot imagine our daily life without a mirror. This article provides information about the influence of television on the human psyche, the order of broadcasting and entertainment TV programs.
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Toshqinboyeva, Shohsanam Oybekovna. "TELEVISION AS AN ENTERTAINMENT INDUSTRY." ACADEMIC RESEARCH IN MODERN SCIENCE 1, no. 18 (2022): 245–47. https://doi.org/10.5281/zenodo.7380940.

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Nowadays, we cannot imagine our daily life without a mirror. This article provides information about the influence of television on the human psyche, the order of broadcasting and entertainment TV programs.
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Korbel, Susanne. "A Lost Entertainment Industry? Popular Entertainment in Austria after 1945." Journal of Migration History 11, no. 1 (2025): 62–81. https://doi.org/10.1163/23519924-11010004.

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Abstract In this article, I investigate lost knowledge in popular entertainment in Austria following the Second World War. Through a close examination of Stella Kadmon’s activities to re-establish popular entertainment, I examine the way popular theatre and political cabaret unfolded in Vienna (and beyond) starting from the postwar period until the 1980s. In tracing Kadmon’s activities when reopening her theatre, I identify gaps in the entertainment tradition, and ask how those who were not persecuted and remained during the war years – most of whom were strongly influenced by National Sociali
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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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Taufiq, Akhmad, and Sukatman Sukatman. "Ludruk Wetanan: Strategi Adaptasi Menghadapi Kompetisi Industri Pasar Hiburan." ATAVISME 17, no. 2 (2014): 232–39. http://dx.doi.org/10.24257/atavisme.v17i2.12.232-239.

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This research aims to describe the adaptation strategy of the ludruk wetanan in facing the competition of entertainment market. With descriptive­‐qualitative method, the research examines, exposes, and describes the phenomenon of ludruk wetanan in facing the competition of entertainment market industry. The result of this research shows that there are some adaptation strategies applied by the group of ludruk wetanan in facing the competition in entertainment market industry, such as multimedia adaptation strategy, being more adaptive in customer service, entering other entertainment shows (suc
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Ahuja, Vandana. "Transforming the Media and Entertainment Industry." Journal of Cases on Information Technology 23, no. 4 (2021): 1–17. http://dx.doi.org/10.4018/jcit.296255.

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Technology is the mast that keeps the flag of the entertainment industry flying high. As technology evolves and the mode and quality of entertainment changes vigorously, India represents one of the Top 5 Entertainment and Media markets across the world. The growing usage of 3G, 4G and portable devices, rising advertising revenues, growing consumer demand has resulted in the growth of the Indian media and entertainment industry at a CAGR of 10.9 percent from FY 17-18. Constant support from TRAI (Telecom Regulatory authority of India) and the Govt. of India has pushed the Indian Media and Entert
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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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Dissertations / Theses on the topic "Entertainment industry"

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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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Wang, Ting. "Global Hollywood and China's filmed entertainment industry." online access from Digital Dissertation Consortium access full-text, 2006. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3230167.

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Weaver, Michael. "Transformational leadership among producers in the entertainment industry." Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10142128.

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<p> This qualitative study examined the use of transformational leadership among producers in one production company in the entertainment industry. A sample of 16 producers who led shows at the organization from 2012 to 2016 completed an interview about their self-described and ideal leadership styles, their current and desired use of transformational leadership, and attitudes and openness to executive coaching. Producers&rsquo; self-described current leadership style is empowering, and they want to become more results-oriented and highly respected in the future. Participants reported they are
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Ingram, Lucas Peter. "Visual design for the entertainment industry and beyond." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/3110.

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Ramkumar, Shravni. "The Definition of Leadership in the Indian Entertainment Industry." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1621.

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The Indian entertainment industry has firmly cemented its place on the global map of cinema. With more than 1000 multilingual films being produced every year, it has had great impact upon the world of fashion, music and dance. The Indian entertainment industry is in a favorable phase right now driven by ground-breaking changes such as the advent of new leaders, increased usage of technology, new ways of storytelling and new stories being told. Though it started out by being dominated by a handful of people, it has evolved to allow the growth of leaders who shaped its progress. This paper analy
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Negus, Keith. "The discovery and development of recording artists in the popular music industry." Thesis, London South Bank University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.294340.

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Papadaki, Patricia. "User experience in automotive industry: user perspective on functionality and entertainment." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90881.

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The impact of technology is increasing in the automotive industry resulting in user experience to have a significant role in the industry. Previous studies have researched the use of user experience in the automotive industry describing the importance of it. Studies have also described the user experience in connection to in-vehicle functions. Contrariwise, a gap has been identified in relation to the actual use and users’ preferences to these functions. The aim of this study is to analyze the users’ perspective in the automotive industry and how a high level of user experience can be achieved
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Yu, Xiaoting. "Inclusive creativity: Wanghong economy and the Chinese social media entertainment industry." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235385/1/Xiaoting%2BYu%2Bthesis%284%29.pdf.

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This thesis analyses the development trajectory and implications of China’s online creative industry (known as wanghong) and examines both empowerment and precarity of labor in the specific context of China. Focusing on major platforms and media intermediaries, the study explores how the industry facilitates and regulates the production of mass cultural creativity within the datafication and commodification logic of platforms. The thesis considers platform governance, platform affordances, and creative labor management, serving as an extended case study of the global social media entertainment
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Lifshitz, Judith. "Completion guarantees and the financing of entertainment projects in the province of Quebec." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ50946.pdf.

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Books on the topic "Entertainment industry"

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Co, Business Communications, ed. The electronic entertainment industry. Business Communications Co., 1999.

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Moore, Schuyler M. The filmed entertainment industry. Edited by Stone Lawrence M. Commerce Clearing House, 1988.

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Moss, S., ed. The entertainment industry: an introduction. CABI, 2009. http://dx.doi.org/10.1079/9781845935511.0000.

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1972-, Moss Stuart, ed. The entertainment industry: An introduction. CAB International, 2010.

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1973-, Miller Karen, ed. Children and the entertainment industry. Greenhaven Press, 2010.

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Miller, Karen. Children and the entertainment industry. Greenhaven Press, 2010.

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Moss, Stuart. The entertainment industry: An introduction. CAB International, 2010.

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1962-, Evans Beth Bingham, ed. An introduction to the entertainment industry. P. Lang, 2009.

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Kaufman, Kenneth M., and Howard Siegel. Clients in the entertainment industry 2010. Practising Law Institute, 2010.

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F, Breglio John, ed. Negotiating contracts in the entertainment industry. Law Journal Seminars-Press, 1985.

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Book chapters on the topic "Entertainment industry"

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Zhu, Ying. "China’s Entertainment Industry." In World Entertainment Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106298-18.

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Ehrlich, Gianna L., and M. Bjørn von Rimscha. "German Entertainment Media Industry." In World Entertainment Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106298-9.

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Derda, Izabela. "Advertising X entertainment." In Advertising as a Creative Industry. Routledge, 2023. http://dx.doi.org/10.4324/9781003263128-4.

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Artero Muñoz, Juan Pablo. "The Entertainment Industry in Spain." In World Entertainment Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106298-11.

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Allam, Rasha. "Entertainment Media Industry in Egypt." In World Entertainment Media. Routledge, 2019. http://dx.doi.org/10.4324/9781315106298-14.

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Collis, Christy. "What Is Entertainment? The Value of Industry Definitions." In Entertainment Values. Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-47290-8_2.

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Smartt, Ursula, and Baroness Helena Kennedy. "Regulating the communications industry." In Media & Entertainment Law. Routledge, 2019. http://dx.doi.org/10.4324/9781351066549-8.

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Smartt, Ursula. "Regulating the communications industry." In Media & Entertainment Law, 5th ed. Routledge, 2022. http://dx.doi.org/10.4324/9781003250715-8.

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Roble, Doug, and Tony Chan. "Math in the Entertainment Industry." In Mathematics Unlimited — 2001 and Beyond. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-642-56478-9_49.

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Miskell, Peter. "Entertainment and the film industry." In The Routledge Companion to the Makers of Global Business. Routledge, 2019. http://dx.doi.org/10.4324/9781315277813-24.

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Conference papers on the topic "Entertainment industry"

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Pathak, Kalpesh B., and Ketan K. Acharya. "Automation in entertainment industry." In 2011 Nirma University International Conference on Engineering (NUiCONE). IEEE, 2011. http://dx.doi.org/10.1109/nuicone.2011.6153318.

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Yu, Kexin. "How Group Singers Influence Cultural Exportation: South Korean Entertainment Industry vs. Chinese Entertainment Industry." In 2021 International Conference on Public Relations and Social Sciences (ICPRSS 2021). Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.211020.274.

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Desai, Shreya, Meng Han, Lei Li, Zhigang Li, Jing (Selena) He, and Xiaohua Xu. "Untampered Electronic Voting in Entertainment Industry." In SIGITE '19: The 20th Annual Conference on Information Technology Education. ACM, 2019. http://dx.doi.org/10.1145/3349266.3351386.

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Tozer, B. A. "Probabilistic laser safety in the entertainment industry." In ILSC® ‘92: Proceedings of the International Laser Safety Conference. Laser Institute of America, 1992. http://dx.doi.org/10.2351/1.5056371.

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Duan, Hongyu. "Evolution of Distribution Channels in Entertainment Industry." In 2021 International Conference on Social Development and Media Communication (SDMC 2021). Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220105.065.

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Makhov, Gregory O. "Accidents and incidents in the laser entertainment industry." In ILSC® ‘92: Proceedings of the International Laser Safety Conference. Laser Institute of America, 1992. http://dx.doi.org/10.2351/1.5056372.

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Mulder, James, and Gordon Liljegren. "Equipment For Optical Projection In The Entertainment Industry." In 30th Annual Technical Symposium, edited by Sandor Holly and Carl M. Lampert. SPIE, 1987. http://dx.doi.org/10.1117/12.936708.

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Shi, Wenyi. "Research on Fan Operation in the Entertainment Industry." In 2021 3rd International Conference on Economic Management and Cultural Industry (ICEMCI 2021). Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.211209.030.

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Swartz, Charles S., Edwin E. Catmull, Robin King, Richard Weinberg, and Jane Veeder. "Educating the digital artist for the entertainment industry (panel)." In the 24th annual conference. ACM Press, 1997. http://dx.doi.org/10.1145/258734.258907.

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Bacik, Radovan. "SPECIFICS OF CONSUMER BEHAVIOUR IN THE ENTERTAINMENT GAME INDUSTRY." In 4th International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM2017. Stef92 Technology, 2017. http://dx.doi.org/10.5593/sgemsocial2017/15/s05.111.

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Reports on the topic "Entertainment industry"

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Robertson, Barbara. Open Source in Entertainment: How the Academy Software Foundation Creates Shared Value. The Linux Foundation, 2022. https://doi.org/10.70828/cysw3767.

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Open Source in Entertainment: How the Academy Software Foundation Creates Value tells the story of the ASWF; how it came to be, where it came from, what it has achieved so far, and where it aims to go next. It is a story about engineers and leaders who collectively generate value by developing critical open source software that powers much of the entertainment, gaming, and media industry productions, as well as the open standards needed for growth. Filled with imagery from iconic films, the report presents a compelling narrative about industry competitors, who, by working together, have shared
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Snijder, Mieke, Marina Apgar, Jiniya Afroze, et al. Opening the Black Box of Participatory Action Research in Response to the Worst Forms of Child Labour in Nepal and Bangladesh. Institute of Development Studies, 2024. http://dx.doi.org/10.19088/clarissa.2024.009.

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How, for whom, and under what conditions does Participatory Action Research (PAR) generate innovation to tackle the drivers of the worst forms of child labour (WFCL)? This paper presents the findings of a realist evaluation that investigated how PAR groups facilitated children who work in exploitative and harmful labour and business owners in the leather industry in Bangladesh and the adult entertainment sector in Nepal to generate innovative actions. These PAR groups were facilitated over a period of 18 months to two years by non-governmental organisation professionals trained in PAR approach
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Serafica, Ramonette, and Jean Colleen Vergara. Regional Analysis of the Philippine Services Sector. Philippine Institute for Development Studies, 2019. https://doi.org/10.62986/dp2019.25.

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The services sector is composed of a diverse range of services--from retail and business services to education and health. Some services are used as inputs in production while others have direct impacts on human capital development. In the Philippines, services account for 60 percent of its gross domestic product and almost 57 percent of employment. Across regions and subsectors, however, the contribution of services varies. Using a simple shift-share technique is used which decomposes changes into three factors: the national share (growth effect), the industry mix (sectoral effect), and the r
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