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Journal articles on the topic 'Entertainment industry'

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1

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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6

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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Lu, Qianhua. "An Analysis of the Reasons for the Continuous Development of Vietnams Film Industry." Communications in Humanities Research 25, no. 1 (2024): 76–80. http://dx.doi.org/10.54254/2753-7064/25/20231869.

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In recent years, the Vietnamese entertainment industry has seen an increase exceeding the worlds average growth rate. The growth reflected the Vietnam governments long-term goal to build its cultural industry and entertainment industry from 2020 to 2030. The entertainment industry will include a broad range of interrelated industries that produce entertainment products and services, especially the film industry, which has seen significant growth throughout the years. To dive deeper into the development of Vietnams film industry, this study presents a comprehensive analysis of the drivers behin
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Liu, Simin. "The Inspiration and Path Forward of Pan-Entertainment Industry Research Based on Global Vision for China." Highlights in Business, Economics and Management 23 (December 29, 2023): 409–16. http://dx.doi.org/10.54097/yft8zr75.

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In recent years, with the rapid development of the Internet and fan economy, the pan-entertainment industry with IP development as the core (the full name of IP is intellectual property) has become an important way out for the development of the industry. This paper aims to systematically analyze the potential and possibility of the pan-entertainment industry through the study of the whole industrial chain of the upper, middle and lower reaches of the pan-entertainment industry. At present, China is still in the development stage of pan-entertainment industry, but pan-entertainment companies s
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Krishnan, Dr Mahalaxmi. "Emerging Trends in the Indian Media and Entertainment Industry." Indian Journal of Applied Research 1, no. 5 (2011): 26–27. http://dx.doi.org/10.15373/2249555x/feb2012/11.

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14

Kim, Sung-Ju, and Moon-Sung Jung. "Activation Plan for Entertainment Industry Mathematics." Journal of the Korea Entertainment Industry Association 11, no. 2 (2017): 289. http://dx.doi.org/10.21184/jkeia.2017.02.11.2.289.

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15

Sergius Koku, Paul. "On bizarreness in the entertainment industry." Journal of Services Marketing 9, no. 4 (1995): 19–30. http://dx.doi.org/10.1108/08876049510094478.

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16

Barat, Somjit. "The entertainment industry and India, Inc." Asian Cinema 28, no. 2 (2017): 219–34. http://dx.doi.org/10.1386/ac.28.2.219_1.

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17

Innis, Jack. "Entertainment Industry Magic ProFile: Wendy Banks." CoatingsPro 15, no. 4 (2015): 70. https://doi.org/10.5006/cp2015_15_4-70.

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Ben-Daniel, D. O. "Impact of Generative Artificial Intelligence on The Global Entertainment Industry & Its Legal Dynamics." American Journal of Society and Law 4, no. 1 (2025): 46–54. https://doi.org/10.54536/ajsl.v4i1.4566.

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The emergence of Artificial Intelligence (AI) has given rise to unprecedented and momentous consequences across humanity. There is no doubt that AI, most especially, Generative (Gen) AI portents massive consequences within the entertainment industry. This article attempts to contribute to the overall discuss of gen AI within the entertainment industry, and covers the proper understanding of gen AI and how AI models are trained; the entertainment industry; the impact of gen AI on the entertainment industry globally; the advantages and disadvantages of deploying gen AI within the entertainment i
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19

Velita, Sibon Lobo, and Shivshankar Bhat K. "An Analysis of Indian Entertainment Industry – Past, Present, and Future." International Journal of Management, Technology, and Social Sciences (IJMTS) 6, no. 2 (2021): 88–99. https://doi.org/10.5281/zenodo.5506217.

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<strong>Purpose:</strong> The entertainment industry (casually known as Show Business) is included in the tertiary sector of the economy and embraces fields so theater, films, fine arts, dance, music, television, radio, media, sports, cultural events, etc. This industry is continuously evolving with innovations and ideas for the industry. It is developing dynamically in terms of revenue and volumes employing creative and technical people. It witnessed explosive growth during post liberalization that led to internationalization and expansion of the market. This study explores the evolution, gro
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Shpyrnya, O. V., E. A. Eremina, and M. V. Koreneva. "Features of promotion services of entertainment enterprises." Scientific bulletin of the Southern Institute of Management, no. 1 (May 23, 2020): 83–87. http://dx.doi.org/10.31775/2305-3100-2020-1-83-87.

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The article describes the main features of promoting the services of entertainment industry enterprises. The definition of entertainment services is given, a list of enterprises providing such services is indicated. The relationship between entertainment services and the development of the tourism and hospitality industry is revealed. Various options for promoting the services of entertainment industry enterprises are presented. Attention is paid to the importance of the process of branding the business of entertainment industry enterprises and maintaining a high level of quality of customer s
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21

Kwon, Hyuk. "A Study on Satisfaction with Entertainment Policies for the Development of K-Content International Trade: The Moderator Variable of Happiness." Korea International Trade Research Institute 19, no. 2 (2023): 147–60. http://dx.doi.org/10.16980/jitc.19.2.202304.147.

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Purpose – The purpose of this study was to discover strategies for the development of the domestic and international entertainment and tourism industries by analyzing factors that affect satisfaction with entertainment policies in Korea. Design/Methodology/Approach – The Korea Culture and Tourism Research Institute September 7, 2020 - November 2020 SPSS statistical analysis was conducted with 10,088 copies of data collected by the survey up to the 16th. Findings – First, it was analyzed that the importance of entertainment policies had a significant effect on satisfaction with entertainment po
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Idegu, Emmy Unuja. "BREAKTHROUGHS, CHALLENGES AND THE FUTURE OF THE HOME VIDEO INDUSTRY IN NIGERIA." HUMANITY JOS JOURNAL OF GENERAL STUDIES 4, no. 2 (2002): 125–35. https://doi.org/10.5281/zenodo.5089985.

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Humanity as complex as it is, has been sustained by amongst oilier activities, the vibrancy of the entertainment industry. Entertainment has quite a lot of impact on man&#39;s psyche in contribution to his longevity. In Nigeria especially during pre-colonial era, entertainment was inherent in the peoples&#39; folk tradition, festivals, songs and dances, and of course in rituals. Our contact with the Western world during colonial administration and postcolonial experience exposed us to foreign media and means of entertainment. In Nigeria, at a point in our nationhood, tire middle class or the e
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23

Huang, Huang. "Feminism in Chinese Cultural Entertainment Industry: A Case Study of Script Homicide Industry." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 210–16. http://dx.doi.org/10.54097/ehss.v8i.4251.

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In the past 40 years of reform and opening up, China's economy has been developing daily, especially the tertiary industry represented by the entertainment industry, which has seen tremendous growth. At the same time, with more and more women engaged in various social jobs, their social status has also improved, but the localization of feminism has been difficult. This paper will use the method of multiple case analyses to explore the possibility of using the entertainment industry to promote feminism. The Script Homicide industry will represent first; this paper selected three representative
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Tereshchenko, Yuliia. "Developing the entertainment industry in Ukraine and in the world in the context of global challenges." Economy and Entrepreneurship, no. 52 (June 4, 2024): 125–39. https://doi.org/10.33111/ee.2024.52.tereshchenkoy.

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The uncertainty caused by the global crises is acting as a catalyst for economic development as companies and sectors adjust to the new environment. The rapid pace of transformation in the entertainment industry demonstrates the need for rapid adaptation to change, as well as the flexibility and resourcefulness of businesses in these conditions. The article examines the impact of the global crises on the entertainment industry — the losses incurred by the entertainment industry in Ukraine and the world as a whole and separately by sectors of the entertainment market. Segmentation by sectors is
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Tereshchenko, Yuliia O. "Models of Intersectoral Interaction in the Sphere of Entertainment in the Context of the Network Economy." Business Inform 12, no. 551 (2023): 208–14. http://dx.doi.org/10.32983/2222-4459-2023-12-208-214.

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The article discusses the issues of intersectoral interaction both in Ukraine and in the world to determine the prospects for its development in the context of the network economy. It is proved that the level of development of the entertainment industry is an important indicator of the socioeconomic situation. It is found that there is a traditional approach to determining the composition of participants in the entertainment industry, according to which it includes enterprises whose main activity is aimed at meeting human needs in entertainment, impressive events, sports and cultural-education
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Lazebnyk, I. O., and K. O. Korepanova. "Analyzing the Leisure Industry Development in Ukraine and Abroad." Business Inform 4, no. 519 (2021): 128–34. http://dx.doi.org/10.32983/2222-4459-2021-4-128-134.

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The article discusses topical issues regarding the leisure industry in Ukraine and abroad in order to identify key problems and prospects for its development. In the course of the study, market conditions were analyzed; the requirements of consumers for services in the field of organization of recreation and entertainment are defined; the factors influencing the development and efficient operation of the market are examined. According to the results of the study, it is substantiated that the rapid growth of the entertainment industry, both in the world and in Ukraine, is due to a positive tren
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Utami, Fadia, Siti Sarifa, and Suci Nurul Fadilah. "Peluang dan Tantangan Industri Media dan Hiburan Halal di Indonesia: Kajian Kelembagaan dari Sudut Pandang Produk Hukum di Indonesia." Diponegoro Journal of Islamic Economics and Business 1, no. 4 (2021): 238–49. https://doi.org/10.14710/djieb.20244.

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Media industry and halal entertainment industry has a huge potency to be developed in Indonesia. Indonesia as a country with largeest Muslim population in the world should be able to develop this industry. However, the huge potential in this industry has not been matched with the contribution of media and halal entertainment in Indonesia and also inadequate government regulations to regulae this industry to develop mode. Therefore, this study aims to analyse the opportunities and challanges of the halal media and entertainment industry in Indonesia. This study also aims to present a comprehens
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Yang, Shiyao. "Analysis of the Development of Entertainment Industry: Evidence from Huayi Brothers." Highlights in Business, Economics and Management 24 (January 22, 2024): 754–58. http://dx.doi.org/10.54097/sm3v3432.

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As one of the leading enterprises in the entertainment industry, Huayi Brothers' evaluation of its commercial value helps to understand the development potential and current situation of China's media and entertainment industry. This article mainly provides a review of the value evaluation of Huayi Brothers, a listed company. It introduces the value of Huayi Brothers itself and its investment value and combines existing valuation evaluations to analyze and introduce the development trend of China's media and entertainment industry in the post pandemic era. Finally, by studying market changes,
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Patel, Jayesh D., Rohit H. Trivedi, and Jignasa Savalia. "MGA Entertainment, Consumer Entertainment Products Company: Marketing Strategies for ‘Bratz’." South Asian Journal of Business and Management Cases 4, no. 2 (2015): 226–39. http://dx.doi.org/10.1177/2277977915596257.

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Toy industry in the US is product driven and full of challenges. This case presents an overview of the California-based Micro Games of America (MGA) Entertainment, which is a consumer entertainment products company, engaged in innovative lines of proprietary and licensed products including toys and games, dolls, consumer electronics, home decor, stationery and sporting goods. It had more than 200 licences. In 2001, MGA launched a fashion doll called ‘Bratz’, and it sold 150 million Bratz dolls all over the world. Bratz line surpassed the legendary brand ‘Barbie’—Mattel, Inc.’s flagship brand—i
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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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Bhawe, Nachiket, and Shaker A. Zahra. "Intra and Cross-Industry Knowledge in the Interactive Entertainment Industry." Academy of Management Proceedings 2014, no. 1 (2014): 15768. http://dx.doi.org/10.5465/ambpp.2014.15768abstract.

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32

Wu, Tingfang. "The History and Future of the Idol Industry." Lecture Notes in Education Psychology and Public Media 2, no. 1 (2023): 48–52. http://dx.doi.org/10.54254/2753-7048/2/2022324.

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This article traces the rise of China, Japan and South Koreas idol industry in the entertainment industry and its process and reasons. How the rise of the idol industry affects the Asian region and has laid the foundation for the future entertainment industry. It is closely connected with the different models of different eras, and derives new models as people's artistic pursuits gradually mature. From traditional idol groups to audiences emerging content and to future virtual idols, idolization is always an eternal topic in the entertainment industry with opportunities and challenges. Another
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Lin, Yanna. "Exploring Future Management Trends in the Entertainment Industry: Convergence, Innovation and Sustainability." Advances in Economics, Management and Political Sciences 133, no. 1 (2025): 22–26. https://doi.org/10.54254/2754-1169/2025.19635.

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The entertainment industry is undergoing rapid change as market demands change with technological advances, driven primarily by cross-industry convergence, technological innovation and sustainability issues. Therefore, the paper aims to explore the future trend in the entertainment industry, with a particular focus on the impact of convergence, innovation, and sustainability on industry management and the implementation of related strategies. In addition, through a literature review and case study approach, convergence, innovation and sustainability in the entertainment industry are examined,
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Huang, Zirui, Kejie Wang, and Fange Zeng. "Research on the Development Trend of the Entertainment Industry from the Perspective of Feminism." Communications in Humanities Research 22, no. 1 (2023): 274–78. http://dx.doi.org/10.54254/2753-7064/22/20231790.

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The development of the economy has led to the continuous progress and development of the entertainment industry. Nowadays, a variety of entertainment productions occupies an important place in people's lives. Today, with the increasing status of women, the development of the entertainment industry also regards women's preferences and rights as an important one. This paper examines the development trend of the entertainment industry from a feminist perspective. This article believes that with the continuous growth of female consumer groups, the development of the entertainment industry is bound
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Hollins, Paul, and Nicola Whitton. "From the Games Industry." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 73–82. http://dx.doi.org/10.4018/jvple.2011040107.

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This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.
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Kim, Seong Cheon. "Criminal Legal Issues in the Entertainment Industry." Culture, Meida, and Entertainment Laws 14, no. 2 (2020): 23–48. http://dx.doi.org/10.20995/cmel.14.2.2.

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오석웅. "The Arbitrability of Entertainment Industry related Dispute." Journal of Sports and Entertainment Law 16, no. 1 (2013): 151–75. http://dx.doi.org/10.19051/kasel.2013.16.1.151.

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Klimova, G. V. "Modern Media and Entertainment Industry: Interpersonal Relations." Вестник Московского государственного лингвистического университета. Гуманитарные науки, no. 7 (2021): 76–86. http://dx.doi.org/10.52070/2542-2197_2021_7_849_76.

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Butt, Fizzah Khalid. "PRODUCT PLACEMENT IN THE PAKISTANI ENTERTAINMENT INDUSTRY." Pakistan Journal of Social Research 04, no. 02 (2022): 594–602. http://dx.doi.org/10.52567/pjsr.v4i2.511.

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Product placement is a marketing tool that uses an unconventional way of promoting the products and brands in the entertainment setup, be it movies, dramas, or other creative content. The objective of the study is to see if the viewers register product placement and evoke any emotions in the viewers. The study uses qualitative research using interviews as a research method and thematic analysis technique to analyze the data. The population of the study is working women who watch dramas and movies as a pass time or as a means of entertainment. The study reflects that viewers register the produc
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Fuller, Ryan P., and Ronald E. Rice. "Portraying Protracted Conflict in the Entertainment Industry." Journalism Studies 20, no. 9 (2018): 1339–56. http://dx.doi.org/10.1080/1461670x.2018.1513817.

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Bodolica, Virginia, Martin Spraggon, and Nadia Saleh. "Innovative leadership in leisure and entertainment industry." International Journal of Islamic and Middle Eastern Finance and Management 13, no. 2 (2020): 323–37. http://dx.doi.org/10.1108/imefm-12-2019-0521.

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Purpose Innovative undertakings play a critical role in the economic value creation and wealth generation of a nation. This paper aims to contribute to the literature that positions innovation at the core of the tourism industry in the context of emerging markets. Design/methodology/approach The authors adopt a case study approach and draw on secondary sources of data to examine how the UAE is reaping the benefits of innovation to transform itself into a leading international leisure and entertainment hub. Findings The strategy of significant financial investment in complex mega-projects and m
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Morie, J. F. "CGI training for the entertainment film industry." IEEE Computer Graphics and Applications 18, no. 1 (1998): 30–37. http://dx.doi.org/10.1109/38.637268.

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Freed, R. "Pulling the Plug on Entertainment Industry Ratings." PEDIATRICS 119, no. 6 (2007): 1259–61. http://dx.doi.org/10.1542/peds.2007-0126.

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Yang, Lydia. "The dominant future of the entertainment Industry." Advances in Economics and Management Research 4, no. 1 (2023): 277. http://dx.doi.org/10.56028/aemr.4.1.277.2023.

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In this current society, the internet and various online platforms have become dominant and are playing an indispensable role in our daily lives. This paper revealed that the prospect of the Instagram app is hopeful with its new strategy as well as the progress the app has made. Although there might be weaknesses and barriers of the app, having an analysis of the whole company will be the biggest determination of the success of the app.
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E.A., SHAGINA, and ZHUROVA A.B. "FEATURES OF PROMOTION OF ENTERTAINMENT INDUSTRY SERVICES." ISSUES OF SOCIAL-ECONOMIC DEVELOPMENT OF SIBERIA, no. 2(48) (2022): 106–10. http://dx.doi.org/10.18324/2224-1833-2022-2-106-110.

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Kim, Suk-Young. "Disastrously Creative: K-pop, Virtual Nation, and the Rebirth of Culture Technology." TDR/The Drama Review 64, no. 1 (2020): 22–35. http://dx.doi.org/10.1162/dram_a_00894.

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Sustained by the triangulated forces of the K-pop industry, South Korean national policy, and the ever-morphing discourse on culture and technology in the postindustrial era, industry leader SM Entertainment's “new culture technology” invites critical scrutiny of neoliberal labor practices in the K-pop industry, the South Korean inflection of the creative economy, and the unique pursuit of cyborgized celebrity culture that emerged as a collaboration between private entertainment companies and the South Korean state.
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V., Vijayasarathy. "IMPACT OF GLOBALISATION ON INDIAN MEDIA AND ENTERTAINMENT INDUSTRY." International Journal of Current Research and Modern Education 1, no. 2 (2016): 151–57. https://doi.org/10.5281/zenodo.160562.

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The Indian media and entertainment industry is one of the fastest growing industry in the world. India has many entertainment media. Its film and television sectors are dominating the entertainment industry. Film and television sectors are growing and globalisation has impacted entertainment and media sectors. India produces many films running at global level theatres, especially in Japan, Singapore, USA, and Canada. Indian films and televisions got very large audience all over the world. Indian film and television producers are improving the international marketability of large budget Indian
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Purwanto, Andrian, Yudi Sumayadi, Tri Karyono, and Enry Johan Jaohari. "TRANSFORMASI MUSIC ENTERTAINMENT." Jurnal Budaya Nusantara 7, no. 2 (2025): 90–104. https://doi.org/10.36456/jbn.vol7.no2.10138.

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The rapid development of digital technology has significantly transformed the music industry, influencing various aspects from production and distribution to audience engagement. This article explores the implications of technological advancements, particularly the integration of artificial intelligence (AI), blockchain, non-fungible tokens (NFTs), and the Metaverse in the music sector. Using a qualitative approach with a literature study method, this research analyzes various sources and case studies to examine the impact of these technologies. The findings reveal that AI has revolutionized m
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49

Wu, Ziyan. "Trends in the Female-Oriented Entertainment Industry Amidst Sociocultural Transformation." Communications in Humanities Research 22, no. 1 (2023): 279–87. http://dx.doi.org/10.54254/2753-7064/22/20231791.

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As a significant branch of the cultural and entertainment sector, the female-oriented cultural entertainment industry has garnered considerable attention in recent years. This paper introduces the background and importance of female-oriented cultural entertainment, emphasizing its role in shaping social and cultural identities. Subsequently, an analysis of market trends, reveals the emergence of women as a rising force in the cultural entertainment market, gradually becoming a crucial consumer group that positively impacts the entertainment industry's development. The section on content charac
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50

Luo, Jian Ming, Chi Fung Lam, and Ben Haobin Ye. "Barriers for the Sustainable Development of Entertainment Tourism in Macau." Sustainability 11, no. 7 (2019): 2145. http://dx.doi.org/10.3390/su11072145.

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Entertainment tourism is attracting attention from the industry and the academics. This study aimed to discover the barriers for the development of entertainment tourism in Macau from the industry’s perspective. A qualitative research approach was used to collect data from the entertainment tourism industry. Results show that policies and regulations, economy, marketing, management, government attitude, expertise and manpower, facilities and attractions as well as infrastructure problems are the main barriers for the development of entertainment tourism. Implications and suggestions for entert
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