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1

Hartman, Francis, Rafi Ashrafi, and George Jergeas. "Project management in the live entertainment industry: what is different?" International Journal of Project Management 16, no. 5 (October 1998): 269–81. http://dx.doi.org/10.1016/s0263-7863(97)00056-2.

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2

Ham, Minjeong, and Sang Woo Lee. "Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service." Sustainability 12, no. 5 (February 27, 2020): 1784. http://dx.doi.org/10.3390/su12051784.

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Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning.
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Qiu, Qihang, Yifan Zuo, and Mu Zhang. "Can Live Streaming Save the Tourism Industry from a Pandemic? A Study of Social Media." ISPRS International Journal of Geo-Information 10, no. 9 (September 9, 2021): 595. http://dx.doi.org/10.3390/ijgi10090595.

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As a reflection of shifting and fluid experiences in time and space, live streaming can reduce losses in the tourism industry associated with travel restrictions during the COVID-19 pandemic. Compared with the use of live streaming activities in entertainment, shopping, sport, e-sport, religious, educational, and academic settings, the tourism context has yet to be explored. This study takes China as a case to examine tourism practices related to live streaming. Specifically, 48,114 social media posts were subjected to systematic content analysis. The dataset contained live streaming content related to 147 countries and 34 Chinese provincial administrative regions between 2010 and 2021. Findings revealed the following: (1) the development of tourism live streaming in China can be classified into germination, exploration, and opportunity stages; (2) live content mainly evoked positive emotions, whereas negative sentiment resulted from illegal or boring content; (3) users’ perceptions of tourism live streaming content involved institutions, live streaming tools, live streaming attractions, the live streaming economy, people, facilities and information, time, and regions; and (4) live streaming tools and attractions constituted the core of the identified semantic network and had the strongest regulation capabilities in tourism live streaming activities. Findings shed light on latent cultural meanings in social media communications, where tourism live streaming features high-frequency linguistic signs.
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Stronza, Amanda, and Carter Hunt. "Visions of Tourism: From Modernization to Sustainability." Practicing Anthropology 34, no. 3 (June 29, 2012): 19–22. http://dx.doi.org/10.17730/praa.34.3.0203vv87563xt730.

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We live in an era where the heavy-weights of the tourism industry tout sustainability. Even Hilton, a name practically synonymous with mass tourism, promises to "lead the industry with products and programs" that not only "deliver great guest experiences," but also "protect the world we live in." Holland America Cruises publishes an annual "sustainability report," which includes not only the number of passengers abroad and nautical miles traveled, but also the total tons of carbon emitted. In the airline industry, Costa Rica's regional airline -NatureAir is the world's first carbon neutral airline, automatically including the cost of carbon off-sets into the fares of its regional flights. At the international level, Virgin America now offers passengers the opportunity to swipe their credit cards through their seat-back "Red" entertainment consoles and purchase carbon off-sets while in flight.
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McVey, Alex. "Police officer or social media star? Live PD and microcelebrity." Journal of Fandom Studies 8, no. 3 (September 1, 2020): 237–49. http://dx.doi.org/10.1386/jfs_00021_1.

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This article examines the rhetorical strategies of microcelebrity in the reality TV show Live PD. Live PD is an important text for understanding how police work with the entertainment industry to create selective strategies of self-presentation in the wake of the media challenges posed by the Black Lives Matter movement. It shows how police draw on new media and social media to shape public discourse about police and promote alternative images of police officers. It also shows how police mobilize the techniques of reality TV, fan engagement and social media to respond to emergent crises of police credibility. This article argues that Live PD’s rhetorics of microcelebrity use intimate visual access and fan engagement to create new modes of cultural attachment to police power while also substituting affective sensations of intimacy for substantive demands of police accountability.
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Chen, Yifei, Feiyan Lu, and Siyu Zheng. "A Study on the Influence of E-Commerce Live Streaming on Consumer Repurchase Intentions." International Journal of Marketing Studies 12, no. 4 (November 27, 2020): 48. http://dx.doi.org/10.5539/ijms.v12n4p48.

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The year 2019 witnessed an exponential growth of the e-commerce live streaming industry. Notably, competitions among live streamers have become increasingly fierce as more newcomers are marching in. To survive and thrive in the cut-throat market competitions, it is key for them to increase consumers’ repeat purchase rate and win customer loyalty. This study uses empirical research methods to probe into the influence of e-commerce live streaming on consumer repurchase intentions. According to this study, perceived entertainment and perceived similarity have a positive impact on consumer repurchase intentions, and this relationship is partially mediated by consumer satisfaction. In addition, perceived product quality, perceived interactivity, and perceived professionalism have a positive and indirect effect on consumer repurchase intentions, and this relationship is fully mediated by consumer satisfaction.
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7

Waldburger, Adia. "Sport on the Screen: A Look at Sport Films Featured at Sundance 2011." International Journal of Sport Communication 4, no. 2 (June 2011): 253–58. http://dx.doi.org/10.1123/ijsc.4.2.253.

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Audiences had the opportunity to applaud for sport films at the 2011 Sundance Film Festival in Park City, UT. Two sport-themed documentary films won audience awards. The U.S. winner, Buck, follows the life of horse trainer Buck Brannaman, and Senna, a look at the life of Formula One hero Ayrton Senna, won in the international category. Other sport films screened this year included Win Win, in which Paul Giamatti stars as a volunteer high school wrestling coach; Benevides Born, about a teen female wrestler trying win a scholarship; and two short movie entries, Bike Race, an animated film about a race and a love triangle, and Skateistan: To Live and Skate Kabul, a documentary about skaters in war-torn Afghanistan. This review provides an examination of the sport films at this year’s festival and discusses the impact that this form of sport communication has on the entertainment industry.
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8

Tsai, Terence, and Shubo Liu. "Mamma Mia! Made in China — Challenges in Developing the Musical Industry." Asian Case Research Journal 19, no. 02 (December 2015): 419–42. http://dx.doi.org/10.1142/s0218927515500157.

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This case is about how United Asia Live Entertainment Co. Ltd. (United Asia), a real Chinese production and marketing company and a commercial arm of the Ministry of Culture, localized a popular global product, Mamma Mia!, to compete with other international and local firms during the period when the Government was pushing the reform of the cultural industry. Mamma Mia! is the first-ever Western musical without roots in the Chinese culture, being presented in Chinese (Mandarin) by an entire Chinese cast in China. United Asia staged the translated version with the creative team of the original musical. This case describes how United Asia faced and overcame many obstacles, including talent shortage, uncertain customer expectations and immature industrial clusters while it was preparing for the first show. The production turned out to be a big success. Although United Asia planned to launch more Western musicals in Chinese, the company aspired to go beyond introducing only copyrighted musicals and to create original musicals. This case leads to the reflection and discussion on what the company, as a groundbreaker in China’s new musical industry, should do next and how to sustain its competitive advantages.
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9

Omenugha, Nelson Obinna. "The Utilization of Digital Platforms for Marketing in the Nigerian Entertainment and Media (E&M) Industry: Prospects and Challenges." Case Studies in Business and Management 5, no. 1 (June 2, 2018): 60. http://dx.doi.org/10.5296/csbm.v5i1.13240.

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The National Bureau of Statistics recently announced that the entertainment and media (E&M) industry in Nigeria recorded growth of 1.86% to 12.81%; contributing N54bn to the country’s GDP. The industry’s revenue is projected to reach an estimated $8.5bn in 2018, from $4bn in 2013, with internet as one of the key drivers (PwC report, 2016, p.14). This comes at a time when Nigeria’s economy has shrunk by 2.24% since 2015 and receded by 0.18% from the previous quarter. Therefore, this study unpacks the possibilities and challenges of the impact of e-marketing tools on the growth of the Nigerian E&M industry. E-marketing tools provide “a unique combination of powerful capabilities for marketers” (Parsons et al., 2015). E-marketing suitability for the E&M industry lies in its lower capital demand, and a convenient and online means of disseminating marketing messages across a heterogeneous population at an unlimited geographical space. E-marketing is a reality in Nigeria as a study by Mathew, Ogedebe & Ogedebe (2013, p. 549) shows that “Many Nigerians who used (sic) the internet as one form of communication or another are bombarded daily with advertisements of products and services from industries in the country.” This reality has brought a shift from mechanical to electronic and from analogue to digital; ultimately impacting the marketing realms. The internet enables these electronic/digital platforms; which marketers (E&M industry) and customers (content consumers) rely on to effectively reach and receive communication content and feedback respectively. However, this study examined the challenges that have possibly hindered the full realization of the e-marketing tools of the Nigerian E&M industry and noted among others; poor power supply and unreliable network infrastructure in the country. There is also an increased customer expectation, security, content copyright and privacy issues as well as the challenge of compliance demand in the industry as influenced by ever dynamic digital boundaries. There is a huge economic need for the Nigerian government to live up to its obligation and enhance power supply and boost network infrastructure. The Nigerian E&M industry needs to continually integrate different digital platforms to reach targets and attract more content consumers. Both the government and industry should increasingly learn and bring a global perspective that can help the nation adapt to the constantly changing digital environment.
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10

Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (January 23, 2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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11

Voštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (January 1, 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.

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Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
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12

Gamache, Ray. "Contextualizing Replay: Remediation, Affective Economies, Ontological Authority, and the Facade of Certitude." Sociology of Sport Journal 37, no. 3 (September 1, 2020): 236–45. http://dx.doi.org/10.1123/ssj.2019-0070.

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This study contextualizes replay within the discourse of sport media. Drawing on discourse as theory, the author articulates how replay functions within the sportscast as adjudication, arguably the most compelling yet contentious aspect of the live sportscast. Not only does replay function within sport media discourse, but it also operates within a broader cultural context. Given sport media’s key locus within the entertainment industry, the use of replay is a key technological innovation that has brought even more consolidation and coordination between sport media and the sport leagues and organizations. Replay is media’s contribution to maintaining the veneer of integrity through a quest for certitude. As an analytical strategy, the intertextuality of replay provides an opportunity to interrogate whose interests are being served and consolidated in the mobilization of this technology within affective economies that satisfy a neoliberal sensibility.
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13

McCreedy, Jonathan. "WWE fan reception and shifting perceptions of masculinity in the Trump era." Journal of Popular Television 9, no. 2 (June 1, 2021): 233–50. http://dx.doi.org/10.1386/jptv_00052_1.

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This article will study the world of American professional wrestling in connection to the reception of masculine tropes by World Wrestling Entertainment (WWE) fans. Wrestling fans, who are in majority male and traditionally come from the American working class, are in the unique position to voice, or scream, their opinions of positive or negative masculine behaviours that they see live in the ring. Since it is a scripted show (or in wrestling jargon, a ‘work’), it offers us a fascinating insight into how men view masculine behaviour as they view the action from a fictional distance. As unlikely at it may seem, I will argue that based upon their live reception of positive and negative masculine traits, modern WWE fans are surprisingly liberal in their condemnation of masculinist beliefs such as misogyny, having a hatred of oppressive patriarchal systems and, mostly recently, opposing the sleazy objectification of women. I will additionally challenge accusations that wrestling is a fundamentally misogynistic industry, with particular reference to the modern reception of female wrestlers as serious athletes, rather than erotic valets leading males to the ring, or as sex objects in general, with reference to the successful 2015 ‘Divas revolution’ and the company’s decision to rename them ‘superstars’ in all broadcasts ‐ giving them equal status to their male counterparts.
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14

Zheltikova, Inga Vladislavovna. "Possible future options in the Russian modern cinematography." Культура и искусство, no. 11 (November 2020): 36–52. http://dx.doi.org/10.7256/2454-0625.2020.11.34473.

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The subject of this research is ten Russian science-fiction films released over the period from 2013 to 2020. The goal of this article consists in examination of scenarios of seeing the future presented in the Russian modern cinematography. An overview of approaches towards studying visual images is provided, based on which the author offers a new strategy for studying film images of the future that demarcates three groups of elements in the film – cognitive, visual, and emotional-modal, and four thematic components that correspond to the spheres of social life. As a result of implementation of the aforementioned method, the author determines four underlying themes in cinematographic representation of the future – space, armed conflicts, entertainment industry and drastic changes of human personality. It is established that the visual representation of the future is resembled in the four groups of images – universal images, images of the present, images of the past, and images unfamiliar to the audience that imply something unprecedented that makes the future attractive. It is acknowledged that in most films the future is presented as unfair, wrong, which causes moral discord. It is not the world we would like to live in. Most of the Russian films are dedicated to the local future for approximately 50 years from now. This approach engages the audience in the events, and conveys an pessimistic spirit about tomorrow, which is traced not only in the plot, but also in visual imagery of most films. Holistic mages of the future, functioning in a certain culture, can be determined based on the comparison of various sources, where cinematography is just one of such sources. Therefore, the conclusions on perception of the future by our contemporaries should not be made based on this alone. However, films are a valuable source of information on visualization of the future and transmission of general moods associated with it.
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15

Belinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.

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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pursued the electronic game industry as a promising profession. However, there is still rarely a community forum for game lovers. The available containers are only limited to the place of sale / retail games without any means of playing video games and supporting facilities, such as in the Glodok electronic center. Or just offer a means to play video games without the means of sales and support, such as Timezone. In Indonesia, video games are still seen as mere hobbies for leisure time. Lack of government support and a negative public view of the game also impedes the realization of this kind of project. With the above considerations, hopefully the gaming community arena will not only be a means of entertainment, socialization and competition, but also as a means of learning and employment in the field of gaming. The main objective of the project this time is to accommodate the community as well as a place for competition for video game lovers. This game facility is a commercial value project, located in the West Jakarta area, precisely in the Grogol Petamburan area. The concept used in the building is inspired by the motherboard which is the driving core in all electronic video game devices.Abstrak Generasi milenial hidup beriringan dengan perkembangan teknologi yang pesat. Berbeda dengan generasi sebelumnya, generasi ini lebih banyak menghabiskan waktu di dalam dunia maya daripada dunia nyata. Hiburan dunia maya seringkali menjadi solusi untuk melepas kepenatan dari kesibukan sehari-hari. Begitu pula dengan generasi milenial di Indonesia, dimana 56 persen dari mereka cenderung menghabiskan waktu untuk bermain video game. Adanya internet telah mengubah cara bermain yang satu arah menjadi tidak terbatas. Saat ini video game tidak hanya menjadi sarana hiburan, namun dapat menjadi sarana ajang kompetisi antar pemain. Sudah banyak generasi milenial yang menekuni industri permainan elektronik ini sebagai profesi yang menjanjikan. Namun, masih jarang tersedia wadah komunitas para pecinta game. Wadah yang tersedia hanya terbatas pada tempat penjualan / retail game tanpa ada sarana bermain video game dan fasilitas penunjangnya, seperti di kawasan pusat elektronik Glodok. Atau hanya menawarkan sarana bermain video game tanpa sarana penjualan dan penunjangnya, seperti Timezone. Di Indonesia, video game masih dipandang hanya sebagai hobi untuk mengisi waktu luang semata. Kurangnya dukungan pemerintah dan pandangan negatif masyarakat terhadap game juga menghambat terealisasinya proyek semacam ini. Dengan pertimbangan diatas, maka diharapakan arena komunitas gaming ini tidak hanya menjadi sarana hiburan, sosialisasi dan kompetisi, namun juga sebagai sarana pembelajaran dan pekerjaan dalam bidang game. Tujuan utama dari dari proyek kali ini adalah mewadahi komunitas sekaligus menjadi tempat kompetisi para percinta video game. Fasilitas permainan ini merupakan proyek bernilai komersial, yang terletak di daerah Jakarta barat, tepatnya kawasan Grogol Petamburan. Konsep yang dipakai pada bangunan terinspirasi dari papan motherboard yang merupakan inti penggerak dalam seluruh perangkat elektronik video game.
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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 (December 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—in a short span of time through many innovative marketing strategies and different product placement, roll-outs, tie-ins and other promotional tactics, despite facing many challenges, such as, fast-changing demographics, shorter product life cycle (PLC) and negative perceptions about brand. This case can be used to address two issues: first, structural change drivers and trends that shaped the toy industry in developed economies and, second, how to develop effective marketing strategies for product with shorter PLC in highly product-driven market?
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17

Nurhayati, Annisaa. "A Survey on Big Data in the Media and Entertainment Industry." ITEJ (Information Technology Engineering Journals) 4, no. 2 (December 31, 2019): 75–88. http://dx.doi.org/10.24235/itej.v4i2.50.

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Big Data has affected all industries, including the media dan entertainment industries. The popularity of using mobile devices and the internet has changed the way people enjoy entertainment. This popularity also generates data streams from many sources with various data formats and large volumes, known as big data. Carrying out big data analysis can help the media industry and entertainment achieve its goals, like providing content that makes users happy, provides user experience, and increases profits. Many researchers have conducted research on the use of big data in the media and entertainment industries. The purpose of this paper is to provide an overview of the problems, challenges and various technologies related to Big Data in the media and entertainment industries.
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18

DIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (December 2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.

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This paper examines the entertainment software industry within a market perspective. It addresses marketing issues such as acquisitions, mergers, franchising, direct investment, and collaborative arrangements, in an industry where there is significant change in business activity. New entrants in this highly competitive and high value market are identified as being more likely to be developers rather than publishers. Consumer spending in Europe alone for games and interactive entertainment is expected to rise to US $6.1 billion within three years, and by 2002 on-line game players are expected to number five million. Trends point to the income from computer games software and video games surpassing major box office receipts of the motion picture industry. Markets are also emerging to satisfy new classes of consumers both in Europe and in Asia.
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19

Sun, Li Xin. "Entertainment Commercial Space of Lighting Design." Advanced Materials Research 668 (March 2013): 442–46. http://dx.doi.org/10.4028/www.scientific.net/amr.668.442.

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The light entertainment commercial space is the most important one of the design content, along with the development of domestic entertainment industry, as well as new lighting technology and application of materials, stylist had the very big imagination space. But the domestic many cases in the design for excessive light new, strange, dazzle, but ignore the basic function of light and energy saving. How to put the lights of the entertainment space design both effect, and can make it function humanization and save energy work, has become a pressing subject. This paper, from the function of the recreational space lighting, decorative lighting, light modelling design and lighting intelligent SPC four aspects are discussed in this paper. Research and to try new lighting design technique, through the application of light source infinite change modelling ability, to improve the environment and our life, so that the entertainment industry to green sustainable development road.
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Juodytė, Aurelija, and Ng Zhen Xiang Colin. "Media Restrictions as the Image Formation Tool: the Case Study of Singapore’s Prime Minister Lee Kuan Yew Popularity." Žurnalistikos Tyrimai 6 (January 1, 2015): 141–62. http://dx.doi.org/10.15388/zt/jr.2013.6.7406.

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We live in the world full of nice people. The media make us think so as we are surrounded by the images of sport, pop culture, fashion industry, entertainment media, and business leaders. We face them even in the news programs and the press. Of course, the photos and other visual outlets of politicians join the general publicity of personality cult. How do these people appear in the journalist media? Why are they exposed in a positive manner while the crucial role of journalism’s “watchdog” function is to demonstrate weaknesses in order to get them into political agenda and improve? We live in the world where there is a huge business of personality promotion and selling beneath the media, and this business is called celebrity branding and news management. The media skip it from exposure. Journalism too, but why? Who is in charge that people in the media become celebrities? Who, the source or the media, is related to the fact that their audience becomes attached to the celebrities and is involved into a never-ending follow-up communication with them? These questions arise when we focus on journalism’s role in the public opinion formation process in general and image management in particular. The issue may be approached by various ways, but the present article narrows the scope of analyses mainly to the issue of political environment impact on the image of the political actor. Such a choice is made due on the factor that political environment covers both the macro (institutional) and micro (content) levels of restrictions the traditional media encounter, and due to the reason that the scope of mediated politics enables the holistic view of the media field professionals (public relations practitioners, sources, and journalists) performance and its influence on the final product. The disclosure of how the personality campaign is organised in order to reach a wide coverage and depict a positive image is of cognitive value also because the case study is made with the Singapore Prime Minister’s example – the international aspect introduces the global patterns of the celebrity phenomenon and also allows to discuss the media regulation in Singapore. First of all, the present article introduces the theoretical background for the case study, then it examines the state of the media in Singapore, showing the ownership specifics, regulation peculiarities and free speech constraints arising from regulation rather than from professionalism. The psychologically fair factor is disclosed through the analysis of legal acts, especially the Internal Security Act. The spiral of silence theory explains the supporters of such political environment that enables a long-lasting positive attitude towards the Singapore Prime Minister Lee Kuan Yew and explains his popularity and a successful image-making job.
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ANDRZEJ BUDA, ANDRZEJ JARYNOWSKI, and KATARZYNA KUŹMICZ. "An attempt to unified approach to the evolution of products in the entertainment industry." E-methodology 6, no. 6 (May 28, 2020): 80–93. http://dx.doi.org/10.15503/emet2019.80.93.

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Aim. We analyze temporal dynamics of entertainment industry including literature,music, fi lms and video games, introducing possible analogies between them. We providea framework for further explanation based on the economic concepts as revenue, organizationstructure and marketing goals in these creative industries for different technologicaleras.Methods. Initially, accurate data collected for time series of weekly record sales areanalyzed from statistical point of view (e.g. networks of artists, record labels and producers).This method may be extended to other parts of entertainment industry in search ofanalogies, under the infl uence of technological revolutions.Results. We provide the statistical properties of the mass art entertainment industry(including value of the markets, seasonality, products life-cycles) and interactions betweenvarious kinds of entertainment (e.g. fi lms might be infl uenced by literature with a delay).We are able to distinguish predigital, digital and postdigital eras.Conclusions. There are many ways of describing and measuring the impact of selectedentertainment industries with the most important as literature, music, fi lms and videogames. However, universal analogies may explain objective properties of entertainmentindustry in general.
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Szewc, Fernanda, Longzhen Song, Sean Rinella, Christopher Dubay, Emmanuel Akporiaye, William Redmond, and Christian Capitini. "560 Alpha-tocopheryloxyacetic acid induces apoptosis of murine rhabdomyosarcoma in vitro while modulating innate and adaptive immune responses in vivo." Journal for ImmunoTherapy of Cancer 8, Suppl 3 (November 2020): A594. http://dx.doi.org/10.1136/jitc-2020-sitc2020.0560.

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BackgroundRelapsed pediatric sarcomas have a poor prognosis with no available curative options. Alpha-Tocopheryloxyacetic acid (a-TEA) is a redox-silent analog of alpha-tocopherol that induces apoptotic and immunogenic cell death of tumor cells at doses that are not harmful to healthy normal cells. In a first-in-human clinical trial, a-TEA was well tolerated in adults with advanced solid tumors (NCT02192346), but has not yet been studied in pediatric sarcoma. We used a murine model of rhabdomyosarcoma (M3-9-M RMS) to assess the in vitro and in vivo anti-tumor effects of a-TEA.MethodsIn vitro studies were performed on the M3-9-M RMS cell line to measure a-TEA-mediated apoptosis using flow cytometry (Annexin V+/7AAD+ cells) and live cell imaging (Annexin V+ cells). In vivo studies involved orthotopic implantation of luciferase+ M3-9-M tumor cells into syngeneic C57BL/6 recipients. Once tumors were palpable, mice were randomized to a control diet or a-TEA-supplemented chow for 21 days and evaluated for bioluminescence, tumor growth and overall survival. Gene expression of tumor-infiltrating and splenic T cells were analyzed by bulk RNA-Seq and flow cytometry respectively.ResultsM3-9-M RMS treatment with 2.5–100 uM a-TEA induced apoptosis in a dose-dependent manner within 24 hours (p < 0.05) as measured by flow cytometry and live cell imaging. In-vivo studies with the M3-9-M RMS mouse model showed that recipients of a-TEA chow had 30–40% reduced tumor growth (p<0.01) and bioluminescence (p<0.05), leading to prolonged survival (> 4 weeks) compared to recipients of matched control chow (p<0.05). Spleen cells isolated from a-TEA-fed tumor-bearing mice demonstrated increased levels of IFN??+ cells, CD4+ T-cells, Ki-67 proliferation, and decrease in splenic CD11b+ arginase-1+ (p<0.01) and PD-L1+ cells (p<0.05) compared to their counterparts on the control diet. Gene set enrichment analyses of excised RMS tumors after a-TEA treatment revealed increased gene expression of CD24, EP300, CXCR4, and c-Jun as compared to tumors from mice fed control chow.ConclusionsThese data indicate that a-TEA mediates apoptosis of RMS in vitro and suppresses in vivo tumor growth, leading to prolonged survival likely via enhanced activation of adaptive immunity through CD4+ T cells and suppression of innate immunity through regulation of myeloid cell subsets. Furthermore, a-TEA may have direct effects on tumor cell proliferation through EP300 and c-Jun as well as indirect effects on tumor growth by regulation of immune cell recruitment through CD24 and CXCR4 gene expression. Administration of a-TEA as a potential salvage treatment for RMS is warranted.AcknowledgementsThe study was supported by NIH TL1 TR002375 (FS), St. Baldrick’s Stand up to Cancer (SU2C) Pediatric Dream Team Translational Research Grant SU2C-AACR-DT-27-17, NIH/NCI R01 CA215461, American Cancer Society Research Scholar Grant RSG- 18-104-01-LIB, and the Midwest Athletes Against Childhood Cancer (MACC) Fund (CMC). SU2C is a division of the Entertainment Industry Foundation. Research grants are administered by the American Association for Cancer Research, the scientific partner of SU2C. The contents of this article do not necessarily reflect the views or policies of the Department of Health and Human Services, nor does mention of trade names, commercial products, or organizations imply endorsement by the US government.Ethics ApprovalThe University of Wisconsin-Madison Animal Care and Use Committee approved all protocols (M005915).
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Béresné, Bernadett Mártha, and Eszter Maklári. "ECONOMIC AND SOCIAL IMPACTS OF COVID-19 IN THE PAST YEAR IN THE EUROPEAN UNION, WITH SPECIAL REFERENCE TO ROMANIA AND HUNGARY." Annals of the University of Oradea. Economic Sciences 30, no. 30 (1) (July 2021): 285–92. http://dx.doi.org/10.47535/1991auoes30(1)031.

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The COVID-19 pandemic in early 2020 has made a big difference in the lives of all countries around the world. This study is the first part of a 9-months student research work started in 2021 February, based on literature research. Its aim is to present and summarize the major economic and social impacts of the coronavirus epidemic on the macroeconomy and industrial sectors during a one-year period. Our research is mainly based on secondary research methods – and accompanied by data from the most up-to-date statistical databases and other current research studies, we drew conclusions based on our own calculations in connection with the 27 member states of the European Union including Romania and Hungary. As a result of epidemiological measures in national economies, the role of certain sectors has shrunk, while other sectors have undergone tremendous development. The unprecedented spread of teleworking, the reduction in working hours in almost all sectors and the consequent lower wages, and the increase in the unemployment rate, have led to a decline in the value of gross domestic product for all nations, compared to the same period of the previous year. In order to save their country from the collapse of the economy, those responsible for managing them, were also forced to introduce measures that increased the country’s state debt and worsened their public finance position. Certain sectors of the economy have been hit hard by the effects of the past year, but there have also been those that have flexibly adapted to the changes. The sectors responded in different ways in each country. It can be argued, however, that the entertainment industry, performing arts and other services that require a personal form of presence have suffered the most from the constraints of the past year. But in the field of information and communication, there have been positive developments in many countries using the opportunities offered by information technology. However, changes during the pandemic period have led to a further increase in wealth inequalities in our world. As a result, unfortunately, more and more people are falling into deep poverty and the number of wealthy people is also increasing. The transformation of consumers’ values and income situation is having an impact on all sectors of the national economy. The question arises: when will declining companies be able to recover, will they be able to make the profits typical of their pre-epidemic management, and if so, when? Can we live in the future the way we lived in the past? Whether humanity will realize, that the growing differences between continents, countries, people are only creating larger controversies, and at last we do not only realize, but act in a responsible way for the sake of equality for all.
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Sadana, Mayank, and Dipasha Sharma. "How over-the-top (OTT) platforms engage young consumers over traditional pay television service? An analysis of changing consumer preferences and gamification." Young Consumers 22, no. 3 (April 8, 2021): 348–67. http://dx.doi.org/10.1108/yc-10-2020-1231.

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Purpose This paper aims to analyse how the top over-the-top (OTT) platform is becoming a preferred source of entertainment amongst young consumers over traditional Pay TV service (Cable TV/DTH) in India and what factors play a vital role in such preferences along with gamification of content. The study follows the theoretical framework of use and gratifications theory and Niche analysis. Design/methodology/approach The study establishes a conceptual framework of understanding the preference of consumers, which triggers the shift from old media to new. This research develops an approach to understanding the relevant implications in responses of consumers through a structured online survey conducted amongst different age groups by applying exploratory and confirmatory factor analysis. To further comprehend the relations between measured variables and constructs, the statistical technique is incorporated, i.e. logistic regression. Findings Empirical results and discussion insinuated the five factors which affect consumers’ choices concerning entertainment i.e. content and viewing behaviour, expenses incurred on services, shifts influenced by offerings/incentives, convenience and telecom. Logistic regression validated the strength of these factors which made content and viewing behaviour, expenses incurred on services and convenience the three most important factors. Research limitations/implications This study analyses the driving factors that are revolutionising the entertainment industry and can be applied in designing a comfortable and engaging experience for a consumer in the future. Originality/value This research is original in nature and the findings of this study are valuable for online streaming services, video-on-demand services, Cable TV operators and entertainment content producers.
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Sunitha, W. "The Tourism industry - An Economic Outlook." Shanlax International Journal of Economics 8, no. 1 (December 1, 2019): 60–66. http://dx.doi.org/10.34293/economics.v8i1.832.

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The present study deals with the impact of tourism industry on economic development. The study of tourism industry has drawn the attention of scholars and researchers at national and international levels. This is because tourism has become an integral part of human life. In fact, this is the oldest and fast growing industry . it makes human life happy and frees from family as well as professional burdens. So the peopleof all categories wether rich or poor, young or old give importance to tourism. Tourism not only provides pleasure, entertainment, direct experience, knowledge but also changes our life style. It also causes socio-economic and cultural changes in many ways. Further, it has been a source o employment, income and cultural changes. Hence, this study focusses on the impact of tourism on economic out look at macro level.
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Pieńkowski, Michał. "Polski przemysł muzyczny w latach międzywojennych. Rekonesans." Kultura Popularna 4, no. 50 (May 31, 2017): 120–27. http://dx.doi.org/10.5604/01.3001.0010.0049.

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After the independence had been regained Polish phonographic industry dealt with huge problems caused by warfare. Moreover it had to be recreated from scratch since the way it was organized during annexation was no longer working for the new Polish state. Soon enough, a few years later, out phonographic industry recovered; there were a few competing record companies. The 1930s was the best period for the industry. That is when the record repertoire was the richest and the offer of each record company the most diverse. At the time the record industry established cooperation with a brand new entertainment branch – sound film. The first sound films were developed at Syrena record company. Due to politics and changing trends in the second half of the1930s what the industry had to offer got poorer again and it was mostly entertainment repertoire. After the beginning of WWII, just like other branches of industry, Polish record companies tried to function as usual but after Warsaw capitulation Polish phonography ceased to exist for the next 5 years
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Chakraborty, Sudipta. "Impact and Challenges of GST in India with Reference to Media & Entertainment Sector – An Insight." Journal of University of Shanghai for Science and Technology 23, no. 08 (August 12, 2021): 366–82. http://dx.doi.org/10.51201/jusst/21/08404.

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The biggest tax reform since independence i.e., Goods and Services Tax (GST) has now become a part of Indian economy from 1st July, 2017. It is a comprehensive indirect tax on manufactures, sales and consumption of goods and services; thereby subsuming almost all other indirect taxes that were in existence throughout India before its implementation and also eliminating the cascading effects thereby. GST was introduced just after demonetisation in November, 2016 and has changed the whole scenario of indirect tax system in India. It aims at boosting overall growth of Indian economy by integrating all indirect taxes into one. The media and entertainment (M&E) industry in India is one of the fastest growing sectors and has outperformed expectations in recent years. With the expansion of the economy, the sector has accelerated its growth. The sector spreads into big and small screens, media, events, exhibitions, amusement facilities and gaming zones, with various combinations of offline and online delivery systems. With the advent of GST, things have become relatively simpler for the entertainment industry as it is subjected to only one tax and permissible local body taxes. One of the major changes has been the subsuming of Entertainment Tax under GST. Earlier, prior to implementation of GST, the rate of Entertainment Tax for the film industry varied from state to state, ranging from 15% to 110%. Introduction of GST has stabilised the rate variance and provided a uniform market across the nation. In this study, we have also made an attempt to study the pre and post GST effects on different activities of the media and entertainment industry like exhibition of movies, food and beverages sold at movie halls, services rendered by artists and other technician, sponsorship and brand promotion and advertisement. Thus, this paper is an endeavour to understand the impact of GST on media and entertainment sector and aims at pointing out the challenges of the same under the present structure and provide some way outs to it.
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Thorburn, Sandy. "What News on the Rialto? Fundraising and Publicity for Operas in Seventeenth-Century Venice." Canadian University Music Review 23, no. 1-2 (March 6, 2013): 166–200. http://dx.doi.org/10.7202/1014523ar.

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Commercial operas of seventeenth-century Venice, the earliest public operas, are generally described as rigorously literary from 1637-1660. Various tools, including sets, machines, and musical forms helped audiences from various classes and places understand this Venetian Carnevale entertainment. The goal—to create a commercial entertainment industry that reflected and highlighted the wonders of Venice—was identified early in the history of Venetian commercial opera. This paper seeks to define the extent to which nascent commercial enterprises like newspapers, the mail, publishing, and advertising defined the content and nature of these early operatic works.
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O'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.

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This essay makes the argument that the numerous ‘‘networks’’ or ‘‘inter/intranetworks’’ that structure the video game industry have lived local effects for those involved in the production of video games. In particular, this is most visible in the realm of console video game development but is visible in many other contexts as well. It uses the Nintendo Entertainment System (NES) as an index into this complex and highly structured world that frequently disappears from developers perception. The essay uses largely historical data drawn from patent filings, Securities and Exchange Commission (SEC) filings, and court cases to analyze these networks. The essay argues that these inter/intranetworks, as constructed, have been instrumental in the way that the game industry now finds itself structured and that as the industry has ‘‘matured,’’ the networks have become less accessible and less interoperable.
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Khan, Fazal R. "Entertainment Video and the Process of Islamization in Pakistan." American Journal of Islam and Society 8, no. 2 (September 1, 1991): 289–306. http://dx.doi.org/10.35632/ajis.v8i2.2627.

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IntroductionIslamization may best be viewed as a macrolevel and a multidimensionalprocess of the sociocultural transformation of a society. For its success andsustenance, this process has to occur in the form of an ever-evolvingsociocultural movement in synchrony and in symbiosis with other institutional,politicoeconomic, and sociocultural apparatuses of a society. It therefore isour conviction that a program of Islamization begun at the top levels ofgovernment and implemented by way of legalistic pronouncements orinformational implosion and/or explosion is unlikely to succeed unless itbecomes a self-propulsive pervasive force located in that particular society’sculture industry. Without this symbiosis, it is unlikely that the objectivesof Islamization will ever reach the grass-roots level of that society, adevelopment which would almost certainly preclude its concretization intoa collective but accretive “social cognition,” “social affect,” and “social conation.”As a result, the apparently contra-Islamic socialization potential of the modemculture industry, particularly the fare on entertainment video in Muslimcountries in general and in Pakistan in particular, will continue to undermineand exert a major pull away from the objectives of any serious strategy forthe Islamization of a society.In the relevant literature, a society’s culture industry refers not only toall of its various transmitter categories of intellectual and artistic elites andprofessionals (i.e., educators, journalists, and writers) but also to its mediainstitutions which purvey mass culture through entertainment fare. Thepresent paper, in line with the culturalist approach to media theory, thereforebroadly conceptualizes the mass media of communication in terms of cultureindustry. It is predicated on the assumption that, among others, entertainmentvideo, by which is meant dramatized entertainment, films, and all otherdramatized and fictionalized fare through such video-media as TV, VCR,and cinema, should be and can be harnessed to strengthen, disseminate,promote, and cultivate the Islamic foundations of our culture. The theoreticalumbrella and the empirical evidence already exist in the video-media effects,particularly in the case of television, the tradition of mass communicationresearch. These can be garnered to project, test, and pursue the entertainmentvideo policy directions of what may be called the Islamic enculturation ofPakistani society. While this objective may not be successfully accomplishedoutside of a holistic framework of a total communication policy- a themeI have touched on elsewhere - some realization of entertainment video’s impactpotential is possible. Moreover, this realization can theoretically sensitizeus to those of its possible cultural functions and dysfunctions which mightfrontally impinge upon the Pakistani government’s Islamization efforts ...
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Prasai, Dilli R. "Tourism and Changing Pattern of Livelihood." Researcher: A Research Journal of Culture and Society 1, no. 2 (February 21, 2014): 23–34. http://dx.doi.org/10.3126/researcher.v1i2.9883.

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Barahachhatra have got good food, shelter, entertainment, education and others through tourism and they have got standard life and tourism industry is being own of the great for them to change their lifestyle positively.Tourism industry is the employment generating industry in the context of our country. It gives employment for skilled and unskilled people. The employment opportunity has significantly increased in Barahachhatra with the development of tourism business especially by hotel industries and then hotel owner and employees have positively changed their lifestyle by the help of tourism. DOI: http://dx.doi.org/10.3126/researcher.v1i2.9883 Researcher 1(2) 2013: 23-34
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Domarco, David, and Ni Made Satvika Iswari. "Rancang Bangun Aplikasi Chatbot Sebagai Media Pencarian Informasi Anime Menggunakan Regular Expression Pattern Matching." Jurnal ULTIMATICS 9, no. 1 (August 7, 2017): 19–24. http://dx.doi.org/10.31937/ti.v9i1.559.

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Technology development has affected many areas of life, especially the entertainment field. One of the fastest growing entertainment industry is anime. Anime has evolved as a trend and a hobby, especially for the population in the regions of Asia. The number of anime fans grow every year and trying to dig up as much information about their favorite anime. Therefore, a chatbot application was developed in this study as anime information retrieval media using regular expression pattern matching method. This application is intended to facilitate the anime fans in searching for information about the anime they like. By using this application, user can gain a convenience and interactive anime data retrieval that can’t be found when searching for information via search engines. Chatbot application has successfully met the standards of information retrieval engine with a very good results, the value of 72% precision and 100% recall showing the harmonic mean of 83.7%. As the application of hedonic, chatbot already influencing Behavioral Intention to Use by 83% and Immersion by 82%. Index Terms—anime, chatbot, information retrieval, Natural Language Processing (NLP), Regular Expression Pattern Matching
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Schwanebeck, Wieland. "How The Pink Panther came alive and how The Thin Man grew fatter: Hungry franchises and the adaptation industry." Journal of Adaptation in Film & Performance 13, no. 2 (May 1, 2020): 149–62. http://dx.doi.org/10.1386/jafp_00023_1.

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While entertainment franchises are usually not associated with engaging in adaptive work in the traditional sense of the term, the sheer necessity of creating new material for serialised properties makes adaptive work a necessity. Frequently, franchises will absorb other material, an aspect that has so far been neglected in studies of what Simone Murray calls the ‘adaptation industry’. This article discusses two entertainment properties that made a habit of lapping up cinematic trends and other properties in order to feed their appetite as ‘hungry franchises’: the Thin Man series (1934‐47) and the Pink Panther films (1963‐2009). They exhibit similar adaptive strategies to reconcile contemporary audience expectations and industrial trends with their needs as profitable studio properties. In the process, they also show somewhat Frankenstein-like tendencies towards monstrosity, eventually turning against their own creators.
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Jie, Pan, Kong Na, and Bai Xiao. "Research into “Five Centers” on the Silk Road Economic Belt and the Current Development of Tertiary Industry in Xinjiang." E3S Web of Conferences 275 (2021): 01049. http://dx.doi.org/10.1051/e3sconf/202127501049.

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Industrial development is the pillar of regional economic development, and the development of tertiary industry is the focus of the entire industry. This paper conducted an in-depth analysis of the tertiary industry in Xinjiang from three aspects: output value, output value growth rate, and output value contribution rate. On this basis, this paper also analyzes the investment in fixed assets of Xinjiang’s tertiary industry and uses the gray correlation model to measure the correlation between fixed assets and output value. The results of the study show that from 2014 to 2019, the tertiary industry in Xinjiang has developed better overall. Among them, culture, sports and entertainment industry, information transmission, software and information technology service industry, education, health and social industry and other industries are developing very well, which is in line with the vision goal of the construction of the “Five Centers” in Xinjiang on the Silk Road Economic Belt.
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Pant, Ritika. "Televisual Tales From Across the Border: Mapping Neo-Global Flows in Media Peripheries." BioScope: South Asian Screen Studies 10, no. 2 (December 2019): 164–82. http://dx.doi.org/10.1177/0974927619897439.

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Foreign programming on Indian television was largely dominated by American and British TV programmes until 2014, when a Hindi entertainment channel Zindagi, owned by Zee Entertainment Enterprises, began broadcasting syndicated television content from Pakistan. The channel’s tagline Jodey Dilon Ko (uniting hearts) shaped the possibility for peaceful reconciliation between the two political rivals, India and Pakistan, by offering ‘ sarhad paar ki kahaaniyaan’ (stories from across the border) to Indian audiences. The popularity of Pakistani serials in India may be observed against the backdrop of a television industry inundated with formulaic saas–bahu (mother-in-law/daughter-in-law) plotlines over the last decade. While Indian television and films have been a part of Pakistani popular culture for years, Pakistani serials like Humsafar (life partner, 2011) and Zindgai Gulzar Hai (life is a bed of roses, 2012) broadcast on Zindagi gave Indian audiences a peek into their neighbours’ socio-cultural environment. These serials dismantled the conventional mediatised image of the distanced ‘other’ and redefined the former perception of ‘foreign’ as essentially ‘Western’ in Indian television programming. Through an analysis of new trajectories of flows between media peripheries that I term ‘neo-global’ flows, this article argues that Pakistani dramas broadcast on Zindagi between 2014 and 2016 offered a ‘mediating space’ to Indian audiences by maintaining a balance between Indian tradition and Pakistani modernity.
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Depanbhara, Philosa Kasyutiantara. "MYSTICAL COMMODIFICATION IN JARAN GOYANG SONG: AN APPROACH TO LITERARY SOCIOLOGY." IJLECR - INTERNATIONAL JOURNAL OF LANGUAGE EDUCATION AND CULTURE REVIEW 5, no. 2 (December 31, 2019): 137–43. http://dx.doi.org/10.21009/ijlecr.052.16.

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Abstract Indonesia and the practice of shamanism are two components that cannot be separated. It has been rooting since the old-time ancestors of animism-dynamism, and has already become one of the cultures of its people. However, one interesting fact is that the topic of shamanism is not only discussed through daily practice, but also through entertainment industry. One of the Indonesian songs which has become well known in April 2017 with the theme of shamanism is Jaran Goyang which was popularized by Nella Kharisma and is currently listed on the top 10 Indonesian’s highest viewers of all time. The song in that particular year created the sprung of other songs with similar themes. Shamanism, which related a lot with black magic and is considered as grave sin in many religions (especially Islam), now become commodified in the entertainment industry to seek for exchange rate. Therefore, the phenomenon rises two questions that the writer would like to answer in this research: (1) How is mystical phenomenon be marketed; and (2) What ideology helps the commodification of mystical phenomenon.
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Miles, Glenn Michael, Olivia Blase, Katie Clark, Rachel J. Ding, and Theresa Geyer. "“Don’t look down on us!”." International Journal of Sociology and Social Policy 40, no. 1/2 (December 2, 2019): 20–43. http://dx.doi.org/10.1108/ijssp-01-2019-0017.

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Purpose Although some research has been done with entertainment workers in KTV bars, little has been done to gain a qualitative understanding of the vulnerabilities of masseuse women. This is due to a prevalent focus on girls under 18 years, thereby excluding most masseuses. The paper aims to discuss these issues. Design/methodology/approach In total, 98 female participants completed an interview answering both open and closed questions concerning relationships, stigma and discrimination and personal sexual abuse among other topics. Findings This study finds that many women working in the massage parlor industry are vulnerable to various threats, including sexual exploitation and abuse. Dependency structures within the massage parlor as well as with their families seem to play a key role in the life situations that can be positive as well as negative, and in some cases both. Social implications The findings provide a baseline evaluation of the vulnerable conditions of the massage industry for women in Cambodia. Specifically, that stigma, discrimination, physical and sexual abuse, as well as a lack of access to education are all vulnerabilities not commonly covered, especially with adult women working in the entertainment industry. This research has been adapted from the original transcript “Strive, No Matter What” (Miles et al., 2014). Originality/value The paper seeks to understand the reality of life and vulnerabilities as perceived by Phnom Penh’s female masseuses in the lower-priced massage parlors which is largely unknown.
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Brillon, Cherish Aileen. "Performing Darna: The Role of Entertainment Press in Spectacularizing Darna Actresses." Plaridel 18, no. 1 (September 2, 2021): 31–54. http://dx.doi.org/10.52518/2020-09brllon.

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This paper looks at the actresses who portrayed Darna and how they are presented as spectacles in the entertainment articles that promote the film and television adaptations. This frame of inquiry comes from the notion that the visual aesthetics of Darna in komiks is largely informed by the superhero genre’s dependence on spectacle as shown in the superhero’s feats of greatness and in her actions and movements which are all larger than life and extraordinary. If this is the case for Darna in print, then how about the actresses tasked with performing her in the movies and television series? How are their bodies being turned into a spectacle in promotional materials in order to conform to the needs of the capital (entertainment industry)? In using the spectacle of the body as framework, the paper also draws on the star system and the role of producers of text in the creation of Darna as we know her today. The aim is to reveal how female bodies were made part of the construction of Darna’s image outside of its fictional universe which results in a discourse that highlights the body of the celebrities rather than Darna’s continuing relevance as a Filipino icon. This sets aside her representational power to embody the struggle and demand of Filipinos for justice and a better life as audience’s attention is diverted towards how these actresses prepared their bodies to perform Darna.
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Hemamalini, Kadek. "Kontestasi Figural dalam Industri Budaya Yoga." JURNAL YOGA DAN KESEHATAN 1, no. 1 (July 7, 2020): 48. http://dx.doi.org/10.25078/jyk.v1i1.1543.

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Yoga became a popular culture can not be separated from the influence of cultural industries that then bring a new face in yoga practice. Yoga is known today is yoga asanas which besides beneficial to health is also full of entertainment nuance as an implication of postmodern society lifestyle and also the implications of the role of media in society. So it is said yoga practice is now a propan yoga practice, away from sacred values like the teachings that should be in yoga itself. This phenomenon raises the awareness of certain groups of people to show and restore the true teachings of yoga through yoga-yoga mass done in the areas of the shrine by taking time yoga as it should. So no doubt this condition raises social stratification that appears in the community in a form of contestation of yoga practices.<br /><br />
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Miles, Glenn, Theresa Geyer, Rachel Ding, Olivia Blasé, and Katie Clark. "“Don’t look down on us”." International Journal of Sociology and Social Policy 40, no. 1/2 (January 21, 2020): 1–19. http://dx.doi.org/10.1108/ijssp-09-2018-0143.

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Purpose Although some research has been done with entertainment workers in KTV bars, little has been done to gain a qualitative understanding of the vulnerabilities of masseuse women. This is due to a prevalent focus on girls under 18 years, thereby excluding most masseuses. The purpose of this paper is to understand the reality of life as perceived by Phnom Penh’s female masseuses in the lower-priced massage parlors is therefore largely unknown. Design/methodology/approach In total, 98 female participants completed an interview answering both open and closed questions concerning relationships, stigma and discrimination and personal sexual abuse among other topics. Findings This study finds that many women working in the massage parlor industry are vulnerable to various threats, including sexual exploitation and abuse. Dependency structures within the massage parlor as well as with their families seem to play a key role in the life situations that can be positive as well as negative, and in some cases both. Research limitations/implications This is not a prevalence study so all figures are tentative. The women were deeply concerned that they might be stigmatized further so they may not have revealed the extent of their challenges. Practical implications More research and work with this vulnerable group is vital. They should be recognized as a vulnerable group who have rights. Social implications The findings provide a baseline evaluation of the vulnerable conditions of the massage industry for women in Cambodia. Specifically, that stigma, discrimination, physical and sexual abuse, as well as a lack of access to education are all vulnerabilities not commonly covered, especially with adult women working in the entertainment industry. Originality/value Understanding the reality of life as perceived by Phnom Penh’s female masseuses in the lower-priced massage parlors is therefore largely unknown so a study of this kind is necessary.
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Lang, Ling Yun, and Ke Xie. "The Analysis of Tourism Village's Residential Pattern." Applied Mechanics and Materials 438-439 (October 2013): 1840–42. http://dx.doi.org/10.4028/www.scientific.net/amm.438-439.1840.

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The development of rural tourism industry puts forward higher requirements for village environment. Under the precondition of satisfying life and production requirements of villagers, the needs of tourists for accommodation, tourist shopping and entertainment should be satisfied. In order to attract more tourists, tourism type village gets better development. In this paper, take Guoliang village as an example, the existence and problems of tourism village construction are discussed, residential layout types of tourism type village such as residential, residential apartment, hotel apartment are put forward.
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Parsadanova, Tatyana. "POST-PANDEMIC MEDIA SPACE." Scientific and analytical journal Burganov House. The space of culture 16, no. 4 (December 10, 2020): 146–54. http://dx.doi.org/10.36340/2071-6818-2020-16-4-146-154.

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It is no secret that COVID 19 and its consequences have affected almost all aspects of our life. We have become focused on life at home, the approach to work has changed, and the definition of remote work has taken root in our vocabulary. Despite all the negative aspects, the pandemic has accelerated the development of key technological trends, such as distance learning, telemedicine, remote work, online shopping, contactless payments, 3D printing, which leveled out supply disruptions, robotics, a new generation of 5G mobile communications with its capabilities, and of course, the online entertainment industry. Our consumer preferences have changed during this year; however, the need for entertainment has only increased. Many believe that nowadays, the Internet and television era is a thing of the past; nevertheless, statistics do not confirm this. In the third quarter of this year alone, global TV sales have increased by 12.9% over the same period in 2019, which is 38% more than in the previous quarter. Television viewing has increased, and television program views have skyrocketed. Streaming content has become even more popular; streaming services allow one to watch absolutely everything - movies, TV series, news at any time and from any device. All these processes are connected with the fact that, during the quarantine, cinemas were closed, the attendance of which has already decreased in recent years. They opened with restrictions on viewers’ seating; the premieres were postponed for a year, even two - until the spring of 2021 and 2022. This year, the world of the media and entertainment industry has become: remote, virtual, streaming and personalized. The driver is the consumer, so market players pay great attention to innovation, focusing on personalization. At the forefront of new technologies is the Disney company, which presents its films both in theatrical screenings and on its online platform. Television is also not left behind; on November 3, VGTRK launched its "Smotrim" media platform. The audience’s consumption habits have already changed, interest in media is increasing and moving towards digitalization. The pandemic has accelerated the process. How this is happening and what awaits the industry is covered in this article.
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43

Fawzia, Ulfa, and Baiq Wardhani. "The Identification of “The Art of War” Military Strategy On Netflix’s Business Strategy." Jurnal Global & Strategis 14, no. 1 (June 8, 2020): 143. http://dx.doi.org/10.20473/jgs.14.1.2020.143-160.

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Karya sastra klasik “the Art of War” yang ditulis oleh Sun Tzu dipandang relevan ketika diterapkan di era kontemporer ini. Tidak terbatas pada lingkup militer saja, the Art of War juga dapat diterapkan di berbagai aspek kehidupan salah satunya di aspek bisnis. Tulisan ini bertujuan untuk meneliti strategi militer yang tertulis dalam the Art of War yang teridentifikasi dalam strategi bisnis Netflix, sebagai suatu perusahaan yang berhasil menghadirkan terobosan di tengah industri hiburan digital. Untuk mencapai tujuan tersebut, penulis menggunakan metode kualitatif yang menganalisis data primer dan sekunder, serta mengumpulkan data-data dari kajian terdahulu, buku, jurnal, dan artikel ilmiah. Hasil dari penelitian ini menunjukkan bahwa Netflix mengadopsi beberapa strategi militer Sun Tzu dalam upayanya menduduki industri hiburan. Dengan beberapa penafsiran terminologi strategi militer yang kemudian disesuaikan dengan terminologi bisnis, penulis kemudian menelaah tahap-tahap perkembangan bisnis Netflix yang disertai dengan analisis strategi militer “the Art of War” sebagai upaya perusahaan melakukan penetrasi pasar dan menghadapi kompetitor, mendesain inovasi dan mengembangkan usaha, serta membentuk aliansi. Selain itu, penulis menemukan kesamaan pemikiran antara konsep pasifisme Sun Tzu dengan konsep binsis Netflix sebagai purpose-driven business. Kata-kata kunci: The Art of War, Netflix, dan Strategi Bisnis. The classic literary work, "the Art of War" written by Sun Tzu, is considered to remain relevant applied in this contemporary era. Not limited to the military aspect, the Art of War also finds its place in various aspects of life, one of which is in business aspects. This paper aims to examine the military strategy written in the Art of War identified in the Netflix business strategy as a company that has succeeded in generating breakthroughs amid the digital entertainment industry. The authors employ qualitative methods to analyze both primary and secondary data collected from previous studies, books, journals, and scientific articles. The results of this study indicated that Netflix adopted several of Sun Tzu's military strategies in its efforts to occupy the entertainment industry. Some interpretations of military strategy terminologies have been adjusted into business terminologies to analyze the stages of Netflix's business development by using the Art of War military strategy as attempts by the company to penetrate the market and face competitors, designing innovation and business development, as well as forming alliances. Moreover, the authors found the similarity of ideas between the concept of pacifism by Sun Tzu with the business concept of Netflix as a purpose-driven business. Keywords: The Art of War, Netflix, and Business Strategy.
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44

Syahputra, Iswandi. "AGAMA DI ERA MEDIA: Kode Religius dalam Industri Televisi Indonesia." ESENSIA: Jurnal Ilmu-Ilmu Ushuluddin 17, no. 1 (April 1, 2016): 125. http://dx.doi.org/10.14421/esensia.v17i1.1283.

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This article will examine the relation between religion and religious symbol in television media industry era in Indonesia. In order to understand religion thought which is transcendental, community needs religious symbol. Religious symbol contains several codes that can be interpreted socially and culturally. Television as an industry produces religious code as a comodity. Religious comodity then being used as a strategy to widen its viewer. Relation between those conditions can lead to a new mass culture and symbolic religiosity. In mass society, religion turns into an entertainment instead of guidance. In the end, religion in social life will be practiced by consuming religious symbol only. This condition shows the lack of religious spirituality. Where, religion without spirituality only leaves ritual.
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45

Marti, Gerardo. "The Adaptability of Pentecostalism: The Fit between Prosperity Theology and Globalized Individualization in a Los Angeles Church." Pneuma 34, no. 1 (2012): 5–25. http://dx.doi.org/10.1163/157007412x621662.

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Abstract A main theme in the study of global Pentecostalism is its adaptability to the modern world system; yet, the way in which adaptability “works” is not well theorized. Hannah Arendt’s analysis of “the private and public realm” and Ulrich Beck’s description of “individualization and self-culture” offer heuristic frameworks for understanding how prosperity theology is well-suited to macro-historical patterns that address the growing individualization of everyday life, especially in relation to uncertain career paths and risk-oriented work structures. Arendt’s and Beck’s theoretical conceptualizations move away from sect-like notions of Pentecostals cultivating a bounded system among the non-Spirit-filled natives. Instead, their theoretical conceptualizations reveal Pentecostalism — especially in its prosperity orientation — to be fully compatible with individualization processes experienced by and demanded from today’s workers. A case study of the ministry of Oasis Christian Center to Hollywood entertainment industry workers illustrates connections between the Prosperity/Word of Faith orientation of the congregation and overarching processes of individualization.
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46

Siringoringo, Poltak. "PERLINDUNGAN KONSUMEN TERHADAP PENJUALAN IPAD TANPA BUKU PETUNJUK BERBAHASA INDONESIA DITINJAU DARI UNDANG-UNDANG NOMOR 8 TAHUN 1999." to-ra 5, no. 2 (September 9, 2019): 83. http://dx.doi.org/10.33541/tora.v5i2.1201.

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Abstract At present the need for electronic goods has become a primary need. There is no denying that electronic equipment helps in human life. Some are used as entertainment tools and some are used as work aids. But there are also those that can be used as well as work tools and entertainment, even educational facilities. This need does not mean insignificant, because as a civilized human being, living in a community is in dire need of various other things that are broader and perfect, both regarding the quality, quantity, and type. It is not surprising then that the industry is rapidly advancing because the level of market needs is quite high, but electronic products include products that have specificity so that not all consumers can know the ins and outs, both capabilities, quality, instructions for use, guarantees / guarantees, after sales service and so on. The fact shows that Indonesia has grown and developed many industrial goods and services, both large and small scale, especially since the implementation of national development in stages and planned through a five-year development plan. Keywords: human life; national develpoment; facilities.
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47

Chauhan, Suresh, Sukarn Sharma, and Yenesew Alene. "Bridging the Gap between Producers and Consumers of Himachali Fruit Wines." Atna - Journal of Tourism Studies 8, no. 1 (January 1, 2013): 33–42. http://dx.doi.org/10.12727/ajts.9.3.

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Tourism is travel for recreational, leisure or business purposes. This vast industry is associated with different services like Accommodation, Food and Beverage services, Travel services, Recreation and Entertainment. These days tourists not only look for vacations and travel—they seek cultural education, historical significance, natural or inbuilt beauty, and to taste local cuisine and beverages. In Beverages especially, wines play an important role. Winemaking has existed throughout Indian history but was particularly encouraged by Portugal and the United Kingdom. The Old Testament in the Bible gives evidence of existence of wines, but there is a definite evidence of its use in China in 2000 BC and in Egypt in 3000 BC. Having a well established name in fruit juices, Himachal Pradesh (a northern hill state in India) has planned to venture in the area of fruit wines. To know the present position of Himachal’s wine industry and the gaps therein, a research was conducted. It was found that Himachal’s wine industry should address issues like availability of multiple flavours of fruit wines and stiff competition with beer and breezer. However, the industry can take advantage of three factors associated with these wines viz. health, flavour, and price. This can help Himachal to set up the same benchmark as it has done in case of juices.
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48

Silva, João. "Mechanical instruments and everyday life: the player piano in Portugal." Popular Music 40, no. 1 (February 2021): 58–74. http://dx.doi.org/10.1017/s026114302100012x.

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AbstractThis paper examines player pianos in Portugal between the 1890s and the 1930s. In a small European country with few production facilities, mechanical music developed in a particular way since a local recording industry was expanding rapidly and radio was not yet disseminated. Despite the local market's reliance on imported goods, the music business concentrated on Portuguese pieces. The mechanisation of the piano and its display as a product that embodied modernity illustrates the transformations that took place in Portugal at the beginning of the 20th century. These were reflected in new forms of entertainment, such as cinemas and nightclubs that incorporated new music genres. At the dawn of the century, the leisure market relied on the popular music theatre, which was dominated by Portuguese, French and Spanish music. In the interwar period, English and American pieces made their way into people's lives, transforming the music business.
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49

Enahoro, Michael A., and David B. Olawade. "GSM and the Nigerian Economy: The Journey from 2004 to 2019." International Journal of Economics and Finance 13, no. 7 (June 12, 2021): 69. http://dx.doi.org/10.5539/ijef.v13n7p69.

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The turn of the 21st century saw Nigeria liberalize its telecommunications sector with the deregulation of the industry, and the introduction of the Global System for Mobile communications (GSM) network platforms in the country. This move had an immediate positive socio-economic impact. Sectors like information technology, banking and finance, online trade, sporting, education, entertainment, security, and healthcare have significantly improved over the years. So far, tens of millions of direct employments have been directly provided via the platform. Furthermore, the country&rsquo;s GDP attributable to telecommunication has constantly increased since the deregulation of the telecommunication industry. The paradigm shift has since seen the industry grow at a pace faster than most established networks in the world. However, several demerits have also stemmed from this advancement such as cyber-crime, cyber-bullying, blackmailing, and reduced productivity attributed to social media distractions. Even with the apparent progress, it can be concluded that the telecommunication sector is still quite underexploited in Nigeria. The lack of basic infrastructures like constant electricity and accessible road networks across several parts of the country, and the harsh economic policies have severely limited the potential for heightened economic productivity.&nbsp;
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50

Khan, Fazal R. "Youth Viewers of Pakistan Television (PTV) and the Enculturation Model of the Islamization Process." American Journal of Islam and Society 9, no. 1 (April 1, 1992): 19–39. http://dx.doi.org/10.35632/ajis.v9i1.2590.

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IntroductionAlthough it was introduced only a little Over two decades ago, PakistanTelevision (PTV) seems to have made tremendous progress in terms of thestandards set by developing countries. PTV now covers 86.4 percent of thetotal population. In a national sample, over 50 percent of all men aged twentyoneand above were found to watch TV daily or often, while the rest watchedless frequently or never. Females, despite the lack of concrete data, are likelyto be even higher consumers of TV fare due to their homebound social status.Similarly, it appears that both males and females under twenty-one yearsof age watch even more television.This precipitate pervasiveness of TV in a developing society like Pakistangives the entertainment TV or entertainment video element of the indigenousculture industry vast potentialities in any serious strategy designed to furthersocial development and to socialize audience members into family, community,and sociopolitical norms within the system at the microindividual, interpersonalsubsystem, and macrosocietal levels. Unfortunately, there have been very fewtheoretically based empirical studies done on any aspect of PTV transmissions ...
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