Academic literature on the topic 'Subscription-based Digital Entertainment Services'

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Journal articles on the topic "Subscription-based Digital Entertainment Services"

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Denish, Ariesmendi, Ridwansyah Ardhi, and Sunitiyoso Yos. "Drivers of Customers Advocacy in Support of Subscription-based Digital Entertainment Services (NETFLIX)." International Journal of Current Science Research and Review 06, no. 09 (2023): 6278–84. https://doi.org/10.5281/zenodo.8343891.

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Abstract : Subscription business models are increasingly gaining attention in recent year, especially entertainment services such as music subscription, streaming TV/movies and video games. One of the service platform that comes to mind is Netflix, a subscription-based video streaming service. Video on demand streaming service currently competing each other quite aggresively where these provider competing by providing different series that exclusively only available on their services or with different versatile pricing package in hope to attract new subscribers while retaining it’s exist
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. SUMATHI S, Dr, and MS .KEERTHANA S. "CONSUMER PERSPECTIVES ON STREAMING PLATFORMS: INSIGHTS INTO DIGITAL ENTERTAINMENT SERVICES." International Scientific Journal of Engineering and Management 04, no. 04 (2025): 1–7. https://doi.org/10.55041/isjem02703.

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This study explores consumer perspectives on digital streaming platforms, focusing on factors influencing platform choice, subscription awareness, satisfaction levels, and perceptions of freemium and premium models. Data was collected through Google Forms and analyzed using percentage analysis, Chi-square tests, and ANOVA. Findings highlight that content variety, pricing, and user experience significantly shape consumer behavior. The study provides insights useful for streaming platforms aiming to improve customer engagement and refine subscription strategies.
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Gorhe, Abhishek. "ShareHub-The Shared Subscription Platform." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 6181–87. https://doi.org/10.22214/ijraset.2025.69811.

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The digital economy is growing rapidly, with an increasing number of subscription-based services available for entertainment, software, education, and productivity. However, for many consumers, the cost of maintaining multiple subscriptions becomes a significant financial burden. The Shared Subscription Marketplace provides a solution by enabling users to share digital service subscriptions in a secure, managed, and cost-effective manner. This marketplace leverages collaborative consumption, offering individuals the opportunity to split costs, reducing the per-user expense of premium services
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OLA, UMESH, ARVIND ARVIND, PRINCE SHARMA, and ANAMIKA LARHGOTRA. "Splits Revolutionizing Access to Affordable Streaming Subscriptions." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 11 (2024): 1–7. http://dx.doi.org/10.55041/ijsrem38436.

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Charges of subscriptions in the growing competition of online entertainment are sometimes very much impacting the customer’s pocket. To overcome this challenge, there is Splits that provides an opportunity to subscribe for numerous streaming services with better conditions than individual companies; streaming services include Netflix, Prime Video, Disney+, SonyLiv, YouTube Premium, Spotify, etc. In this paper, the role and efficiency of Splits in letting the users subscribe to group plans and allowing all of them to access important content while still decreasing the cost dramatically will be
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Sembiring, Endang Rizkinawaty, Sugih Harto Pujangkoro, and Rulianda Purnomo Wibowo. "Consumer Behavior in Adopting Useetv Go Streaming & Video-On-Demand Services Using Unified Theory Of Acceptance And Use Of Technology 2 (UTAUT2)." Jurnal Pamator : Jurnal Ilmiah Universitas Trunojoyo 16, no. 2 (2023): 386–404. http://dx.doi.org/10.21107/pamator.v16i2.19993.

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The increase in online activities is followed by increased spending to meet online needs, one of which is entertainment services. One of the most widely accessed entertainment facilities is digital TV and video-on-demand or VoD services. The service, which began to flourish in 2016, is an online video content provider system with a subscription payment mechanism. One of its appeals, the user has the freedom to decide what he wants to see. One way to entertain yourself which has become a new lifestyle pattern is to watch streaming shows or subscription videos online. A McKinsey Company survey a
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Subkhan, Farid, and Firqi Barrygian. "Pengaruh Brand Awareness, Brand Image, dan Brand Personality terhadap Keputusan Pembelian Layanan Hiburan Digital Subscription Video on Demand (SVOD)." Jurnal Administrasi Bisnis 13, no. 1 (2024): 72–83. http://dx.doi.org/10.14710/jab.v13i1.62101.

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The era of digitalization and the internet continues to influence consumer behavior changes in accessing digital entertainment services, such as the transition from CD–DVD players and Bluray Discs to Television on Demand (TVOD) and then to Subscription Video on Demand (SVOD) platforms such as Netflix, Amazon Prime Video, Disney+ Hotstar, HBO, Iflix, Vidio, etc. This study seeks to determine the influence of brand equity factors such as brand awareness, brand image, and brand personality on consumer purchase decisions for digital entertainment services “Subscription Video on Demand (SVOD).” The
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Manik, Audrey Aurelya, and Andre Parvian Aristio. "Analisis Faktor Intensi Berlangganan dan Keberlanjutan Pengguna Over-The-Top (OTT) Berdasarkan Teori Uses And Gratification Dengan Structural Equation Modelling." Jurnal Sains Pemasaran Indonesia (Indonesian Journal of Marketing Science) 22, no. 3 (2023): 187–227. https://doi.org/10.14710/jspi.v22i3.187-227.

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The over-the-top (OTT) video streaming platform, with all its convenience and speed, has changed the way people watch conventionally via television or cinema to use electronic devices such as smartphones or laptops. The development of digital technology and services has given birth to innovation in the world of entertainment. One of them is the behavior of watching movies. The existence of a pandemic that limits social activities and space for public movement has certainly limited people's ability to travel and seek entertainment, one of which is watching the cinema. This situation has increas
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Jurkane, Kristiana, Lienite, and Anda Zvaigzne. "A PRACTICAL EXAMPLE OF THE DIGITAL TWIN IN ACTIVE LEISURE AND ENTERTAINMENT TOURISM: ACTIVITIES WITH HORSES." Journal of Regional Economic and Social Development 16 (December 14, 2024): 48–56. https://doi.org/10.17770/jresd2024vol16.8283.

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Purpose and aim of the study: Based on the need to classify leisure and entertainment tourism services, the research aims to give an example of the practical application of the digital twin in leisure and entertainment tourism – horse riding.Design / Methodology / Approach: The research employed the monographic and descriptive methods to analyse the definitions of active leisure and entertainment tourism as well as a semi-structured interview with Latgale region farms providing equestrian activities to tourists to identify the compliance of tourism services supplied by each farm with the crite
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Utthavi, Wayan Hesadijaya, Luh Arik Chitta Wati, Ni Made Ayu Dwijayanti, and Kadek Nita Sumiari. "ANALISIS POTENSI PAJAK PERTAMBAHAN NILAI (PPN) TERHADAP LAYANAN OVER THE TOP (OTT) LUAR NEGERI DI INDONESIA." Widya Akuntansi dan Keuangan 6, no. 2 (2023): 105–23. http://dx.doi.org/10.32795/widyaakuntansi.v6i2.3497.

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Digital evolution now affects almost all aspects of people’s lives. The emergence of products resulting from technological developments was responded to very positively by the community. One of them is digital-based entertainment, namely streaming services with a fairly high number of viewers. The positive direction of growth in digital entertainment consumption is trying to be linked to tax revenues, especially the type of VAT to see how much it contributes to the state. Digital entertainment that can be marketed around the world via a network called over the top initially poses a dilemma of
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Liu, Hanru. "Game Theory Analysis of Competitive Dynamics in the Streaming Industry: A Comparative Study of Netflix and Disney+." Advances in Economics, Management and Political Sciences 105, no. 1 (2024): 238–48. http://dx.doi.org/10.54254/2754-1169/105/20241979.

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In the contemporary digital age, streaming platforms have significantly transformed the entertainment industry by providing unparalleled convenience and enjoyment. This paper employs game theory concepts in the competitive dynamics between two prominent streaming services, Netflix and Disney+. The primary objective is to understand how these platforms interact competitively, focusing on pricing, marketing, and content acquisition. Key concepts from game theory, such as mixed strategies, grim-trigger, and the end-game effect, are applied to identify marketing niches where both companies might s
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Books on the topic "Subscription-based Digital Entertainment Services"

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Jiménez, Catalina, Julen Requejo, Miguel Foces, Masato Okumura, Marco Stampini, and Ana Castillo. Silver Economy: A Mapping of Actors and Trends in Latin America and the Caribbean. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003237.

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Latin America and the Caribbean, unlike other regions, is still quite young demographically: people over age 60 make up around 11% of the total population. However, the region is expected to experience the fastest rate of population aging in the world over the coming decades. This projected growth of the elderly population raises challenges related to pensions, health, and long-term care. At the same time, it opens up numerous business opportunities in different sectorshousing, tourism, care, and transportation, for examplethat could generate millions of new jobs. These opportunities are terme
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Book chapters on the topic "Subscription-based Digital Entertainment Services"

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Deng, Hua, Yongzhao Zhan, and Qirong Mao. "Knowledge Preference Based Learning Community Construction and Service Support." In Entertainment for Education. Digital Techniques and Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_13.

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Sandler, Monica. "Network Streaming: TV Broadcasters in the Digital Space." In The Franchise Era. Edinburgh University Press, 2019. http://dx.doi.org/10.3366/edinburgh/9781474419222.003.0010.

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Monica Sandler focuses on subscription video on demand services, using the case study of Comcast NBCUniversal’s failed SeeSo platform. Her essay examines how television networks themselves can cultivate a franchise identity for themselves by expanding their brand into emerging formats. The essay questions how old media incumbents like NBC can compete against big data-based entertainment companies like Netflix and Amazon.
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Sharma, Ritika, and Pallabi Mishra. "Factors for Customer Satisfaction for OTT Subscription Using Service Quality Framework." In Advances in Marketing, Customer Relationship Management, and E-Services. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-5853-2.ch010.

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Over the last few years, the digital technologies have grown at a rapid pace and have become a part of the daily lives of billions of people across the world. The advancements in the field of telecommunications and the availability of devices with enhanced capabilities have a major role to play in this growth. Numerous studies have also addressed and explained about this emerging trend in the entertainment and media industry in many parts of the world. Over-the-top services, commonly known as OTT, are delivered directly through a stable internet connection. Consumers are spending more time on
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Deshpande, Vidya, and Nithin Kalorth. "Digital Streaming Content." In Advances in Media, Entertainment, and the Arts. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-3526-0.ch015.

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The way we consume video content has undergone a radical transformation. Gone are the days of VCRs and brick-and-mortar video lending stores. Today, digital streaming platforms using the internet have become a global business. The seeds of streaming were sown in the 1990s when audio compression technologies like MP3 came into being and services like RealPlayer and Microsoft's Windows Media Player allowed users to listen to music of their choice. This laid the groundwork for video streaming. The 2000s saw the launch of digital video streaming, changing the entertainment landscape forever. YouTu
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Mwalongo, Marko, and Kilavo Hassan. "Massive MIMO-Based Network Planning and Performance Evaluation for High Speed Broadband Connection in Rural Areas of Tanzania." In Advances in Electronic Government, Digital Divide, and Regional Development. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6471-4.ch016.

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The need for high speed broadband connection in rural areas is inevitable since services like e-governance, virtual classrooms, telemedicine, video-on-demand, home entertainment, etc. are needed. However, in order to provide broadband services, service providers must incur high deployment costs and wait for long time for return on investments. Thus, massive multiple-input multiple-output (MIMO) with its favorable propagation phenomenon can be exploited as an alternative to boost signal coverage in rural areas while providing high speed broadband connection. In this chapter, planning and perfor
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Zayani, Mohamed, and Joe F. Khalil. "Cultural and Creative Industries." In The Digital Double Bind. Oxford University PressNew York, 2023. http://dx.doi.org/10.1093/oso/9780197508626.003.0010.

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Abstract Digital cultural and creative industries have become integral to the way the knowledge-based economy operates. These sectors bring together culture, leisure, and entertainment in formats that have never been experienced before, from online games to streaming services and digital publishing to virtual museums. With today’s technology, consumers can access media on various platforms for different uses. This chapter examines digital cultural industries in the Middle East associated with the production, storage, distribution, and exhibition of cultural goods and services. It pays particul
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Dwivedi, Dwijendra Nath, and Ghanashyama Mahanty. "Leveraging Personalized AI Recommendations to Enhance User Experience in Streaming Services (OTT Platform)." In Advances in Media, Entertainment, and the Arts. IGI Global, 2024. https://doi.org/10.4018/979-8-3693-3916-9.ch011.

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Sophisticated recommendation systems are crucial in the dynamic digital content consumption environment to improve user engagement and content discoverability. This work provides an in-depth analysis of different recommendation models such as User-based Collaborative Filtering, NMF-based Content Filtering, and a Hybrid Model. It uses a detailed dataset of user interactions with a streaming platform to evaluate their performance.We utilized User-based Collaborative Filtering to utilize similarities among users for content recommendations, NMF-based Content Filtering to break down the user-item
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Nour, Mohamed Abdalla. "An Empirical Study of the Effect of Internet Services on the Preferential Adoption of Mobile Internet." In Mobile Commerce. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2599-8.ch038.

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The revolution in wireless and cellular communications has led to a remarkable growth in smart mobile cellular devices capable of Internet access and mobile web browsing. This study empirically examined the emerging role of the mobile Internet as an alternative access channel for a growing list of applications and services. Based on a survey of 220 undergraduate students in a major university in the Middle East, we developed and tested a model where the mobile advantage of e-communication, e-transactions, e-entertainment, and e-learning were posited to influence the choice of Internet access c
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Azevedo, Samuel Oliveira, Rummenigge Rudson Dantas, and Luiz Marcos Gonçalves. "Using Interactive Digital Television Middleware Tools to Promote Facilities for Healthcare and Social Services." In Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3990-4.ch053.

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This chapter introduces the use of middleware tools in applications for healthcare and social services, focusing on solutions designed for Interactive Digital Television (IDTV), and discusses its implications to modern roles for easing patient and caretaker relations. The authors explore the capacities of such solutions to assist the patients in their personal needs, optimizing the time and tasks of the caretaker. They discuss the limits of the use of Internet in satisfying the needs of communication of elderly and other patients, and then they propose new roles for caretaking based on this ne
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Bhattacharya, Prof Subhendu, and Dr Reshma Nair. "NEW DIMENSIONS OF ENTERTAINMENT IN THE DIGITAL AGE." In Futuristic Trends in Social Sciences Volume 3 Book 14. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3baso14p2ch1.

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Entertainment is primordial need of human beings. Crave for entertainment will continue till end of human civilization. It helps to relax the frayed nerves and rejuvenate tired souls. It is sometimes as essential as basic needs. People spend time on entertainment in modern age. Some entertainments are educational. But majority of entertainments are sensual and helps to serve instant gratification. Entertainment also can be categorised into audio, visual and audio-visual one. The 21st century has provided plethora of entertainments to human beings at an affordable rate. Entertainment has evolve
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Conference papers on the topic "Subscription-based Digital Entertainment Services"

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Santoro, Flavia Maria, and Rosa Maria E. Moreira Costa. "A Process to Analyze Ethical Issues of Information Systems." In Workshop sobre as Implicações da Computação na Sociedad. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/wics.2020.11034.

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Contemporary society is going through the so-called Digital Age. In this scenario, information systems (IS) play an essential role in many sectors of society, such as commerce, politics, services, entertainment, information sharing. Although discussions about ethical issues become increasingly necessary, it is not always an easy task. This paper proposes a process to help the IS professional and the citizen in sensitive decision-making contexts, in which conflicts may arise. To justify the definition of this process, we discussed the importance of new technologies based on Andrew Feenberg's ph
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Lee, Yun-hwan, Jongbae Kim, Yeong-hun Kwon, et al. "Physical human factor for the development of universal XR platform to build a metaverse supporting digital inclusive leisure & culture." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004443.

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Leisure refers to non-obligatory activities that are driven by intrinsic motivation allowing individuals to freely allocate their time based on personal interests including sports, culture, and artistic engagement. Participation in leisure activities is one of the important factors that affect an individual's well-being, including the management of physical and mental health, the ability to cope with stress, and the improvement of quality of life. According to a 2021 survey (10,000 people over 15 years old) by the Ministry of Culture, Sports and Tourism of South Korea, approximately 80% of res
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Cao, Huai, Xinyue Gong, and Kaixuan He. "Multi-Scenario Design of D Enterprise's Agent Driving Products Based on QFD." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001740.

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The advent of the new consumer era has led to rapid changes in order fulfillment scenarios and consumer needs. Merchants have also begun to expand multi-scenario and flexible real-time delivery services to meet different scenarios and consumer needs in a cost-effective manner. The rise of the "lazy economy" of the Z generation has also made instant delivery the "sweet pastry" in the Internet industry. In the past ten years, the agent driving market has flourished under the impetus of Chinese Internet companies, and with the changes in user needs, it has also extended to travel agent driving, b
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Davidavičius, Sigitas, and Tadas Limba. "SEARCH PECULIARITIES OF EDUCATIONAL CONTENT IN CONTEXT OF REMOTE WORK." In 12th International Scientific Conference „Business and Management 2022“. Vilnius Gediminas Technical University, 2022. http://dx.doi.org/10.3846/bm.2022.888.

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Last decades showed that there is a huge shift in the way how marketing professionals and scientists under-stand digital marketing activities. The focus moved from proper selection of communication channel or other measures to more holistic approaches such as inbound marketing, which unifies the range of marketing tactics like content mar-keting, marketing on social media, search marketing etc. The content became one of the core elements of digital value proposition (OVP) along with the product. The pandemic of COVID-19 have changed the behavior of people in their everyday life both in the con
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Yaw, Foong Zeng, Kah Ming Cheok, Kai Zhuan Ng, Jian Xiang Teo, Tin Tin Ting, and Siew Mooi Lim. "E-Entertainment: Factors to Online Game Addiction among TAR UC Students in KL." In International Conference on Digital Transformation and Applications (ICDXA 2021). Tunku Abdul Rahman University College, 2021. http://dx.doi.org/10.56453/icdxa.2021.1020.

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Online gaming is now a well-known electronic entertainment for people all around the world, especially university students. However, the increasing popularity of online gaming may lead to addiction, a problem that has received significant attention. This study aims to identify the factors relating to online gaming addiction. Based on 118 responses collected from online questionnaires, the bivariate correlation test was employed to examine the relationship between depression, loneliness, motivation for escapism and motivation for achievement with online game addiction. Cohen’s effect size f2 fo
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Zhang, Ruilan, and Jun Zhou. "A Design of Sensor Based upon Low Digital DC Current." In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660671.

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Evcenko, Dimitri, Holger Kett, and Jürgen Falkner. "Equipment-as-a-Service – necessary changes for service-based business models." In 5th International Conference on Human Systems Engineering and Design: Future Trends and Applications (IHSED 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004162.

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Everything-as-a-Service (XaaS) describes a paradigm in which all resources of an ecosystem are offered as services. If this approach is applied in the manufacturing industry with physical goods such as machines or equipment, we talk about Equipment-as-a-Service (EaaS). Depending on the value proposition of the EaaS, a distinction can be made between availability, utility, result, and success centric EaaS business models. For example, in availability centric EaaS business models, the value proposition consists of the availability of a service with agreed performance standards, with the billing
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