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

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1

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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10

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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Goldsmith, Ben, Stuart Cunningham, and Michael Dezuanni. "Screen production for education: digital disruption in an ‘ancillary’ market." Media International Australia 162, no. 1 (2016): 65–77. http://dx.doi.org/10.1177/1329878x16678082.

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The thoroughgoing digital disruption of the entertainment-based screen industries has now been well documented. But the factors that drive such disruption are in no way unique to mainstream media industries. The distribution and use of screen content in education in many ways parallel the experience of the broader screen industries. Just as traditional entertainment and information are being challenged by new online services, so too traditional modes of distributing and accessing screen content in education are being disrupted by online services. This article analyses these dynamics in Austral
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Koffka, Khan. "A Video Streaming Services Taxonomy (VSST)." A Video Streaming Services Taxonomy (VSST) 8, no. 10 (2023): 9. https://doi.org/10.5281/zenodo.10082386.

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The "Video Streaming Services Taxonomy" (VSST) classifies video streaming platforms into distinct categories based on their core functions and content offerings. This taxonomy highlights the diversity of video streaming services, encompassing entertainment, social media, business communication, education, news, sports, music, virtual reality, and niche content. It serves as a framework for understanding the multifaceted landscape of video streaming, providing a structured overview of platforms designed to cater to a wide range of user preferences and needs in the digital age.Keywords:- Video S
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Donets, Lyubov I., and A. V. Sergeeva. "Strategic partnership of entrepreneurial ecosystems in the conditions of digitalization of the economy." Economic Consultant, no. 3 (September 1, 2023): 42–52. https://doi.org/10.46224/ecoc.2023.3.4.

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Introduction. Strategic partnership in entrepreneurial ecosystems is becoming a key element of success in digitalization environment. It provides both innovative development and sustainable competitiveness in a rapidly changing economic environment. The article aims to scientifically and methodologically substantiate the ecosystem approach to strategic partnership of entrepreneurial structures (at the theoretical level) and to develop a model of such approach to strategic partnership of entrepreneurial structures in conditions of digitalized economy (at the methodological level). Materials and
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Buoye, Alexander, Arne De Keyser, Zeyang Gong, and Natalie Lao. "Intellectual property extensions in entertainment services: Marvel and DC comics." Journal of Services Marketing 34, no. 2 (2020): 239–51. http://dx.doi.org/10.1108/jsm-06-2019-0224.

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Purpose The purpose of this paper is to look into the topic of IP category extensions in an entertainment setting. The main goal of the study is to explore the reciprocal spillover effect of customer experience (CX) ratings with an intellectual property (IP) in one medium (i.e. film) on the sales of the same IP in other media (i.e. comic books). Design/methodology/approach The study is based on 21-years of monthly top 300 comic book direct market sales data linked to the release schedule and domestic box office gross figures for films featuring Marvel and DC comic book IP appearing in the week
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15

Franco, Frattolillo. "A Digital Rights Management System Based on Cloud." TELKOMNIKA Telecommunication, Computing, Electronics and Control 15, no. 2 (2017): 671–77. https://doi.org/10.12928/TELKOMNIKA.v15i2.5991.

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In the current Internet, digital entertainment contents, such as video or audio files, are easily accessible due to the new multimedia technologies and to broadband network connections. This cause is considerable economic loss to global media players since digital contents, once legitimately obtained, can be illegitimately shared through file sharing services on the Internet. Digital Rights Management (DRM) systems have been proposed to support the protection of copyrighted digital contents. Even though such systems have been widely adopted and promoted by global media players, they are based
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Tereuri, Shabrina, Herry Azhari Rangkuti, Riri Satria, and Sofian Lusa. "Strategi Transformasi Digital LPP TVRI." ETNIK: Jurnal Ekonomi dan Teknik 1, no. 4 (2022): 283–98. http://dx.doi.org/10.54543/etnik.v1i4.30.

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The television industry is undergoing a digital revolution. Infrastructure-based broadcast services with linear programs in the form of news, sports and entertainment broadcasts at certain times, have experienced the disruption of video streaming and on-demand viewing services based on digital platforms. TVRI as a public broadcasting institution also suffered a similar blow. With the mission of providing television broadcasting services to all corners of the archipelago, TVRI must maintain a balance playing in linear programming to be able to reach remote areas that have not been reached by di
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17

Chereshnia, Olga, and Marina Gribok. "Methodology for regional assessment of the third level digital inequality." InterCarto. InterGIS 28, no. 1 (2022): 43–57. http://dx.doi.org/10.35595/2414-9179-2022-1-28-43-57.

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The article describes and analyzes the three levels of digital inequality in society currently identified, and examines the world experience of their assessment. It is shown that the third level of digital inequality is the most difficult for research. It represents an uneven distribution of opportunities for obtaining important results in real life (employment, education, participation in political life, etc.) through the use of modern technologies. The authors have developed a methodology for the regional quantitative assessment of third-level digital inequality by analyzing the popularity o
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Syah, Ahmad Burhanuddin, Apriatni Endang Prihatini, and Robetmi Jumpakita Pinem. "Pengaruh Brand Image dan Kualitas Produk terhadap Loyalitas Konsumen melalui Kepuasan Konsumen pada Layanan Video Streaming Digital Viu." Jurnal Ilmu Administrasi Bisnis 11, no. 3 (2022): 532–39. http://dx.doi.org/10.14710/jiab.2022.35418.

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Video on demand (SVOD) subscription services are increasingly in demand as flexible entertainment. Competition for SVOD entertainment services in Indonesia is enlivened by various service provider products that continue to emerge. One of the SVOD services that is always in the Top 5 market leader in Indonesia is Viu. Viu once occupied the top position of SVOD in Indonesia, but in recent years has continued to decline in ranking. In order to occupy the top position of SVOD in Indonesia, a company marketing strategy is needed by paying attention to consumer behavior to recognize and understand t
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19

ЯНКОВОЙ, Роман, та Василь МИКОЛАЙЧУК. "ІНДУСТРІЯ РОЗВАГ ЯК СТРАТЕГІЧНИЙ СЕГМЕНТ ЦИФРОВОЇ ЕКОНОМІКИ". Herald of Khmelnytskyi National University. Economic sciences 342, № 3(2) (2025): 237–42. https://doi.org/10.31891/2307-5740-2025-342-3(2)-37.

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The article delves deeply into the entertainment industry, presenting it as not only a central part of the global creative economy but also a strategically significant pillar of the modern digital economy. It explores how digital transformation is reshaping this sector, driven by rapid advancements in technologies such as big data analytics, artificial intelligence (AI), machine learning, blockchain, virtual reality (VR), and augmented reality (AR). These tools are redefining how content is produced, distributed, consumed, and monetized. The author provides a comprehensive overview of how thes
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Durmaz, Yakup, and Dilruba Gokalp. "Introduction of Metaverse to Our Lives and Unlimited Services in the World of Metaverse." International Business & Economics Studies 6, no. 1 (2023): p1. http://dx.doi.org/10.22158/ibes.v6n1p1.

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Metaverse is a universe that combines our physical reality with the digital virtual world and goes beyond reality with multiple users with a permanent and lasting effect. The virtual world is based on digital people and objects and technologies that enable multi-sensory communication with people, such as virtual reality (VR) and augmented reality (AR). It provides highly professional communication in dynamic interactions between digital structures and real time. First, we encountered virtual worlds where avatars could teleport between them. Metaverse’s resurgence has come with social, immersiv
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Aji, Bayu Selo, Cucu Kurniasih, Berlin Fanta Rosiani, and Caraka Putra Bhakti. "DEAR (DIGITAL EXPLORATION CAREER): HYPERMEDIA-BASED INNOVATION MEDIA FOR GUINDANCE AND COUNSELING TO EXPLORE STUDENT CAREER IN THE INDUSTRIAL REVOLUTION 4.0." International Journal of Educational Management and Innovation 1, no. 3 (2020): 225. http://dx.doi.org/10.12928/ijemi.v1i3.1887.

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This scientific work aims to provide creative innovations in guidance and counseling services using the BK media to explore student careers. Entering the era of the Industrial Revolution 4.0, students today must have the ability and skills to predict a rapidly changing future, especially concerning career problems. Guidance and Counseling Teachers here play an essential role in developing students' potential, and one way is to optimize the role of Guidance and Counseling in schools by optimizing services about career exploration. For support services on career exploration, BK (Guidance and Cou
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Nour, Mohamed Abdalla. "An Empirical Study of the Effect of Internet Services on the Preferential Adoption of Mobile Internet." International Journal of E-Business Research 10, no. 1 (2014): 53–73. http://dx.doi.org/10.4018/ijebr.2014010104.

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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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Zyma, Olga. "MODELING THE BEHAVIOR OF ENTERTAINMENT CONTENT CONSUMERS TAKING INTO ACCOUNT DIGITAL TECHNOLOGIES." Integrated communications 19, no. 1 (2025): 40–46. https://doi.org/10.28925/2524-2652.2025.15.

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This article is dedicated to the study of the peculiarities of entertainment content consumption by young people in Ukraine in the context of digital transformation and the development of new information and communication technologies. The relevance of the topic is determined by the growing role of social networks, streaming services, and user-generated content platforms, which are increasingly replacing traditional media distribution channels such as television and print publications. The research aims to model the behavior of young people as consumers of entertainment content, taking into ac
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Hapsari, Rinanti Nur, and Tongam Sirait. "The Influence of Customer Reference Group, Digital Marketing, and Quality of Services on the Purchase Decision of Training Services in Indonesian Higher Education Institutions." American Journal of Economic and Management Business (AJEMB) 3, no. 12 (2024): 460–72. https://doi.org/10.58631/ajemb.v3i12.142.

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Customer Reference Group, Digital Marketing, and service quality play an important role in influencing the decision to purchase training services in higher education. Customer Reference Group can provide informative and normative influence. Digital Marketing allows universities to reach a wider audience with digital media-based marketing strategies, such as social media, email, and websites, which can increase visibility and engagement. In this study, it includes aspects of accessibility, interactivity, entertainment, trust, irritation, and, finally, information. Service quality is a character
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Ciancia, Mariana, and Giulio Interlandi. "Enactive Experience for Streaming Media Services." Interactive Film & Media Journal 2, no. 3 (2022): 142–57. http://dx.doi.org/10.32920/ifmj.v2i3.1514.

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Since the beginning of humankind, storytelling enabled people to understand and shape their impressions of reality. Depicted by Walter R. Fisher, the narrative paradigm encounters the ubiquitous computing dimension, as proposed by Mark Weiser (Fisher 1984, Weiser 1991), that results in the interdisciplinary field of Interactive Digital Narrative (IDN). Departing from the first text-based experimentation in the late 1970s, IDN can be considered a vibrant field wherein different forms of interactive artifacts derived such as Hypertext Fiction, Interactive Installations, Video Game Narrative (Koe
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Said, Salasiah M., Nor Azlina Azmi, Nordibradini Selamat, and Sharunizam Shari. "IS VIRTUAL REALITY THE FUTURE OF LIBRARY REFERENCE SERVICES?" International Journal of Innovation and Industrial Revolution 7, no. 20 (2025): 106–34. https://doi.org/10.35631/ijirev.720007.

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This paper explores the potential of Virtual Reality (VR) to revolutionize library reference services, addressing gaps in engagement and accessibility characteristic of traditional and digital tools. Despite the growing adoption of Virtual Reality (VR) in education and entertainment, its application in library reference services remains underexplored. Traditional digital reference tools lack the depth of engagement and immediacy required for user-centered assistance. This study proposes a Design Thinking framework to bridge this gap, offering immersive, accessible, and interactive VR-based lib
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Pretto, Rachele, Arthur Huang, Jorge Ridderstaat, Efren de La Mora, and Adam Haney. "Consumers’ Behavioral Trends in the Arts, Entertainment, and Recreation Sector amid a Global Pandemic: A Qualitative Study." Tourism and Hospitality 4, no. 2 (2023): 233–43. http://dx.doi.org/10.3390/tourhosp4020014.

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A global pandemic can provide new opportunities and challenges for the tourism industry. When most entertainment events and recreation activities were canceled or postponed during the first and second waves of the COVID-19 pandemic, many operators introduced online offerings, such as virtual tours and streaming services. These factors, along with the public’s fear of catching the virus, have prompted significant changes in consumers’ spending behaviors within the tourism industry. This study interviewed 22 US-based consumers about their spending experiences in the arts, entertainment, and recr
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Escobar-Briones, Rebeca, and Núbia M. Conde-Menchaca. "Competition and its Impact on Investment in Telecommunications Networks in a Digital Environment." Law, State and Telecommunications Review 12, no. 2 (2020): 64–90. http://dx.doi.org/10.26512/lstr.v12i2.34691.

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Purpose ”“ The study establishes the determinants of investment in fixed broadband networks and, in particular, to evaluate the impact of economic competition on it, we present a panel model on fourteen countries, including four Latin American. The model uses quarterly data for the period from 2013 to 2018.
 Methodology ”“ The adopted approach is based on the debate on the relationship between competition and investment, on economic theory, and on findings of studies on the association within investment and competition oriented to European countries and the United States.
 Findings ”
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Saptono, Prianto Budi, Ismail Khozen, and Sabina Hodžić. "Local Government Taxing Power for Digital Consumption: A Case Study of Hotel, Restaurant, and Entertainment Taxes in Indonesia." Lex localis - Journal of Local Self-Government 21, no. 4 (2023): 1141–65. http://dx.doi.org/10.4335/21.4.1141-1165(2023).

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Limited tax collection authority in local self-governments hampers revenue generation in rural regions with smaller populations and limited commercial activity, while the growth of the digital economy further complicates tax collection for local governments. The objective of this study is to examine the challenges encountered by both the central and local tax administrations in Indonesia when implementing consumption-based taxation, especially in light of the increasing prevalence of digital transactions. The study reveals that the shift from traditional to digital transactions is likely to re
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Qi, Na. "Multi Screen Interactive Technology in SMART TV Operating System." Applied Mechanics and Materials 696 (November 2014): 253–58. http://dx.doi.org/10.4028/www.scientific.net/amm.696.253.

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With the gradual promotion of triple-place services and development of network technology, digital TV is gradually penetrating into daily life from conceptualization. Among them, the sharing of home entertainment information through multiple-screen interactive system is one of the most important components in digital home networks. This study firstly deeply analyzed the system architecture and functional units of DLNA; and then proposed one possible technical solution to implement multiple-screen interactive system in NGB TVOS1.0 based on DLNA agreement and characteristics of smart TV operatin
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Shiwakoti, Nirajan, Qiming Hu, Ming Kin Pang, Tsz Mei Cheung, Zhengkai Xu, and Hongwei Jiang. "Passengers’ Perceptions and Satisfaction with Digital Technology Adopted by Airlines during COVID-19 Pandemic." Future Transportation 2, no. 4 (2022): 988–1009. http://dx.doi.org/10.3390/futuretransp2040055.

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Airlines’ major adoption of digital technology during the COVID-19 crisis may have changed how customers experience the services and may affect passengers’ perceptions compared to the past. However, there is a lack of studies systematically examining the adoption of new technology in the airline industry from a passenger satisfaction-centric perspective. This study investigates passengers’ perceptions and satisfaction with digital technology adoption by airlines during the COVID-19 pandemic. An online questionnaire survey was conducted to examine Chinese passengers’ perceptions and satisfactio
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Aulia, Nurul. "Perlindungan Hak Cipta atas Penggunaan Layanan Streaming Netflix untuk Kegiatan Komersial (Studi Kasus Bioskop Mini di Bekasi)." Proceedings Series on Social Sciences & Humanities 17 (July 30, 2024): 417–20. http://dx.doi.org/10.30595/pssh.v17i.1163.

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The use of streaming services such as Netflix has become a global phenomenon that affects various aspects of life, including the way people consume entertainment. In Bekasi, there is a new trend of mini-cinemas utilizing Netflix streaming services for commercial purposes. This raises questions regarding copyright protection and the legality of the practice. This research aims to explore the extent to which the use of Netflix streaming services in mini-cinemas in Bekasi infringes copyright, as well as to understand the regulations governing the use of digital content for commercial activities i
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Iqtiar, Md Siddique. "Digital Satellite Technology: Innovations and Applications in the Modern Era." European Journal of Advances in Engineering and Technology 11, no. 6 (2024): 39–46. https://doi.org/10.5281/zenodo.12748154.

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Digital satellite technology has undergone profound evolution, transitioning from analog to advanced digital systems that revolutionize communication, broadcasting, and remote sensing applications. Innovations in signal processing, modulation techniques, and encoding standards have significantly boosted data transmission rates, signal quality, and reliability in satellite communications. This evolution has facilitated the integration of multimedia services like high-definition television (HDTV), internet access, and mobile broadcasting, expanding the scope and efficiency of satellite-based net
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S.Nazeer, Khan, and Ismail A.Peer. "E-Business Technology on Online Digital Marketing – A Study." Shanlax International Journal of Management 6, S1 (2018): 60–63. https://doi.org/10.5281/zenodo.1461267.

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Nowadays, human beings cannot live without using internet as peoples are living in  the  techqi  world.  The  speedy  progressions  in  the  field  of  information  and communication technologies have greatly changed the world economic landscape. Technological changes have given rise to a new society based on knowledge and they have also created new avenues of development, employment, investment and entertainment. By using the World Wide Web, businesses have been transmitting technologies across the globe. The businesses in the o
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Herawati, Netti, and Neta Dian Lestari. "Literature Review of IoT on High School Students’ Reading Interests." PPSDP International Journal of Education 4, no. 1 (2025): 158–72. https://doi.org/10.59175/pijed.v4i1.402.

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This study aims to evaluate the effect of implementing Internet of Things (IoT) technology in library services on students’ reading interest at SMA Ilir Timur 1 Palembang. IoT provides ease in accessing information through features such as automatic borrowing, preference-based recommendations, and real-time collection management. However, despite increasing accessibility, students’ reading interest is still relatively low, influenced by the dominance of digital entertainment. Literature review shows that IoT has great potential to improve library service efficiency and student engagement, but
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Kondratenko, N. D. "Transformation of the Information Services Market in the Context of Digital Economy." Business Inform 1, no. 516 (2021): 112–18. http://dx.doi.org/10.32983/2222-4459-2021-1-112-118.

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The article is aimed at determining the features of transformation of the information services market in the context of digital economy. The main segments of the information market are allocated as follows: 1) business information (exchange and financial information; economic and statistical information; commercial information); 2) professional information (occupational information for specific professional groups; scientific and technical information; access to primary sources, which is organized through libraries and other archival services); 3) consumer information (literature, music, news;
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HANIF, Mansoor, Joan Anton SANCHEZ, and Maysho PRASHAD. "Cognitive Cities: The Synthesis of Artificial Intelligence and The Urban Environment." Urbanie & Urbanus - Smart City?, no. 5 (July 2021): 28–47. http://dx.doi.org/10.55412/05.04.

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Digital transformation and the advancement of Artificial Intelligence (AI) are rapidly disrupting many facets of human life through emerging technologies, such as in computer vision, natural language processing, speech recognition, augmented and virtual reality (AR/VR), robotics and autonomous systems. COVID-19, while disrupting entire economies, has also propelled innovation in digital services for employment (remote working), health care (clinical networks), public transportation (self-driving cars), logistics (autonomous systems), and leisure (entertainment platforms) around the world, buil
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Murciano-Hueso, Alicia, Antonio-Víctor Martín-García, and Ana Paula Cardoso. "Technology and Quality of Life of Older People in Times of COVID: A Qualitative Study on Their Changed Digital Profile." International Journal of Environmental Research and Public Health 19, no. 16 (2022): 10459. http://dx.doi.org/10.3390/ijerph191610459.

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The situation caused by the COVID-19 pandemic brought negative consequences such as social isolation, limited access to routine health and social care services, and lack of self-esteem, especially for older people. In this context, technology took on an important role as the main means of communication and service delivery. The main objective of this study is to analyze the situation of the elderly and their access to technological resources in the time of COVID-19. Based on a qualitative methodology, 58 semi-structured interviews were conducted with people between 65 and 90 years old in Portu
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Wang, Yiming, and Xidan Gong. "Optimization of Data Processing System for Exercise and Fitness Process Based on Internet of Things." Wireless Communications and Mobile Computing 2021 (July 6, 2021): 1–11. http://dx.doi.org/10.1155/2021/7132301.

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In the digital network era, people have higher requirements for physical fitness. In the future, physical fitness requires not only good fitness equipment and fitness environment but also more convenient and intelligent health management, service guidance, social entertainment, and other refined fitness services. The innovation of sports and fitness equipment for the digital network era will definitely depend on the development of information technology and network technology. Based on the cutting-edge Internet of Things technology, this thesis focuses on the development and application of a n
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Aranyossy, Marta. "Technology Adoption in the Digital Entertainment Industry during the COVID-19 Pandemic: An Extended UTAUT2 Model for Online Theater Streaming." Informatics 9, no. 3 (2022): 71. http://dx.doi.org/10.3390/informatics9030071.

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While the digitalization of products and services in the entertainment industry has gained momentum in the last decades, online theater streaming is a relatively new phenomenon boosted by the COVID-19 restrictions, which created new market opportunities—and demand—for theaters’ online presence. This study investigates a new online platform providing theater streaming services in Hungary from a customer-centric, technology acceptance point of view. The survey-based study is designed to examine which factors of the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model are—and were—
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Bratina, Rok, and Niki Toroš. "SOCIAL REPRESENTATION OF DIGITAL TRANSFORMATION." Perfectus SOCIOL 2023, no. 1 (2023): 38–47. https://doi.org/10.5281/zenodo.11638703.

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<strong>Abstract: </strong> The present research focuses on the phenomenon of digital transformation. As it is a relatively new term that is only slowly making its way from the technological sphere to the general public through politics and the media, we were interested in the social representation of this concept. Digital transformation represents a significant shift, where digital technologies are increasingly integrated into all spheres of our daily lives, including business processes, education, healthcare, personal communications, and entertainment. To understand how society perceives and
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Rrustemi, Visar, Egzona Hasani, Gezim Jusufi, and Dušan Mladenović. "Social media in use." Management 26, no. 1 (2021): 201–17. http://dx.doi.org/10.30924/mjcmi.26.1.12.

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Information technologies have caused radical changes in many areas, they have also changed marketing activities. Today, marketing activities are carried out in digital environments, facilitating the work of companies and helping consumers around the world. Consumers get the right information and data about products and services much easier and faster, as well as access different forms of entertainment. Therefore, it can be said that the place of traditional marketing today has been replaced by digital marketing. This paper tries to shed some light on how consumers of Western Balkans and specif
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Mamedov, Murad Azer ogly. "Transformation of the Activities of the Largest Russian Commercial Banks into Digital Ecosystems." Теоретическая и прикладная экономика, no. 3 (March 2022): 1–23. http://dx.doi.org/10.25136/2409-8647.2022.3.38598.

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There is a rapid development of innovative technologies in the financial sector of the Russian economy. Innovative technologies influence both the development of individual segments of the financial sector of the economy, the formation and development of new products and services, and significantly affect the change and transformation of traditional business models of market participants. One of such changes can be called the transformation of the largest Russian commercial banks into digital banking ecosystems. The object of this article is the largest Russian commercial banks. The subject of
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Suci, Fitria, Mahrinasari, and Fihartini Yuniarti. "Impulsive Buying Behavior in E-Commerce Live Streaming Based on the Stimulus Organism Response (SOR) Framework in Women's Clothing Products (Study on Live Streaming Shopee)." Journal of Economics, Finance And Management Studies 07, no. 03 (2024): 1700–1706. https://doi.org/10.5281/zenodo.10894075.

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The development of the digital era has had a big impact on the way of shopping, especially shopping online. Indonesia is a potential market for the development of e-commerce, especially online shopping. Currently, many consumers are taking advantage of the live streaming feature on e-commerce platforms to shop online. It is effective and easy to use, many people use live streaming for entertainment, communication or even promoting products and services. Currently, many marketers use live streaming on various media platforms to sell and promote their products. Supported by advances in informati
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Mazaya, Nila Nazilatul, and Suliswaningsih Suliswaningsih. "PERANCANGAN UI/UX APLIKASI “DENGERIN” BERBASIS MOBILE MENGGUNAKAN METODE DESIGN THINKING." Komputa : Jurnal Ilmiah Komputer dan Informatika 12, no. 2 (2023): 39–49. http://dx.doi.org/10.34010/komputa.v12i2.10157.

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Changes in people's lifestyles are caused by the ease of use of technology, especially in the entertainment sector. In the field of entertainment, music is certainly no stranger to society, from children to parents. With digital advances and internet technology, music can be heard by millions of music lovers from all over the world. Music applications can increase interest and attract user attention to continue using them or diminish because they are bored using them. Problems that often occur when listening to music include not being user friendly, prices are quite expensive especially for st
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Hapek, Monika. "Asymetria zależności między użytkownikiem a organizacją w dobie sztucznej inteligencji na przykładzie wybranych narzędzi." Zarządzanie Mediami 12, no. 1 (2024): 5–25. https://doi.org/10.4467/23540214zm.24.001.20567.

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The implementation of artificial intelligence-based solutions not only contributes to increasing the level of innovation and the pace of development of companies operating in the digital space but can also be perceived as beneficial from the user’s perspective. Offering (seemingly) free tools designed to facilitate human work promotes, often unreflectively, their overuse not only for entertainment but also for creating reports, official documents, and even scientific texts. Users interacting with artificial intelligence enter data that may be a company secret or of a private nature. Such actio
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Ellis, Katie. "Television's Transition to the Internet: Disability Accessibility and Broadband-Based TV in Australia." Media International Australia 153, no. 1 (2014): 53–63. http://dx.doi.org/10.1177/1329878x1415300107.

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Whereas entertainment has featured negatively in the broader NBN debate currently occurring in Australia, within the disability sector it has been recognised as revolutionary. Government, industry and technical analysts describe digital television, particularly that delivered via broadband, as potentially enabling to people with vision and hearing impairments through the more widespread provision of accessibility features such as audio description and closed captions. This article interrogates the approach to accessibility taken by two case studies of broadband-based television: Netflix and ca
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Khor, Ern Chern, and Moon Choi. "THE RELATIONSHIP BETWEEN INTERNET USE AND LIFE SATISFACTION IN LATER LIFE: A FOCUS ON THIRD-LEVEL DIGITAL DIVIDE." Innovation in Aging 7, Supplement_1 (2023): 1139. http://dx.doi.org/10.1093/geroni/igad104.3655.

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Abstract The third-level digital divide highlights how social factors can shape disparities in real-life experiences derived from digital use. This study aims to examine how different types of internet use are related to the life satisfaction of older adults with varying health and wealth statuses through the lens of the third-level digital divide. The data for this study came from the 2022 Korea Digital Divide Survey. A sample of 1,165 older adults aged between 65 and 96 years old was grouped into four categories based on their health and wealth statuses, considering that these two factors te
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Carlo, Simone, and Sara Nanetti. "COVID-19 Emergency: Boosting Digitalization and a Missed Opportunity for Acquiring Digital Literacy in the Old Population." Socialinė teorija, empirija, politika ir praktika 27 (December 28, 2023): 200–216. http://dx.doi.org/10.15388/stepp.2023.27.12.

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The COVID-19 crisis has accelerated the adoption of digital content and services, particularly in Italy, a country historically slower in embracing communication technologies (European Commission, 2023). Mobility restrictions have hastened the digitalization of daily life, including communication, entertainment, and utility services (Auditel &amp; Censis, 2022). Older individuals, traditionally less digitally proficient, have faced challenges adapting to this rapid digitalization (Rolandi et al., 2020, NIHR, 2022). However, early evidence suggests that this digital acceleration may not be suff
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Chaudhari, Kiran, Shreyas Pawar, Amaan Shah, and Prathmesh Borse. "Implementation of All Stream AI Chatbot on Discord Platform Using Natural Language Processing(NLP)." International Journal for Research in Applied Science and Engineering Technology 12, no. 5 (2024): 5668–72. http://dx.doi.org/10.22214/ijraset.2024.62838.

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Abstract: The modern era of technology has a significant impact on society. With the creation of digital personal assistants, chatbots have become a popular entity in conversational services. Chatbots are software programs that use natural language understanding and processing. Chatbots are not just restricted to helping the user to complete his tasks such as booking a movie ticket or finding the nearest restaurant, but they also provide a source of entertainment, play a major role in home automation projects, and give business strategy tips and help in other ways. In this paper, we will provi
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