Search results for "Entertainment"

showing 10 items of 99 documents

Virtual Museum Net

2006

A project named ”Virtual Museum Net of Magna Graecia” is presented, whose objective is to provide an unitary image of the archaeological heritage of Calabria (a Southern Italian region), through Computer Technology, Multimedia Designing and Virtual Reconstructions. The project aims to encourage the technological transfer of the most advanced researches in the exploitation and conservation sector of the Cultural Heritage. The ”Virtual Museum Net of Magna Graecia” project is included in the context of Knowledge Media Design for Museums. This project links the museum scenery and multimedia, in order to use technology as system of representation.

Cultural Heritage Virtual ReconstructionsCultural heritageWorld Wide WebEntertainmentComputer scienceArchaeological heritageContext (language use)Representation (arts)Virtual realityNet (mathematics)Visual artsComputer technology
researchProduct

Enjoying sameness and difference – competition and convergence of Latin American telenovelas and Swahili video films in Tanzania

2018

Since the early 2000s Latin American telenovelas have become a very popular and widely received genre in Tanzania. At the same time, a huge video film industry has developed with local films made i...

Cultural StudiesLinguistics and LanguageLatin AmericansLiterature and Literary TheoryVisual Arts and Performing Arts0507 social and economic geography050701 cultural studiesLanguage and LinguisticsCompetition (economics)Political scienceSwahilibiologybusiness.industry05 social sciences06 humanities and the arts060202 literary studiesFilm industrybiology.organism_classificationEntertainment educationlanguage.human_languageTanzaniaEconomy0602 languages and literaturelanguageConvergence (relationship)businessMusicJournal of African Cultural Studies
researchProduct

“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016

2020

While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…

Cultural StudiesPridetelevisioelektroninen urheilumedia_common.quotation_subject518 Media and communicationsOverwatch050801 communication & media studiesbroadcastingEntertainment0508 media and communicationsBroadcasting (networking)sportificationurheiluArts and Humanities (miscellaneous)Political scienceMainstreamta616Relation (history of concept)Applied Psychologymedia_commonCommunicationmedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studies050301 educationHuman-Computer InteractionFIFAAnthropology0503 educationdigitaaliset pelitGames and Culture
researchProduct

Being lost: tourism, risk and vulnerability in the post-‘9/11’ entertainment industry

2012

This study explores the ways in which the post-‘9/11’ film industry employs tourism as a plot that re-creates mythical imageries of the ‘West’ in relation to a radical ‘other’. Reflecting on sociological and psychological concepts of ‘vulnerability’ and ‘risk’, the authors undertake a content analysis of four ‘horror’ or ‘terror’ films and reveal complex discourses linked to nationalist sentiment, political ideology, the power of expertise and public insecurity in the post-‘9/11’ USA. One interesting feature of the current horror-movie genre is the extent of violence and sadism exerted on Western tourists going abroad. Drawing on the image of the tourist as victim, the authors further discu…

Cultural Studiesbusiness.industrymedia_common.quotation_subjectGeography Planning and DevelopmentMedia studiesEntertainment industryVulnerabilityTransportationFilm industryPoliticsHospitalityTourism Leisure and Hospitality ManagementTerrorismIdeologySociologySocial sciencebusinessTourismNature and Landscape Conservationmedia_commonJournal of Tourism and Cultural Change
researchProduct

Self-control and need satisfaction in primetime: Television, social media, and friends can enhance regulatory resources via perceived autonomy and co…

2021

The relationship between self-control and media use is complicated. Loss of self-control capacity has been linked to generally higher levels of media use, which might represent self-regulatory failure, but could also be attempts at replenishing self-control. Indeed, self-determination theory proposes that satisfying intrinsic psychological needs (autonomy, competence, and relatedness), for example via media use, aids the recovery of self-control. In this 2-wave survey (N = 395), we examined the interplay of users’ self-control capacity and their perceived satisfaction of autonomy, competence, and relatedness needs via media use and alternative leisure activities. Satisfaction of intrinsic n…

Cultural Studiesself-controlmedia_common.quotation_subject050801 communication & media studies050109 social psychologyPsycINFOrecovery0508 media and communicationsSocial skillsentertainmentSDG 3 - Good Health and Well-beingintrinsic needs0501 psychology and cognitive sciencesSocial mediaCompetence (human resources)Applied Psychologymedia_commonVia mediaCommunication05 social sciencesSelf-controlFeelingleisure/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingPsychology (miscellaneous)PsychologySocial psychologyAutonomy
researchProduct

Exploring the relationship between Information and Communication Technologies (ICT) and academic performance: A multilevel analysis for Spain

2021

Abstract With the world becoming increasingly digitalized, determining the relationship between the use of Information and Communication Technologies (ICT) and educational outcomes takes on special relevance for guiding educational policy decisions in a reasoned way. The objective of this research is to explore the relationship between different types of ICT use at school and at home, students' attitudes towards ICT, and academic performance, as well as to see if these associations differ according to the level of performance of the students. For this purpose, we apply multilevel regression models and quantile regression models with data from the Programme for International Student assessme…

Economics and Econometrics021103 operations researchStrategy and Managementmedia_common.quotation_subject05 social sciencesGeography Planning and DevelopmentMultilevel model0211 other engineering and technologiesPublic policy02 engineering and technologyManagement Science and Operations ResearchSocial relationQuantile regressionEntertainmentInformation and Communications Technology0502 economics and businessComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationRelevance (information retrieval)050207 economicsStatistics Probability and UncertaintyPsychologyFunction (engineering)media_commonSocio-Economic Planning Sciences
researchProduct

Image is everything! Professional football players’ visibility and wages: evidence from the Italian Serie A

2021

Sport is one of the most popular forms of entertainment and its worldwide spread has turned athletes into icons who have economic impact and international visibility as global brands. In our paper we would like to show how marketing strategies in the sports industry, amplified by social networks, have put the athlete at the centre of media attention In the world of football, football players have come to play a key role, since their image is the face of their clubs, and this can affect the number of digital fans, that is, fans who are not bound to a club by constant passion but who can change team depending on the athletes that have been lined up. This could explain why the teams playing in…

Economics and EconometricsFootball playersbiologyAthletesVisibility (geometry)FootballAdvertisingFootballSettore SECS-P/06 - Economia Applicatabiology.organism_classificationSuperstar effectEntertainmentPanel data estimationwage determinantEconomicsEconomic impact analysisSettore SECS-P/01 - Economia Politica
researchProduct

HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

2015

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
researchProduct

Enjoyment/Entertainment Seeking

2008

EntertainmentAdvertisingPsychology
researchProduct

Eschatology and the Theory of Apocalypse

2019

This chapter centers on the role of myth-building and myths as the touchstone of culture and society. It deals with the idea that far from being silly stories, myths are a representational archetype that helps society to resolve practical problems or philosophical quandaries. Having said this, one might speculate that the scatology, which is understood as a tradition that narrates the end of the world, has occupied a central position in the industry of cultural entertainment. However, this obsession for the apocalypse theory seems to be proportionally indirect to the scientific studies in the field. This suggests not only the needs of discussing why the human will opposes the desires of God…

EntertainmentAestheticsEschatologyPhilosophyField (Bourdieu)MythologyArchetypeScatology
researchProduct