Search results for "Entertainment"

showing 10 items of 99 documents

Exploitation of Mobile Access to Context-Based Information in Cultural Heritage Fruition

2012

More than one billion smartphone users are estimated by 2014. With this in mind, visiting cultural heritage sites and exhibits may offer new level of engagement and entertainment just reaching down in our pockets. With orders of magnitude more computational horsepower than a five years-old desktop machine, stuffed with all sorts of sensors, these modern gizmos have a largely untapped potential to gain us access to personalized and on-demand information wherever it is needed. This paper is exactly about this, exploring with several case studies how these devices may become part of a memorable experience during a visit that one may want to share with friends and relatives. Specifically, the p…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniFocus (computing)business.industryComputer scienceInternet privacycontext based informationcultural heritage fruitionMobile computingMobile acceContext (language use)Context basedEntertainmentCultural heritagebusiness2012 Seventh International Conference on Broadband, Wireless Computing, Communication and Applications
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Social network loyalty: evaluating the role of attitude, perceived risk and satisfaction

2013

PurposeThe aim of this paper is to analyse the determinants of social networking site loyalty, paying special attention to the roles of user attitude, perceived risk and satisfaction.Design/methodology/approachThe impact of uses and gratifications of social networking sites, attitude, perceived risks and satisfaction on social networking site loyalty is tested through structural equation modelling techniques. The sample consisted of 811 Spanish social networking site users collected through a personal survey. Risk is measured as a formative construct.FindingsData analysis shows that attitude is a key variable in increasing satisfaction and loyalty towards social networking sites. Sociabilit…

Social networkbusiness.industrymedia_common.quotation_subjectTime lossSample (statistics)Library and Information SciencesStructural equation modelingComputer Science ApplicationsRisk perceptionFormative assessmentEntertainmentLoyaltyPsychologybusinessSocial psychologyInformation Systemsmedia_commonOnline Information Review
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Imagining Africa and blackness in the Russian empire: from extra-textualarapkaand distant cannibals to Dahomey amazon shows – live in Moscow and Riga

2013

In the nineteenth century, Dahomey amazon shows, traveling circuses with menageries and ‘African villages,’ emerged as part of the transnational entertainment industry. This article extends the geography of this global model and generic system and its role in the visual politics of whiteness and blackness in a context outside the imperial colonization of Africa. The first sections examine a rise of visuality in the Russian imperial imagination of race, Africa and blackness through a ‘symptomatic’ reading of Aleksandr Griboedov's play Woe from Wit and Arkadii Averchenko's Death of an African Hunter. These are followed by a discussion of the Dahomey amazon shows in Moscow and their significan…

Sociology and Political ScienceAmazon rainforestAnthropologymedia_common.quotation_subjectVisual literacyEntertainment industryEmpireContext (language use)Global modelRace (biology)PoliticsEthnologySociologymedia_commonSocial Identities
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Volunteer satisfaction in sports clubs: A multilevel analysis in 10 European countries

2020

Regular voluntary engagement is a basic resource for sports clubs that may also promote social cohesion and active citizenship. The satisfaction of volunteers is an imperative factor in this engagement, and the purpose of this article is to explore individual and organizational determinants of volunteer satisfaction in sports clubs. Theoretically, our study builds on the actor-theory concepts where volunteer satisfaction depends on subjective evaluations of expectations and experiences in a sports club (‘logic of situation’), so that positive evaluations lead to higher satisfaction and, hopefully, retention of volunteers. This research uses a sample of 8131 volunteers from 642 sports clubs…

Sociology and Political Scienceeducation05 social sciencesMultilevel modelApplied psychologyWorkloadSample (statistics)790 Sports games & entertainmentactor-theory conceptsActive citizenshipProfessionalization0506 political sciencesports clubsvolunteer satisfactionmultilevel approachvolunteeringResource (project management)Incentive0502 economics and business050602 political science & public administrationClubPsychologyhuman activities050212 sport leisure & tourismSocial Sciences (miscellaneous)International Review for the Sociology of Sport
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Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor

2020

Abstract Video games are part of the technological revolution, and it is possible nowadays to play video games anytime and anywhere as a primary source of youth entertainment. The research question of this study refers to which are the patterns of video game usage by Spanish school adolescents. In particular, it analyzes the time and money spent on video games among Spanish teenage students of 11–19 years old (M = 13.98; SD ± 1.397), as well as the game platform and the type of video games used, according to type of day and, especially, gender of the player. A survey was applied to a representative sample of adolescent students (n = 1502) from Valencian Region (Spain). The results showed an…

Technological revolutionSocial constructionismValencianlanguage.human_languageSocial relationDevelopmental psychologyHuman-Computer InteractionEntertainmentAction (philosophy)languagePsychologyhuman activitiesResearch questionVideo gameSoftwareEntertainment Computing
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Effects of Retail Innovation and Image on “Value-Satisfaction-Loyalty” Chain

2017

There has been a particular focus on research into the links between value, satisfaction, and loyalty in services in recent years. In this context, we have selected image as a key strategic retailing tool and retail innovation because it is a new line of investigation with interesting challenges. This work deals with the study of these two antecedents in the “value→satisfaction→loyalty” chain. We approach the individual perspective considering the self-oriented values of Holbrook (Consumer value. A framework for analysis and research. Routledge, London, 1999) as an appropriate typology for research into retailing experiences. Therefore we aim to analyze the effect of image and innovation on…

Typologybusiness.industrymedia_common.quotation_subject05 social sciencesSample (statistics)Context (language use)ClothingEntertainmentExcellence0502 economics and businessLoyaltyValue (economics)050211 marketingBusinessMarketing050203 business & managementmedia_common
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¿Qué creen? No soy chismoso pero…. Mexican gossip: Affiliation or self-interest?

2017

Whilst being taken more seriously, especially in anthropological and sociological studies, gossip is still often regarded trivial and of little academic research interest. Given that it is unstoppable, persistent and often enjoyable (Epstein, 2011), gossip has been examined in terms of function (e.g. talk about intimate matters to express shared values) and as a form of communication *for example, to express resistance (Goodman & Ben-Ze’ev, 1994). In this chapter, I examine the importance of gossip in the Mexican context. In Mexico, gossip has been examined in terms of function e.g. (Hagene, 2010), situation (Vázquez Garcia y Chávez Arellano, 2008) and resistance (Vázquez García 2007). …

UNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASLinguistics and Languagebiologymedia_common.quotation_subjectGarciaContext (language use)Resistance (psychoanalysis)Creating shared valuebiology.organism_classificationLanguage and LinguisticsEntertainmentGossip:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]Function (engineering)PsychologySocial psychologyAutonomymedia_commonNormas
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Cinema, popular entertainment, literature and television

2012

In an excellent methodological essay, Rick Altman (1996) has argued that the notion that cinema has a stable identity across time is, at best, an illusion. Specifically, its identity has become diffuse at moments when it has entered into circuits of transformative exchange and competition with other forms of leisure activity. Altman focused on the age of the nickelodeon (exhibition at fairgrounds or amusement parks, early cinema theaters) and on the sound revolution (producing forms such as “radio with images” and filmed theater), proposing a “crisis model” of historiography in which what we call cinema includes heterogeneous, unstable scenarios that have emerged at crisis points in its his…

UNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASspanish cinemabusiness.industrymedia_common.quotation_subjectcine españolMedia studiestelevisiónPopular cultureIdentity (social science)HistoriographyAdvertisingArtExhibitionEntertainmentAmusementMovie theater:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]businesspopular culturePeriod (music)media_common
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Virtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming

2019

Virtual reality (VR) and VR gaming have seen substantial advancement during the recent years both in terms of technological development and the number of users. A notable rise has also occurred in the number of VR arcades. Despite the growing academic interest towards VR and VR gaming, there is still a dearth of understanding on the usage aspects of VR gaming and VR arcades. To address this gap, this study explored the habits of using VR arcades with emphasis on digital gaming. Specific focus was set on investigating differences between gender, age, and physical activity background. The study was exploratory in nature and based on a quantitative analysis of data collected from 126 responden…

VRdigital gamingApplied psychologyPhysical activityVirtual realityexergamingvirtuaalitodellisuusEntertainmentusage habitsentertainmentVR arcadeSet (psychology)PsychologyEmphasis (typography)digitaaliset pelit
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Event‐brand transfer in an entertainment service: experiential marketing

2013

PurposeOne of the channels a brand can use to create experiences is events. The brand promoting the event and its sponsors can obtain various benefits in the form of brand image, personality and notoriety. The main aim of this research is to evaluate the effects that experiencing an event has on experience with the promoting brand.Design/methodology/approachThe study analysed the musical event MTV Winter Festival 2010, considering the opinion of 127 attendees to discover the impact of experiencing the MTV entertainment television channel event in three areas: improved brand experience, improved brand personality and increased brand reputation. EQS was used to test the proposed model.Finding…

business.industryStrategy and Managementmedia_common.quotation_subjectBrand awarenessAdvertisingIndustrial and Manufacturing EngineeringComputer Science ApplicationsManagement Information SystemsEntertainmentBrand managementCorporate brandingBrand extensionIndustrial relationsPersonalityBrand equityMarketingPsychologybusinessmedia_commonReputationIndustrial Management & Data Systems
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