Search results for "Entertainment"
showing 10 items of 99 documents
Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company
2011
What is the best marketing strategy in video games? The literature is not unanimous in upholding the best strategy. Researchers investigating advertising effectiveness disagree on the value of product placement in video games and the methods firms should use with product placement strategies. The state of the question now must figure out the dichotomy between two perspectives: to identify the differences in the effectiveness of product placement in video games when using “traditional placement approaches” compared to the “branded entertainment approach”. The “traditional approach” to product placement in video games involves the product appearing as a visual object that is passive, used by …
Monográfico. Cine: Arte e industria. [DOI:10.37785/nw.v4n2.a6]
2020
En 1895, en plena segunda revolución industrial, el cine emprendió su andadura con la patente del “cine- matógrafo” de los hermanos Lumière, un ingenio que, gracias a un procedimiento mecánico, permitía no solo la captación de imágenes “reales” –como lo hiciera en su momento la fotografía, pero esta vez añadiéndoles movimiento– sino también la proyección de esa continuidad de imágenes impresionadas. No cabe la menor duda de que con el objeto nació una industria, item est, una actividad lucrativa que explotaba la novedosa invención técnica con el fin de producir bienes comerciables que ofertar a la ociosa sociedad burguesa de finales del s. XIX y principios del s. XX. Rápid…
Sport and Quality of Life
2022
Negli ultimi trent’anni lo sport ha assunto un significato molto rilevante nella vita delle persone e, seppure con notevoli differenze, sia nei paesi a sviluppo economico avanzato, sia in quelli in via di sviluppo. A livello individuale, esso ha costituito un’area di investimento identitario quando ha assunto la forma di sport spettacolo del quale fruire, alimentando la pratica del tifo e il fandom o costituendo il modello di uno stile di vita vincente; ma anche quando ha assunto la forma di pratica del tempo libero attraverso la quale tenersi in forma, facendo crescere, in questo caso, la diffusione di una cultura della salute e del benessere. Si tratta di due modalità di approcciare al co…
Cinema, fumetto e videogioco: per un’estetica del divertimento
2010
Il saggio mette in evidenza i rapporti tra cinema, fumetto e videogioco, generi che hanno spesso tratto ispirazione l'uno dall'altro, e che presentano un comune stile grafico, in cui la forma prevale sui contenuti, a conferma dell’affermarsi di una nuova estetica figurativa. Tuttavia la relazione tra cinema, fumetto e videogioco, seppur fondata sulla fascinazione visiva della nuova grafica digitale, investe problematiche estetiche più profonde, relative ai rapporti tra cultura alta e cultura popolare. Sulla scia del pragmatismo di John Dewey e di Richard Shusterman, si tenta di dimostrare la dignità della cultura popolare e il valore estetico delle nozioni di “gioco” e di “entertainment”, n…
Social integration in sports clubs: individual and organisational factors in a European context
2019
Sports clubs are often perceived as important mediums for social integration, but the empirical evidence to support this claim is limited. This article sets out to identify individual and organisational characteristics that are conducive to social integration of members and volunteers. Drawing on survey data from 13,000 members and volunteers in ten European countries, an exploratory factor analysis identified three dimensions of social integration. They match the overall conceptual distinction between socio-cultural and socio-affective integration and the sub-division of socio-affective integration into ‘interaction’ and ‘identification’. Multilevel regression analyses examined the relevan…
Exploration: an overarching focus for holistic development
2021
MOOCEP: Un método para construir cursos masivos para Adultos Mayores: Usando una creación MOOCEP
2018
Hoy en día, la población de adultos mayores se ha incrementado significativamente en relación al total de la población mundial, así también este segmento en los últimos años ha mostrado una mayor adherencia e interés a los avances tecnológicos, entre ellos el Internet y sus servicios con la finalidad de desarrollar diferentes actividades tales como entretenimiento, información de actualidad, aprendizaje de diferentes tópicos, entre otros. Sin embargo, las aplicaciones y sitios web no tienen en cuenta los requisitos específicos de las personas de la tercera edad. De ahí, es necesario contar con metodologías, procesos y herramientas, las mismas que tengan en cuenta formas apropiadas de intera…
The use of mobile technology for online shopping and entertainment among older adults in Finland
2017
Older adults use mobile devices for online shopping as often as younger adults.Mobile-based entertainment use is most typical for younger male adults.Older female adults use mobile-based entertainment least frequently.Age, household structure and high education predict mobile-based online shopping.Mobile-based entertainment use is best predicted by age and gender. Older adults are becoming an important market segment for all internet-based services, but few studies to date have considered older adults as online shoppers and users of entertainment media. Utilising the concept of life course, this article investigates the use of mobile technologies for online shopping and entertainment among …
Using the Electronics Development Advantage in Creating a Buzz for the Airline Passengers
2013
More and more airlines are trying to show their customers their ability to understand their needs, the market trends and the importance of technology in their lives. In response to the rapid development of the consumer electronics, the airline companies focus their attention on offering their customers the possibility to book a flight or check-in using a smartphone, spend time watching movies or be connected to the internet during the flight. Customers search for airlines who are more ”tech-geek” and opened to new technologies, which allows them to rate the airline companies through apps or connect more often with the airline through social-media. Technology has become an important part in …
Beyond life-skills: talented athletes, existential learning and (Un)learning the life of an athlete
2022
Following developments in educational discourse more broadly, learning discourses in youth sport have been shaped by outcome-based and instrumental goals of developing useful life-skills for ‘successful’ lives. There is, however, a need to expand such traditional understandings of sport-based youth development, which we undertook by exploring existential learning in sport through encountering discontinuity. We conducted in-depth qualitative research with 16 Finnish athletes (seven men/nine women, aged 19–20), five of whom had recently disengaged from the athlete development pathway. In the interviews, we used creative non-fiction vignettes to invite reflections on learning experiences in sp…