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 …

business.industrymedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAdvertisingArtMarketing strategyObject (philosophy)EntertainmentPlot (narrative)Product (category theory)Brand equitybusinessTheme (computing)Video gameComputingMilieux_MISCELLANEOUSmedia_common
researchProduct

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…

business.industrymedia_common.quotation_subjectPhotographySecond Industrial RevolutionObject (philosophy)EntertainmentMovie theaterGlobalizationIngenuityPolitical scienceEconomic historyBourgeoisiebusinessmedia_commonÑawi
researchProduct

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…

but also when he took the form of free time practice through which to keep fit making grow in this case the diffusion of a culture of health and well-being. These are two ways of approaching the consumption of sports by spectators and actorIn the last thirty years sport has taken on a very significant meaning in people's lives and albeit with considerable differences both in advanced economic development countries and in developing countries. On an individual level it constituted an area of identity investment when it assumed the shape of “sport spectacle” to be enjoyed fueling the practice of cheering and fandom or constituting the model of a winning lifestyleand the two ways of use can be strongly related to the perception and assessment of the quality of life. The “semantic universes” which however connote sport and “free time sports” have often appeared polarized. Commercial sport and sports professionalism are intertwined with the institutions of economics politics and culture which above all stress its “spectacularity” in order to capture first and foremost the audience. But also the sport of leisure time is intertwined with the actions of the institutions of economics politics and culture with the difference that these stress above all its “healthy value” aimed at the “healthy and rational” investment of time in an activity which improves the quality of life in the short medium and long period. This polarization between the consumption of sport entertainment - commercial sport - and the consumption of sport as a leisure activity - sport for all - has become increasingly interconnected precisely because of the increased collective identity demand via sport. In other words we have witnessed the spread of shape of sports entertainment that recall the importance of sports for psychophysical well-being for integration and social participation for the reduction of social inequalities ethnic and cultural differences and in which the importance assumed was weakened in the show from agonism from competition from the physical confrontation between two contenders or two teams. A sport in which we act with competitors as well as against competitors. And on the other hand we have gradually witnessed the spectacularization of sports in our free time to the point that the sharing of the results obtained through the declination of a competitive spirit that presents itself as directed no longer against other contenders but against its own performance limits it has become the way in which each person makes part of his or her own life spectacular the one he often considers most authentic. The aim of this work is to describe how the intertwining between the commercial/professional dimension of the sports show and the playful/recreational dimension of sports practice are fueled by a demand and an offer of social identity that characterizes these two “semantic universes”.Settore SPS/07 - Sociologia Generale
researchProduct

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…

cinema fumetto videogioco divertimento entertainment Richard Shusterman arte interattiva estetica relazionale cultura popolare John DeweySettore M-FIL/04 - Estetica
researchProduct

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…

club membersSociology and Political Sciencebusiness.industry300 Social sciences sociology & anthropology05 social sciencesPhysical Therapy Sports Therapy and RehabilitationContext (language use)790 Sports games & entertainment030229 sport sciencesPublic relationsSocial integrationPeer reviewsocio-cultural integrationsports clubs03 medical and health sciences0302 clinical medicineSocial integration0502 economics and businessOrthopedics and Sports MedicineSociologybusinessEmpirical evidencehuman activities050212 sport leisure & tourismsocio-affective integrationEuropean Journal for Sport and Society
researchProduct

Exploration: an overarching focus for holistic development

2021

cognitionkognitiolapset (ikäryhmät)leikkiminenGeneral Medicine790 Sports games & entertainment790 Sports games & entertainmentchildrenholistic developmentmotorinen kehitysmotorinen oppiminenfyysinen kehitysmotor developmentplaykognitiivinen kehitysinterventioninterventio
researchProduct

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…

education.field_of_studyevaluationRelation (database)lcsh:Tbusiness.industryPopulationInternet privacyWorld populationlcsh:TechnologyTest (assessment)MOOCEPEntertainmentlcsh:TA1-2040Elderly peopleVirtual learning environmentThe InternetSociologylcsh:Engineering (General). Civil engineering (General)educationbusinesse-learningEnfoque UTE
researchProduct

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 …

endocrine system diseasesComputer Networks and CommunicationsInternet privacy050801 communication & media studiessmartphoneEntertainment0508 media and communicationsentertainmentMarket segmentation0502 economics and businessMobile technologyActive listeningElectrical and Electronic Engineeringolder adultsbusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGAdvertisingonline shoppingviihdemobile technologytablet computerta5141Life course approach050211 marketingThe InternetInternet radiobusinessPsychologyMobile deviceTelematics and Informatics
researchProduct

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 …

inflight-entertainmentInformationSystems_MODELSANDPRINCIPLESairlinesairlines aviation passengers inflight-entertainment customer loyalty customer personalization.passengerslcsh:Marketing. Distribution of productscustomer loyaltyaviationlcsh:HF5410-5417.5ComputerApplications_COMPUTERSINOTHERSYSTEMScustomer personalizationExpert Journal of Marketing
researchProduct

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…

informal learningtietoisuusvuorovaikutusHealth (social science)oppiminenSocial Psychologyoppimiskokemuksetelämäntaitososiaaliset taidotL300 SociologyC600 Sports SciencePhysical Therapy Sports Therapy and Rehabilitationcritical moments790 Sports games & entertainmenthenkinen kasvuC800 Psychology790 Sports games & entertainmentliikuntapsykologiapsyykkinen valmennuspositive youth developmenteksistentiaalipsykologiahuippu-urheilijaturheilijatV500 PhilosophyQualitative Research in Sport, Exercise and Health
researchProduct