Entertainment-Education and Social Change

Entertainment-Education and Social Change

Author: Arvind Singhal

Publisher: Routledge

Published: 2003-12-08

Total Pages: 481

ISBN-13: 1135624569

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Entertainment-Education and Social Change introduces readers to entertainment-education (E-E) literature from multiple perspectives. This distinctive collection covers the history of entertainment-education, its applications in the United States and throughout the world, the multiple communication theories that bear on E-E, and a range of research methods for studying the effects of E-E interventions. The editors include commentary and insights from prominent E-E theoreticians, practitioners, activists, and researchers, representing a wide range of nationalities and theoretical orientations. Examples of effective E-E designs and applications, as well as an agenda for future E-E initiatives and campaigns, make this work a useful volume for scholars, educators, and practitioners in entertainment media studies, behavior change communications, public health, psychology, social work, and other arenas concerned with strategies for social change. It will be an invaluable resource book for members of governmental and non-profit agencies, public health and development professionals, and social activists.


Savage Pastimes

Savage Pastimes

Author: Harold Schechter

Publisher: Macmillan

Published: 2005-03

Total Pages: 214

ISBN-13: 9780312282769

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In this cogent and well-researched book, Harold Schechter argues that, unlike the popular conception of the media inciting violence through displaying it, without these outlets of violence in the media a basic human need would not be met and would have to be acted out in much more destructive ways. Schechter demonstrates how violent images saturated the earliest newspaper, how art and disturbing images are not incompatible and how the demoaisation of comic books in the 1950s det up a pattern of equating testosterone fuelled entertainment with aggression.


Shopping as an Entertainment Experience

Shopping as an Entertainment Experience

Author: Mark Howard Moss

Publisher: Lexington Books

Published: 2007

Total Pages: 158

ISBN-13: 9780739116814

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Shopping as an Entertainment Experience explores the ways in which shopping has become a significant entertainment feature in our daily lives. Dr. Mark H. Moss examines the department store, the mall, and the e-store to demonstrate how shopping is often the most common leisure experience that people indulge in to occupy themselves. This unique book focuses on the historical evolution of shopping environments into contemporary entertainment or cultural zones. Through a phenomenological framework, Moss analyzes the way stores, outlets, and restaurants in malls mingle and merge aspects of consumption and merchandising. Shopping as an Entertainment Experience appeals to sociologists, cultural theorists, and those interested in popular culture.


Media and Entertainment Industry Management

Media and Entertainment Industry Management

Author: Sunghan Ryu

Publisher: Taylor & Francis

Published: 2024-04-19

Total Pages: 403

ISBN-13: 1040005683

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The media and entertainment industry (MEI) differs significantly from traditional industries in many respects. Accordingly, the management of strategy, marketing and other business practices in the MEI necessitates a unique approach. Sunghan Ryu offers students focused and relevant insights into critical topics, illustrated by vivid examples from the MEI. Unlike typical introductory textbooks on business and management, this book does not overemphasize complicated layers of theory. Instead, it presents essential concepts and frameworks in a digestible manner and supplements them with opportunities to apply this knowledge to real-world cases. The textbook demonstrates how knowledge can be constructively implemented in business and management scenarios. It is structured into 12 chapters, divided into five core modules: (1) Overview of the MEI, (2) The Fundamentals of Management, (3) Marketing Management, (4) Digital Business and Management, and (5) New Business Models and Entrepreneurship. Students will gain the ability to explain key concepts and frameworks across core business and management domains and develop analytical skills through diverse real-world cases in the MEI. Based on this knowledge, they will be equipped to identify management-related issues in the MEI and arrive at practical and effective solutions. This book is an essential guide for students who wish to understand business and management in the dynamic world of the MEI.


Mergers, Acquisitions and Global Empires

Mergers, Acquisitions and Global Empires

Author: Ko Unoki

Publisher: Routledge

Published: 2013

Total Pages: 282

ISBN-13: 0415528747

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In this book, the author weaves a unique narrative that looks at both empires of business created from mergers and acquisitions and global empires from world history in an attempt to answer the question: why do certain empires endure for long periods while others collapse in a short space of time.


Arts, Entertainment and Tourism

Arts, Entertainment and Tourism

Author: Howard Hughes

Publisher: Taylor & Francis

Published: 2013-06-17

Total Pages: 260

ISBN-13: 1136428178

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'Arts, Entertainment and Tourism' is a pioneering text that, by focusing on the consumer, investigates the relationship between these 3 industries and how this relationship can be developed to its best competitive advantage. Issue-led, this text draws on appropriate disciplines rather than using one single approach, to examine issues in arts and entertainment within the framework of cultural tourism. Written to meet the needs of students studying on management courses in the arts, tourism and leisure, 'Arts, Entertainment and Tourism': * Describes the general arts and tourism background * Identifies a framework for analysis that acknowledges differing levels of interest in the arts and entertainment * Discusses the arts and entertainment that feature (past and present) in tourism * Examines the reasons why the arts, entertainment and tourism have an interest in each other and how they go about developing the relationship * Examines the relationship: are there tourists in audiences and do the arts and entertainment attract tourists to a destination? * Evaluates the wider effects (good and bad) on both the arts and tourism * Discusses the direction of future developments by arts and tourism organizations and for future research


Data Analytics Applications in Gaming and Entertainment

Data Analytics Applications in Gaming and Entertainment

Author: Günter Wallner

Publisher: CRC Press

Published: 2019-07-11

Total Pages: 319

ISBN-13: 1000001865

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The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.


WWE Encyclopedia of Sports Entertainment New Edition

WWE Encyclopedia of Sports Entertainment New Edition

Author: DK

Publisher: Penguin

Published: 2020-09-29

Total Pages: 418

ISBN-13: 0744035104

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Delve into the world of WWE with the most expansive all-encompassing e-guide ever produced on sports entertainment! Get all the history, facts, and stats on the Superstars you love in the updated WWE Encyclopedia of Sports Entertainment. This bumper new edition packs more than 1,100 Superstars into more than 400 exciting pages, making it the perfect reference e-guide for the WWE universe. This expansive e-guide features the most controversial, charismatic, and revered Superstars from all eras and sports entertainment brands, including the most popular Superstars such as Bret "Hit Man" Hart, John Cena, Becky Lynch, Ronda Rousey, and The Rock. This encyclopedia covers it all, from the unbelievable championship wins and thrilling bouts on SmackDown, RAW and NXT, to the Royal Rumble and the grand spectacle of WrestleMania. With stunning visuals and in-depth commentary, the WWE Encyclopedia, 4th Edition brings together the entire WWE roster in one tremendous volume! Relive the history and excitement with this massive ebook dedicated to the thrilling world of WWE. TM & © 2020 WWE. All Rights Reserved.


Empires of Entertainment

Empires of Entertainment

Author: Jennifer Holt

Publisher: Rutgers University Press

Published: 2011-06-01

Total Pages: 241

ISBN-13: 0813550866

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Empires of Entertainment integrates legal, regulatory, industrial, and political histories to chronicle the dramatic transformation within the media between 1980 and 1996. As film, broadcast, and cable grew from fundamentally separate industries to interconnected, synergistic components of global media conglomerates, the concepts of vertical and horizontal integration were redesigned. The parameters and boundaries of market concentration, consolidation, and government scrutiny began to shift as America's politics changed under the Reagan administration. Through the use of case studies that highlight key moments in this transformation, Jennifer Holt explores the politics of deregulation, the reinterpretation of antitrust law, and lasting modifications in the media landscape. Holt skillfully expands the conventional models and boundaries of media history. A fundamental part of her argument is that these media industries have been intertwined for decades and, as such, cannot be considered separately. Instead, film, cable and broadcast must be understood in relation to one another, as critical components of a common history. Empires of Entertainment is a unique account of deregulation and its impact on political economy, industrial strategies, and media culture at the end of the twentieth century.


The Transnational Media Corporation

The Transnational Media Corporation

Author: Richard A. Gershon

Publisher: Routledge

Published: 2013-10-18

Total Pages: 268

ISBN-13: 1136685510

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The combination of international privatization trends coupled with advancements in computer and communication technology have transformed the conduct of international business. The result has been a consolidation of players in all aspects of business, including banking, aviation, insurance, and mass media. This book discusses one such player -- the Transnational Media Corporation (TNMC). Long remembered as a time of rapid growth and expansion for international business, the decades of the '80s and '90s were a period characterized by major mergers and acquisitions. Good examples of this include Time Inc.'s 1989 merger with Warner Communication for $11.2 billion and Walt Disney's 1996 purchase of Cap Cities/ABC for $19.5 billion. According to the late Steven Ross, former co-chief executive officer of Time-Warner, "In order to succeed in business today, you must be in all the major markets of the world." TNMCs have indeed become salient features of today's global economic landscape. This volume asks the most basic of questions: What makes a global corporation global? And, to what extent do TNMCs affect the marketplace of ideas? This book, then, is intended for the business professional or student who is interested in understanding the business and operations of transnational media. Part I examines the regulatory and economic reasons prompting the formation of a TNMC. It seeks to explain why such companies engage in direct foreign investment and further considers how transnational operations affect the development of new media products in terms of cost, quality, and availability. The TNMC is unique among global corporations given the fact that its primary business is the creation of information and entertainment products. This book also examines the highly complex relationship between TNMCs and the host nations in which they operate. It further considers such specific issues as cultural trespass, transborder data flow, and the effects of transnational media on the marketplace of ideas. Part II of this volume provides a series of case study analyses of five leading TNMCs including Time-Warner Inc., Sony Inc., Bertelsmann AG, the Walt Disney Company, and News Corporation Ltd. Specific attention is given to the history, business philosophy, and economic performance of each of these companies.