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  • 1
    UID:
    b3kat_BV045270374
    Format: 1 Online-Ressource (XXIV, 865 Seiten) , 124 Illustrationen, 115 Illustrationen (farbig)
    ISBN: 9783319892924
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89290-0
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89291-7
    Language: English
    Subjects: Economics
    RVK:
    Keywords: Unterhaltungsindustrie ; Datenanalyse ; Entscheidungsunterstützung
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almahu_BV045212428
    Format: xxiv, 865 Seiten : , Illustrationen, Diagramme (teilweise farbig).
    ISBN: 978-3-319-89290-0
    Additional Edition: Erscheint auch als Online-Ausgabe, eBook ISBN 978-3-319-89292-4
    Language: English
    Subjects: Computer Science , Economics , General works
    RVK:
    RVK:
    RVK:
    RVK:
    Keywords: Unterhaltungsindustrie ; Datenanalyse ; Entscheidungsunterstützung
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  • 3
    UID:
    b3kat_BV048723971
    Format: xxiv, 865 Seiten , Illustrationen
    ISBN: 9783319892900
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    edoccha_BV045270374
    Format: 1 Online-Ressource (XXIV, 865 Seiten) : , 124 Illustrationen, 115 Illustrationen (farbig).
    ISBN: 978-3-319-89292-4
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89290-0
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89291-7
    Language: English
    Subjects: Economics
    RVK:
    Keywords: Unterhaltungsindustrie ; Datenanalyse ; Entscheidungsunterstützung
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    edocfu_BV045270374
    Format: 1 Online-Ressource (XXIV, 865 Seiten) : , 124 Illustrationen, 115 Illustrationen (farbig).
    ISBN: 978-3-319-89292-4
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89290-0
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-319-89291-7
    Language: English
    Subjects: Economics
    RVK:
    Keywords: Unterhaltungsindustrie ; Datenanalyse ; Entscheidungsunterstützung
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    b3kat_BV048727224
    Format: 1 online resource (879 pages)
    ISBN: 9783319892924
    Note: Intro -- Preface and Acknowledgements -- Contents -- 1 Forget the "Nobody-Knows-Anything" Mantr -- It's Time for Entertainment Science! -- The "Nobody-Knows-Anything" Mantra in Entertainment -- Why Entertainment Science Should Be the New Mantra of the Entertainment Industry -- Avoiding the "Nobody-Knows-Anything" Trap with Data Analytics -- Avoiding the "False-Precision" Trap with Theory -- Understanding (and Overcoming) the Persistent Forces of the "Nobody-Knows-Anything" Mantra -- How This Book is Organized: Entertainment Science as a Cross-Product Approach to Knowledge Generation -- Before We (Really) Get Started: Some Words on the Empirical Methods Employed by Entertainment Science Scholars -- Regression Analysis as the Econometric "Mother" of Entertainment Science Methods -- Some Challenges-and a Quick Glance at Methodological Approaches to Master Them -- Concluding Comments -- References -- Part I Products, Markets, & -- Consumers-The Business and Economics of Entertainment , Entertainment Products are Cultural Products -- Entertainment Products Express Attitudes and Values -- Entertainment Products Constitute Cultures and Influence Their Choices -- Managerial Consequences of the Cultural Character -- Entertainment Products are Difficult to Judge -- The Experience (and Quasi-Search) Good Character of Entertainment -- Entertainment Choices Depend on Taste -- The Trouble with Taste Judgments -- Do Consumers Have Taste, After All? -- Where Do Differences in Taste Stem From? -- Managerial Consequences of the Difficulty to Judge Entertainment -- Entertainment Products are Creative Products -- The "Art-for-Art's-Sake" Property of Entertainment -- The "Motley Crew" Property of Entertainment -- The "Infinite Variety" Property of Entertainment -- Managerial Consequences of the Creative Character -- Entertainment Products are Information Goods -- The "First-Copy Cost" Property of Entertainment -- Managerial Consequences of the Information Good Character -- Enterta , Direct Network Effects -- Indirect Network Effects and How They Influence the Success of Entertainment Products -- Managerial Consequences of Entertainment Markets' Characteristics -- Concluding Comments -- References -- 5 Creating Value, Making Mone -- Essential Business Models for Entertainment Products -- A Value Creation Framework for Entertainment -- Who are Those Who Create Entertainment Value and How They Do It: A Snapshot of Players, Products, and Trends -- Major Studios, Labels, and Publishers: The Entertainment Conglomerates -- The Market for Filmed Content: Movies and TV Productions -- The Market for Written Content: Recreational Books -- The Market for Recorded Content: Music -- The Market for Programmed Content: Electronic Games -- The Dynamics of Entertainment: Some Words on Integration and Transformation Processes -- Transforming Value into Money: Approaches for Managing Revenues and Risk -- Generating Revenues from Consumers -- Direct Distribution of Entertainment -- , 6 The Consumption Side of Entertainment -- Why We Love to Be Entertaine -- The Sensations-Familiarity Framework of Entertainment Consumption -- The Specific Motivational Values that Lead Us to Consume Entertainment -- Of Sensations and Familiarity -- The Emotional Facet of Entertainment Consumption -- How Emotions Work -- What Kinds of Emotions Exist? -- A Simple (but Meaningful) Typology of Consumer Emotions -- Looking Forward: Adding a Time Dimension to Our Understanding of Emotions -- Which Emotions Affect Entertainment Decisions-and How? -- General Findings on Emotions in Entertainment -- The Fascination (and Relevance) of Negative Emotions -- The Imagery Facet of Entertainment Consumption -- On Event Models, Images, and Imagery -- Some Imagery Basics -- Types of Entertainment Imagery -- The Drivers of Imagery -- The Power of Imagery: Narrative Transportation, Immersion, and Flow -- Narrative Transportation -- Immersion -- Flow -- A Process Model of Entertainment Consumption -- C , Signals of Quality for Entertainment Products -- Entertainment Genres and Themes -- What, Exactly, is a Genre? -- Are Some Genres More Successful Than Others? -- The More Genres the Merrier?! -- International Difference -- Not Everyone Loves Baseball -- Culture is a Dynamic Phenomenon: The Zeitgeist Factor -- Entertainment Ratings and the Controversial Content on Which They Are Based -- Linking Entertainment Ratings with Product Success -- Disentangling the "Appeal Effect" of Radical Content and the "Restriction Effect" -- The Appeal of Radical Content, Contextualized. Or: Nobody Wants to See Sex (in a Galaxy Far, Far Away) -- Finally, a Few Words on Risk and Radicalness -- Entertainment's Country of Origin -- "Made in Hollywood" as a Quality Signal -- Empirical Findings on How Entertainment's Country of Origin Influences Success -- Both Sides Matter: Cultural Discount -- The Production Budget -- Concluding Comments -- References -- 9 Entertainment Product Decisions, Episode 3: Brand , A Closer Look at the Factors that Make a Successful Entertainment Line Extension
    Language: English
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