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Article
Publication date: 24 May 2011

Asmita Shukla, Narendra K. Sharma and Sanjeev Swami

Web sites are the first point of interaction in the virtual environment and information and entertainment aspects are the most important tenets of web sites. Thus, it…

Abstract

Purpose

Web sites are the first point of interaction in the virtual environment and information and entertainment aspects are the most important tenets of web sites. Thus, it becomes important to know how much information and entertainment is required, is adequate and appropriate for a web site. The purpose of this paper is to classify 43 web sites into information and entertainment profiles.

Design/methodology/approach

The sites were selected from two Indian rating web sites and engineering students. From the pool of the selected web sites, the present study classified 43 web sites on information and entertainment profiles. The web site profile comprised informativeness, organisation of information elements, entertainment properties and organisation of entertainment elements. The classification was done by three independent judges.

Findings

The results revealed that out of 43 web sites, eight were high on both information and entertainment profiles, 15 were high on information and low on entertainment profiles, six were low on information and high on entertainment profiles and 14 were low on both information and entertainment profiles.

Practical implications

Marketers may take cues from the classified web sites and design their web sites to ensure that the web site content meets their goals and satisfies the users while filtering out the content which is irrelevant to their business and incorporate what is essential.

Originality/value

This study provides guidelines regarding the information and/or entertainment aspects which should be stronger in information and/or entertainment‐oriented web sites to attract users. The present study targets the marketers who should prioritise web site features depending upon the needs of their target group.

Details

Journal of Advances in Management Research, vol. 8 no. 1
Type: Research Article
ISSN: 0972-7981

Keywords

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Book part
Publication date: 19 July 2007

Gerben Bakker

At the end of the nineteenth century, in the era of the second industrial revolution, falling working hours, rising disposable income, increasing urbanisation, rapidly…

Abstract

At the end of the nineteenth century, in the era of the second industrial revolution, falling working hours, rising disposable income, increasing urbanisation, rapidly expanding transport networks and strong population growth resulted in a sharp rise in the demand for entertainment. Initially, the expenditure was spread across different categories, such as live entertainment, sports, music, bowling alleys or skating rinks. One of these categories was cinematographic entertainment, a new service, based on a new technology. Initially it seemed not more than a fad, a novelty shown at fairs, but it quickly emerged as the dominant form of popular entertainment. This paper argues that the take-off of cinema was largely demand-driven, and that, in an evolutionary process, consumers allocated more and more expenditure to cinema. It will analyse how consumer habits and practices evolved with the new cinema technology and led to the formation of a new product/service.

Details

The Evolution of Consumption: Theories and Practices
Type: Book
ISBN: 978-0-7623-1452-2

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Book part
Publication date: 13 January 2021

Dieter Declercq

Abstract

Details

Satire, Comedy and Mental Health: Coping with the Limits of Critique
Type: Book
ISBN: 978-1-83909-666-2

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Article
Publication date: 23 July 2020

Moutusy Maity

This research empirically investigates the differential roles of utility and entertainment on the value obtained from the use of mobile phones by users belonging to…

Abstract

Purpose

This research empirically investigates the differential roles of utility and entertainment on the value obtained from the use of mobile phones by users belonging to low-income groups in emerging markets.

Design/methodology/approach

This research reports the findings from an investigation that obtains data through a survey of mobile phone users from urban and rural areas across five emerging markets. Structural equation modeling is used to analyze the data obtained.

Findings

Study findings demonstrate that users obtain utility, social as well as entertainment value from mobile phones.

Research limitations/implications

This investigation uses the capability approach for conceptualizing the capabilities obtained from mobile phones by users from lower socioeconomic strata, a theoretical lens that is particularly suited for explaining behavior that may represent well-being of the user group.

Practical implications

Managers may explore whether the platform of entertainment is a suitable vehicle for offering additional services. This study’s findings also suggest that creating value for customers should be a primary concern in emerging markets, similar to that in developed markets.

Originality/value

This research is among a few that report investigations into the differential roles of utility and entertainment on the value obtained from mobile phones. This study also presents differences in terms of: urban versus rural, younger versus older and male versus female subgroups. This research presents a large-scale multicountry empirical study investigating mobile phone use by users from lower socioeconomic groups in emerging markets.

Details

International Journal of Sociology and Social Policy, vol. 41 no. 5/6
Type: Research Article
ISSN: 0144-333X

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Article
Publication date: 1 December 2000

Blair J. Berkley and John R. Thayer

Entertainment is now the largest trend in retailing and urban redevelopment, and is credited with revitalizing many downtowns. Consequently, many other cities are…

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3015

Abstract

Entertainment is now the largest trend in retailing and urban redevelopment, and is credited with revitalizing many downtowns. Consequently, many other cities are attempting to replicate this success by developing pedestrian‐oriented entertainment districts consisting of movie theaters, nightclubs, bars, restaurants, and retail shopping. This paper summarizes the results of 30 police‐manager interviews and a nationwide survey used to identify entertainment‐district features that create problems and demands for police resources, and effective strategies and tactics for policing entertainment districts. The most effective policing is done at the district planning and design stage by engineering out features that cause problems. Good entertainment‐district policing then requires continuous training and education of business managers and private security personnel. Finally, night‐time district patrol requires a multi‐prong effort to pre‐empt problems and assure public safety.

Details

Policing: An International Journal of Police Strategies & Management, vol. 23 no. 4
Type: Research Article
ISSN: 1363-951X

Keywords

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Article
Publication date: 22 April 2010

Jie Zhang, Yongjun Sung and Wei‐Na Lee

Employing the conceptual framework of play themes, this study examined and reported the product categories that presented branded entertainment the most, the different…

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1604

Abstract

Employing the conceptual framework of play themes, this study examined and reported the product categories that presented branded entertainment the most, the different types and features of branded entertainment, and how various play themes were incorporated in branded entertainment in the context of Facebook brand profile pages. The major findings were consistent with the conceptual framework and literature on branded entertainment. Some unexpected findings were also provided and discussed. The line between entertainment and marketing communication has become increasingly blended or even erased during recent years, particularly in the Internet context. Researchers and practitioners are highly interested in the marketing potential of branded entertainment since it may boost brand awareness and build strong consumer‐brand relationships. Little academic research to date has been conducted to systematically study branded entertainment on the Internet. This study is a nascent attempt to understand branded entertainment in user‐centered social networking websites (SNWs), since young users are shifting away from other online media to SNWs. Branded entertainment may help marketers gather segmented yet fun‐seeking SNW users and deliver nonintrusive marketing messages to them.

Details

American Journal of Business, vol. 25 no. 1
Type: Research Article
ISSN: 1935-5181

Keywords

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Article
Publication date: 1 February 2004

William T. Rupp and Alan D. Smith

Any solution that will solve the problem the entertainment industry is currently facing will need to address the underlying theme in the decline of self‐policing and…

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5460

Abstract

Any solution that will solve the problem the entertainment industry is currently facing will need to address the underlying theme in the decline of self‐policing and morally acceptable behavior in terms of intellectual rights. It has become a norm to download music off the Internet and transfer them onto compact discs (CDs) without compensating the artist who created the music or the firms that created, packaged, promoted, and distributed the music materials. Within the repackaged application will be technology that will allow the consumer to sample the product as well as make a purchase instantly over the Internet. This will benefit the entertainment industry in several ways: expanding the number of distribution channels (providing greater reach); utilizing the P2P‐related networks to their advantage rather than disadvantage (providing greater richness); opening international markets with relative ease; and providing faster delivery times and the ability to provide a much richer content than what is currently offered. Through a succession of models, the basic conclusion is that the Internet plays a much more important role with regards the entertainment industry than currently believed. Although the artists should rightfully be compensated for their artistic talents, it is time that a new model is created to compensate them, since the existing model is not going to work due to the inadequacies of the current distribution channels that are being used by the entertainment industry.

Details

Information Management & Computer Security, vol. 12 no. 1
Type: Research Article
ISSN: 0968-5227

Keywords

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Article
Publication date: 27 November 2019

Maher Georges Elmashhara and Ana Maria Soares

The purpose of this paper is to provide a broader typology and inventory of recreational facilities and activities in shopping malls. The paper then investigates the…

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1557

Abstract

Purpose

The purpose of this paper is to provide a broader typology and inventory of recreational facilities and activities in shopping malls. The paper then investigates the relation between the proposed entertainment types and shopper behavior both directly and indirectly by considering the mediation of shopper emotional states.

Design/methodology/approach

A survey-based study with a sample size of 484 mall shoppers is used to test the proposed model.

Findings

The results indicate that permanent entertainment predicts shopper satisfaction directly and indirectly when considering the emotional state of pleasure as a mediator. Moreover, findings indicate that permanent entertainment indirectly influences the desire to stay at the mall through pleasure and arousal. In addition, pleasure mediates the relation of temporary and special event entertainment with satisfaction and the desire to stay at the mall.

Practical implications

This study adds to a better understanding of the role of entertainment types in shopping malls. The study also reveals how each type of entertainment can enhance different emotions and behaviors. Practical suggestions to this end are offered.

Originality/value

There is a lack of studies taking into consideration the different types of entertainment in shopping malls. This study is among the first to examine the effects of each entertainment type on specific behavioral responses. Moreover, the study addresses the mediating role played by shoppers’ emotional states on the impact of entertainment types in satisfaction and desire to stay at the mall.

Details

Journal of Consumer Marketing, vol. 37 no. 1
Type: Research Article
ISSN: 0736-3761

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Article
Publication date: 11 May 2015

Ben Touchette, Morgan Schanski and Seung-Eun Lee

– The purpose of this paper is to examine features of branded entertainment in apparel brands’ Facebook pages based on the conceptual framework of play themes (Zhang, 2010).

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5554

Abstract

Purpose

The purpose of this paper is to examine features of branded entertainment in apparel brands’ Facebook pages based on the conceptual framework of play themes (Zhang, 2010).

Design/methodology/approach

A content analysis was performed for 1,443 posts present on 50 apparel brands’ Facebook profile pages in the time period from November 28, 2011 to December 25, 2011.

Findings

The findings provide meaningful insights into apparel brands’ use of Facebook as a social media strategy. The most dominant branded entertainment consisted of photos and advertisements and was directed toward promoting specific products and sales without using a particular play theme. Among the play themes used, play as frivolity, which includes simple and fun activities, was predominant. Overall, apparel brands utilized limited types of branded entertainment on their Facebook pages.

Research limitations/implications

By integrating play themes into branded entertainment, apparel brands can optimize their branded contents on Facebook to connect with consumers and increase consumer motivation to interact with the brand. More specifically, apparel brands that adopt additional play themes other than play as frivolity for their branded entertainment will stand out and cut through the clutter of competitors’ Facebook pages.

Originality/value

No previous research investigated apparel brands’ use of Facebook pages. This study fills the void in the literature by addressing how apparel brands utilize types of branded entertainment on their Facebook profile pages.

Details

Journal of Fashion Marketing and Management, vol. 19 no. 2
Type: Research Article
ISSN: 1361-2026

Keywords

Content available
Article
Publication date: 28 September 2021

Robert Kwame Dzogbenuku, Joshua Kofi Doe and George Kofi Amoako

This study evaluates the mediating role of social media entertainment on social information (content) and social media performance, during the COVID-19 era.

Abstract

Purpose

This study evaluates the mediating role of social media entertainment on social information (content) and social media performance, during the COVID-19 era.

Design/methodology/approach

Primary data were randomly gathered from 373 students from two top universities (public and private) in Ghana, a sub-Saharan African economy. Data analysis was achieved utilizing the partial least square–structural equation model (PLS-SEM).

Findings

Social media (SM) entertainment partly mediates the link between social media content and social media performance of students, suggesting that social media entertainment is almost indispensable in creating social media content to achieve optimum performance among tertiary students.

Research limitations/implications

The use of cross-sectional data alone for this study does not give us the opportunity to observe the social media activities of respondents over a longer period. Future studies could, therefore, include longitudinal data.

Practical implications

The findings in this study suggest that faculties can modify their pedagogical activities to include social media and reflect some entertainment content, since it has an influence on student performance within the social media space.

Social implications

SM has a great influence on students' performance socially and academically; therefore, educational stakeholders like university authorities, faculties, parents and guardians, and the government should consider social media as a tool for attaining educational goals.

Originality/value

The study extends the use of UTAUT2, in understanding students' learning and behavior processes, by linking antecedents of adoption to the post-adoption effect.

Details

Journal of Research in Innovative Teaching & Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2397-7604

Keywords

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