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1 Consumer Engagement in Digital Entertainment: A Systematic Review |
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1 | (22) |
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1 | (3) |
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7.2 Concept of Consumer Engagement (CE) |
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3 | (1) |
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1.2 Concept of Digital Entertainment |
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3 | (1) |
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2 Methodology and Systematic Literature Review |
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4 | (2) |
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2.1 Papers Selected for Systematic Review Using the Inclusion Criteria |
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6 | (1) |
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6 | (6) |
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3.1 Tear Wise Number of Publications |
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6 | (2) |
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3.2 Author Wise Citations |
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8 | (1) |
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3.3 Publisher and Journal Wise Number of Articles |
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9 | (1) |
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3.4 Country Wise Publications |
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9 | (1) |
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3.5 Type of Digital Entertainment Media |
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9 | (1) |
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3.6 Research Methods Adopted |
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10 | (2) |
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12 | (1) |
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13 | (1) |
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14 | (1) |
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14 | (1) |
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14 | (9) |
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2 Review of Consumer Engagement and Digital Entertainment on Over the Top Platforms |
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23 | (22) |
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23 | (3) |
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26 | (7) |
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2.1 Consumer Engagement: The Theoretical Framework |
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26 | (2) |
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2.2 Understanding Digital Entertainment |
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28 | (1) |
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2.3 Leveraging Technology for Engagement |
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29 | (1) |
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2.4 Creating Immersive Experiences |
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29 | (1) |
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2.5 The Role of Engaging Content |
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30 | (3) |
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33 | (5) |
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38 | (1) |
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38 | (7) |
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3 A Study on Processing of Information Storage & Use of New Age Consumers in Digital Wellness Sector Through Story Telling & Creating Interest |
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45 | (20) |
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45 | (5) |
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1.1 Consumer Information Processing Model and Advertisements |
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46 | (4) |
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2 Marketing vs. Advertising Review |
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50 | (7) |
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2.1 Sales Through the Internet and Possible Problems |
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53 | (2) |
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2.2 Herbal Cream Ads for Joint Diseases |
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55 | (2) |
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57 | (1) |
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58 | (7) |
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4 Games Features for Health Disciplines for Patient Learning as Entertainment |
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65 | (22) |
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65 | (1) |
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2 Health Consequences of Gaming for Health |
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66 | (1) |
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3 Gaming and Health Frameworks |
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66 | (2) |
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4 Behavior Change Theories |
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68 | (3) |
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4.1 Using the Behavior Concept for Designing Gaming |
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69 | (1) |
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4.2 Game Mechanics and, Features |
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69 | (1) |
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4.3 Standards for Games for Health |
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70 | (1) |
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71 | (3) |
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71 | (1) |
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71 | (2) |
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73 | (1) |
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5.4 Discoveries and Discussion |
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73 | (1) |
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74 | (1) |
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7 Gaming Parts of Games for Health |
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75 | (1) |
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8 Patient Experiences as Gamers |
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75 | (1) |
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9 Incorporation of the Gaming Process and Fitness Performance |
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76 | (2) |
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9.1 Health Specialist with Ideas and Experience |
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76 | (1) |
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9.2 Patient as Player for Examining Their Health |
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77 | (1) |
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9.3 Gaming for Fun and Well-Being |
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78 | (1) |
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10 Context with Interface |
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78 | (1) |
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79 | (3) |
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11.1 Evaluations Between Professional's Groups |
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80 | (1) |
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81 | (1) |
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12 Games for Health: Outside the Summation of Its Components |
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82 | (1) |
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83 | (1) |
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84 | (3) |
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5 Entertainment in Era of AI, Big Data & IoT |
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87 | (24) |
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87 | (2) |
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89 | (5) |
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2.1 Decision Making and Action Using AI |
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89 | (1) |
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2.2 Ingestion and Analysis of Data Collection IoT Devices Using Big Data |
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90 | (2) |
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2.3 Interaction with the User Through IoT Devices |
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92 | (2) |
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3 Analysis of AI, Big DATA, & IoT Needs in the Entertainment Sector |
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94 | (1) |
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4 Potential AI, Big DATA, & IoT Applications for the Entertainment Sector |
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95 | (5) |
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4.1 Content Creation and Distribution |
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95 | (1) |
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4.2 Sports, Gaming, and Gambling |
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96 | (1) |
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4.3 User Experience Personalization |
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97 | (1) |
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98 | (1) |
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4.5 Enhancing User Experience Through VR and AR Through Immersive Content |
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99 | (1) |
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5 Drivers and Constraints for AI, Big DATA, & IoT in Entertainment |
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100 | (4) |
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5.1 Technology, Applications, and Infrastructure |
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100 | (1) |
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101 | (1) |
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5.3 Privacy and Confidentiality |
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102 | (1) |
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102 | (1) |
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5.5 Intellectual Property |
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103 | (1) |
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103 | (1) |
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5.7 Upskilling of Human Resources |
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103 | (1) |
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6 Conclusion and Recommendations |
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104 | (1) |
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105 | (6) |
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6 Digital Application-Based Viewing: Impact of Instructions & Feedback on Viewer Satisfaction & Learning Effectiveness |
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111 | (16) |
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111 | (3) |
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114 | (1) |
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114 | (5) |
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119 | (1) |
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119 | (1) |
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120 | (2) |
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122 | (1) |
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123 | (4) |
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7 Digital Entertainment Based Do It Yourself Content & Advertisement as a Factor of Driving Force for Trust & Customer Patronage |
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127 | (20) |
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127 | (2) |
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129 | (6) |
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2.1 E-WoM Main Definitions |
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129 | (1) |
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130 | (1) |
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2.3 E-WoM and Processing of Information |
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130 | (1) |
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131 | (1) |
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2.5 Effects of E-WoM in Consumer's Willingness to Recommend |
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132 | (1) |
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2.6 E-WoM in Social Media |
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132 | (1) |
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2.7 E-WoM in Individual Pages or Blogs |
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133 | (1) |
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133 | (1) |
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134 | (1) |
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2.10 Helpfulness of Online Reviews |
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134 | (1) |
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3 Effects of Consumer Generated Content on Sales |
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135 | (1) |
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4 Solutions and Recommendations |
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136 | (1) |
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5 Future Exploration of the Topic |
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137 | (1) |
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138 | (1) |
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139 | (8) |
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8 The Dynamic Rise of Digital Brands' Market Mavens in Digital Entertainment: A Complete Know How for Curious Customers |
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147 | (26) |
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147 | (2) |
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149 | (8) |
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2.1 Innovations and Innovators |
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151 | (2) |
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153 | (1) |
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154 | (3) |
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3 E-WoM Marketing and Viral Advertising |
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157 | (5) |
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4 Consumer Based Brand Value |
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162 | (2) |
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164 | (2) |
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166 | (7) |
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9 Integrated Marketing Communication: A Systematic Study from Media Channels to Digital Connectivity of New Age Consumers |
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173 | (14) |
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173 | (1) |
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2 Meaning of Marketing Communication Channel |
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174 | (1) |
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3 Meaning of Digital Marketing |
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174 | (1) |
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4 Difference Between Internet Marketing and Digital Marketing |
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174 | (1) |
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5 Conventional Vs Digital Media Channels |
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175 | (1) |
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6 Use of Digital Marketing Channels |
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175 | (2) |
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6.1 Marketing Communication Strategies |
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177 | (1) |
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7 Principles of the Successful Marketing Strategy |
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177 | (1) |
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8 Digital Marketing Channels |
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177 | (3) |
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9 Prepare and Allocate Budget for Digital Marketing |
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180 | (1) |
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181 | (1) |
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182 | (5) |
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10 A Review for Managerial Guidelines for Social Media Integration of IMC in Digital Era |
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187 | (26) |
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187 | (2) |
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2 Digital Marketing and IMC |
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189 | (2) |
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2.1 Impact of Digital Consumers on Digital Marketing |
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191 | (1) |
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3 Digital First Approach & Perspectives of Social Media |
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191 | (1) |
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4 Introduction to Social Media Marketing |
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192 | (3) |
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192 | (1) |
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193 | (1) |
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194 | (1) |
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194 | (1) |
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195 | (1) |
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5 Social Media and Marketing Strategy |
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195 | (3) |
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5.1 Understanding the consumer and Social Listening |
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196 | (1) |
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5.2 Brand Awareness and Advocacy |
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196 | (1) |
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5.3 Generating Leads and Driving Sales |
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197 | (1) |
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5.4 Increasing ROI (Return on Investment) |
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197 | (1) |
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6 Social Media Strategy, Planning, and Execution |
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198 | (3) |
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7 Managerial Toolkit for Social Media Integration |
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201 | (1) |
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8 Challenges in Social Media Integration |
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202 | (1) |
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203 | (2) |
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10 Conclusion and Future Scope |
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205 | (2) |
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207 | (6) |
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11 Sharenting: A New Paradigm of Digital Entertainment of New Age Parenting and Social Media |
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213 | (20) |
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1 Introduction: Sharenting and Its Importance |
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213 | (3) |
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2 Social Networking Services--Social Media |
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216 | (2) |
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3 Risks in Social Networking |
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218 | (2) |
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4 A New Parenting Typology: "Sharenting" and Privacy Discussions |
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220 | (3) |
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223 | (1) |
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6 Conclusion and Suggestions |
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224 | (1) |
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225 | (8) |
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12 Building Effective Social Media Strategy: Case-Based Learning and Recommendations |
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233 | (12) |
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233 | (1) |
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2 Integrate Social Media to Serve Your Customers Better |
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234 | (2) |
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3 Use Social Media Optimally |
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236 | (2) |
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4 Align Social Media Integration with Business Goals |
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238 | (1) |
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5 Select the Right Social Media Platform |
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239 | (2) |
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241 | (1) |
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7 Engage on a Real-Time Basis |
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242 | (1) |
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243 | (1) |
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244 | (1) |
Index |
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245 | |