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E-raamat: Digital Entertainment: The Next Evolution in Service Sector

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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 06-Feb-2021
  • Kirjastus: Springer Verlag, Singapore
  • Keel: eng
  • ISBN-13: 9789811597244
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 06-Feb-2021
  • Kirjastus: Springer Verlag, Singapore
  • Keel: eng
  • ISBN-13: 9789811597244

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This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based.

Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).

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

Dr. Saikat Gochhait teaches at Symbiosis Institute of Digital & Telecom Management, Symbiosis International Deemed University Pune, India. He is Ph.D and Post-Doctoral Fellow from the UEx, Spain. He was Awarded DITA and MOFA Fellowship in 2017 and 2018. His research publication with foreign authors indexed in Scopus, ABDC, and Web of Science. He is an IEEE member.