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The Research of the Development in Mainland China's Entertainment Market of Transnational Corporations--The Case Study of The Walt Disney CompanyLin, Yu-ting 10 September 2007 (has links)
The thesis primarily concentrates on studying the development of transnational corporations in Mainland China¡¦s entertainment market. The Research tries to figure out what kind of environment and problems transnational corporations will face while they invest in Mainland China¡¦s entertainment market which involve in media and culture. Can transnational media corporations integrate their abundant resources around the globe in Mainland China ? The research is based on the perspective of stakeholders and proposed a framework to explain transnational corporation¡¦s administration in Mainland China¡¦s entertainment market. Take Disney for an example, the research discovers that the Chinese government is still playing the most important role in business development. The Chinese government creates attractive environment, however, it also poses threats to those enterprises. This research tried to provide readers a sketch about the investment environment in Mainland China¡¦s entertainment market.
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The discovery and development of recording artists in the popular music industryNegus, Keith January 1991 (has links)
No description available.
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From Global Entertainment to Amazonian Tecnobrega: Mobility in Contemporary Entertainment PracticesBahia, Marcio 12 August 2011 (has links)
Notions such as transference, movement, transit and mobility have become fundamental to understand the mechanisms that rule the circulation, reception and production of contemporary cultural artifacts. In spite of the growing scholarship on the topic, very little attention has been given to a particular cultural arena: the realm of contemporary entertainment. By contemporary entertainment, I refer to a set of industrial products which are especially directed to urban young audiences: cartoons, comic books, computer games, blockbuster movies, theme park attractions, etc. This thesis argues that the realm of contemporary entertainment is marked by the presence of intense mobility, by movement and acceleration on at least two levels.
First, movies (The Matrix, City of God, Run Lola Run, etc.), TV programs (the so-called “MTV aesthetics”), computer games (Doom or games based on blockbusters) and even cartoons for children (Spongebob, Pokémon, etc.) present frantic editing and engage the audiences’ senses through moving images in a vertiginous “bombardment” of signs – a phenomenon I will call kinesthesics. Second, the production and reception of these cultural objects take place in a highly intermedial environment: computer games become feature movies (Tom Raider, Resident Evil), comic books become feature movies (Sin City, Spiderman, etc.) feature movies become theme park attractions (Jurassic Park), theme park attractions become feature movies (Pirates of the Caribbean) and so on. This thesis shows how these two basic mobile characteristics play a determinant role in the complex economic, technologic and aisthesic rationale that drives the contemporary entertainment industry.
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The investigation of these basic traits suggests the existence of mobility paradigms that help us better understand not only products like the ones mentioned above, but also disparate cultural artifacts such as the Brazilian aparelhagem – a traveling technological paraphernalia that brings musical entertainment to poor audiences in the Brazilian Amazon Region. Aparelhagens present an intricate blending of physical displacement, media mobility, visual spectacle and musical frenzy. This successful combination propels a popular and powerful entertainment industry in Northern Brazil known as tecnobrega. By analyzing the phenomenon and comparing it to global entertainment products, the thesis discloses aisthesic patterns that cross social, economic and cultural boundaries.
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From Global Entertainment to Amazonian Tecnobrega: Mobility in Contemporary Entertainment PracticesBahia, Marcio 12 August 2011 (has links)
Notions such as transference, movement, transit and mobility have become fundamental to understand the mechanisms that rule the circulation, reception and production of contemporary cultural artifacts. In spite of the growing scholarship on the topic, very little attention has been given to a particular cultural arena: the realm of contemporary entertainment. By contemporary entertainment, I refer to a set of industrial products which are especially directed to urban young audiences: cartoons, comic books, computer games, blockbuster movies, theme park attractions, etc. This thesis argues that the realm of contemporary entertainment is marked by the presence of intense mobility, by movement and acceleration on at least two levels.
First, movies (The Matrix, City of God, Run Lola Run, etc.), TV programs (the so-called “MTV aesthetics”), computer games (Doom or games based on blockbusters) and even cartoons for children (Spongebob, Pokémon, etc.) present frantic editing and engage the audiences’ senses through moving images in a vertiginous “bombardment” of signs – a phenomenon I will call kinesthesics. Second, the production and reception of these cultural objects take place in a highly intermedial environment: computer games become feature movies (Tom Raider, Resident Evil), comic books become feature movies (Sin City, Spiderman, etc.) feature movies become theme park attractions (Jurassic Park), theme park attractions become feature movies (Pirates of the Caribbean) and so on. This thesis shows how these two basic mobile characteristics play a determinant role in the complex economic, technologic and aisthesic rationale that drives the contemporary entertainment industry.
i
The investigation of these basic traits suggests the existence of mobility paradigms that help us better understand not only products like the ones mentioned above, but also disparate cultural artifacts such as the Brazilian aparelhagem – a traveling technological paraphernalia that brings musical entertainment to poor audiences in the Brazilian Amazon Region. Aparelhagens present an intricate blending of physical displacement, media mobility, visual spectacle and musical frenzy. This successful combination propels a popular and powerful entertainment industry in Northern Brazil known as tecnobrega. By analyzing the phenomenon and comparing it to global entertainment products, the thesis discloses aisthesic patterns that cross social, economic and cultural boundaries.
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From Global Entertainment to Amazonian Tecnobrega: Mobility in Contemporary Entertainment PracticesBahia, Marcio 12 August 2011 (has links)
Notions such as transference, movement, transit and mobility have become fundamental to understand the mechanisms that rule the circulation, reception and production of contemporary cultural artifacts. In spite of the growing scholarship on the topic, very little attention has been given to a particular cultural arena: the realm of contemporary entertainment. By contemporary entertainment, I refer to a set of industrial products which are especially directed to urban young audiences: cartoons, comic books, computer games, blockbuster movies, theme park attractions, etc. This thesis argues that the realm of contemporary entertainment is marked by the presence of intense mobility, by movement and acceleration on at least two levels.
First, movies (The Matrix, City of God, Run Lola Run, etc.), TV programs (the so-called “MTV aesthetics”), computer games (Doom or games based on blockbusters) and even cartoons for children (Spongebob, Pokémon, etc.) present frantic editing and engage the audiences’ senses through moving images in a vertiginous “bombardment” of signs – a phenomenon I will call kinesthesics. Second, the production and reception of these cultural objects take place in a highly intermedial environment: computer games become feature movies (Tom Raider, Resident Evil), comic books become feature movies (Sin City, Spiderman, etc.) feature movies become theme park attractions (Jurassic Park), theme park attractions become feature movies (Pirates of the Caribbean) and so on. This thesis shows how these two basic mobile characteristics play a determinant role in the complex economic, technologic and aisthesic rationale that drives the contemporary entertainment industry.
i
The investigation of these basic traits suggests the existence of mobility paradigms that help us better understand not only products like the ones mentioned above, but also disparate cultural artifacts such as the Brazilian aparelhagem – a traveling technological paraphernalia that brings musical entertainment to poor audiences in the Brazilian Amazon Region. Aparelhagens present an intricate blending of physical displacement, media mobility, visual spectacle and musical frenzy. This successful combination propels a popular and powerful entertainment industry in Northern Brazil known as tecnobrega. By analyzing the phenomenon and comparing it to global entertainment products, the thesis discloses aisthesic patterns that cross social, economic and cultural boundaries.
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From Global Entertainment to Amazonian Tecnobrega: Mobility in Contemporary Entertainment PracticesBahia, Marcio January 2011 (has links)
Notions such as transference, movement, transit and mobility have become fundamental to understand the mechanisms that rule the circulation, reception and production of contemporary cultural artifacts. In spite of the growing scholarship on the topic, very little attention has been given to a particular cultural arena: the realm of contemporary entertainment. By contemporary entertainment, I refer to a set of industrial products which are especially directed to urban young audiences: cartoons, comic books, computer games, blockbuster movies, theme park attractions, etc. This thesis argues that the realm of contemporary entertainment is marked by the presence of intense mobility, by movement and acceleration on at least two levels.
First, movies (The Matrix, City of God, Run Lola Run, etc.), TV programs (the so-called “MTV aesthetics”), computer games (Doom or games based on blockbusters) and even cartoons for children (Spongebob, Pokémon, etc.) present frantic editing and engage the audiences’ senses through moving images in a vertiginous “bombardment” of signs – a phenomenon I will call kinesthesics. Second, the production and reception of these cultural objects take place in a highly intermedial environment: computer games become feature movies (Tom Raider, Resident Evil), comic books become feature movies (Sin City, Spiderman, etc.) feature movies become theme park attractions (Jurassic Park), theme park attractions become feature movies (Pirates of the Caribbean) and so on. This thesis shows how these two basic mobile characteristics play a determinant role in the complex economic, technologic and aisthesic rationale that drives the contemporary entertainment industry.
i
The investigation of these basic traits suggests the existence of mobility paradigms that help us better understand not only products like the ones mentioned above, but also disparate cultural artifacts such as the Brazilian aparelhagem – a traveling technological paraphernalia that brings musical entertainment to poor audiences in the Brazilian Amazon Region. Aparelhagens present an intricate blending of physical displacement, media mobility, visual spectacle and musical frenzy. This successful combination propels a popular and powerful entertainment industry in Northern Brazil known as tecnobrega. By analyzing the phenomenon and comparing it to global entertainment products, the thesis discloses aisthesic patterns that cross social, economic and cultural boundaries.
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Vyhodnocení úspěšnosti komunikačního mixu muzea voskových figurín v Praze / Communication analysis of wax statue museum in PragueMendlík, Matěj January 2017 (has links)
This thesis is focusing on marketing, mainly on marketing of services and entertainment industry. The aim is to find, which communication tool is most successful in increasing the number of visitors of Musée Grévin. Outcome of the thesis is a communication strategy recommendation that will be presented to Musée Grévin management.
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The Research of Operation Process in Entertainment Industry-The Case of Billiards Playground in South TaiwanJiang, Cai-Ming 25 August 2005 (has links)
As the develop of economic in Taiwan, the working pressure increasing, people pay more and more attention to their leisure time than before, and they also want to find the balance point between the work and life. Based on the limitation of suitable place and working time in a city, it¡¦s not very easy to find a place to have a relaxation, that¡¦s why the entertainment industry growth up in the city. To keep the competition, the entertainment industry needs to take care the feeling of customer and also make the customer keep expending, the research will focus on the working process in entertainment industry, and try to find the important factors which can influence the customer satisfaction. Described the research results below. 1. Well communication: Before the new system be deployed, it is very important to communicate with all employee well, no matter how open the organization and culture is. The more that the manager understand the system, the earlier that the employee will accept, so the managers play key role for communication effectively. 2. Managing information technology system construction: Integrated information technology system will not only combine the information which from the front end and back end, but also improve the information exchange. 3. Managerial policies: No matter the communication process or information technology system construction, the organization need to build up a suitable environment for new policy, such as, provide training course for new system, increase the performance indicators.
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Recipe for success : A study on marketing communication strategies for live performers within the entertainment industry and how to reach international success.Janowska, Karolina, Bengtsson, Charlotte January 2010 (has links)
When it comes to the entertainment industry and the live performers these artists are in need of valuable communication strategies in order for them to reach the consumers they would like to reach and gain the success that they want. Although this is a known fact, it is difficult for the artists to know which marketing communication strategies to use and how to use them. The purpose is to identify international marketing communication strategies for live performers within the entertainment industry. The objective is to demonstrate how the strategies can be used to reach international success. The focus is to look at marketing communication strategies from an artist/company’s point of view and therefore feedback from the consumers will not be covered in this thesis. We have found two alternative strategies for development of international marketing communication for a live performer in the entertainment industry. In both of these strategies it is important to start with creating a valuable network in order to set up clear goals for the marketing communication. The difference between the two strategies is based on whether the live performer is adapted to the target group or if the target group is adapted to the live performer
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Commodifying counterculture: William Gaines, EC Comics, Mad magazine, and the rise of the corporate anti-establishmentYanes, Nicholas Adam 01 May 2014 (has links)
Founded as Educational Comics in 1944 and rebranding itself as Entertaining Comics a few years later, EC Comics would publish several comic book titles, such as Tales from the Crypt, and the magazine, Mad. While the success of these publications can be measured by a legacy of directors, writers, comedians, and others in the entertainment industry who describe EC's properties as an early inspiration for them, the company itself cannot be seen as equally successful in the business world. Though its publications have left permanent fingerprints on American popular culture, the company represents an interesting example of a company that never became 'big.' In short, EC provides an interesting contrast to standard narratives about entertainment companies and properties.
With scholarship in this field typically analyzing how a company started off small and grew into a larger corporation, EC is an example of a company that started small and remained small as a subsidiary of a larger corporation. In addition to this dissertation functioning as a critical corporate biography of EC's evolution, it also examines how U.S. entertainment has changed as mass audiences have become increasingly fractured as new forms of entertainment technologies have emerged. Overall, this dissertation aims to show how standard humanities approaches to analyzing popular culture can be augmented by also investigating the business practices and work cultures that shaped an entertainment property.
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