32,973 research outputs found
Reservoir hill and audiences for online interactive drama
This paper analyses the interactive experiences constructed for users of the New Zealand online interactive drama Reservoir Hill (2009, 2010), focusing both on the nature and levels of engagement which the series provided to users and the difficulties of audience research into this kind of media content. The series itself provided tightly prescribed forms of interactivity across multiple platforms, allowing forms of engagement that were greatly appreciated by its audience overall but actively explored only by a small proportion of users. The responses from members of the Reservoir Hill audience suggests that online users themselves are still learning the nature of, and constraints on, their engagements with various forms of online interactive media. This paper also engages with issue of how interactivity itself is defined, the difficulties of both connecting with audience members and securing timely access to online data, and the challenges of undertaking collaborative research with media producers in order to gain access to user data
Trademark Searching Tools and Strategies: Questions for the New Millennium
The intent of this discussion is to raise questions about trademark searching which will be discussed in future issues of IDEA. I will lead you through the questions raised by my journey through primarily legal literature in treatises and periodicals on the Lexis and Westlaw platforms
FIT DOES MATTER! AN EMPIRICAL STUDY ON PRODUCT FIT UNCERTAINTY IN ONLINE MARKETPLACES
This paper examines the antecedents and consequences of product uncertainty in online marketplaces by conceptualizing the dimensions of product uncertainty - description uncertainty (identifying product characteristics), performance uncertainty (inferring productâs future performance) and fit uncertainty (matching productâs characteristics with buyerâs needs), with the focus on product fit uncertainty. It also theorizes the distinction, relationship, and effects of the three dimensions of product uncertainty. Finally, it proposes a set of IT artifacts to reduce product fit uncertainty.
The hypotheses are tested with survey and website transaction data from 274 buyers in Taobao, the largest online marketplace in China. The results first demonstrate the distinction between three dimensions of product uncertainty, show that relative to description and performance uncertainty, only fit uncertainty has significant effect on price premiums, satisfaction, product returns, and repurchase intentions, and support the effects of the use of IT artifacts, such as instant messenger, product forums, and decision support tools on reducing fit uncertainty. Implications for research, theory and practice are discussed
Inefficiencies in Digital Advertising Markets
Digital advertising markets are growing and attracting increased scrutiny. This article explores four market inefficiencies that remain poorly understood: ad effect measurement, frictions between and within advertising channel members, ad blocking, and ad fraud. Although these topics are not unique to digital advertising, each manifests in unique ways in markets for digital ads. The authors identify relevant findings in the academic literature, recent developments in practice, and promising topics for future research
Crossing the river by feeling for stones: a new approach to exporting creative content to China?
We have all heard the statistics about China\u27s stellar growth and the large market for UK creative industries. But the trade numbers paint a different picture, suggesting that the UK is punching below its weight.
This is not altogether surprising. Doing business in emerging markets like China is fraught with risk and uncertainty which can overwhelm even the most canny operations. This paper examines what more can be done and highlights the novel role that digital social networks could play in overcoming these obstacles and helping UK creative businesses unlock export opportunities to China.
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We have all heard the statistics. About how China is forecast to overtake the US to be the largest economy in the world by 2027.1 How China already has 277 million mobile web users, of which 45 per cent use their handsets to access music and 21 per cent video games.2 How more than 300 million Chinese are studying English.3 How Chinese eâcommerce is predicted to triple by 2015, when sales could hit 140 million, lower than not only Japan (800 million) and Singapore (224 million), Germany (474 million).7 With the exception of Japan and Germany, the value of UK exports of creative goods grew at a slower rate than in all these countries between 2002 and 2010. These trade statistics are not without their problems â they exclude all creative services, for example â nonetheless they indicate that the UKâs creative industries are punchingbelow their weight in Chinese markets.
 
Faulty Metrics and the Future of Digital Journalism
This report explores the industry of Internet measurement and its impact on news organizations working online. It investigates this landscape through a combination of documentary research and interviews with measurement companies, trade groups, advertising agencies, media scholars, and journalists from national newspapers, regional papers, and online-only news ventures
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JuxtaLearn D3.2 Performance Framework
This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed
Why, When, and How Much to Entertain Consumers in Advertisements? A Web-Based Facial Tracking Field Study
The presence of positive entertainment (e.g., visual imagery, upbeat music, humor) in TV advertisements can make them more attractive and persuasive. However, little is known about the downside of too much entertainment. This research focuses on why, when, and how much to entertain consumers in TV advertisements. We collected data in a large scale field study using 82 ads with various levels of entertainment shown to 178 consumers in their homes and workplaces. Using a novel web-based face tracking system, we continuously measure consumers' smile responses, viewing interest, and purchase intent. A simultaneous Bayesian hierarchical model is estimated to assess how different levels of entertainment affect purchases by endogenizing viewing interest. We find that entertainment has an inverted U-shape relationship to purchase intent. Importantly, we separate entertainment into that which comes before the brand versus that which comes after, and find that the latter is positively associated with purchase intent while the former is not
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