130,567 research outputs found

    Nollywood in Diversity: New Dimensions for Behaviour Change and National Security in Nigeria

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    This paper sets out to demystify the nature of Nollywood movies existing in diversity and to propose new dimensions for using film to achieve behaviour change and a dependable national security in Nigeria. The paper views national security as the art of ensuring national safety of the government. Nollywood has naturally diversified along ethnic dimensions including the Hausa movies (Kannywood) in the North, the Yoruba movies in the West and the Ibo movies in the Eastern part of the Nigeria. Others include the Akwa-Cross movies from the Southern part and the Tiv movies from the Middle Belt region of Nigeria. The paper adopts observation and analytical research methods depending on secondary sources. The paper finds out and concludes that Nollywood’s diversity is an opportunity to ameliorate some security challenges of the country and recommends the use of behaviour change focused themes which should be featured by Nollywood movie producers in Nigerian films produced along cultural, ethnic and regional boundaries

    Market structures in arts and entertainment

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    Marketing arts and entertainment is a challenge. Consumers may buy the same groceries every week, but when it comes to arts and entertainment, people usually want something different from last time. The result: a vast, constantly changing choice of books, cd's, movies, performances and shows to meet this need for variety and novelty. But how do you help consumers find their way in this plethora of options? Who do you approach when you have a new performance to sell every night, but don't want to inundate your customers with direct mail? How do you compose attractive subscription packages that help you get a head start in filling the house? Since recently, many cultural organizations have new, advanced transaction data systems that record individual buying histories. Modern theater box office systems link a customer id and address with each transaction; library loan systems track the borrowing behavior of patrons to ensure the timely return of books; and in The Netherlands, the visiting behavior of National Museum Card holders is logged electronically on central servers to aid reimbursement to participating museums. We show how these transaction data may help in understanding who likes what: what types of arts and entertainment consumers are there and what types of products do they like? Armed with such insights, marketers may be more effective in composing the right subscription packages, in selecting the right direct mail prospects or in designing the right presentation for the abundance and variety of choice.Wedel, M. [Promotor]Frambach, R.T. [Copromotor

    Attributes affecting the level of tourist satisfaction with and loyalty towards theatrical performance in China: Evidence from a qualitative study

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    This study seeks to explore attributes affecting the level of tourist satisfaction with and loyalty towards theatrical performance in China. Based on four focus group discussions with 31 participants, the study identifies 34 attributes that affect the level of tourist satisfaction with theatrical performance, and groups them into five categories: stage, performance, venue, service, and tourist-related attributes. The findings on tourist loyalty reveal that most of the respondents would not watch the same theatrical performance alone in the future; however, they would recommend it to others. The study concludes with a discussion of the rich and insightful findings and their implications for tourism industry practitioners

    Millennial cultural consumers : Co-creating value through brand communities

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    The purpose of this paper is to conceptualise millennial cultural consumers (MCCs) to bring together strands of consumer theory with branding theory to consider how to attract and retain younger audiences in arts organisations. With that the authors single out for attention how 'brand community' theory might apply.This paper contributes to the knowledge development of such concepts as value and brand communities. It also provides an explanation of these concepts connecting academic thought on value with pressing management challenges for arts organisations, suggesting ways to apply brand community thinking to innovatively conceptualised MCCs.Peer reviewedFinal Accepted Versio

    The relationship between entertainment producers and higher education providers

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    Cameron, Verhoeven and Court have noted that many screen producers do not see their tertiary education as being beneficial to their careers. We hypothesise that Universities have traditionally not trained students in producing skills because of the division of labour between Faculties of Art and Faculties of Business; and because their focus on art rather than entertainment has downplayed the importance of producing. This article presents a SOTL (Scholarship of Teaching and Learning) whole-of-program evaluation of a new cross-Faculty Bachelor of Entertainment Industries at QUT, devoted to providing students with graduate attributes for producing including creative skills (understanding story, the aesthetics of entertainment, etc), business skills (business models, finance, marketing, etc) and legal skills (contracts, copyright, etc). Stakeholder evaluations suggest that entertainment producers are highly supportive of this new course

    Exploring Community Engagement in the Indianapolis Opera Scene

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    American opera is transforming. Confronted with rapidly changing audience demographics, nonprofit opera organizations are being contested to find innovative ways of retaining audiences at the risk of imminent foreclosure. In response, some experts have offered ideas on resolving this lack of community relevancy, outlining a new framework to challenge traditional opera. This presentation will explore that framework, or as termed community engagement, by analyzing the programming and missions of Indianapolis Opera and Intimate Opera of Indianapolis. While the Indianapolis opera scene is well aware of community engagement, there are still considerable changes to be made—namely in mission and programming—for opera to be relevant to the greater community. Comparatively, there are other American opera companies navigating community engagement in sustainably unique ways that can serve as guides for better understanding community engagement in opera. However, as these organizations share similar passions, each organization must be viewed differently as they are all individual groups faced with considerably disparate challenges. Ultimately, if community engagement is to revolutionize the nonprofit opera world, there must be a noticeable shift towards philanthropic, service-based community service in programming and missions. As the presentation will show, the demise of opera companies will be only a matter of time if community engagement is left unexplored

    Cultural Capital: Challenges to New York State’s Competitive Advantages in the Arts and Entertainment Industry

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    This is a report on the findings of the Cornell University ILR planning process conducted with support of a grant from the Alfred P. Sloan Foundation to investigate trends in the arts and entertainment industry in New York State and assess industry stakeholders’ needs and demand for industry studies and applied research. Building on a track record of research and technical assistance to arts and entertainment organizations, Cornell ILR moved toward a long-term goal of establishing an arts and entertainment research center by forging alliances with faculty from other schools and departments in the university and by establishing an advisory committee of key players in the industry. The outcome of this planning process is a research agenda designed to serve the priority needs and interests of the arts and entertainment industry in New York State

    THE RELATIONSHIP BETWEEN PUBLIC RELATIONS OF SOLO GRAND MALL AND MASS MEDIA

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    This final project report is written based on the job training done at Solo Grand Mall within a month. The writer did some jobs with the supervisor of Public Relations of Solo Grand Mall by helping the supervisor to finish her job like written press release, attending events, etc. to gain the information reported in this report. The objectives of this report are: 1) to describe the job description of public relation, 2) to describe the relationship between Public Relations and mass media. The following job description of Public Relations of Solo Grand Mall are forming and keeping reputation for company, managing company functions, covering information to the public, arranging and distributing press release. The relationship between Public Relations of Solo Grand Mall and mass media such as newspaper, radio, television is realized in special program held in several mass media or press release. Solo Grand Mall has a program called “Gerai Metta bersama Solo Grand Mall” in radio Metta FM Solo as one of the radio partners of Solo Grand Mall. Another program is “PROSPEK” conducted in TATV as one of the television partners of Solo Grand Mall. The programs with the media work well. It can be seen by the raising trust of public to Solo Grand Mall and the rising number of visitor in Solo Grand Mall. In conclusion, as a big shopping center, Solo Grand Mall should maintain the relationship well, because mass media has many important roles in business world especially to raise public awareness in modern lifestyle necessity

    Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

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    Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters
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