10 research outputs found

    Relationships Among Wine Prices, Ratings, Advertising, and Production: Examining a Giffen Good

    Get PDF
    It has become increasingly popular for statistics to be used in the prediction of wine prices. In fact, the prices of mature wines produced in the Bordeaux region of France have been accurately predicted by vintage growing-season characteristics. This paper analyzes the relationships among wine prices, ratings, advertising, and production, using data obtained from a wine ratings magazine, Wine Spectator. It presents a model of wine price based on information about production quantity, vintage, country of origin, and wine type. This paper then examines the scoring method of Wine Spectator by evaluating the effects of wine price on wine rating. Finally, the effects of awards and advertising on wine ratings are studied. It is found that, ceteris paribus, doubling the number of cases produced decreases the price of wine by $2.36 and each additional dollar in price increases rating by .0942 points. In addition, wineries that advertised in Wine Spectator during the years 1999 or 2000 received reviews that were .402 points higher than wineries that did not advertise during the same time period, holding all other variables constant

    Market Segmentation and Recency Frequency Monetary Value Analysis for a Freemium Mobile Game

    Get PDF
    Bricks ‘N Balls is a freemium game that relies on in-app purchases and ad monetization from users to be profitable at no upfront cost to the players. This study explores how in-game data analytics and purchase data can be used to segment players. Features taken into consideration for segmentation include past purchasing habits along with the players interactions within the missions. This study uses the Recency Frequency Monetary Value (RFM) framework to extract insights on player purchasing behavior to segment players into clusters and predict how much users will spend in the future

    A handbook for using elder academy as a platform of other learning experiences

    Full text link
    This handbook will discuss how school syllabus, Other Learning Experiences (OLE) and Elder Academy (EA) can be integrated. It will provide some structures for schools as a reference and help develop a comprehensive learning plan. Besides, the handbook will mention different roles and responsibilities of stakeholders, as well as the suggestions and guidelines for assessment. The programs and activities in the “Elder Academy at Lingnan” will be taken as examples to demonstrate the guidelines. This can provide a better understanding of the operation mode of the integration between school curricula, OLE and EA. Hence, interested stakeholders can perform their own plans more systematically and effectively.https://commons.ln.edu.hk/osl_book/1000/thumbnail.jp

    Elder academy : curriculum design and operation model = 長者學苑 : 課程設計與運作模式

    Full text link
    Ever since the launching of the Elder Academy in 2007, numerous schools have joined the fray bringing with them valuable innovations, presenting the elderly and students with a wide variety of educational activities. The experiences of the Elder Academy at Lingnan and other academies are summarized in this handbook, in order to provide a frame of reference and an operation guide for other schools and organizations, so that they may design their own comprehensive teaching and learning plans. In this handbook, the roles and responsibilities of participating organizations are explained, and there are guidelines and suggestions regarding assessment methods. Apart from the instructions on teaching and learning activities, examples of course syllabi and activities are also included to offer some insights into the operation of the schools and their courses, allowing institutions to better carry out similar projects in a more systematic manner.https://commons.ln.edu.hk/osl_book/1001/thumbnail.jp

    Money laundering and counter-money laundering in Hong Kong

    No full text
    published_or_final_versionCriminologyMasterMaster of Social Science

    Market Segmentation and Recency Frequency Monetary Value Analysis for a Freemium Mobile Game

    Get PDF
    Bricks ‘N Balls is a freemium game that relies on in-app purchases and ad monetization from users to be profitable at no upfront cost to the players. This study explores how in-game data analytics and purchase data can be used to segment players. Features taken into consideration for segmentation include past purchasing habits along with the players interactions within the missions. This study uses the Recency Frequency Monetary Value (RFM) framework to extract insights on player purchasing behavior to segment players into clusters and predict how much users will spend in the future
    corecore