Entertainment Science
Data Analytics and Practical Theory for Movies, Games, Books, and Music

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Bibliographische Detailangaben
Beteiligte: Hennig-Thurau, Thorsten (VerfasserIn), Houston, Mark B. (Sonstige)
veröffentlicht: Cham Springer International Publishing AG 2018
©2019
Medientyp: Buch, E-Book

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Umfang: 1 online resource (879 pages)
ISBN: 9783319892924
Sprache: Englisch
Kollektion: Filmuniversität Konrad Wolf Babelsberg
Inhaltsangabe
Intro
Preface and Acknowledgements
Contents
1 Forget the "Nobody-Knows-Anything" Mantr
It's Time for Entertainment Science!
The "Nobody-Knows-Anything" Mantra in Entertainment
Why Entertainment Science Should Be the New Mantra of the Entertainment Industry
Avoiding the "Nobody-Knows-Anything" Trap with Data Analytics
Avoiding the "False-Precision" Trap with Theory
Understanding (and Overcoming) the Persistent Forces of the "Nobody-Knows-Anything" Mantra
How This Book is Organized: Entertainment Science as a Cross-Product Approach to Knowledge Generation
Before We (Really) Get Started: Some Words on the Empirical Methods Employed by Entertainment Science Scholars
Regression Analysis as the Econometric "Mother" of Entertainment Science Methods
Some Challenges-and a Quick Glance at Methodological Approaches to Master Them
Concluding Comments
References
Part I Products, Markets, &amp
Consumers-The Business and Economics of Entertainment
Entertainment Products are Cultural Products
Entertainment Products Express Attitudes and Values
Entertainment Products Constitute Cultures and Influence Their Choices
Managerial Consequences of the Cultural Character
Entertainment Products are Difficult to Judge
The Experience (and Quasi-Search) Good Character of Entertainment
Entertainment Choices Depend on Taste
The Trouble with Taste Judgments
Do Consumers Have Taste, After All?
Where Do Differences in Taste Stem From?
Managerial Consequences of the Difficulty to Judge Entertainment
Entertainment Products are Creative Products
The "Art-for-Art's-Sake" Property of Entertainment
The "Motley Crew" Property of Entertainment
The "Infinite Variety" Property of Entertainment
Managerial Consequences of the Creative Character
Entertainment Products are Information Goods
The "First-Copy Cost" Property of Entertainment
Managerial Consequences of the Information Good Character
Enterta
Direct Network Effects
Indirect Network Effects and How They Influence the Success of Entertainment Products
Managerial Consequences of Entertainment Markets' Characteristics
Concluding Comments
References
5 Creating Value, Making Mone
Essential Business Models for Entertainment Products
A Value Creation Framework for Entertainment
Who are Those Who Create Entertainment Value and How They Do It: A Snapshot of Players, Products, and Trends
Major Studios, Labels, and Publishers: The Entertainment Conglomerates
The Market for Filmed Content: Movies and TV Productions
The Market for Written Content: Recreational Books
The Market for Recorded Content: Music
The Market for Programmed Content: Electronic Games
The Dynamics of Entertainment: Some Words on Integration and Transformation Processes
Transforming Value into Money: Approaches for Managing Revenues and Risk
Generating Revenues from Consumers
Direct Distribution of Entertainment
6 The Consumption Side of Entertainment
Why We Love to Be Entertaine
The Sensations-Familiarity Framework of Entertainment Consumption
The Specific Motivational Values that Lead Us to Consume Entertainment
Of Sensations and Familiarity
The Emotional Facet of Entertainment Consumption
How Emotions Work
What Kinds of Emotions Exist?
A Simple (but Meaningful) Typology of Consumer Emotions
Looking Forward: Adding a Time Dimension to Our Understanding of Emotions
Which Emotions Affect Entertainment Decisions-and How?
General Findings on Emotions in Entertainment
The Fascination (and Relevance) of Negative Emotions
The Imagery Facet of Entertainment Consumption
On Event Models, Images, and Imagery
Some Imagery Basics
Types of Entertainment Imagery
The Drivers of Imagery
The Power of Imagery: Narrative Transportation, Immersion, and Flow
Narrative Transportation
Immersion
Flow
A Process Model of Entertainment Consumption
C
Signals of Quality for Entertainment Products
Entertainment Genres and Themes
What, Exactly, is a Genre?
Are Some Genres More Successful Than Others?
The More Genres the Merrier?!
International Difference
Not Everyone Loves Baseball
Culture is a Dynamic Phenomenon: The Zeitgeist Factor
Entertainment Ratings and the Controversial Content on Which They Are Based
Linking Entertainment Ratings with Product Success
Disentangling the "Appeal Effect" of Radical Content and the "Restriction Effect"
The Appeal of Radical Content, Contextualized. Or: Nobody Wants to See Sex (in a Galaxy Far, Far Away)
Finally, a Few Words on Risk and Radicalness
Entertainment's Country of Origin
"Made in Hollywood" as a Quality Signal
Empirical Findings on How Entertainment's Country of Origin Influences Success
Both Sides Matter: Cultural Discount
The Production Budget
Concluding Comments
References
9 Entertainment Product Decisions, Episode 3: Brand
A Closer Look at the Factors that Make a Successful Entertainment Line Extension