Exploring Profit, Entertainment, and Ethics in Sports
Case study - 4 pages - Sport marketing
The commercialization of sports implies utilizing sports activities, events, and athletes for profit. This dynamic has turned sports from plain recreational activities into these multibillion-dollar industries. However, with this commercialization comes a complex dilemma: the balance between...
Christians in the entertainment industry
Case study - 4 pages - Film studies
As an aspiring filmmaker, it would seem that I'm on my way to entering an industry that isn't exactly brimming with Christian values. The film industry, along with the rest of the entertainment industry (music, theater, advertising, etc.), tends to be more interested in what makes...
Blockbuster Entertainment Corporation
Essay - 7 pages - Services marketing
Blockbuster video is the undisputed king of the video-rental industry. The following comment made by Fran Bernstein of Merrill Lynch accurately describes Blockbuster's position. Blockbuster stands alone in the video rental market in both size and ambition. One wonders where is the Burger...
High definition entertainment
Thesis - 8 pages - Electronics, mechanics, engineering & technology
The history of the television is a very interesting subject for those who wish to know more about where the idiot box came from. The word television' was coined on the 25th of August 1900 at the International World Fair in Paris. We all know how the television serves to...
Creating a marketing communication campaign for the entertainment industry
Essay - 6 pages - Services marketing
Sensation white is one of the world best dance event. For each party, around 40,000 people buy tickets and dance for 7 hours, listening to 10 famous DJs. The first party was held in 1999, and for the New Year 2008 celebration, they create a special party in Düsseldorf with a special program....
Entertainment industries and globalization: Focus on the music industry
Case study - 8 pages - Journalism
For the past decades, globalization has represented the center of each and every interest from the populations, the firms, the states and the international organizations. It has invaded every aspect of our lives in a way or so, from the way we dress to the things we buy and the leisure we have....
The American TV series as an entertainment product (2007)
Thesis - 4 pages - Film studies
In September 2006, the traditional film du dimanche soir was deposed on the first two hertziennes French channels by three TV series. These three TV series are American ones: CSI (Les Experts), Without a Trace (FBI, portés disparus) and ER (Emergency Room, Urgences). After having being seen as a...
Corporate strategy - Disney +
Case study - 9 pages - Business strategy
Entertainment giant Disney's new streaming platform is undoubtedly a major turning point for the company. Disney+ is an online video-on-demand platform owned and operated by The Walt Disney Company through its Walt Disney Direct-to-Consumer and International division with the four...
XFL Case Study Questions
Case study - 2 pages - Sport marketing
The XFL failed due to strategic missteps and bad decisions. Indeed, there was a demand for sports entertainment time during the off seasons. The first misstep was the lack of three major elements in the announcement: a strong independent financial base, a national broadcast partner and...
SWOT Analysis - Walt Disney
Case study - 5 pages - International marketing
The Walt Disney Company is an American company founded in 1923 and specializing in the field of entertainment. It was originally a cartoon studio created by two brothers, Roy & Walt Disney. Success was quick, and the group quickly grew in size. In the 1950s, the company turned to the...
Porter's Five Forces - Disney
Case study - 4 pages - International marketing
The Walt Disney Company is an American company founded in 1923 and specializing in leisure and entertainment. The Walt Disney Company was originally a cartoon production studio, created and supported by the two brothers of the Disney family. Disney studios are the source of many cartoons...
PESTEL Analysis - Disney
Case study - 5 pages - International marketing
Disney is the short name commonly used for The Walt Disney Company', an American company originally operating in the animation sector since 1923. Then over the years, they achieved successes in the entertainment sector in general. In 2012, it became the world's leading...
How Can a Smartphone Application Generate Money?
Presentation - 1 pages - Digital & e-marketing
NiteLife® is an application I would like to develop for a broad array of smartphone operative systems. The app would mainly be targeted towards tourists and allow them to find all the nighttime entertainment venues in a certain range, such as nightclubs, bars, exhibition halls and theaters.
PESTEL Analysis - Virgin
Case study - 5 pages - International marketing
The Virgin group is a world-famous British group. The group, owned by tycoon Richard Branson, who founded it in the 1970s. Branson and his associates defined themselves as entirely virgins in the business world, hence the chosen name, Virgin. The group has dozens of companies, most of which are...
Business issues in the US
Course material - 24 pages - Management
In the early 20th century when faced criticisms or a crisis large, corporations started to end their culture of secrecy and to promote the broadcasting of information towards the public. They relied on journalists, or the used posters, publicity bureaus and press agents to become experts in...
Time Warner Corporation
Case study - 9 pages - Business strategy
Alike other sectors, success in the entertainment industry never arises overnight, but rather involves running the enterprise based on creativity and timely strategizing to weather obstacles which threaten the survival of the entities. Typically, the formidable strength of players in the...
Amazon battles for slice of online gaming market - McGee Patrick (2020) - Amazon's study in the video game sector
Text commentary - 3 pages - Digital & e-marketing
The video game industry or video game industry is a sector of activity specializing in the creation and marketing of video games in the world. Existing since 1970 in the United States, this industry is becoming more and more popular in the world and whose largest firms are today mainly based in...
Addressing the Evolution of Grey's Anatomy: A Proposal for Sustainable Storytelling
Essay - 2 pages - Film studies
In the medical drama area, it is not normally that many shows have left as much mark as Grey's Anatomy. Throughout its long show run, it has managed to captivate viewers' hearts with its critical character arcs, powerful plotlines, and profound emotional weight. However, as the series...
Technology, a Benefit to Superheroes - Introduction
Essay - 1 pages - Sociology & social sciences
During the digital revolution, technology scares. It is thought to be harmful and will destroy our way of life and our humanity. This fear is reflected in the feature films of these years: "Terminator" (James Cameron, 1984), "Matrix" (The Wachowskis, 1999), "War Games" (John Badham, 1983) to name...
Boredom: Is there a cure?
Case study - 5 pages - Psychology
Ask yourself this question which is essential when we know that we will be interested in the school boredom. Indeed, many people believe that it is possible that the school is no longer boring. But can it really cure boredom? The authors believe that a cure boredom admits outnumber those who...
Macro & micro economics: Disney-Pixar merger
Case study - 5 pages - Economy general
A merger occurs when two or more organizations come together under common ownership. The benefits of mergers step from the concept of synergy which holds that when units are combined together greater value is achieved (Gaughan 2010, p. 132). The coming together of companies gives them the ability...
Adverse and positive effects of Video Games
Essay - 1 pages - Sociology & social sciences
Children are vital part of the information age. Information is shared quicker today than ever before. This allows trends to prevail quicker than ever before as well. One phenomena that seemed to be a trend, is becoming an actual rite of passage for children. Video games are in almost every...
Service marketing in multiplex
Case study - 110 pages - Services marketing
The magical word in cinemas today is - multiplex. It caters to the busy, fast moving and variety-loving consumer who wants more than just one film under a single roof. Multiplexes have become just a rage that most of the old cine complexes are converting to multiplexes. Cinema cannot be an...
The Indian television broadcasting industry
Market study - 43 pages - Business strategy
The Indian Entertainment and Media Industry has out-performed the Indian economy and is one of the fastest growing sectors in India. It is rising on the back of economic growth and razing income levels that India has been experiencing in the past years. This is significantly benefiting the...
Amusement parks in France
Market study - 26 pages - Services marketing
"One can dream, design and build the most fantastic worlds, and thanks to the efforts of mankind, this dream has now become a reality" All the credit goes to the great men with great minds who have founded these great empires, movies, cartoons and theme parks in the world. In this report, our...
A study on event management
Thesis - 23 pages - Services marketing
Michael J Wolf, in his book "The Entertainment Economy" says, "Entertainment not autos, steel or financial services is fast becoming the engine of growth of the new economy". Digitalization, broadband and internet make this among the fastest growing businesses worldwide....
The Serious Game: Strategy and market analysis
Case study - 20 pages - Business strategy
Mobiclic, MS Flight Simulator, NASCAR Racing, RollerCoaster Tycoon, Dance Revolution are all concrete examples of the explosive popularity of the serious games. Classified by their nature, they satisfy different needs. Mostly played by the young generation, these games are also a source of...
Video Games Console Prizing Puzzle in Microsoft and Sony
Case study - 10 pages - Computer science
Entertainment is a big part of the developed countries economies. A greater part of the entertainment is mainly on the video games, software products, which exist solely for the amusement of the users. Video games can run on modern computer platforms but there are also dedicated...
A comprehensive review of creative commons
Tutorials/exercises - 9 pages - Journalism
Creative Commons (CC), represents a movement towards balance, compromise, and moderation within copyright. Described by its proponents as a some rights reserved' copyright, CC introduces a number of licenses that allow creators to selectively use private rights to create public...
An analysis on Disney
Case study - 4 pages - Business strategy
Disney Corporation was founded 87 years ago. It is an international company specialized in entertainment and media. Today, Disney is the biggest company in the world in this field. It is involved in the entertainment, media, tourism, and leisure fields. It also contributes in the...