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Handbook of Research on the Impact of Culture and Society on the Entertainment Industry

Book Description

In the age of ubiquitous media and globalization, the entertainment industry has changed dramatically to accommodate a more comprehensive and diverse audience. As such, research into the influence of culture on entertainment and the media is necessary in order to facilitate further developments in the industry. Handbook of Research on the Impact of Culture and Society on the Entertainment Industry provides a review of the academic and popular literature on the relationship between communications and media studies, cinema, advertising, public relations, religion, food tourism, art, sports, technology, culture, marketing, and entertainment practices. Founded on international research, this publication is essential for upper-level students, researchers, academicians, business executives, and industry professionals seeking knowledge on the current scope of the entertainment industry.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Dedication
  6. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  7. Foreword
  8. Preface
  9. Section 1: Entertainment, Culture, and Society
    1. Chapter 1: Transformation of Entertainment Culture throughout Society and History
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AN OVERVIEW OF THE ENTERTAINMENT CONCEPT
      5. ON THE SOCIAL AND IDEOLOGICAL FUNCTION OF ENTERTAINMENT
      6. SOLUTION AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Leisure and Entertainment as a Creative Space-Time Manifold in a Post-Modern World
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CREATIVE SPACE-TIME MANIFOLD AS THE FIELD TO ACT, PRODUCE, AND CONSUME
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Entertainment and Food Tourism in the Backdrop of Late Modernity and a Reflection on Turkey
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FOOD TOURISM
      5. THE CASE OF TURKEY
      6. SOLUTION AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCE
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Negotiating Spirituality
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. BEYOND MOVING IMAGE
      5. STANDARD OF MUSIC
      6. BEING RELIGIOUS
      7. MEDIA QUEST ON SPIRITUALITY
      8. SOLUTIONS AND RECOMMENDATIONS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
      14. ENDNOTES
    5. Chapter 5: Concurrence of Sports and Entertainment Industries
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE SPORTS AND ENTERTAINMENT INDUSTRIES
      5. AMERICAN SPORTS BASED ON AMERICAN CULTURE
      6. SPORTS INDUSTRY AND SUPER BOWL
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    6. Chapter 6: Bollywoodizing Cricket!
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INDIAN PREMIER LEAGUE AND BOLLYWOOD
      5. WHEN BOLLYWOOD REACHED THE STADIUM: A GLAMOURIZED CRICKET
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
  10. Section 2: Entertainment and Media
    1. Chapter 7: The Understanding of Entertainment in Press Enterprises in Turkey
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MARKETING IN PRESS ENTERPRISES
      5. SOLUTION AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 8: An Overview on Presentation of Entertainment in Newspapers' Weekend Supplements
      1. ABSTRACT
      2. INTRODUCTION
      3. SPARE TIME, ENTERTAINMENT AND MEDIA RELATIONSHIP
      4. TURKISH MEDIA AND ENTERTAINMENT
      5. RESEARCH AND FINDINGS
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    3. Chapter 9: Entertainment on French Television
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ISSUES IN FRENCH TELEVISION INDUSTRY
      5. ENTERTAINMENT AND POLICY
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 10: Transformation in Daytime Television Programs in Turkey since 2000
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PROGRAMS CONTAINING TALKS WITH FAMOUS PEOPLE AND EXPERTS IN THEIR FIELD
      5. RESEARCH FINDINGS
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    5. Chapter 11: The Past as a Spectacle
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    6. Chapter 12: Rewarding Work, Representing Work
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GLOBALISED AND GLOCALISED ENTERTAINMENT
      5. ENTERTAINMENT WITH A SERIOUS, CAPITALIST SIDE
      6. THE PROTESTANT WORK ETHIC IN THE GOLDEN GLOBES AND MTV AWARD SHOWS
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    7. Chapter 13: Globalization and the Dynamics of Work Markets
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. WORK MARKETS
      5. THE NEW SYSTEM OF TEMPORARY WORKERS
      6. PRODUCTION NETWORKS
      7. THE RANGE OF ACTION
      8. PROFESSIONAL TRAJECTORIES
      9. LIMITS OF AUTONOMY
      10. SOLUTIONS AND RECOMMENDATIONS
      11. CONCLUSION
      12. REFERENCES
      13. ADDITIONAL READING
      14. KEY TERMS AND DEFINITIONS
    8. Chapter 14: User-Generated Cinema
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE RISE OF CONSUMER CO-CREATION
      5. CASE STUDY: DYSTOPIA
      6. CONCEPT OF USER-GENERATED CINEMA
      7. TARGET GROUPS AND COMMUNITY STRATEGY
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    9. Chapter 15: Historical Epic as a Genre in Popular Turkish Cinema
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. HISTORICAL EPIC AS A FILM GENRE: DEFINITIONS AND A BRIEF HISTORY
      5. HISTORICAL EPIC IN TURKISH CINEMA: A STORY OF CONQUEST
      6. REVIEW OF CONQUEST 1453
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    10. Chapter 16: Violence and Pornographic Violence as a Mass Entertainment Medium
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. VIOLENCE AND PORNOGRAPHIC VIOLENCE AS MEANS OF ENTERTAINMENT
      5. A RESEARCH INTO THE SPARTACUS SERIES ON THE CONTEXT OF VIOLENCE AND PORNOGRAPHIC VIOLENCE
      6. RESEARCH AND FINDINGS
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
  11. Section 3: Entertainment and Marketing
    1. Chapter 17: Leisure Time Marketing in the Context of the Entertainment Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. LEISURE TIME INITIATIVES AND IMPLICATIONS
      5. EMERGING MARKETING ASPECTS
      6. COMPETITIVE DIMENSIONS OF LEISURE TIME MARKETING
      7. LEISURE TIME MARKETING CATEGORIZATION
      8. TARGET MARKET SELECTION PROCESS
      9. MARKETING MIX FOR LEISURE TIME MARKETING INITIATIVES
      10. SOLUTIONS AND RECOMMENDATIONS
      11. FUTURE RESEARCH DIRECTIONS
      12. CONCLUSION
      13. REFERENCES
      14. ADDITIONAL READING
      15. KEY TERMS AND DEFINITIONS
    2. Chapter 18: Experience Marketing at Retail Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. EXPERIENCE MARKETING
      5. IMPORTANCE OF EXPERIENCE MARKETING FOR RETAILERS
      6. EXPERIENCE MARKETING DIMENSIONS AT RETAILERS
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    3. Chapter 19: Eatertainment
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NEW ERA IN LATERAL MARKETING: EATERTAINMENT
      5. GLOBAL AND TURKISH TRENDS IN THE ERA OF EATERTAINMENT SECTOR
      6. RESEARCH METHODOLOGY
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    4. Chapter 20: Customer Responses to Arts Festivals
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RELATIONSHIP MARKETING
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    5. Chapter 21: Contemporary Art Museums' Marketing Strategies
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE MARKETING STRATEGIES OF CONTEMPORARY ART MUSEUMS
      5. ORIENTATIONS OF THE MARKETING STRATEGIES OF CONTEMPORARY ART MUSEUMS AND ITS MANAGERIAL IMPLICATIONS
      6. CASE STUDY: THE ISTANBUL MODERN ART MUSEUM
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTION
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    6. Chapter 22: Differences that Matter
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOCIAL GAMBLING ONLINE
      5. REAL MONEY GAMBLING ONLINE
      6. ESTABLISHING A LINK: SOCIAL AND REAL MONEY GAMBLING ONLINE
      7. DATA COLLECTION AND ANALYSIS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
  12. Section 4: Entertainment, Advertising, and Public Relations
    1. Chapter 23: The Representation of Public Relations Profession and Public Relations Practitioners in the Context of Entertainment Culture in Turkish TV Series
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE EVALUATION OF THE FINDINGS
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 24: The Integration of Entertainment and Advertising
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ADVERTAINMENT ON THREE LEVELS
      5. THE DIFFERENCES AND SIMILARITIES OF ADVERTAINMENT FROM TRADITIONAL ADVERTISEMENT
      6. THE IMPORTANCE OF DIGITAL TECHNOLOGY IN ADVERTAINMENT PRACTICES
      7. SOLUTIONS AND RECOMMENDATIONS
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    3. Chapter 25: Entertainment Media
      1. ABSTRACT
      2. INTRODUCTION
      3. TIMES OF BRANDED CONTENT
      4. MEDIA, BRANDS, AND ADVERTISING
      5. METHODOLOGY
      6. RESULTS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 26: Acceptance of Branded Video Games (Advergames)
      1. ABSTRACT
      2. INTRODUCTION
      3. VIDEO GAMES AND MARKETING COMMUNICATIONS
      4. ADVERGAMES AS HYBRID MESSAGES
      5. KEY DRIVERS OF ADVERGAMES ACCEPTANCE: THE ROLE OF CONSUMER CHARACTERISTICS AND CULTURE
      6. EMPIRICAL FRAMEWORK
      7. RESULTS
      8. SOLUTIONS AND RECOMMENDATIONS
      9. CONCLUSION
      10. MANAGERIAL IMPLICATIONS
      11. FUTURE RESEARCH DIRECTIONS
      12. REFERENCES
      13. ADDITIONAL READING
      14. KEY TERMS AND DEFINITIONS
    5. Chapter 27: The Use of Humor in Award-Winning TV Commercials in Turkey
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USE OF HUMOR IN ADVERTISING
      5. THE USE OF HUMOR IN AWARD-WINNING TV COMMERCIALS IN TURKEY
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    6. Chapter 28: Advertisement as Part of Entertainment Culture and its Effects on City Culture
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  13. Section 5: Entertainment and Technology
    1. Chapter 29: The Role of New Media in Contemporary Entertainment Culture
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FROM MASS AUDIENCE TO FRAGMENTED AUDIENCES
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 30: Shared Values in Social Media and Comics Scan Communities as New Belonging-Marks
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. HYPERINDIVIDUAL BELONGINGNESS
      5. BELONGING-MARKS
      6. NEGOTIATED BELONGING
      7. HYPERINDIVIDUAL IDENTITY, AFFIRMATION, AND AFFILIATION
      8. SOLUTIONS AND RECOMMENDATIONS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
      14. ENDNOTES
    3. Chapter 31: Digital Entertainment Culture and Generation Y
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  14. Compilation of References
  15. About the Contributors