Digital Entertainment (inbunden)
Format
Inbunden (Hardback)
Språk
Engelska
Antal sidor
247
Utgivningsdatum
2021-02-07
Upplaga
1st ed. 2021
Förlag
Springer Verlag, Singapore
Medarbetare
Das, Subhankar (ed.), Gochhait, Saikat (ed.)
Illustrationer
4 Illustrations, black and white; XXVI, 247 p. 4 illus.; 4 Illustrations, black and white; XXVI, 247
Dimensioner
210 x 148 x 19 mm
Vikt
513 g
Antal komponenter
1
Komponenter
1 Hardback
ISBN
9789811597237
Digital Entertainment (inbunden)

Digital Entertainment

The Next Evolution in Service Sector

Inbunden Engelska, 2021-02-07
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This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human-PC or human-human or human-mobile collaboration through the Internet (or remote).
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Övrig information

Dr. Subhankar Das is an Academician, Researcher, Author, Writer, Blogger, Data Science trainer, and Social Media Marketing Consultant. He is currently working as Professor and Researcher in the Honors Program, Duy Tan University, Da Nang, Vietnam, with 14+ Years of Teaching and Research Experience and more than 26 Scopus SSCI and SCIe publications. Dr. Saikat Gochhait teaches at Symbiosis Institute of Digital & Telecom Management, Symbiosis International Deemed University Pune, India. He is Ph.D and Post-Doctoral Fellow from the UEx, Spain. He was Awarded DITA and MOFA Fellowship in 2017 and 2018. His research publication with foreign authors indexed in Scopus, ABDC, and Web of Science. He is an IEEE member.

Innehållsförteckning

Chapter 1: Consumer Engagement in Digital Entertainment: A Systematic Review Chapter 2: Review of Consumer Engagement and Digital Entertainment on Over the Top Platforms Chapter 3: A Study on Processing of Information Storage & Use of New Age Consumers in Digital Wellness Sector through Story Telling & Creating Interest Chapter 4: Games Features for Health Disciplines for Patient Learning As Entertainment Chapter 5: Entertainment in Era of Ai, Big Data & Iot Chapter 6: Digital Application Based Viewing: Impact of Instructions & Feedback on Viewer Satisfaction & Learning Effectiveness Chapter 7: Multivariate Testing Remarketing & Adwords Chapter 8: The Dynamic Rise of Digital Brands' Market Mavens In Digital Entertainment: A Complete Know How For Curious Customers Chapter 9: Integrated Marketing Communication: A Systematic Study from Media Channels To Digital Connectivity of New Age Consumers Chapter 11: Sharenting: A New Paradigm of Digital Entertainment of New Age Parenting & Social Media Chapter 12: Building Effective Social Media Strategy: Case-Based Learning And Recommendations