Digital Entertainment as Next Evolution in Service Sector (eBook)
XIII, 207 Seiten
Springer Nature Singapore (Verlag)
978-981-19-8121-0 (ISBN)
The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.
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 and Neurosciences Research Institute-Samara State Medical University, Russia. He is Ph.D and Post-Doctoral Fellow from the UEx, Spain and National Dong Hwa University, Taiwan. He was Awarded DITA and MOFA Fellowship in 2017 and 2018. His research publication with foreign authors is indexed in Scopus, ABDC, and Web of Science. He is a Senior IEEE member.
The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.
Erscheint lt. Verlag | 20.2.2023 |
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Zusatzinfo | XIII, 207 p. 5 illus., 2 illus. in color. |
Sprache | englisch |
Themenwelt | Sozialwissenschaften ► Kommunikation / Medien ► Journalistik |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Sozialwissenschaften ► Politik / Verwaltung | |
Technik | |
Wirtschaft ► Betriebswirtschaft / Management ► Unternehmensführung / Management | |
Wirtschaft ► Volkswirtschaftslehre | |
Schlagworte | AI in Digital Entertainment • Big Data in Digital Entertainment • Consumer perception for Digital Entertainment • digital entertainment • Interactive Digital Entertainment • Service Sector |
ISBN-10 | 981-19-8121-3 / 9811981213 |
ISBN-13 | 978-981-19-8121-0 / 9789811981210 |
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