Entertainment problem: Nostalgia

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Literature Review: Nostalgia problem for Entertainment

This “Ten Problems for Entertainment in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. gamification,
  2. personalization,
  3. co-creation,
  4. nostalgia,
  5. streaming,
  6. ar/vr apps,
  7. sports,
  8. operations,
  9. costs,
  10. advertising.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.

4 Nostalgia

THE PROBLEM — As an ideological device, nostalgia offers a counternarrative to the notion of modernity. Solution require a conscious decision, along with precise documentation record of changes to maintain. Meaninglessness can also foster imaginative and empathetic responses to entertainment products, often expressed as nostalgic longing.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — A proliferation of books, poetry, and musical works about hawkers reveals a middle-class drive to thwart the eventual disappearance of Paris’ iconic sights and sounds. The diva is entangled with women’s liberation, capitalism, nostalgia, exoticism, orientalism, nationalism, globalization, colonialism, class, and race. There are issues concerning heritage authenticity in presenting Industrial Revolution buildings, with diverse groups of people having different perceptions of the buildings. Mentions of commercial products are common in hip hop and R&B lyrics. Animation poses a unique quality that lends itself to the exploration of difficult topics. Listeners often report AI music sounds unnervingly familiar rather than aesthetically inaccessible. As parodic, neo-folk, and popular songs conjuring antebellum Southern black religious culture became staples of the music industry. The affective appeal of home movie images may outweigh other forms of meaning for viewers, particularly in community or participatory screening contexts. Non-Japanese audiences’ motivations for watching anime remain almost unstudied in some countries. Childhood geographies are useful in that they account for adult roles in creating, remembering and reforming ideas of children and childhood.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …

“Ten Problems for Entertainment in the 2020s” booklet for Amazon Kindle, 2020; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds