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Literature Review: Operations 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:
- ar/vr apps,
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.
THE PROBLEM — Improving productivity in the entertainment industry is a very challenging task as it heavily depends on generating attractive content for the consumers. Innovating in this kind of environment is very risky and calls for smart strategies of risk diversification.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — The consumer-centric design focuses on ways in which businesses can design customized services and products which accurately reflect consumer preferences. Portfolio diversification strategies are always successful in reducing operating risk in the United States. When the level of economic development in a region is low, the differences in Cultural Ecosystem Services under different scenarios are small. The rise of streaming platforms have had a significant effect on the business models within the music industry. Individual illegal downloads have always impacted the production of entertainment material, but it is now growing to numbers high enough to create major industry pressure. Because of commercial interest, the more modern the technology, the harder is to find data on how things were created. Digital Entertainment industry ecosystem consists of a large catalog with their corresponding subtitles across multiple languages in need of cheap and effective translation. Most gaming companies in Japan developing games for those with disabilities have actually attempted to provide some consideration to people with disabilities. The law still remains unclear whether concert service providers’ duty involves access to an experience enjoyed by non-disabled individuals. An application using the Dijkstra Algorithm on a mobile dispositive can determine the best places to visit and improve the experience in a thematic park.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …