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Entertainment

Entertainment problem: Personalization

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Literature Review: Personalization 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.


2 Personalization

THE PROBLEM — Digital technologies and the Internet have dramatically altered the role that ratings, reviews and recommendations systems play for cultural goods. However, up to now, most assistants lack an interpersonal level of communication which can be helpful to build a relationship with the user.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Turning ratings, reviews and recommendations into strategic instruments, digital platforms significantly affect cultural diversity. Chatbots should be equipped with active listening skills to guide participants in a conversational survey, which will elicit higher quality responses and deliver better engagement experience. In particular, users converse with characters inspired from popular media figures and rate their personalities as well as their user experience and fit to a certain task. Podcast is a suitable medium to make classical music more accessible. The influence of streaming and digitalization has impacted the sound of music, presenting opportunities to follow formulaic algorithms or confront standardization in a new way. A novel framework for characterizing social robots moves along seven dimensions relevant to their design: appearance, social capabilities, purpose and application area, relational role, autonomy and intelligence, proximity, and temporal profile. Video game retailers need to encourage engagement through incentives and other activities in order to create value. Customer loyalty factors and personalization have been gaining considerable attention in the marketing literature. Two lesbian couples from a telenovela can be considered examples of fan activism in Mexico due to a number of organized tactics to gain more visibility and attention within social media. Media audiences now use their agency to not only voice opinions, wants, or needs, but also to create alongside, and often with, the entity for which they are an audience.

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


Entertainment
“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