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Entertainment

Entertainment problem: Sports

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Literature Review: Sports 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.


7 Sports

THE PROBLEM — Sports are a global industry nowadays and the modern Summer Olympic Games are among the most anticipated global mega-events, drawing interest from athletes, spectators, and media worldwide. Esports are multiplayer video games played competitively for the entertainment of spectators, with almost 300 million viewers worldwide.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Sport and Entertainment is an industry and a big business accounting for more than five percent of world trade. The distinctive characteristic and significance of Olympic sports pictogram design lies in its capacity to negotiate specific cultural expression alongside universal legibility. Football is regarded as a tool to challenge Western hegemony in Chinese society. Sports marketing uses sports, in any form, to help sell goods and services by exploiting fans’ devotion. People of African descent in the age of neoliberal globalization are also represented by the black underclass comprising street and prison personalities, and athletes. Esports gamers are watched and followed by millions of audiences across the world who attend live events or watch these leagues on TV or online platforms. Viewership is made up of a very specific target group of young, highly educated individuals that traditional media increasingly struggles to reach. The key to gaining knowledge in the eSports realm is to first find out who the important players in the eSports communities are and any current rules in the industry. For sponsoring companies, the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment. For women, a longer time devoted to playing video games is associated with the higher novelty component of emotional creativity.

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