eBook Handbook of Research on the Impact of Culture and Society on the Entertainment Industry, 1st Edition

  • Gulay Ozturk
  • Published By:
  • ISBN-10: 1466661917
  • ISBN-13: 9781466661912
  • DDC: 302.23
  • Grade Level Range: College Freshman - College Senior
  • 737 Pages | eBook
  • Original Copyright 2014 | Published/Released December 2015
  • This publication's content originally published in print form: 2014
  • Price:  Sign in for price



In the age of ubiquitous media and globalization, the entertainment industry has changed dramatically to accommodate a more comprehensive and diverse audience. As such, research into the influence of culture on entertainment and the media is necessary in order to facilitate further developments in the industry. Handbook of Research on the Impact of Culture and Society on the Entertainment Industry provides a review of the academic and popular literature on the relationship between communications and media studies, cinema, advertising, public relations, religion, food tourism, art, sports, technology, culture, marketing, and entertainment practices. Founded on international research, this publication is essential for upper-level students, researchers, academicians, business executives, and industry professionals seeking knowledge on the current scope of the entertainment industry.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Media, Entertainment, and the Arts (AMEA) Book Series.
Editorial Advisory Board.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
Entertainment, Culture, and Society.
1: Transformation of Entertainment Culture throughout Society and History.
2: Leisure and Entertainment as a Creative Space-Time Manifold in a Post-Modern World.
3: Entertainment and Food Tourism in the Backdrop of Late Modernity and a Reflection on Turkey.
4: Negotiating Spirituality: Commodification of Religious Content in the Entertainment Industry.
5: Concurrence of Sports and Entertainment Industries: Super Bowl.
6: Bollywoodizing Cricket! A Fascinating World of Global Sensibilities, Entertainment Revolution, Cultural Representation, and Economic Stunts.
Entertainment and Media.
7: The Understanding of Entertainment in Press Enterprises in Turkey.
8: An Overview on Presentation of Entertainment in Newspapers' Weekend Supplements.
9: Entertainment on French Television.
10: Transformation in Daytime Television Programs in Turkey since 2000.
11: The Past as a Spectacle: The Magnificent Century.
12: Rewarding Work, Representing Work: The Serious Side of Entertainment in Globalised Award Shows.
13: Globalization and the Dynamics of Work Markets.
14: User-Generated Cinema: A New Way of Consumer Co-Creation?.
15: Historical Epic as a Genre in Popular Turkish Cinema.
16: Violence and Pornographic Violence as a Mass Entertainment Medium: A Study on Spartacus Series.
Entertainment and Marketing.
17: Leisure Time Marketing in the Context of the Entertainment Industry.
18: Experience Marketing at Retail Environments.
19: Eatertainment: The New Era in Lateral Thinking — Issues and Competing Trends in Retailing.
20: Customer Responses to Arts Festivals: The Effects of Relationship Marketing on Cultural Activities.
21: Contemporary Art Museums' Marketing Strategies: The Case of the Istanbul Modern Art Museum.
22: Differences that Matter: A New Framework for Evaluating Marketing Communication Effectiveness in Online Social Gambling.
Entertainment, Advertising, and Public Relations.
23: The Representation of Public Relations Profession and Public Relations Practitioners in the Context of Entertainment Culture in Turkish TV Series.
24: The Integration of Entertainment and Advertising: Advertainment.
25: Entertainment Media: Times of Branded Content.
26: Acceptance of Branded Video Games (Advergames): A Cross-Cultural Study Spain-USA.
27: The Use of Humor in Award-Winning TV Commercials in Turkey.
28: Advertisement as Part of Entertainment Culture and its Effects on City Culture.
Entertainment and Technology.
29: The Role of New Media in Contemporary Entertainment Culture.
30: Shared Values in Social Media and Comics Scan Communities as New Belonging-Marks.
31: Digital Entertainment Culture and Generation Y: An Evaluation on Social Network Games in Turkey.
Compilation of References.
About the Contributors.