The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.



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The book showcases research on digital entertainment solutions in different sectors. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment.

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Chapter-1: Emerging trends for reshaping digital entertainment: Role of demographics, consumer, and technological innovations.- Chapter 2: Digital Solution for Broadcast Media: Role of Pandemic and Sustainable Development of depleting industries.- Chapter 3: Digital Solution for Entertainment: An overview of Over the Top (OTT) and digital media.- Chapter 4: Digital Solution for social media: Role of digital evolution on business enterprises.- Chapter 5: Digital Solution for Print and Publishing.- Chapter 6: Digital Solution for Gaming: How the entertainment is evolving with new interactive games.- Chapter 7: Digital payment applications and their role in popularizing various entertainment platforms across the world.- Chapter 8: Digital Solution for Human Resource.- Chapter 9: Digital Solution for Healthcare.- Chapter 10: Digital Solution for Industry 4.0 and 5.0.
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The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.

Dr. Subhankar Das is an Academician, Researcher, Author, Writer, Blogger, Data Science trainer, and Social Media Marketing Consultant. He is currently working as Professor and Researcher in the Honors Program, Duy Tan University, Da Nang, Vietnam, with 14+ Years of Teaching and Research Experience and more than 26 Scopus SSCI and SCIe publications.

Dr. Saikat Gochhait teaches at Symbiosis Institute of Digital & Telecom Management, Symbiosis International Deemed University Pune, India and Neurosciences Research Institute-Samara State Medical University, Russia. He is Ph.D and Post-Doctoral Fellow from the UEx, Spain and National Dong Hwa University, Taiwan. He was Awarded DITA and MOFA Fellowship in 2017 and 2018. His research publication with foreign authors is indexed in Scopus, ABDC, and Web of Science. He is a Senior IEEE member.


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Showcases research on digital entertainment solutions in different sectors Solves the basic and advance requirements of digital entertainment in interactive medium Provides holistic representation of all platforms, whether they are application based or AI based or web portal based
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GPSR Compliance The European Union's (EU) General Product Safety Regulation (GPSR) is a set of rules that requires consumer products to be safe and our obligations to ensure this. If you have any concerns about our products you can contact us on ProductSafety@springernature.com. In case Publisher is established outside the EU, the EU authorized representative is: Springer Nature Customer Service Center GmbH Europaplatz 3 69115 Heidelberg, Germany ProductSafety@springernature.com
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Produktdetaljer

ISBN
9789811981203
Publisert
2023-02-21
Utgiver
Springer Verlag, Singapore; Palgrave Macmillan
Høyde
210 mm
Bredde
148 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Innbundet

Om bidragsyterne

Dr. Subhankar Das is an Academician, Researcher, Author, Writer, Blogger, Data Science trainer, and Social Media Marketing Consultant. He is currently working as Professor and Researcher in the Honors Program, Duy Tan University, Da Nang, Vietnam, with 14+ Years of Teaching and Research Experience and more than 26 Scopus SSCI and SCIe publications.

Dr. Saikat Gochhait teaches at Symbiosis Institute of Digital & Telecom Management, Symbiosis International Deemed University Pune, India and Neurosciences Research Institute-Samara State Medical University, Russia. He is Ph.D and Post-Doctoral Fellow from the UEx, Spain and National Dong Hwa University, Taiwan. He was Awarded DITA and MOFA Fellowship in 2017 and 2018. His research publication with foreign authors is indexed in Scopus, ABDC, and Web of Science. He is a Senior IEEE member.