Showing 21 - 40 results of 52 for search 'promoter (entertainment)', query time: 0.08s Refine Results
  1. 21

    Building Purchase Intention By Understanding Interaction, Intimacy, Attitude and Intention to Play Shopee Games by Zevaniya Vika Radiliana, Ferry Tema Atmaja

    Published 2024-11-01
    “…Additionally, gaming intention emerged as a significant correlate, influencing increased exposure to in-game product promotions and potentially motivating users in their purchasing intentions. …”
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    Article
  2. 22

    THE APPLICATION OF DIGITAL MARKETING COMMUNICATION IN FACING THE PHENOMENON OF TIKTOK SHOPPERTAINMENT AS A MARKETING COMMUNICATION STRATEGY FOR UMKM by Pakpahan J.P., Avina D.A.A.

    Published 2024-11-01
    “…This phenomenon shows a change in consumer behavior that switches to entertainment content and online shopping on TikTok, as well as an algorithm game carried out by TikTok. …”
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    Article
  3. 23

    ASD: Interaction and socialisation through an adapted social network by Filipe Costa Pereira, Maisa Folgueral, Cibelle Amato, Valéria Farinazzo Martins

    Published 2025-02-01
    “…In this context, social networks offer a virtual environment for entertainment and interaction among various groups of individuals. …”
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    Article
  4. 24

    Retracted: Construction of visual evaluation system for building block night scene lighting based on multi‐target recognition and data processing by Xiaojian Wang, Xiaoye Sun, Zixuan Wang

    Published 2023-05-01
    “…Achieving good night lighting visual effects of building blocks can not only meet the needs of residents for entertainment and consumption at night, but also beautify the image of blocks and promote the economic development of building blocks. …”
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    Article
  5. 25

    STRATEGI PENGEMBANGAN PARIWISATA DI SEPANJANG SUNGAI KAPUAS KOTA PONTIANAK by RISKA APRILIA AYUNINGTYAS, SRI HIDAYATI DJOEFFAN

    Published 2021-10-01
    “…Analysis of supply and demand analysis is a matrix of strategic data to internal factors (IFAS) and external factors (EFAS) program as well as some recommendations for the development of Tourism for the City of Pontianak, the government participate in activities as their main duty to participate in the promotion of destinations, development of basic infrastructure in tourist objects are not managed by the private sector as a simple dock, toilets, mosque and construction of the entertainment / arts performances place. …”
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    Article
  6. 26

    Navigating the sojourn: a mixed-methods exploration of game-based approaches for enhancing intercultural adaptation among Chinese international higher education students in Austral... by Xiao Hu

    Published 2025-01-01
    “…Drawing inspiration from the growing trend in the modern entertainment industry, researchers have explored game-based learning approaches to address solutions in various educational disciplines, including intercultural adaptation in international education. …”
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    Article
  7. 27

    APPLICATION AND SIGNIFICANCE OF THE VIDEO GAME LOCALIZATION PROCESS by Rea Tot, Ivan Dunđer

    Published 2021-07-01
    “…Video games are an essential factor in the digital entertainment industry today and attract many players, regardless of gender, age, social, political or economic status. …”
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    Article
  8. 28

    Destination Image and Travel Motivation as Predictors of Revisit Intention: A Study of Domestic Tourists in Alor Island by Mesak Yamres Awang, Elia Maruli

    Published 2024-12-01
    “…Culture, history, entertainment, social interaction, and access to information can increase tourists' intention to revisit.…”
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    Article
  9. 29

    Investigation of residential tower design indicators for sustainable social development Case study: Tehran metropolitan towers... by Valiollah ghasemi gilvaei, afshin ghorbani param

    Published 2024-09-01
    “…The results of the Friedman test indicate that designing open spaces for art, culture, games, and entertainment in towers promotes interactions and a sense of belonging, while mitigating the negative effects of industrial life on residents. …”
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    Article
  10. 30

    La bande chantée : tradition orale et croyances pédagogiques dans le Corriere dei Piccoli by Lorenzo Di Paola, Eva Van de Wiele

    Published 2024-11-01
    “…Following the same educational path, in its early years of publication, the magazine invested in a correspondence section where the mediating figure of Paola Lombroso actively promoted reading and writing through a dialogue with the readership. …”
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    Article
  11. 31

    Potentialities in Creating the Pedestrian Malls in the Historical City Centers : A Study Case of Mawlawi Street, Sulaimani, Iraqi Kurdistan by Karzan Saleem Ismael, Najmaldin Hussien Mohammed, Hoshyar Qadir Rasul

    Published 2019-06-01
    “…The characteristics of public open spaces in the city center play an important role in attracting people to walk when they attend their daily needs, entertainment and interact with other physical and even nonphysical feature of the built environment. …”
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    Article
  12. 32

    The impact of social media marketing efforts on buying intentions within the brewing sector by Lima Ana, Cruz Marco, Pacheco Jorge

    Published 2024-12-01
    “…Social Media Marketing Activities (SMMA) encompass several dimensions that enhance brand engagement on social media platforms: Entertainment focuses on engaging users through fun; Interaction emphasises the two-way communication between the brand and its consumers; Trends involves leveraging current cultural and market trends; Personalisation deals with tailoring messages; Advertising refers to the direct promotion of products; e-WOM Intensity measures the frequency and spread of information; e-WOM Emotional Value evaluates the emotional impact of this information; and e-WOM Content evaluates the quality of information shared. …”
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    Article
  13. 33

    Travel Behavior Changes after COVID-19 Outbreak in Taiwan by Rong-Chang Jou, Chen-Siang Yeh, Ke-Hong Chen

    Published 2022-01-01
    “…First, people might significantly reduce travel activities related to social entertainment during the pandemic outbreak. Second, the total travel activities by private vehicles are significantly reduced, while there is no significant decrease in the use of transit. …”
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  14. 34

    The art of being healthy: a qualitative study to develop a thematic framework for understanding the relationship between health and the arts by Matthew Knuiman, Peter Wright, Michael Rosenberg, Christina R Davies

    Published 2014-04-01
    “…Participants were randomly selected from a pool of general population nominees who engaged in the arts for enjoyment, entertainment or as a hobby (response rate=100%).Results A thematic analysis was conducted using QSR-NVivo10. …”
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  15. 35
  16. 36

    Evaluating Older Adults’ Engagement and Usability With AI-Driven Interventions: Randomized Pilot Study by Marcia Shade, Changmin Yan, Valerie K Jones, Julie Boron

    Published 2025-01-01
    “…While integrating AI-driven interventions into health care, it is important to consider these factors to promote positive outcomes.…”
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  17. 37

    Critical Analysis and Application of Net-Metering Practice in MEPCO by Hassan Zahid, Farhana Umer, Zeeshan Rashid, Abdur Raheem, Rabia Shakoor, G. Amjad Hussain

    Published 2020-01-01
    “…The electrical infrastructure around the globe is expanding at a rapid rate for the sake of fulfilling power demands in the domestic, commercial and entertainment industries aiming to boost the living standards. …”
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  18. 38

    Changes in Customer Behavior Towards Video Advertising Post-Pandemic by Surjandy Surjandy, Cadelina Cassandra

    Published 2024-10-01
    “…During COVID-19 pandemic, there was a wide adoption of digital media, particularly VI, to promote company products. However, some changes occurred post-pandemic, which influenced customer behavior. …”
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  19. 39

    Effects of active video games on mental health among college students: a systematic review by Yue Zhao, Kim Geok Soh, Hazizi bin Abu Saad, Wenchao Rong, Cong Liu, Xinzhi Wang

    Published 2024-12-01
    “…Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. …”
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  20. 40

    Supporting older adults with mobility disabilities through voice-activated digital assistants and smart home technologies by Jaewon Kang, Emma Lachs, Kathryn Huang, Laura A. Rice, Wendy A. Rogers

    Published 2025-01-01
    “…Healthcare professionals and researchers should recognize the unique benefits of these technologies for this population to promote their adoption and use effectively.…”
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    Article