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Subhankar Das - Digital Entertainment: The Next Evolution in Service Sector

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Subhankar Das Digital Entertainment: The Next Evolution in Service Sector

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Book cover of Digital Entertainment Editors Subhankar Das and Saikat - photo 1
Book cover of Digital Entertainment
Editors
Subhankar Das and Saikat Gochhait
Digital Entertainment
The Next Evolution in Service Sector
1st ed. 2021
Logo of the publisher Editors Subhankar Das The Honors Programme Duy Tan - photo 2
Logo of the publisher
Editors
Subhankar Das
The Honors Programme, Duy Tan University, Da Nang, Vietnam
Saikat Gochhait
Symbiosis Institute of Digital and Telecom Management, Symbiosis International University, Pune, Maharashtra, India
ISBN 978-981-15-9723-7 e-ISBN 978-981-15-9724-4
https://doi.org/10.1007/978-981-15-9724-4
The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2021
This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

There is no cover figure text for this title.

This Palgrave Macmillan imprint is published by the registered company Springer Nature Singapore Pte Ltd.

The registered company address is: 152 Beach Road, #21-01/04 Gateway East, Singapore 189721, Singapore

Preface

Digital entertainment (DE) includes Internet-based gaming, wireless gaming, online discussion clubs for sports or music fans, and any other form of consumer-to-consumer (C2C) entertainment that involves humancomputer or humanhuman interaction via the Internet (or wireless). According to a recent article in Financial Times, the corporate spending on IT has become stagnant in recent years while the market for consumer technologies maintains a strong growth trend. DE is an especially bright spot among the fastest growing business models targeting the consumer market. For instance, five years into the U.S. market, Sonys popular online game, EverQuest, has already attracted 400,000 subscribers and is expected to earn Sony up to $500 million in eight years. This stellar growth is not without problems: many early business developments on DE, even the ones from the largest and most experienced game developers such as Electronic Arts, have faltered. These failures can cost DE companies tens of millions of dollars. Past failures and successes seem to suggest that the success of DE depends not only on solid DE systems development that deliver competitive technological performance and enduring entertainment content, but also on deep comprehension of DE systems adoption and usage by consumers who ultimately decide the fate of any DE product. Newer generations of DE systems, such as World of Warcrafts from Blizzard Entertainment, Netflix, Amazon Prime, Voot, Zee5, Alexa, Google home have greatly improved their technological performance by tapping into the latest computing and communication technologies. Nevertheless, huge gaps exist in our understanding of how to make DE systems and content more entertaining while controlling the development cost. Furthermore, DE providers often fail to capitalize on their investment. For instance, Internet-based board games, while popular, have contributed little profit to vendors as consumers generally shun fee-based games. Finally, there is a lack of understanding about the roles of DE communities in DE markets. After all, DE users typically interact with a community of peers, a feature that distinguish DEs from stand-alone entertainment or TV-based entertainment. With Covid-19, the primary entertainment source for all is now these over the top (OTT) platforms who stream content directly to digitalized consumers via Internet bypassing all cable television process and satellite entertainment sources.

Next, we center around entries inspecting vivid digital excitement, starting with computer games. Computer games can be considered the quintessential advanced stimulation medium. The articles we incorporated into this territory inspect how these virtual encounters influence us mentally both inside and outside of the game world. We close with three articles on vivid 3-D virtual conditions. These articles inspect mental procedures and impacts of virtual universes as spoke to in vivid, three-dimensional, interceded conditions. The articles in this topical gathering center around the mental procedures and impacts of diversion in VR, just as contrasting VR encounters with nondigital, nonmedicated encounters. We trust that, altogether, this unique book features new edge analysis in advanced excitement in a manner that shows what we know are as yet finding out about stimulation in the digital world. Then we will look for new integrations with Deep learning, Big Data, AI & ML research aspect for digital entertainment. How they will affect the digital entertainment more in future.

Subhankar Das
Saikat Gochhait
Da Nang, Vietnam Pune, India
Learning Objective of the Book

The purpose of this book is to bring together industry experts and IS researchers to

  1. [1]

    Introduce the development of the DE industry to an IS audience and discuss the problems encountered in this development process.

  2. [2]

    Lay out an array of new research venues around DE systems and communities

  3. [3]

    Discuss the impact of DE on individuals and the society.

We will argue that DE represents an underexplored, new territory and IS researchers are well-positioned to tackle the aforementioned problems with our interdisciplinary background and accumulated knowledge in technology systems.

Highlights of the Book
  1. [1]

    No book is available on this topic as a whole.

  2. [2]

    Content and scope will give maximum awareness to various aspects of digital entertainment.

  3. [3]

    It will solve the basic and advance requirements of digital entertainment in Interactive medium as well as future research in all.

  4. [4]

    The USP lies in the overall content and structure of book.

Contents
Sachin Kumar
Tripti Prabhakar Dhote
Ramachandran Siri and Subhankar Das
Shariq Aziz Butt , Saikat Gochhait , Shama Andleeb and Muhammad Adeel
Giri Gandu Hallur , Sandeep Prabhu and Avinash Aslekar
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