DC Field | Value | Language |
---|---|---|
dc.contributor.author | Ryu, Sunghan | ko |
dc.contributor.author | Cho, Daegon | ko |
dc.date.accessioned | 2022-05-06T08:02:22Z | - |
dc.date.available | 2022-05-06T08:02:22Z | - |
dc.date.created | 2022-03-14 | - |
dc.date.created | 2022-03-14 | - |
dc.date.created | 2022-03-14 | - |
dc.date.issued | 2022-04 | - |
dc.identifier.citation | MEDIA CULTURE & SOCIETY, v.44, no.3, pp.591 - 600 | - |
dc.identifier.issn | 0163-4437 | - |
dc.identifier.uri | http://hdl.handle.net/10203/296414 | - |
dc.description.abstract | This article outlines how the COVID-19 pandemic has influenced different domains of the global entertainment industry regarding the physicality, synchronicity, and digitizablity of businesses. Physical location-based businesses with synchronous content delivery suffer from the outbreak; online businesses largely benefit from the lockdown situation. Continuity of impact is influenced by two interrelated factors: (1) whether there are explicit alternatives for consumers and (2) whether the altered consumer attitudes and behaviors during the pandemic become habitual, transformative, or ceased. We reach two points of comparison: the direction of the COVID-19 impacts (positive vs negative) and the continuity of the changes (continuous vs temporal). Our analysis yields four different scenarios that help us take a view of the unprecedented effects on the entertainment industry with a more comprehensive perspective: disastrous (negative and continuous), silver lining (negative and temporal), fortuitous (positive and temporal), and triumphant (positive and continuous). | - |
dc.language | English | - |
dc.publisher | SAGE PUBLICATIONS LTD | - |
dc.title | The show must go on? The entertainment industry during (and after) COVID-19 | - |
dc.type | Article | - |
dc.identifier.wosid | 000762781200001 | - |
dc.identifier.scopusid | 2-s2.0-85125902366 | - |
dc.type.rims | ART | - |
dc.citation.volume | 44 | - |
dc.citation.issue | 3 | - |
dc.citation.beginningpage | 591 | - |
dc.citation.endingpage | 600 | - |
dc.citation.publicationname | MEDIA CULTURE & SOCIETY | - |
dc.identifier.doi | 10.1177/01634437221079561 | - |
dc.contributor.localauthor | Cho, Daegon | - |
dc.contributor.nonIdAuthor | Ryu, Sunghan | - |
dc.description.isOpenAccess | N | - |
dc.type.journalArticle | Article | - |
dc.subject.keywordAuthor | COVID-19 | - |
dc.subject.keywordAuthor | digitizablity | - |
dc.subject.keywordAuthor | entertainment industry | - |
dc.subject.keywordAuthor | games | - |
dc.subject.keywordAuthor | movie | - |
dc.subject.keywordAuthor | online streaming | - |
dc.subject.keywordAuthor | physicality | - |
dc.subject.keywordAuthor | synchronicity | - |
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