نتایج جستجو برای: recreation and entertainment services
تعداد نتایج: 16859027 فیلتر نتایج به سال:
Subscription business models are increasingly gaining attention in recent year, especially entertainment services such as music subscription, streaming TV/movies and video games. One of the service platform that comes to mind is Netflix, a subscription-based service. Video on demand currently competing each other quite aggresively where these provider by providing different series exclusively o...
the aim of this research was to study those motivations underlying computer sport games in the youth. this study used a survey and cross – sectional method. the population consisted of 302 students of yazd university. the data were collected by the revised scale of computer sport games. results of the empirical test of the scale distributed among the participants in computer sport games showed ...
This study is from the perspective of China's cultural consumption, to impact urban per capita disposable income on education, culture and entertainment service expenditure, with local financial budget revenue, consumer price index, regional GDP as control variables, so more accurate Then explore how expand consumption in order enhance country's soft power. In this paper, multiple regression mo...
In recent years, China's leisure and entertainment market have developed rapidly, with various board games escape stores emerging in endlessly. Social media has become one of the important channels for industry to disseminate high-quality information consumers. However, whether social convey valid quality on services? What are most frequently mentioned topics media? We try answer these question...
چکیده ندارد.
An empirical study of 350 tourists reveals that using non-media information sources for planning tourist trip influences expectations fulfillment. The use of non-media information sources also has a direct impact on the future use of media information sources for future tourist trip planning, as well as an indirect impact through expectations fulfillment. More specifically, the main determinant...
This work introduces a new concept of supporting elderly at their homes. The whole framework is being developed under OLDES project: Older People's e-services at home. OLDES aims at developing a very low cost and easy to use entertainment and health care platform designed to ease the life of older people in their homes. The platform is based on a PC corresponding to Negroponte’s paradigm of a €...
The COVID-19 pandemic caused higher ed professionals to pivot how they engage students in programs and events. For the 2020-2021 academic year, Pittsburg State University’s Student Life Library Services created a series of virtual trivia nights. This paper will use as case study demonstrate beneficial partnership between at University. highlight successes suggestions on bridging gap replicating...
A common goal for designers of educational videogames is to make learning fun. Unfortunately, the result is often a game that tries to combine the fun aspects of videogames with learning elements, but that is neither fun nor effective for learning. In this paper we present our discovery of an alternative approach— a system that combines both education and entertainment, but that separates them ...
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