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| 001 | 238404 | ||
| 003 | ES-VaUE | ||
| 005 | 20240423155819.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 230220s2023 si | o |||| 0|eng d | ||
| 020 | _a9789811981210 | ||
| 024 | 7 |
_a10.1007/978-981-19-8121-0 _2doi |
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| 040 |
_aES-VaUEC _bspa _cES-VaUEC _dES-VaUE |
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| 050 | 4 |
_aHD45 _b2023 EB |
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| 245 | 0 | 0 |
_aDigital Entertainment as Next Evolution in Service Sector : _bEmerging Digital Solutions in Reshaping Different Industries _cedited by Subhankar Das, Saikat Gochhait |
| 250 | _a1st ed 2023 | ||
| 264 | 1 |
_aSingapore _c2023 _bSpringer International Publishing |
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| 300 | _a1 recurso en línea | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 490 | 0 | _aSpringer | |
| 505 | 0 | _aChapter-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. | |
| 520 | _aThe 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. | ||
| 988 | _aSpringer_Business_2023 | ||
| 650 | 7 |
_2embne _9274036 _aInnovaciones tecnológicas |
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| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-19-8121-0 _zAcceso a este recurso digital (usuarios Universidad Europea de Valencia) |
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| 998 |
_b02/2024 _db _el _zSI |
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