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76,301 results on '"Entertainment"'

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1. Towards historical news values: Czech news media between past knowledge and current histotainment.

2. Valuation of customers' service quality, affective, sensory experience and entertainment to behavioral intention.

3. "I Hope my Partner Will Keep me up-to-date": How Couples Navigate News Consumption and Avoidance.

4. Original Research: Exploring Nurses' Use of Humor in the Workplace: A Thematic Analysis.

5. Faith and Fandom: Pop Culture Villainy in Twenty-First-Century Spirituality.

6. Advertising value and privacy concerns in mobile advertising: the case of SMS advertising in banking.

7. Digital Cultural Production In The Entertainment Program "Tembang Pantura" on Cirebon Local Television.

8. The Power of Laughter: Emotional and Ideological Gratification in Media.

9. Post-pandemic pursuits: Activity preferences of rural tourists in Western Transdanubia

10. Enhancing Speaking Proficiency and Terminology Learning Among ESP Learners Through Edutainment Activities

11. Live Performers' Experiences of Precarity and Recognition during COVID-19 and Beyond.

12. Dynamics of Dayah Ulama's Thoughts on Langsa City Qanun Regarding Entertainment Management

13. The effect of social media marketing activities dimensions on value co-creation behavior: An application of the commitment-trust theory

14. AN EVALUATION OF THE SOCIETAL ACCEPTANCE OF FEMALE VOCALISTS IN THE ENTERTAINMENT SECTOR

15. Relationship between the Characteristics of e-Commerce Live Streaming and Purchase Intentions: Moderating Effect of Hedonistic Shopping Value

16. It Takes Two to Tango: Assessing UFC Entertainment Through Fight of the Night Bonuses.

17. Sports and exercise‐related smartphone use is antagonistic to hedonic use in regular exercisers: A cross‐sectional study examining the roles of exercise frequency and duration.

18. Entertaining information: Third-party influencers' role in COVID-safety health communication.

19. Stereotypes in media representations of boy bands and their fans.

20. Post-pandemic pursuits: Activity preferences of rural tourists in Western Transdanubia.

21. The Effects of Side-Taking on Narrative Entertainment and the Perceptions of Events and Characters.

22. Exploring Leadership Styles In Hotel Management: A Comprehensive Analysis.

23. Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives.

24. Do Patterns of Adolescent Participation in Arts, Culture and Entertainment Activities Predict Later Wellbeing? A Latent Class Analysis.

25. Development of a Low-Cost Markerless Optical Motion Capture System for Gait Analysis and Anthropometric Parameter Quantification.

26. Roses and thorns: Political talk in reality TV subreddits.

27. Instagram activities, engagement and enrollment intention in Indonesia: A case in the third largest island in the world.

28. AN EVALUATION OF THE SOCIETAL ACCEPTANCE OF FEMALE VOCALISTS IN THE ENTERTAINMENT SECTOR.

29. Beyond Likes: Understanding the Mediating Role of Advertising Influence in Social Media Marketing's Impact on Purchase Intent.

30. SEMA: utilizing multi-sensory cues to enhance the art experience of visually impaired students

31. An analysis of intrinsic motivators about the effect of social media usage on artistic creativity in university in China

35. Digital Social Connectedness as a Lifeline for Older People: Use and Non-use of VinclesBCN During the Pandemic

36. Automatic cinematography for body movement involved virtual communication

37. Relationship between Utility, Entertainment, Socialization and Satisfaction to Brand Attitude and Purchase Intention in Instagram in Indonesia.

38. Exploring the effects of similarity in basic needs on moral judgment of characters.

39. The ultimate recommendation system: proposed Pranik System.

40. The Effects of Corrective Strategies on Romantic Belief Endorsement.

41. Eudaimonic entertainment overcoming resistance: an update and expansion of narrative persuasion models.

42. Trust but verify? A social epistemology framework of knowledge acquisition and verification practices for fictional entertainment.

43. Digital Social Connectedness as a Lifeline for Older People: Use and Non-use of VinclesBCN During the Pandemic.

44. The Motivation Behind Binge-Watching Practices: Impact on Health in Pakistan.

45. Automatic cinematography for body movement involved virtual communication.

46. What drives impulsive travel intention in tourism live streaming? A chain mediation model based on SOR framework.

47. News Coping and Resistance: An Examination of Entertainment as Self-Care in the Digital Black Press.

48. Games as Cognitive Recreation: User Perspectives on Brain-Training Apps.

49. Are video streaming services offering incomplete entertainment?

50. "That ancient and modern wonder": Giraffes, imperialism, and the making of the American menagerie, 1830–1840.

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