دسترسی نامحدود
برای کاربرانی که ثبت نام کرده اند
برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید
در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید
برای کاربرانی که ثبت نام کرده اند
درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: 1st edition 2019 نویسندگان: Hennig-Thurau. Thorsten, Houston. Mark B سری: ISBN (شابک) : 9783319892900, 3319892924 ناشر: Springer سال نشر: 2018;2019 تعداد صفحات: 879 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 16 مگابایت
در صورت تبدیل فایل کتاب Entertainment Science Data Analytics and Practical Theory for Movies, Games, Books, and Music به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب سرگرمی علوم تجزیه و تحلیل داده ها و نظریه عملی برای فیلم ها ، بازی ها ، کتاب ها ، و موسیقی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
صنعت سرگرمی مدتهاست که تحت سلطه فیلمنامهنویس افسانهای ویلیام گلدمن «هیچکس چیزی نمیداند» است، که استدلال میکند موفقیت نتیجه شهود و غریزه مدیریتی است. این کتاب نشان میدهد که ترکیب چنین شهودی با تجزیه و تحلیل دادهها و دانش علمی دقیق، منبعی از مزیت رقابتی پایدار را فراهم میکند - همان دستور العمل موفقیت که در پس ظهور شرکتهایی مانند نتفلیکس و اسپاتیفای است، اما به موفقیت اخیر دیزنی نیز دامن زده است. نویسندگان با باز کردن مجموعه وسیعی از مطالعات علمی توسط محققان تجارت و اقتصاددانان سرگرمی، عوامل، مکانیسمها و روشهایی ضروری را شناسایی میکنند که به موفقیت یک محصول سرگرمی جدید کمک میکنند. بنابراین، این کتاب جایگزینی بهموقع برای تصمیمگیری «هیچکس نمیداند» در عصر دیجیتال ارائه میکند: در حالی که تلفیق یک ایده خوب با تجزیه و تحلیل دادههای هوشمند و نظریه سرگرمی نمیتواند موفقیت را تضمین کند، به طور سیستماتیک و اساسی احتمال موفقیت در سرگرمی را افزایش میدهد. صنعت. علوم سرگرمی آماده الهام بخشیدن به تفکرات جدید در بین مدیران، دانشجویان سرگرمی و محققان است. Thorsten Hennig-Thurau و Mark B. Houston - دو تن از بهترین محققین ما در زمینه بازاریابی سرگرمی - یک خلاصه مبتنی بر تحقیق قطعی تهیه کرده اند که شاخه های مختلف هنر را برای توضیح پدیده هایی که تجربیات مصرف را برای تسخیر قلب ها ارائه می دهد ارائه کرده اند. و ذهن مخاطبان موریس بی. هولبروک، پروفسور دبلیو تی دیلارد، استاد بازنشسته بازاریابی، علوم سرگرمی دانشگاه کلمبیا، برای همه افرادی که در صنعت سرگرمی کار میکنند، امروز خواندنی است، جایی که دیگر نمیتوان تاثیر دیجیتال و استفاده از دادههای بزرگ را نادیده گرفت. Hennig-Thurau و Houston پیشتازان علمی دانشی هستند که صنعت به شدت به آنها نیاز دارد. مایکل کولمل، کارآفرین رسانه ای و استاد افتخاری اقتصاد رسانه در دانشگاه علوم سرگرمی لایپزیگ، ترکیب برنده خلاقیت، نظریه و تجزیه و تحلیل داده ها به مدیران صنایع خلاق و فراتر از یک رویکرد جدید، قانع کننده و جامع برای حمایت از تصمیم گیری آنها ارائه می دهد. این کتاب پیشگام نشان دهنده طلوع عصر طلایی جدید گفتگوهای پربار بین محققان سرگرمی، مدیران و هنرمندان است. آلگره هادیدا، دانشیار استراتژی، دانشگاه کمبریج
The entertainment industry has long been dominated by legendary screenwriter William Goldman’s “Nobody-Knows-Anything” mantra, which argues that success is the result of managerial intuition and instinct. This book builds the case that combining such intuition with data analytics and rigorous scholarly knowledge provides a source of sustainable competitive advantage – the same recipe for success that is behind the rise of firms such as Netflix and Spotify, but has also fueled Disney’s recent success. Unlocking a large repertoire of scientific studies by business scholars and entertainment economists, the authors identify essential factors, mechanisms, and methods that help a new entertainment product succeed. The book thus offers a timely alternative to “Nobody-Knows” decision-making in the digital era: while coupling a good idea with smart data analytics and entertainment theory cannot guarantee a hit, it systematically and substantially increases the probability of success in the entertainment industry. Entertainment Science is poised to inspire fresh new thinking among managers, students of entertainment, and scholars alike. Thorsten Hennig-Thurau and Mark B. Houston – two of our finest scholars in the area of entertainment marketing – have produced a definitive research-based compendium that cuts across various branches of the arts to explain the phenomena that provide consumption experiences to capture the hearts and minds of audiences. Morris B. Holbrook, W. T. Dillard Professor Emeritus of Marketing, Columbia University Entertainment Science is a must-read for everyone working in the entertainment industry today, where the impact of digital and the use of big data can’t be ignored anymore. Hennig-Thurau and Houston are the scientific frontrunners of knowledge that the industry urgently needs. Michael Kölmel, media entrepreneur and Honorary Professor of Media Economics at University of Leipzig Entertainment Science’s winning combination of creativity, theory, and data analytics offers managers in the creative industries and beyond a novel, compelling, and comprehensive approach to support their decision-making. This ground-breaking book marks the dawn of a new Golden Age of fruitful conversation between entertainment scholars, managers, and artists. Allègre Hadida, Associate Professor in Strategy, University of Cambridge
Preface and Acknowledgements Contents 1 Forget the “Nobody-Knows-Anything” Mantra: It’s Time for Entertainment Science! The “Nobody-Knows-Anything” Mantra in Entertainment Why Entertainment Science Should Be the New Mantra of the Entertainment Industry Avoiding the “Nobody-Knows-Anything” Trap with Data Analytics Avoiding the “False-Precision” Trap with Theory Understanding (and Overcoming) the Persistent Forces of the “Nobody-Knows-Anything” Mantra How This Book is Organized: Entertainment Science as a Cross-Product Approach to Knowledge Generation Before We (Really) Get Started: Some Words on the Empirical Methods Employed by Entertainment Science Scholars Regression Analysis as the Econometric “Mother” of Entertainment Science Methods Some Challenges—and a Quick Glance at Methodological Approaches to Master Them Concluding Comments References Part I Products, Markets, & Consumers—The Business and Economics of Entertainment 2 The Fundamentals of Entertainment What’s Entertainment? Why is Entertainment Important After All? Entertainment Generates Substantial Economic Value! Entertainment is a Pioneering Industry! Entertainment Defines Our (and Your) World! Entertainment Shapes Our View of the World (and of Dogs) Entertainment Gives Us Language Entertainment Provides Us Meaning and Motivation Concluding Comments References 3 Why Entertainment Products are Unique: Key Characteristics Entertainment Products Offer Hedonic Benefits The Pleasure Principle Holistic Judgment Hedonic Does Not Rule Out Utilitarian Managerial Consequences of the Hedonic Character Entertainment Products Are Prone to Satiation Effects Of Utilities and Satiation Levels of Satiation in Entertainment Managerial Consequences of the Satiation Effect Entertainment Products are Cultural Products Entertainment Products Express Attitudes and Values Entertainment Products Constitute Cultures and Influence Their Choices Managerial Consequences of the Cultural Character Entertainment Products are Difficult to Judge The Experience (and Quasi-Search) Good Character of Entertainment Entertainment Choices Depend on Taste The Trouble with Taste Judgments Do Consumers Have Taste, After All? Where Do Differences in Taste Stem From? Managerial Consequences of the Difficulty to Judge Entertainment Entertainment Products are Creative Products The “Art-for-Art’s-Sake” Property of Entertainment The “Motley Crew” Property of Entertainment The “Infinite Variety” Property of Entertainment Managerial Consequences of the Creative Character Entertainment Products are Information Goods The “First-Copy Cost” Property of Entertainment Managerial Consequences of the Information Good Character Entertainment Products Have Short Life Cycles The “Perishability” Property of Entertainment Managerial Consequences of Entertainment’s Short Life Cycles Entertainment Products (Potentially) Have Externalities The “Two-Sided” Property of Entertainment Managerial Consequences of Entertainment Products’ Externalities Concluding Comments References 4 Why Entertainment Markets Are Unique: Key Characteristics The Big Entertainment Picture: Two Sub-Markets Characterized by High Innovation and Partial Concentration High Innovation Frequency in Entertainment Markets A Tendency Toward Concentration: High Entry Barriers in Entertainment Markets Production and Marketing Resources Distribution Resources Access to and Control of Creatives and Their Works as Resources Technological Resources Even More Concentration: Network Effects Direct Network Effects Indirect Network Effects and How They Influence the Success of Entertainment Products Managerial Consequences of Entertainment Markets’ Characteristics Concluding Comments References 5 Creating Value, Making Money: Essential Business Models for Entertainment Products A Value Creation Framework for Entertainment Who are Those Who Create Entertainment Value and How They Do It: A Snapshot of Players, Products, and Trends Major Studios, Labels, and Publishers: The Entertainment Conglomerates The Market for Filmed Content: Movies and TV Productions The Market for Written Content: Recreational Books The Market for Recorded Content: Music The Market for Programmed Content: Electronic Games The Dynamics of Entertainment: Some Words on Integration and Transformation Processes Transforming Value into Money: Approaches for Managing Revenues and Risk Generating Revenues from Consumers Direct Distribution of Entertainment Indirect Distribution of Entertainment The Fixed Compensation Model The Revenue-Sharing Model Mixed Models Generating Revenues from Advertisers The Blessings (and Dangers) of Brand Placement The Economics of Placements But, Two Words of Caution How to Design In-Product Advertising Generating “Revenues” from Third Parties: The Case of Subsidies and Other Public Benefits Managing the Risk of Entertainment Products On the Riskiness of Entertainment Approaches to Manage Risk on the Slate Level Balancing Diversification and Expertise Balancing Risk and (Expected) Returns Be Careful, Outsiders: Some Words on Investing in Entertainment Portfolios Approaches to Manage Risk on the Individual Product Level Co-Financing of Entertainment (Pre-)Sales Deals Crowdfunding Entertainment Concluding Comments References 6 The Consumption Side of Entertainment Why We Love to Be Entertained: The Sensations-Familiarity Framework of Entertainment Consumption The Specific Motivational Values that Lead Us to Consume Entertainment Of Sensations and Familiarity The Emotional Facet of Entertainment Consumption How Emotions Work What Kinds of Emotions Exist? A Simple (but Meaningful) Typology of Consumer Emotions Looking Forward: Adding a Time Dimension to Our Understanding of Emotions Which Emotions Affect Entertainment Decisions—and How? General Findings on Emotions in Entertainment The Fascination (and Relevance) of Negative Emotions The Imagery Facet of Entertainment Consumption On Event Models, Images, and Imagery Some Imagery Basics Types of Entertainment Imagery The Drivers of Imagery The Power of Imagery: Narrative Transportation, Immersion, and Flow Narrative Transportation Immersion Flow A Process Model of Entertainment Consumption Concluding Comments References Part II Managing & Marketing Entertainment—What Makes an Entertainment Product a Hit? References 7 Entertainment Product Decisions, Episode 1: The Quality of the Entertainment Experience Linking (Experience) Quality with Product Success What Makes High-Quality (a.k.a. “Great”) Entertainment? Getting Closer to the Product’s Core: What Makes a “Great” Storyline? Using Analytics and Theory to Understand “Great” Storytelling Can Computers Craft “Great” Stories? Concluding Comments References 8 Entertainment Product Decisions, Episode 2: Search Qualities and Unbranded Signals Technology as a Search Attribute in Entertainment Technology and the Quality of Games Technology and the Quality of Movies Technology and the Quality of Books Technology and the Quality of Music Signals of Quality for Entertainment Products Entertainment Genres and Themes What, Exactly, is a Genre? Are Some Genres More Successful Than Others? The More Genres the Merrier?! International Differences: Not Everyone Loves Baseball Culture is a Dynamic Phenomenon: The Zeitgeist Factor Entertainment Ratings and the Controversial Content on Which They Are Based Linking Entertainment Ratings with Product Success Disentangling the “Appeal Effect” of Radical Content and the “Restriction Effect” The Appeal of Radical Content, Contextualized. Or: Nobody Wants to See Sex (in a Galaxy Far, Far Away) Finally, a Few Words on Risk and Radicalness Entertainment’s Country of Origin “Made in Hollywood” as a Quality Signal Empirical Findings on How Entertainment’s Country of Origin Influences Success Both Sides Matter: Cultural Discount The Production Budget Concluding Comments References 9 Entertainment Product Decisions, Episode 3: Brands as Quality Signals The Fundamentals of Entertainment Branding What’s in an Entertainment Brand? Strategic Options of Entertainment Branding A Typology of Brands: The “Entertainment Brandscape” Entertainment Branding Strategies Brand Integration Strategies Brand Alliance Strategies Which Branding Strategy Has the Most Potential? Brand Elements: What is a Good Brand Name (and Does it Matter Financially)? Entertainment Line Extensions: The Case of Sequels and Remakes What Sequels and Remakes Have in Common—and What Sets Them Apart “Average” Return and Risk Effects for Entertainment Line Extensions What Can Entertainment Producers Gain from an “Average” Sequel? Some Basic Insights on Sequel Value The “Treatment Bias” Problem—and a Solution And What Can be Gained from an “Average” Remake? A Closer Look at the Factors that Make a Successful Entertainment Line Extension Characteristics of the Family (or Parent) Brand “Fit” Characteristics Characteristics of the Line Extension Using Contingency Information to Develop a Return-Risk Portfolio The Dynamics of Line Extension Similarity: Of Thresholds that Vary with Time Entertainment Category Extensions Why Do a Category Extension? How Category Extensions Affect Revenues and Risk: Averages and Contingencies Stars as Human Entertainment Brands How Do Stars Generate Value for Consumers? The “Cognitive Route”: Stars are Ingredient Brands The “Emotional Route”: Stars are Parasocial Relational Partners The Financial Impact of Stars on Product Success “Average” Star Power Effects Basic Insights on Star Value The “Treatment-Bias” Problem Once More Contingency Factors for (Movie) Star Power Star Characteristics Movie Characteristics “Fit” Characteristics The Effect of Stars on Financial Risk When You Wish to be a Star: The Controversial Roles of Talent and Serendipity Rosen’s “Talent Argument” Adler’s “Chance Argument” What Data Analytics Can Tell Us About the Talent Versus Chance Controversy Franchise Management: A Holistic Look on Entertainment Brands How Thinking in Franchises Shapes the Economic Logic When the Extension Affects the Original Brand: Reciprocal Spillover Effects Reciprocal Spillover Effects of Line Extensions: The Case of Movie Sequels Reciprocal Spillover Effects of Category Extensions: The Case of Book Adaptations From Star Wars to Marvel: The Rise of Entertainment Universes “A Long Time Ago”: Star Wars as the First Entertainment Franchise From Franchises to Mega-Franchises a.k.a. Universes What’s an Entertainment Brand Worth? Using Econometric Approaches for Measuring Brand Equity in Entertainment Going Beyond Averages and Subsets: On the Valuation of Individual Entertainment Brands Valuing the Next Spider-Man Sequel Step 1: Estimating Forward Spillover Revenue Effects Step 2: Adjusting Results for Risk Effects Step 3: Estimating Reciprocal Spillover Effects Concluding Comments References 10 Entertainment Product Decisions, Episode 4: How to Develop New Successful Entertainment Products The Strategic Dimension of Entertainment Innovations Artistic Versus Economic Innovation Goals The “Right” Degree of Innovativeness Make, Cooperate, or Buy? Some Threats to Systematic Innovation Management in Entertainment The “Artistic Temptation” Threat The “Micromanaging of Creatives” Threat The “(Perceived) Violation of Artistic Integrity” Threat The “Myopia” Threat The Cultural Dimension of Entertainment Innovation Theme 1: Autonomy and Responsibility Theme 2: Adherence to a Shared Core Goal Theme 3: Entrepreneurial Orientation Theme 4: Peer Culture Built on Candor and Trust The Organizational Dimension of Entertainment Innovation The “Who” Question: The Importance of Human Resources Internal Human Resources External Human Resources The “How” Question: Creativity Needs Freedom Condition 1: (Relatively) Flat Hierarchical Structures Condition 2: Leave Room for Failure in the Early Phase of the Innovation Process (Only) Condition 3: Avoid Over-Structuring When Growing The Product Level: How to Forecast the Success of New Entertainment Products Some Words on the Essentials of Success Prediction Prediction Methods: Feature-Based Versus Diffusion-Based Success Prediction Feature-Based Approaches of Success Prediction Diffusion-Based Approaches of Success Prediction The “Bass Model” of Diffusion Applying Diffusion Models to Entertainment Products The “When” of Success Predictions: Early Versus Later Approaches Early-Stage Predictions for Entertainment Products Later-Stage Predictions for Entertainment Products Multi-Stage Prediction Models So, Better to Wait for the Fanny to Squirm or Use Prediction Models? Concluding Comments References 11 Entertainment Communication Decisions, Episode 1: Paid and Owned Channels To Control or Not to Control: Some Words on the Three Basic Communication Categories What to Communicate: Designing the Content that Fuels Entertainment Communication Channels What Makes a Powerful Trailer? The Roles of Trailers Then and Now Three (or More) Principle Appeals of Trailers What Makes a Powerful Poster Ad? The “How-Much” Question: Can There Be Too Much of a Good Thing? The Pros and Cons of Spoilers The “Anticipatory Route”: How Spoilers Influence Consumption Intentions The “Evaluative Route”: How Spoilers Influence Enjoyment Beware of Who You Spoil—and for Which Product You Do so Attracting Consumers via Paid Media: The Role of Advertising The Functions of Advertising How Much to Spend—and When: Some Introductory Comments on Advertising Budgets and Timing Some General Insights on the Effectiveness of Entertainment Advertising The Effectiveness of Pre-Release Advertising Average Effects The Case of Movies The Case of Other Entertainment Products: TV Series and Video Games More on Contingencies: Interestingness, Uncertainty, Situational Factors. And Culture? The Effectiveness of Post-Release Advertising Balancing Advertising Timing Within and Between Sequential Distribution Channels Attracting (and Keeping) Audiences via Owned Media: Playing Pinball The Pinball Framework of (Entertainment) Communication Content that Matters Managing Consumer Engagement: Co-Creation and Moderation The Logic of Co-Creating Entertainment Brand Stories Some Practical Examples of Co-Creating Entertainment Brand Stories with Fans How Effective is Communication Through Owned Media? A Different Kind of Owned Media: Packaging as a Communication Instrument Concluding Comments References 12 Entertainment Communication Decisions, Episode 2: “Earned” Channels Informed Cascades: The Power of Word of Mouth What Makes Us Articulate Word of Mouth? Does Word of Mouth Influence Entertainment Product Success? Yes. But It’s Complicated Average Effects: Word of Mouth (Valence) Matters! The Product Type Matters Not All Word of Mouth is Created Equal Not All Word-of-Mouth Givers are Equal, Too… The Timing of Word of Mouth When Consumers Have Different Views: The Role of Word-of-Mouth Variance Uninformed Cascades: The Power of Herds Post-Release Action-Based Cascades: When Entertainment Success Breeds Entertainment Success Some Words (and Numbers) on the Mechanisms at Work The Impact of Popularity on Entertainment Success Success-Breeds-Success Between Channels and Markets Inter-Channel Success-Breeds-Success Inter-Market Success-Breeds-Success Managerial (Mis-)Use of Post-Release Uninformed Cascades Pre-Release Action-Based Cascades: Buzz So, What Exactly is “Buzz”? How Buzz is Linked to Product Success The Link Between Buzz Volume and Product Success Differences Between Buzz Measures: Where Behaviors, Pervasiveness, and Content Matter Buzz Cascades and Thresholds Buzz Patterns Over Time And What Drives Buzz? The Mediating Role of Buzz Automated Personalized Recommendations How Recommender Systems Work: A Look at Their Algorithmic Logic Collaborative Filtering: The Matrix Completion Challenge User-to-User Collaborative Filtering Item-to-Item Collaborative Filtering Content-Based Recommendations Content-Based Recommenders: An Example Challenges for Content-Based Recommenders: The Critical Role of Attributes Hybrid Approaches: The Best of All Recommender Worlds? Recommenders are Way More Than Algorithms: Beyond Matrix Completion Contextualization Design and Interaction Trust How “Good” are Recommender Systems? Professional Reviews Review(er) Effects on Consumers: The “Influencer Versus Predictor” Controversy Initial Insights: The Eliashberg and Shugan Study What We Have Learned About Review Effects Since Then Toward an Even Richer Understanding of Professional Reviews: Moderators and Mediators of Their Impact Product Factors as Moderators Consumer Factors as Moderators Macro Factors as Moderators Distributors as Mediators Managerial (Mis-)Use of Professional Reviews Awards as Recognitions of Excellence in Entertainment Some Essentials of Entertainment Awards Awards and Success: What Entertainment Science Can Tell Us About Their Link Why Determining the Commercial Impact of Awards is Quite a Challenge Monetizing the Oscars and Other Learnings Managerial (Mis-)Use of Awards Concluding Comments References 13 Entertainment Distribution Decisions The Timing Challenge: When is the Right Time for an Entertainment Product? Isolated Timing Effects Long-Term Timing Mid-Term Timing Seasonal Patterns Demand-Sided Versus Supply-Sided Effects Moderating Factors Short-Term Timing Competitive Timing How Competition Affects Entertainment Product Success What is the Right Time to Enter a Competitive Entertainment Market? Changing the (Release) Time The Multi-Channel Challenge: Orchestrating the Multiple Formats of Entertainment What’s to be Considered When Designing the Optimal Channel Mix A Quick Overview of Entertainment Windows and Underlying Interests A Framework of the Forces that Determine Optimal Windows Macro-Level Forces Micro-Level Forces Valuing Alternative Distribution Models Empirically The Piracy Challenge: How to Deal with Competitors Who Offer One’s Own Products for Free The Impact of Piracy How to Fight Entertainment Piracy Why and When Do Consumers Prefer the Illegal Copy Over the Original? Some Thoughts (and Findings) on Anti-Piracy Strategies in Entertainment Concluding Comments References 14 Entertainment Pricing Decisions A Primer on Pricing Theory: Customer Value as the True Foundation of Pricing The Uniform Versus Differential Pricing Puzzle of Entertainment Theoretical Arguments for Differential Pricing—and Against It Consumer Reactions to Entertainment Product Prices in General What We Know About Consumer Reactions to Differential Pricing for Entertainment Products Price Discrimination: Different Prices for Different Customers (and Products) First-Degree Discrimination: “Perfect” Price Discrimination Second-Degree Discrimination: Versioning and Bundling Non-Linear Pricing: Quantity-Based Pricing Versioning: Let the Consumer Pick! Bundling: A Special Case of Versioning Cross-Subsidization (or Informal Bundling) Third-Degree Discrimination: Segment Pricing Concluding Comments References 15 Integrated Entertainment Marketing: Creating Blockbusters and Niche Products by Combining Product, Communication, Distribution, and Pricing Decisions The “Pre-Sales Approach”: The Blockbuster Concept Defining the Blockbuster Concept “The Monster that Ate Hollywood”: A Short Blockbuster History Blockbuster Diffusion: Innovators and Buzz are What It Takes! The “Experience Approach”: The Niche Concept Defining the Niche Concept Niche Diffusion: Imitators and Quality are What It Takes! The Long Tail: Using the Opportunities of Digital Media Blockbusters Versus Niche Products: Where We Stand Today and the “Too-Much-of-a-Good-Thing” Problem Living in a Blockbuster World! The “Too-Much-of-a-Good-Thing” Trap Concluding Comments References Correction to: Entertainment Pricing Decisions Correction to: Chapter 14 in: T. Hennig-Thurau and M. B. Houston, Entertainment Science,https://doi.org/10.1007/978-3-319-89292-4_14 Now Unlock the Power of Entertainment Science! About the Authors Reference Entertainment Science Scholar Index Industry Index Subject Index