to titanic proportions. The criteria for what many consider makes up a Star Wars fan are diverse as the people in the fandom itself. This wide variety of fans take their passion for anything and everything Star Wars related, redefining what sci-fi is as well as what fandom is. These passions can range from simple curiosity to an obsessiveness that many would consider extreme and even borderline insanity. Whether Fan enthusiasm is simple or to the extreme, one thing about those in the Star Wars Fandom
organization in which develops markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins who hired designers and programmers to develop EA games as early as 1982. During that time, the company developed only home computing games that laid the foundation of today’s EA games which include the Battlefield series and Need for Speed. EA essentially had a smooth run to become a successful video game business compared to other companies such as Activision who struggled
and professional music producers were able to buy this software and use the pre-packaged synthetic vocals to make songs of their own, which were sung by the virtual character Hatsune Miku. Through the years and massive sales, hundreds of thousands of fans began creating not only songs, but artwork and animation involving this character and sharing it online through Facebook, YouTube, and Crypton created site Piapro. Hatsune
Groups of people like these compose a fandom. A fandom is a collection of people from across the world that obsess over any kind of cultural phenomenon, leading to various types of fan-made adaptations and consumption of material related to that spectacle. Amongst the top ten most dedicated fandoms in the world is the fan base for the Harry Potter series (Helling et. al, p. 25). Harry Potter was originally a
creative industry, my aims in this report are to inform and explain the major projects, key players, trends, innovative technologies that are prominent in the industry and review how they are being implemented. The purpose is to convey the progress and growth that the industry is making. Additionally I aim to focus on the film industry as it is such massive part of the creative industries and is currently verge of huge change and technological advancements. What are creative industries? The creative
David Dale 1 Why women should not be sexualized and objectified the way they are in video games today: Most of us would already know that women’s representation in the media is highly sexualized and that women are regularly portrayed in a sexual manner and are objectified in all forms of media whether it be in magazines, online, television, movies, music videos, and of course video games (Wu, 2014). Many people derive gratification from what they read and hear every day without thinking about the
CHRISTENSEN Lady Gaga (A) “Let’s get everyone in a room to discuss what to do,” said Troy Carter, manager of up-and-coming pop star Lady Gaga, to his assistant as he walked into his Santa Monica office. It was September 2009, a week after the MTV Video Music Awards (VMAs) ceremony that had seen Gaga win a coveted Best New Artist award and that had featured a spectacular performance of her hit song Paparazzi—ending with the singer-songwriter, covered in fake blood, dangling from the ceiling—but
511-060 Nike Football: World Cup 2010 South Africa Nike Football revenue had grown from $40 million in 1994 to more than $1 billion in 2008. In just under 15 years, it had reached a sales level that took some of its competitors over 50 years to achieve. Although not the end goal, the 2010 World Cup was another unique moment in time for Nike to create separation between the company and its competitors. Edwards knew he had to seize this opportunity and pull his team together to deliver a
2016, they saw roughly 47.3 million visitors walk through their gates. They compete directly with Walt Disney World Resorts which is just down the street, in terms of theme parks. In the beginning, they sought to be an additional theme park in an industry relatively controlled by one party “Disney.” As they continued to grow they saw other areas to invest in and competed in every facet of a vacation destination. One of Universal’s major competitive advantages comes from their ability to license characters
on year growth and is responsible for an estimated 70% of sales in the energy drink market year to date. Remarkably between 2009 until 2012 they have dominated with an estimated market share of 42% in the energy drink market. A total of 5.226 billion cans of Red bull were sold worldwide in 2012 representing an increase of 12.8% against 2011. Red Bull is well known by consumers to ‘vitalize body and mind’ and is generally purchased by most for this purpose. QUESTION 2 Product