Advertisement
business of entertainment media and technology: Media Design and Technology for Live Entertainment Davin Gaddy, 2017-11-27 Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas. |
business of entertainment media and technology: The Business of Media Distribution Jeffrey C. Ulin, 2019-05-30 In this updated edition of the industry staple, veteran media executive Jeff Ulin relates business theory and practice across key global market segments—film, television, and online/digital—providing you with an insider’s perspective that can't be found anywhere else. Learn how an idea moves from concept to profit and how distribution dominates the bottom line: Hollywood stars may make the headlines, but marketing and distribution are the behind-the-scenes drivers converting content into cash. The third edition: Includes perspectives from key industry executives at studios, networks, agencies and online leaders, including Fox, Paramount, Lucasfilm, Endeavor, Tencent, MPAA, YouTube, Amazon, and many more; Explores the explosive growth of the Chinese market, including box office trends, participation in financing Hollywood feature films, and the surge in online usage; Illustrates how online streaming leaders like Netflix, Amazon, Apple, YouTube, Hulu and Facebook are changing the way TV content is distributed and consumed, and in cases how these services are moving into theatrical markets; Analyzes online influences and disruption throughout the distribution chain, and explains the risks and impact stemming from changing access points (e.g., stand-alone apps), delivery methods (over-the-top) and consumption patterns (e.g., binge watching); Breaks down historical film windows, the economic drivers behind them, and how online and digital delivery applications are changing the landscape. Ulin provides the virtual apprenticeship you need to demystify and manage the complicated media markets, understand how digital distribution has impacted the ecosystem, and glimpse into the future of how film and television content will be financed, distributed and watched. An online eResource contains further discussion on topics presented in the book. |
business of entertainment media and technology: Blockbusters Anita Elberse, 2013-10-15 Why the future of popular culture will revolve around ever bigger bets on entertainment products, by one of Harvard Business School's most popular professors What's behind the phenomenal success of entertainment businesses such as Warner Bros., Marvel Entertainment, and the NFL—along with such stars as Jay-Z, Lady Gaga, and LeBron James? Which strategies give leaders in film, television, music, publishing, and sports an edge over their rivals? Anita Elberse, Harvard Business School's expert on the entertainment industry, has done pioneering research on the worlds of media and sports for more than a decade. Now, in this groundbreaking book, she explains a powerful truth about the fiercely competitive world of entertainment: building a business around blockbuster products—the movies, television shows, songs, and books that are hugely expensive to produce and market—is the surest path to long-term success. Along the way, she reveals why entertainment executives often spend outrageous amounts of money in search of the next blockbuster, why superstars are paid unimaginable sums, and how digital technologies are transforming the entertainment landscape. Full of inside stories emerging from Elberse's unprecedented access to some of the world's most successful entertainment brands, Blockbusters is destined to become required reading for anyone seeking to understand how the entertainment industry really works—and how to navigate today's high-stakes business world at large. |
business of entertainment media and technology: Understanding the Business of Entertainment Gregory Bernstein, 2015-05-15 Understanding the Business of Entertainment: The Legal and Business Essentials All Filmmakers Should Know is an indispensable guide to the business aspects of the entertainment industry, providing the legal expertise you need to break in and to succeed. Written in a clear and engaging tone, this book covers the essential topics in a thorough but reader-friendly manner and includes plenty of real-world examples that bring business and legal concepts to life. Whether you want to direct, produce, write, edit, photograph or act in movies, this book covers how to find work in your chosen field and examines the key provisions in employment agreements for creative personnel. If you want to make films independently, you’ll find advice on where to look for financing, what kinds of deals might be made in the course of production, and important information on insurance, releases, and licenses. Other topics covered include: Hollywood’s growth and the current conglomerates that own most of the media How specific entertainment companies operate, including facts about particular studios and employee tasks. How studios develop projects, manage production, seek out independent films, and engage in marketing and distribution The kinds of revenues studios earn and how they account for these revenues How television networks and new media-delivery companies like Netflix operate and where the digital revolution might take those who will one day work in the film and TV business As an award- winning screenwriter and entertainment attorney, Gregory Bernstein give us an inside look at the business of entertainment. He proves that knowing what is behind filmmaking is just as important as the film itself. |
business of entertainment media and technology: The Business of Entertainment Robert C. Sickels, 2008-11-30 We love to be entertained. And today's technology makes that easier than ever. Listen to tunes while working out? No problem. Watch a movie on your cell phone? Can do. Get 450 channels of digital entertainment bounced off a satellite and into your vehicle—even while traveling through empty wastelands? Simple. But behind these experiences is a complex industry, dominated by a handful of global media conglomerates whose executives exert considerable influence over the artists and projects they bankroll, the processes by which products are developed, and the methods they use to promote and distribute entertainment. As this set shows, the industries in which commerce, art, and technology intersect are among the most fascinating in all of business. Entertainment is a high-stakes industry where stars are born and flame out in the blink of an eye, where multimillion dollar deals are made on a daily basis, and where cultural mores, for better or worse, are shaped and reinforced. The Business of Entertainment lifts the curtain to show the machinery (and sleight of hand) behind the films, TV shows, music, and radio programs we can't live without. The Business of Entertainment comprises three volumes, covering movies popular music, and television. But it's not all about stars and glitter—it's as much about the nuts and bolts of daily life in the industry, including the challenges of digitizing content, globalization, promoting stars and shows, protecting intellectual property, developing talent, employing the latest technology, and getting projects done on time and within budget. Challenges don't end there. There's also advertising and product placement, the power of reviews and reviewers, the cancerous spread of piracy, the battles between cable and satellite operators (and the threat to both from telephone companies), the backlash to promoting gangsta lifestyles, and more. Each chapter is written by an authority in the field, from noted scholars to entertainment industry professionals to critics to screenwriters to lawyers. The result is a fascinating mosaic, with each chapter a gem that provides insight into the industry that—hands down—generates more conversations on a daily basis than any other. |
business of entertainment media and technology: The Entertainment Marketing Revolution Al Lieberman, Patricia Esgate, 2002 Entertainment is now a $500 billion industry that reaches into every corner of human life. The Entertainment Marketing Revolution: Bringing the Moguls, the Media, and the Magic to the World profiles that industry, from film to print, music to theme parks--and shows exactly how to find and reach your market in today's insanely competitive marketplace. Discover the driving forces, key synergies, new opportunities, and advanced marketing techniques today's top companies are riding to success... and learn how to create tomorrow's blockbuster properties, starting today. |
business of entertainment media and technology: Social Media Entertainment Stuart Cunningham, David Craig, 2019-02-26 Winner, 2020 Outstanding Book Award, given by the International Communication Association Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike. Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption. |
business of entertainment media and technology: Information Systems and Management in Media and Entertainment Industries Artur Lugmayr, Emilija Stojmenova, Katarina Stanoevska, Robert Wellington, 2017-01-03 This book defines an agenda for research in information management and systems for media and entertainment industries. It highlights their particular needs in production, distribution, and consumption. Chapters are written by practitioners and researchers from around the world, who examine business information management and systems in the larger context of media and entertainment industries. Human, management, technological, and content creation aspects are covered in order to provide a unique viewpoint. With great interdisciplinary scope, the book provides a roadmap of research challenges and a structured approach for future development across areas such as social media, eCommerce, and eBusiness. Chapters address the tremendous challenges in organization, leadership, customer behavior, and technology that face the entertainment and media industries every day, including the transformation of the analog media world into its digital counterpart. Professionals or researchers involved with IT systems management, information policies, technology development or content creation will find this book an essential resource. It is also a valuable tool for academics or advanced-level students studying digital media or information systems. |
business of entertainment media and technology: New Horizons for a Data-Driven Economy José María Cavanillas, Edward Curry, Wolfgang Wahlster, 2016-04-04 In this book readers will find technological discussions on the existing and emerging technologies across the different stages of the big data value chain. They will learn about legal aspects of big data, the social impact, and about education needs and requirements. And they will discover the business perspective and how big data technology can be exploited to deliver value within different sectors of the economy. The book is structured in four parts: Part I “The Big Data Opportunity” explores the value potential of big data with a particular focus on the European context. It also describes the legal, business and social dimensions that need to be addressed, and briefly introduces the European Commission’s BIG project. Part II “The Big Data Value Chain” details the complete big data lifecycle from a technical point of view, ranging from data acquisition, analysis, curation and storage, to data usage and exploitation. Next, Part III “Usage and Exploitation of Big Data” illustrates the value creation possibilities of big data applications in various sectors, including industry, healthcare, finance, energy, media and public services. Finally, Part IV “A Roadmap for Big Data Research” identifies and prioritizes the cross-sectorial requirements for big data research, and outlines the most urgent and challenging technological, economic, political and societal issues for big data in Europe. This compendium summarizes more than two years of work performed by a leading group of major European research centers and industries in the context of the BIG project. It brings together research findings, forecasts and estimates related to this challenging technological context that is becoming the major axis of the new digitally transformed business environment. |
business of entertainment media and technology: Global Entertainment Media Tanner Mirrlees, 2013 A critical cultural materialist introduction to the study of global entertainment media. In Global Entertainment Media, Tanner Mirrlees undertakes an analysis of the ownership, production, distribution, marketing, exhibition and consumption of global films and television shows, with an eye to political economy and cultural studies. Among other topics, Mirrlees examines: Paradigms of global entertainment media such as cultural imperialism and cultural globalization. The business of entertainment media: the structure of capitalist culture/creative industries (financers, producers, distributors and exhibitors) and trends in the global political economy of entertainment media. The governance of global entertainment media: state and inter-state media and cultural policies and regulations that govern the production, distribution and exhibition of entertainment media and enable or impede its cross-border flow. The new international division of cultural labor (NICL): the cross-border production of entertainment by cultural workers in asymmetrically interdependent media capitals, and economic and cultural concerns surrounding runaway productions and co-productions. The economic motivations and textual design features of globally popular entertainment forms such as blockbuster event films, TV formats, glocalized lifestyle brands and synergistic media. The cross-cultural reception and effects of TV shows and films. The World Wide Web, digitization and convergence culture. |
business of entertainment media and technology: The Digital Glocalization of Entertainment Paolo Sigismondi, 2011-08-31 In this volume, Paolo Sigismondi explores the dynamics of global media and entertainment, specifically analyzing the implications of the global rise of non-scripted entertainment (as reality TV programs) and the impact and consequences of the Information and Communication Technology (ICT) revolution on the content, delivery platforms, and overall business models of the media and entertainment landscape. This work aims at bridging the gap between media theories and industry practices in a rapidly evolving global mediascape, building on scholarship in the field and enriched by case studies and insights from business practice. This work demonstrates that the paradigms of the landscape are shifting, introducing the digital “glocalization” of entertainment, through which successful media crossing national and cultural borders incorporate both global and local features. Key questions raised include: Is the ICT revolution an example of disruptive technology for the global media and entertainment industry? Is the existing status quo challenged, and in, particular Hollywood’s global leadership? What are the global entities emerging as Hollywood’s main competitors in this technologically evolving landscape? Sigismondi argues that as new players are entering the field, new threats to Hollywood’s dominance are emerging. The global leaders in non-scripted entertainment, for example, are European-based global entities operating outside the Hollywood system. Meanwhile, the ICT revolution is modifying the contours and boundaries of the global mediascape. Sigismondi’s approach provides unique insight into how the forces of technology and globalization are transforming television, cinema, and online entertainment. |
business of entertainment media and technology: Leading Digital George Westerman, Didier Bonnet, Andrew McAfee, 2014-09-23 Become a Digital Master—No Matter What Business You’re In If you think the phrase “going digital” is only relevant for industries like tech, media, and entertainment—think again. In fact, mobile, analytics, social media, sensors, and cloud computing have already fundamentally changed the entire business landscape as we know it—including your industry. The problem is that most accounts of digital in business focus on Silicon Valley stars and tech start-ups. But what about the other 90-plus percent of the economy? In Leading Digital, authors George Westerman, Didier Bonnet, and Andrew McAfee highlight how large companies in traditional industries—from finance to manufacturing to pharmaceuticals—are using digital to gain strategic advantage. They illuminate the principles and practices that lead to successful digital transformation. Based on a study of more than four hundred global firms, including Asian Paints, Burberry, Caesars Entertainment, Codelco, Lloyds Banking Group, Nike, and Pernod Ricard, the book shows what it takes to become a Digital Master. It explains successful transformation in a clear, two-part framework: where to invest in digital capabilities, and how to lead the transformation. Within these parts, you’ll learn: • How to engage better with your customers • How to digitally enhance operations • How to create a digital vision • How to govern your digital activities The book also includes an extensive step-by-step transformation playbook for leaders to follow. Leading Digital is the must-have guide to help your organization survive and thrive in the new, digitally powered, global economy. |
business of entertainment media and technology: The Netflix Effect Kevin McDonald, Daniel Smith-Rowsey, 2018-02-22 Netflix is the definitive media company of the 21st century. It was among the first to parlay new Internet technologies into a successful business model, and in the process it changed how consumers access film and television. It is now one of the leading providers of digitally delivered media content and is continually expanding access across a host of platforms and mobile devices. Despite its transformative role, however, Netflix has drawn very little critical attention-far less than competitors such as YouTube, Apple, Amazon, Comcast, and HBO. This collection addresses this gap, as the essays are designed to critically explore the breadth and diversity of Netflix's effect from a variety of different scholarly perspectives, a necessary approach considering the hybrid nature of Netflix, its inextricable links to new models of media production, distribution, viewer engagement and consumer behavior, its relationship to existing media conglomerates and consumer electronics, its capabilities as a web-based service provider and data network, and its reliance on a broader technological infrastructure. |
business of entertainment media and technology: Streaming, Sharing, Stealing Michael D. Smith, Rahul Telang, 2017-08-25 How big data is transforming the creative industries, and how those industries can use lessons from Netflix, Amazon, and Apple to fight back. “[The authors explain] gently yet firmly exactly how the internet threatens established ways and what can and cannot be done about it. Their book should be required for anyone who wishes to believe that nothing much has changed.” —The Wall Street Journal “Packed with examples, from the nimble-footed who reacted quickly to adapt their businesses, to laggards who lost empires.” —Financial Times Traditional network television programming has always followed the same script: executives approve a pilot, order a trial number of episodes, and broadcast them, expecting viewers to watch a given show on their television sets at the same time every week. But then came Netflix's House of Cards. Netflix gauged the show's potential from data it had gathered about subscribers' preferences, ordered two seasons without seeing a pilot, and uploaded the first thirteen episodes all at once for viewers to watch whenever they wanted on the devices of their choice. In this book, Michael Smith and Rahul Telang, experts on entertainment analytics, show how the success of House of Cards upended the film and TV industries—and how companies like Amazon and Apple are changing the rules in other entertainment industries, notably publishing and music. We're living through a period of unprecedented technological disruption in the entertainment industries. Just about everything is affected: pricing, production, distribution, piracy. Smith and Telang discuss niche products and the long tail, product differentiation, price discrimination, and incentives for users not to steal content. To survive and succeed, businesses have to adapt rapidly and creatively. Smith and Telang explain how. How can companies discover who their customers are, what they want, and how much they are willing to pay for it? Data. The entertainment industries, must learn to play a little “moneyball.” The bottom line: follow the data. |
business of entertainment media and technology: The Business of Television Ken Basin, 2018-07-11 In this book, esteemed television executive and Harvard lecturer Ken Basin offers a comprehensive overview of the business, financial, and legal structure of the U.S. television industry, as well as its dealmaking norms. Written for working or aspiring creative professionals who want to better understand the entertainment industry — as well as for executives, agents, managers, and lawyers looking for a reference guide — The Business of Television presents a readable, in-depth introduction to rights and talent negotiations, intellectual property, backend deals, licensing, streaming platforms, international production, and much more. The book also includes breakdowns after each chapter summarizing deal points and points of negotiation, a glossary, a list of referenced cases, and a wealth of real-world examples to help readers put the material into context. |
business of entertainment media and technology: The Law and Business of the Entertainment Industry Dennis Greene, 2013 The Law and Business of the Entertainment Industry is designed to give the reader an inside understanding of the range of factors that come into play in entertainment industry transactions. The book examines major areas of entertainment industry endeavor such as books, film, music, television, and theater from the transactional side, while also looking at some of their other aspects, such as copyright, right of publicity, and negotiation. Each chapter of the book opens with a dialogue between the course professor and three representative students: an artist student, a business student, and a law student, in order to frame the issues dealt with in the chapter for the diverse perspectives that these students may sometimes bring to the subject matter. After having read these dialogue openings, the reader is then exposed to an informational article and several legal disputes which have been resolved in the courts in each of the subject areas. To stimulate interest in the readers, they will find that these legal disputes often involve well known entities in the entertainment industry, from rock stars and movie stars to television networks and Hollywood Studio and films. To enhance the learning experience for the reader, each chapter closes with a simulated negotiation scenario in the subject area. After having become familiar with both the overt and covert issues in each of these industries, readers can then stage negotiations in class where they role-play characters in the negotiation scenario. This exercise serves as a tool to entrench their knowledge and understanding of the entertainment industry discipline. The author has spent over forty years working in many areas of the entertainment industry. Professor Greene has worked in the television industry, the music industry, the motion picture industry, theater and books. As an artist he has performed all over the world. As an entertainment executive, he has been a Hollywood studio vice-president, run a record label, and been a producer of theater and film. The range of his experiences from having performed at the Woodstock Festival in 1969, to graduating from Columbia, Harvard, and Yale Universities infuses this book with a range of unique perspectives and experiences that makes it stand out from every other book of its type in the marketplace. Professor Frederick Dennis Greene was born in and raised in Harlem and the Bronx in New York City. He graduated from the Hotchkiss School in Lakeville and then went to Columbia University, where he was a founding member of the rock group, ShaNaNa. He performed with the group for fifteen years, touring internationally and appearing on 100 episodes of their internationally syndicated TV series, ShaNaNa. Greene went on to earn a Masters in Education from the Harvard Graduate School of Education and a law degree from Yale Law School. After law school, Greene was a vice-president of production at Columbia Pictures and then a producer at the studio. He then went into law teaching at schools such as the University of Oregon School of Law and Florida A & M University College of Law. He is presently a Professor of Law at the University of Dayton School of Law, where he teaches Constitutional Law and Entertainment Law. He also teaches a film course, Politics, Race and Gender in the Hollywood Film, in the University of Dayton College of Arts and Sciences. |
business of entertainment media and technology: The Definitive Guide to Entertainment Marketing Al Lieberman, Patricia Esgate, 2013 Entertainment Marketing NOW: Every Platform, Technology, and Opportunity Covers film, cable, broadcast, music, sports, publishing, social media, gaming, and more Reflects powerful trends ranging from smartphones to globalization Demonstrates breakthrough strategies integrating advertising, promotion, PR, and online content distribution By industry insiders with decades of experience as leaders and consultants Entertainment spending is soaring worldwide, driven by new technologies, new platforms, new business models, and unrelenting demand amongst seven billion consumers. That means entertainment marketing opportunities are soaring, too. But this business is more complex and competitive than ever-and it's changing at breakneck speed. Now, two leading practitioners show how to transform content into profits today and tomorrow...any content, on any platform, in any market, worldwide. You'll master innovative new ways to grab consumers' attention and wallets fast...make your experiences wannasee, haftasee, mustsee...drive more value through social platforms, mobile technologies, and integrated marketing strategies...overcome challenges ranging from bad buzz to piracy...fully leverage licensing, merchandising, and sponsorships...and successfully market all forms of entertainment. |
business of entertainment media and technology: The Procrastination Economy Ethan Tussey, 2020-04-01 2018 Outstanding Academic Title, given by Choice Magazine How mobile devices make our in-between moments valuable to media companies while also providing a sense of control and connection In moments of downtime – waiting for a friend to arrive or commuting to work – we pull out our phones for a few minutes of distraction. Just as television reoriented the way we think about living rooms, mobile devices have taken over the interstitial spaces of our everyday lives. Ethan Tussey argues that these in-between moments have created a procrastination economy, an opportunity for entertainment companies to create products, apps, platforms, subscription services, micropayments, and interactive opportunities that can colonize our everyday lives. But as businesses commoditize our free time, and mobile devices become essential tools for promotion, branding and distribution, consumers are using these devices as a means of navigating public and private space. These devices are not just changing the way we spend and value our time, but also how we interact with others and transform our sense of the politics of space. By examining the four main locations of the procrastination economy—the workplace, the commute, the waiting room, and the “connected” living room—Ethan Tussey illuminates the relationship between the entertainment industry and the digitally empowered public. |
business of entertainment media and technology: Digitalization and Society Bünyamin Ayhan, 2017 The book presents a collection of papers by researchers from several different institutions on a wide range of digital issues: digitalization and literacy, game, law, culture, politics, health, economy, civil society, photograph. The book addresses researchers, educators, sociologists, lawyers, health care providers. |
business of entertainment media and technology: Encyclopedia of New Media Steve Jones, 2002-12-10 Scholars and students finally have a reference work documenting the foundations of the digital revolution. Were it not the only reference book to cover this emergent field, Jones′s encyclopedia would still likely be the best. --CHOICE The articles are interesting, entertaining, well written, and reasonably long. . . . Highly recommended as a worthwhile and valuable addition to both science and technology and social science reference collections. --REFERENCE & USER SERVICES QUARTERLY, AMERICAN LIBRARY ASSOCIATION From Amazon.com to virtual communities, this single-volume encyclopedia presents more than 250 entries that explain communication technology, multimedia, entertainment, and e-commerce within their social context. Edited by Steve Jones, one of the leading scholars and founders of this emerging field, and with contributions from an international group of scholars as well as science and technology writers and editors, the Encyclopedia of New Media widens the boundaries of today′s information society through interdisciplinary, historical, and international coverage. With such topics as broadband, content filtering, cyberculture, cyberethics, digital divide, freenet, MP3, privacy, telemedicine, viruses, and wireless networks, the Encyclopedia will be an indispensable resource for anyone interested or working in this field. Unlike many encyclopedias that provide short, fragmented entries, the Encyclopedia of New Media examines each subject in depth in a single, coherent article. Many articles span several pages and are presented in a large, double-column format for easy reading. Each article also includes the following: A bibliography Suggestions for further reading Links to related topics in the Encyclopedia Selected works, where applicable Entries include: Pioneers, such as Marc Andreesen, Marshall McLuhan, and Steve Jobs Terms, from Access to Netiquette to Web-cam Technologies, including Bluetooth, MP3, and Linux Businesses, such as Amazon.com Key labs, research centers, and foundations Associations Laws, and much more The Encyclopedia of New Media includes a comprehensive index as well as a reader′s guide that facilitates browsing and easy access to information. Recommended Libraries Public, academic, government, special, and private/corporate |
business of entertainment media and technology: Promises to Keep William W. Fisher, III, 2004 During the past fifteen years, changes in technology have generated an extraordinary array of new ways in which music and movies can be produced and distributed. Both the creators and the consumers of entertainment products stand to benefit enormously from the new systems. Sadly, we have failed thus far to avail ourselves of these opportunities. Instead, much energy has been devoted to interpreting or changing legal rules in hopes of defending older business models against the threats posed by the new technologies. These efforts to plug the multiplying holes in the legal dikes are failing and the entertainment industry has fallen into crisis. This provocative book chronicles how we got into this mess and presents three alternative proposals--each involving a combination of legal reforms and new business models--for how we could get out of it. |
business of entertainment media and technology: Blockbuster Tom Shone, 2004-12-07 It's a typical summer Friday night and the smell of popcorn is in the air. Throngs of fans jam into air-conditioned multiplexes to escape for two hours in the dark, blissfully lost in Hollywood's latest glittery confection complete with megawatt celebrities, awesome special effects, and enormous marketing budgets. The world is in love with the blockbuster movie, and these cinematic behemoths have risen to dominate the film industry, breaking box office records every weekend. With the passion and wit of a true movie buff and the insight of an internationally renowned critic, Tom Shone is the first to make sense of this phenomenon by taking readers through the decades that have shaped the modern blockbuster and forever transformed the face of Hollywood. The moment the shark fin broke the water in 1975, a new monster was born. Fast, visceral, and devouring all in its path, the blockbuster had arrived. In just a few weeks Jaws earned more than $100 million in ticket sales, an unprecedented feat that heralded a new era in film. Soon, blockbuster auteurs such as Steven Spielberg, George Lucas, and James Cameron would revive the flagging fortunes of the studios and lure audiences back into theaters with the promise of thrills, plenty of action, and an escape from art house pretension. But somewhere along the line, the beast they awakened took on a life of its own, and by the 1990s production budgets had escalated as quickly as profits. Hollywood entered a topsy-turvy world ruled by marketing and merchandising mavens, in which flops like Godzilla made money and hits had to break records just to break even. The blockbuster changed from a major event that took place a few times a year into something that audiences have come to expect weekly, piling into the backs of one another in an annual demolition derby that has left even Hollywood aghast. Tom Shone has interviewed all the key participants -- from cinematic visionaries like Spielberg and Lucas and the executives who greenlight these spectacles down to the effects wizards who detonated the Death Star and blew up the White House -- in order to reveal the ways in which blockbusters have transformed how Hollywood makes movies and how we watch them. As entertaining as the films it chronicles, Blockbuster is a must-read for any fan who delights in the magic of the movies. |
business of entertainment media and technology: The Entertainment Economy Michael Wolf, 2010-02-17 Every so often an author explains our culture in such a new and original way that from that day on we see the world around us in a new light. From Understanding Media by Marshall McLuhan through Nicholas Negroponte's Being Digital. the books that have shown us the clearest vision of the future have been those that recognize the central role of mass media. In The Entertainment Economy, Michael J. Wolf, the industry's most in-demand strategist, demonstrates that media and entertainment have moved beyond culture to become the driving wheel of the global economy. From New York to New Delhi, from London to Lagos, from Singapore to Seattle, every business is locked in the same battle for consumer attention that movie producers and television programmers deal with on a daily basis. Consumer businesses just like entertainment businesses have to turn to content for the competitive edge. As adviser to companies like MTV, Paramount, Hearst, NBC, Universal, News Corporation, Bertelsmann and the NBA, Wolf is known by industry insiders as the moguls' secret weapon. In clear, brash prose, full of real-life examples, Wolf shows how tomorrow's successful business person will have to act like a mogul in a global economy defined by hits and blockbusters. From MTV to Ford Motor Company, from Tommy Hilfiger to Martha Stewart, from Citibank to Amazon.com, from Stephen Spielberg to Richard Branson, Wolf shares the insights gained through his unique perspective as the founder of the world's largest media consulting practice, leaving no doubt that the watchwords for all consumer businesses in the 21st century are truly, There's no business without show business. Written with equal degrees of business and pop culture savvy, The Entertainment Economy is a book for everyone. |
business of entertainment media and technology: ENTERTAINMENT MANAGEMENT Prabhu TL, In all areas of business, there are some terms you’re never truly sure you know the definition of. However, when it comes to event management, the definition is easy. At its core, event management is the process of planning an event. This is any type of event, whether hosted in-person, virtually or hybrid. It’s synonymous with event planning and meeting planning. Just like those other terms, the scope of each project and the nitty-gritty details vary depending on the industry, company size, and more. So, what is event management? Event Management is Event Planning Event planning goes by many different names. Some event planners are called administrative assistants, some are called event coordinators, and others are called event technologists. What do all of these titles have in common? The individuals have some hand in planning an event. Whether the events are internal or external, large or small, in-person or virtual, they all have to be planned. Virtual Event Management In today's new environment, we have had to learn how to manage not only our in-person events but our virtual programs as well. Virtual event management requires the same steps as managing your in-person event, but with the added challenge of making sure that your content is twice as captivating. While in-person events have the added bonus of travel, networking, and free food, a virtual event largely relies on its content to keep attendees engaged. When managing a virtual event, make sure that your speakers are prepared to present their content virtually, and that your content is interesting and succinct. Different Aspects of Event Management Building the Perfect Event It starts simply. A theme. A plan. A goal. Your event has a purpose from the beginning, which will drive content, speakers, and the venue. Next, it’s time to set up the basics. You have to build a branded event website that entices visitors to attendee your event. Nowadays, it’s easier than ever to build a beautifully designed website, just by understanding Event Website Basics. Then, you’ll need secure payment processing so attendees can pay for events easily. Promotion Across Channels with Automation If no one knows about your event, how will they register? That’s why promotion is so important. Check out The Best Ways to Promote Your Event for inspiration. Targeted email marketing is a great way to promote your events when you have a vast database. Other ways to promote? Social media continues to be one of the best free promotional channels. Managing Attendee Information and Communication The purpose of the event is always to make connections. Event management doesn’t just involve choosing linens or the right virtual technology provider but also managing contacts as well as you can. During the event, you’ll gather leads that will go to sales. These leads will be critical when it comes to proving your Event ROI. Measuring Your Success to Prove Event ROI Event management doesn’t end when the event does. Over the course of the entire event, it’s important to prove success and identify areas of improvement. Data gained throughout the process will help you do this. Live polling is a great way to find out how attendees felt about the event. There's Tech for That Event management is about pulling together an incredible experience, facilitating connections, adding leads to sales pipeline, and proving success. It’s a difficult job that involves spinning an endless number of plates and working around the clock to create an unforgettable moment for attendees. And, it’s one that can be made a little easier by taking advantage of technology, especially when you look to plan a virtual event or a hybrid event. While many planners rely on sticky notes and spreadsheets, there’s tech out there that will save hours and take events to the next level. Find out what event tech can help you succeed in How to Select the Right Event Management Technology. |
business of entertainment media and technology: Entertainment Science Thorsten Hennig-Thurau, Mark B. Houston, 2018-08-01 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 |
business of entertainment media and technology: Hollywood Dealmaking Dina Appleton, Daniel Yankelevits, 2010-01-12 A guide to negotiating a deal for film, television, or new media that covers key players, terminology, option-purchase rights, creating employment deals, working out distribution deals and rights, specifying net profit and box-office bonuses, and other related topics. |
business of entertainment media and technology: Frenemies Ken Auletta, 2019-06-04 An intimate and profound reckoning with the changes buffeting the $2 trillion global advertising and marketing business from the perspective of its most powerful players, by the bestselling author of Googled Advertising and marketing touches on every corner of our lives, and the industry is the invisible fuel powering almost all media. Complain about it though we might, without it the world would be a darker place. But of all the industries wracked by change in the digital age, few have been turned on their heads as dramatically as this one. Mad Men are turning into Math Men (and women--though too few), an instinctual art is transforming into a science, and we are a long way from the days of Don Draper. Frenemies is Ken Auletta's reckoning with an industry under existential assault. He enters the rooms of the ad world's most important players, meeting the old guard as well as new powers and power brokers, investigating their perspectives. It's essential reading, not simply because of what it reveals about this world, but because of the potential consequences: the survival of media as we know it depends on the money generated by advertising and marketing--revenue that is in peril in the face of technological changes and the fraying trust between the industry's key players. |
business of entertainment media and technology: Connected Viewing Jennifer Holt, Kevin Sanson, 2013-12-04 As patterns of media use become more integrated with mobile technologies and multiple screens, a new mode of viewer engagement has emerged in the form of connected viewing, which allows for an array of new relationships between audiences and media texts in the digital space. This exciting new collection brings together twelve original essays that critically engage with the socially-networked, multi-platform, and cloud-based world of today, examining the connected viewing phenomenon across television, film, video games, and social media. The result is a wide-ranging analysis of shifting business models, policy matters, technological infrastructure, new forms of user engagement, and other key trends affecting screen media in the digital era. Connected Viewing contextualizes the dramatic transformations taking place across both media industries and national contexts, and offers students and scholars alike a diverse set of methods and perspectives for studying this critical moment in media culture. |
business of entertainment media and technology: Entertainment Industry Economics Harold L. Vogel, 2007-04-23 In this newly revised book, Harold L. Vogel examines the business economics of the major entertainment enterprises: movies, music, television programming, broadcasting, cable, casino gambling and wagering, publishing, performing arts, sports, theme parks, and toys and games. The seventh edition has been further revised and broadened and differs from its predecessors by restructuring and repositioning the previous Internet chapter, including new material on the economics of networks and advertising, adding a new section on policy implications, and further expanding the section on recent theoretical work pertaining to box-office behaviour. The result is a comprehensive up-to-date reference guide on the economics, financing, production, and marketing of entertainment in the United States and overseas. Investors, business executives, accountants, lawyers, arts administrators, and general readers will find that the book offers an invaluable guide to how entertainment industries operate. |
business of entertainment media and technology: Finding Genius Kunal Mehta, 2019-09-15 Finding Genius captures the insights and anecdotes shared by prominent venture capitalists who first backed companies such as Airbnb, Uber, Twitter, Facebook, SpaceX, Tesla, Pinterest, Snapchat, and Instagram. Between 2017-2019, Kunal Mehta interviewed dozens of successful venture capitalists to define entrepreneurial genius and to bring transparency to an industry that has often been a necessary sidekick to founders that shape the world we live in. Finding Genius attempts to answer a few key questions: How do discerning investors block out the noise to identify the next wave of innovation? What qualities do the 'genius' entrepreneurs share? Is there randomness to successful investments or a predictive trend that entrepreneurs and investors can learn from? The anecdotes in Finding Genius will search for these answers through the candid stories of the risk-takers behind the greatest entrepreneurs of our generation. Finding Genius is written and compiled by Kunal Mehta but will feature chapters written by a select group of successful venture capitalists who offer a diverse and expert perspective on new technologies including Artificial Intelligence and Blockchain as well as specific investment frameworks across industries such as Industrial Automation, Financial Technology, Future of Work, Education, Media & Entertainment, and Healthcare. |
business of entertainment media and technology: Grit Angela Duckworth, 2016-05-03 In this instant New York Times bestseller, Angela Duckworth shows anyone striving to succeed that the secret to outstanding achievement is not talent, but a special blend of passion and persistence she calls “grit.” “Inspiration for non-geniuses everywhere” (People). The daughter of a scientist who frequently noted her lack of “genius,” Angela Duckworth is now a celebrated researcher and professor. It was her early eye-opening stints in teaching, business consulting, and neuroscience that led to her hypothesis about what really drives success: not genius, but a unique combination of passion and long-term perseverance. In Grit, she takes us into the field to visit cadets struggling through their first days at West Point, teachers working in some of the toughest schools, and young finalists in the National Spelling Bee. She also mines fascinating insights from history and shows what can be gleaned from modern experiments in peak performance. Finally, she shares what she’s learned from interviewing dozens of high achievers—from JP Morgan CEO Jamie Dimon to New Yorker cartoon editor Bob Mankoff to Seattle Seahawks Coach Pete Carroll. “Duckworth’s ideas about the cultivation of tenacity have clearly changed some lives for the better” (The New York Times Book Review). Among Grit’s most valuable insights: any effort you make ultimately counts twice toward your goal; grit can be learned, regardless of IQ or circumstances; when it comes to child-rearing, neither a warm embrace nor high standards will work by themselves; how to trigger lifelong interest; the magic of the Hard Thing Rule; and so much more. Winningly personal, insightful, and even life-changing, Grit is a book about what goes through your head when you fall down, and how that—not talent or luck—makes all the difference. This is “a fascinating tour of the psychological research on success” (The Wall Street Journal). |
business of entertainment media and technology: Media Disrupted Amanda D. Lotz, 2021-10-05 How the internet disrupted the recorded music, newspaper, film, and television industries and what this tells us about surviving technological disruption. Much of what we think we know about how the internet disrupted media industries is wrong. Piracy did not wreck the recording industry, Netflix isn't killing Hollywood movies, and information does not want to be free. In Media Disrupted, Amanda Lotz looks at what really happened when the recorded music, newspaper, film, and television industries were the ground zero of digital disruption. It's not that digital technologies introduced new media, Lotz explains; rather, they offered existing media new tools for reaching people. For example, the MP3 unbundled recorded music; as the internet enabled new ways for people to experience and pay for music, the primary source of revenue for the recorded music industry shifted from selling music to licensing it. Cable television providers, written off as predigital dinosaurs, became the dominant internet service providers. News organizations struggled to remake businesses in the face of steep declines in advertiser spending, while the film industry split its business among movies that compelled people to go to theaters and others that are better suited for streaming. Lotz looks in detail at how and why internet distribution disrupted each industry. The stories of business transformation she tells offer lessons for surviving and even thriving in the face of epoch-making technological change. |
business of entertainment media and technology: Entertainment Law and Practice Jon M. Garon, 2020-06-09 |
business of entertainment media and technology: The Biz Schuyler M. Moore, 2018 Today's film industry is a legal and financial obstacle course that independent filmmakers must learn to master. The most comprehensive guide to negotiating that obstacle course is The Biz, a highly accessible overview of the industry's important business, legal, and financial aspects. Filled with industry-savvy advice, it clearly explains [€[raising financing [€[business structuring [€[securities laws [€[budgeting essentials [€[dealing with the guilds [€[loans [€[completion guarantees [€[distribution deals [€[video on demand [€[virtual reality [€[calculating net profits [€[film-industry accounting practices and contingent payments [€[copyright, publicity, and trademark laws [€[screen credits and talent demands [€[litigation problems [€[bankruptcy [€[taxation of film companies [€[film-industry business jargon ]€]and much more, including many useful sample forms and agreements. The 5th Edition adds much new material, including the most current information on video on demand and virtual reality, the thoro |
business of entertainment media and technology: The Storyteller's Dilemma Louis Hernandez Jr, 2017-03-01 (Book). Human beings are natural storytellers, and it's never been easier to access digital technologies that allow anyone, anywhere to share their story with the world. More stories are being produced and consumed now than at any other time in our species' history yet, for some reason, it's never been more difficult to cut it as a creative. Consumers are paying less (if anything) for all forms of entertainment, traditional media companies are tanking, and the advertising realm has been turned on its head. Although operating budgets have increased in every sector, storytellers are making less than ever before, as the lion's share of new revenues cyclically feed mechanisms for distribution and monetization. Our media landscape is, in short, unsustainable and in the midst of a crisis. What went wrong? How can we fix it? Although he presides over Avid, the leading provider of audio and video technology for creatives and media professionals, Louis Hernandez Jr. isn't your typical multinational CEO. In his two previous books, Too Small to Fail: How the Financial Industry Crisis Changed the World's Perceptions and Saving the American Dream: Main Street's Last Stand , he chartered his vision of an egalitarian America structured around the communities that compose its very foundation. He brings the same mindset the same notion of countless small actors with unlimited potential to the tumultuous world of media with his third book, The Storyteller's Dilemma: Overcoming the Challenges in the Digital Media Age . In The Storyteller's Dilemma , Hernandez puts forth another comprehensive vision for our future that aims to advantage all while disadvantaging none. This book is neither a diatribe against economic elites nor a postmortem analysis of the ills of digital distribution. Instead, it proposes a new approach with the potential to benefit all involved parties an approach that at once embraces the intensifying power of storytelling and eschews the notion that disruption and instability must greet an industry hand-in-hand. Rather than favoring any given group over another, Hernandez imagines a streamlined world of shared platforms and common standards that empower storytellers, developers, and deliverers alike. By dispensing of business models that have proved unviable in the digital age, we can turn higher profits while more equitably compensating creatives and creative endeavors. In today's networked world, the economics of storytelling matters to everybody. It's time we all got onboard. |
business of entertainment media and technology: The Fourth Industrial Revolution Klaus Schwab, 2017-01-03 World-renowned economist Klaus Schwab, Founder and Executive Chairman of the World Economic Forum, explains that we have an opportunity to shape the fourth industrial revolution, which will fundamentally alter how we live and work. Schwab argues that this revolution is different in scale, scope and complexity from any that have come before. Characterized by a range of new technologies that are fusing the physical, digital and biological worlds, the developments are affecting all disciplines, economies, industries and governments, and even challenging ideas about what it means to be human. Artificial intelligence is already all around us, from supercomputers, drones and virtual assistants to 3D printing, DNA sequencing, smart thermostats, wearable sensors and microchips smaller than a grain of sand. But this is just the beginning: nanomaterials 200 times stronger than steel and a million times thinner than a strand of hair and the first transplant of a 3D printed liver are already in development. Imagine “smart factories” in which global systems of manufacturing are coordinated virtually, or implantable mobile phones made of biosynthetic materials. The fourth industrial revolution, says Schwab, is more significant, and its ramifications more profound, than in any prior period of human history. He outlines the key technologies driving this revolution and discusses the major impacts expected on government, business, civil society and individuals. Schwab also offers bold ideas on how to harness these changes and shape a better future—one in which technology empowers people rather than replaces them; progress serves society rather than disrupts it; and in which innovators respect moral and ethical boundaries rather than cross them. We all have the opportunity to contribute to developing new frameworks that advance progress. |
business of entertainment media and technology: Tech Trends in Practice Bernard Marr, 2020-04-09 ***BUSINESS BOOK AWARDS - FINALIST 2021*** Discover how 25 powerful technology trends are transforming 21st century businesses How will the latest technologies transform your business? Future Tech Trends in Practice will give you the knowledge of today’s most important technology trends, and how to take full advantage of them to grow your business. The book presents25 real-world technology trends along with their potential contributions to organisational success. You’ll learn how to integrate existing advancements and plan for those that are on the way. In this book, best-selling author, strategic business advisor, and respected futurist Bernard Marr explains the role of technology in providing innovative businesses solutions for companies of varying sizes and across different industries. He covers wide-ranging trends and provides an overview of how companies are using these new and emerging technologies in practice. You, too, can prepare your company for the potential and power of trending technology by examining these and other areas of innovation described in Future Tech Trends in Practice: Artificial intelligence, including machine and deep learning The Internet of Things and the rise of smart devices Self-driving cars and autonomous drones 3D printing and additive manufacturing Blockchain technology Genomics and gene editing Augmented, virtual and mixed reality When you understand the technology trends that are driving success, now and into the future, you’ll be better positioned to address and solve problems within your organisation. |
business of entertainment media and technology: The Media and Globalization Terhi Rantanen, 2005 In this provocative book Terhi Rantanen challenges conventional ways of thinking about globalization and shows how it cannot be understood without studying the role of the media. Rantanen begins with an accessible overview of globalization and the pivotal role of the media. |
business of entertainment media and technology: Ten Years to Midnight Blair H. Sheppard, 2020-08-04 “Shows how humans have brought us to the brink and how humanity can find solutions. I urge people to read with humility and the daring to act.” —Harpal Singh, former Chair, Save the Children, India, and former Vice Chair, Save the Children International In conversations with people all over the world, from government officials and business leaders to taxi drivers and schoolteachers, Blair Sheppard, global leader for strategy and leadership at PwC, discovered they all had surprisingly similar concerns. In this prescient and pragmatic book, he and his team sum up these concerns in what they call the ADAPT framework: Asymmetry of wealth; Disruption wrought by the unexpected and often problematic consequences of technology; Age disparities--stresses caused by very young or very old populations in developed and emerging countries; Polarization as a symptom of the breakdown in global and national consensus; and loss of Trust in the institutions that underpin and stabilize society. These concerns are in turn precipitating four crises: a crisis of prosperity, a crisis of technology, a crisis of institutional legitimacy, and a crisis of leadership. Sheppard and his team analyze the complex roots of these crises--but they also offer solutions, albeit often seemingly counterintuitive ones. For example, in an era of globalization, we need to place a much greater emphasis on developing self-sustaining local economies. And as technology permeates our lives, we need computer scientists and engineers conversant with sociology and psychology and poets who can code. The authors argue persuasively that we have only a decade to make headway on these problems. But if we tackle them now, thoughtfully, imaginatively, creatively, and energetically, in ten years we could be looking at a dawn instead of darkness. |
business of entertainment media and technology: Handbook of Digital Games and Entertainment Technologies Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, 2017-02-15 The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. |
BUSINESS | English meaning - Cambridge Dictionary
BUSINESS definition: 1. the activity of buying and selling goods and services: 2. a particular company that buys and….
VENTURE | English meaning - Cambridge Dictionary
VENTURE definition: 1. a new activity, usually in business, that involves risk or uncertainty: 2. to risk going….
ENTERPRISE | English meaning - Cambridge Dictionary
ENTERPRISE definition: 1. an organization, especially a business, or a difficult and important plan, especially one that….
INCUMBENT | English meaning - Cambridge Dictionary
INCUMBENT definition: 1. officially having the named position: 2. to be necessary for someone: 3. the person who has or….
AD HOC | English meaning - Cambridge Dictionary
AD HOC definition: 1. made or happening only for a particular purpose or need, not planned before it happens: 2. made….
BUSINESS | English meaning - Cambridge Dictionary
BUSINESS definition: 1. the activity of buying and selling goods and services: 2. a particular company that buys and….
VENTURE | English meaning - Cambridge Dictionary
VENTURE definition: 1. a new activity, usually in business, that involves risk or uncertainty: 2. to risk going….
ENTERPRISE | English meaning - Cambridge Dictionary
ENTERPRISE definition: 1. an organization, especially a business, or a difficult and important plan, especially one that….
INCUMBENT | English meaning - Cambridge Dictionary
INCUMBENT definition: 1. officially having the named position: 2. to be necessary for someone: 3. the person who has or….
AD HOC | English meaning - Cambridge Dictionary
AD HOC definition: 1. made or happening only for a particular purpose or need, not planned before it happens: 2. made….
LEVERAGE | English meaning - Cambridge Dictionary
LEVERAGE definition: 1. the action or advantage of using a lever: 2. power to influence people and get the results you….
ENTREPRENEUR | English meaning - Cambridge Dictionary
ENTREPRENEUR definition: 1. someone who starts their own business, especially when this involves seeing a new opportunity….
CULTIVATE | English meaning - Cambridge Dictionary
CULTIVATE definition: 1. to prepare land and grow crops on it, or to grow a particular crop: 2. to try to develop and….
EQUITY | English meaning - Cambridge Dictionary
EQUITY definition: 1. the value of a company, divided into many equal parts owned by the shareholders, or one of the….
LIAISE | English meaning - Cambridge Dictionary
LIAISE definition: 1. to speak to people in other organizations, etc. in order to work with them or exchange….