1. Leisure as Big Business
Changing demographics
11th largest industry profits in 2006
Annual revenues of over $100 billion
Triad—amusement, entertainment, recreation leisure activities
Entertainment content—live performances (theatre, musical concerts), interactive experiences (recreation, amusement parks, travel, gaming) and media (m
participate in Ad,
Not just watch
1. Need for closure
2% Commercial strategy
- Unclosed story
- Make consumer to check ‘Full story’
- Using QR code
Provide consumers with an
‘incomplete stimulus’
Incomplete stimulus -> ‘attention’
2. False Experience Effect
Newbalance strategy
- Street fitting room -> mirror image
- Take a photo
/ Why should retailers use AR?/
Advertising campaigns can become stronger
Navigation around warehouse area will be easier
Extra information will improve the shopping experience of the customers
Product catalogs can be visualized
A 3D product view will create a selling opportunity
Customers can be encouraged to buy with AR offers
Customers can be lured inside the stores
/ AR in Tourism /
interaction with each other. More processes are complex with more errors. This picture below shows error when I drag and drop the item in cart.
But these drawbacks can be modified by improving their infrastructure and inspecting their error and fixing. So this shopping process can offer consumer significan
organizations is limited in duration are likely to see
their organization in competition with other organizations
the entertainment norms embodied in television’s appearance
#
of performance notion should mesh with the business norms
of pro?t in such a powerful way that newsworkers holding
professional norms experience an ongoing con?ict between
entertaining and informing
1. Neat and efficient design
iTunes store’s layout is focused on neat and efficient design. For example, iTunes store doesn’t have unnecessary advertising banners in every page. It has only the important parts which provide music and application contents to consumers. It also uses grouping and labeling about related new release contents and ranking with the orders that contain consumer’s t
1.3 Characteristics of SNG
In March 2011, Zynga had 7 of the 8 most popular games on Facebook (Osborne, 2011); CityVille alone had over 94 million users. Most of these games involved some sort of simulation-like gameplay (CityVille, FarmVille, FrontierVille, Café World, Mafia Wars, etc.).
However, these games offer simple game play and animation that fail to represent the cognitive eff
1. Brief Explanation on Business Idea
We planned a Café for seniors. Korean Society is rapidly getting older. An aging society is not just a term appears in article, but the reality that we must face. But there are barely any places for seniors especially aged between late 50s and 60s. From this, we came up with an idea for Senior Café. Our basic concept is “A café as a s
9. 거짓말하기(Telling Lies and Falsehoods)
어린아이들이 나이가 들면 들수록, 다른 이들이 점잖을 빼야할 (문화적인 교양으로서의 거짓말이 요청되는) 상황에서 하는 거짓말을 그다지 부정적이지 않게 보았고, 그런 상황에서는 그들 스스로도 기꺼이 거짓말을 하려고 했다. 이전 발견과는 달리, 거짓
오스트레일리아의 대륙에 처음으로 발을 디딘 사람은 Warramurrungunji라는 여성이다. 그냐는 바다로부터 북오스트레일리아 섬에 나타났고, 내륙으로 향하였으며, 그 과정에서 아이들을 낳고, 각 아이들을 특정 공간에 두었다. 그녀가 들판을 가로질러 이동하며, Warramurrungunji는 각 아이들에게 “나는 너희