Hey Alexa, Launch Twitch: Using Sport Sponsorship to Drive Business Development

2021 ◽  
Vol 10 (1) ◽  
pp. 50-53
Author(s):  
Lindee Declercq ◽  
Keegan Dalal ◽  
Megan Piché ◽  
Nicholas Burton ◽  
Michael Naraine

In this case study, students will explore how sport sponsorship can be used to drive business development. They will follow the fictitious story of Amazon, developing a plan to expand its operations into the Middle East through the eSports platform Twitch. Twitch, a video game livestreaming site has contributed to the rise popularity of eSports. Thanks to its appeal to the youth demographic, it is revealed Twitch offers a unique platform that can give Amazon a competitive advantage. This aligns with the Middle East’s increasing interest in becoming a global sport leader. After further exploring the Middle East market, the potential value of this sponsorship will be determined. In addition, business-to-consumer strategies will be consulted to justify the plan put forward by Amazon. Learning objectives include understanding the role of new media and being able to understand the early phases of a sponsorship plan.

2010 ◽  
Vol 2 (2) ◽  
pp. 63-72
Author(s):  
Dessy Kania

Tourism is an important component of the Indonesian economy as well as a significant source of the country’s foreign exchange revenues. According to the Center of Data and Information - Ministry of Culture and Tourism, the growth of foreign visitor arrivals to Indonesia has increased rapidly by 9.61 percent since 2010 to the present. One of the most potential tourism destinations is Komodo Island located in East Nusa Tenggara. With the island’s unique qualities, which include the habitat of the Komodo dragons and beautiful and exotic marine life, it is likely to be one of the promising tourism destinations in Indonesia and in the world. In 1986, the island has been declared as a World Heritage Site by UNESCO. The Ministry of Culture and Tourism continuously promotes many of the country’s natural potential in tourism through various media: printed media, television and especially new media. However, there are challenges for the Indonesian tourism industry in facilitating entrepreneurship skills among the local people in East Nusa Tenggara. According to the Central Bureau of Statistics (2011), East Nusa Tenggara is considered as one of the poorest provinces in Indonesia where the economy is lower than the average, with a high inflation of 15%, and unemployment of 30%. This research is needed to explore further the phenomenon behind the above facts, aiming at examining the role of new media in facilitating entrepreneurship in the tourism industry in Komodo Island. The results of this study are expected to provide insights that can help local tourism in East Nusa Tenggara. Keywords: Tourism, Entrepreneurship, New Media


Author(s):  
Anna Michalak

Using the promotional meeting of Dorota Masłowska’s book "More than you can eat" (16 April 2015 in the Bar Studio, Warsaw), as a case study, the article examines the role author plays in it and try to show how the author itself can become the literature. As a result of the transformation of cultural practices associated with the new media, the author’s figure has gained much greater visibility which consequently changed its meaning. In the article, Masłowska’s artistic strategy is compared to visual autofiction in conceptual art and interpreted through the role of the performance and visual representations in the creation of the image or author’s brand.


2021 ◽  
pp. 174619792098136
Author(s):  
Sansom Milton

In this paper, the role of higher education in post-uprising Libya is analysed in terms of its relationship with transitional processes of democratization and civic development. It begins by contextualising the Libyan uprising within the optimism of the ‘Arab Spring’ transitions in the Middle East. Following this, the relationship between higher education and politics under the Qadhafi regime and in the immediate aftermath of its overthrow is discussed. A case-study of a programme designed to support Tripoli University in contributing towards democratisation will then be presented. The findings of the case-study will be reflected upon to offer a set of recommendations for international actors engaging in political and civic education in conflict-affected settings, in particular in the Middle East.


2017 ◽  
Vol 39 (8) ◽  
pp. 1194-1209 ◽  
Author(s):  
Marwan M Kraidy

Islamic State’s (IS) image-warfare presents an auspicious opportunity to grasp the growing role of digital images in emerging configurations of global conflict. To understand IS’ image-warfare, this article explores the central role of digital images in the group’s war spectacle and identifies a key modality of this new kind of warfare: global networked affect. To this end, the analysis focuses on three primary sources: two Arabic-language IS books, Management of Savagery (2004) and O’ Media Worker, You Are a Mujahid!, 2nd Edition (2016), and a video, Healing the Believers’ Chests (2015), featuring the spectacular burning of a Jordanian air force pilot captured by IS. It uses the method of ‘iconology’ within a case-study approach. I analyze IS’ doctrine of image-warfare explained in the two books and, in turn, examine how this doctrine is executed in IS video production, conceptualizing digital video as a specific permutation of moving digital images uniquely able to enact, and via repetition, to maintain, visual and narrative tension between movement and stillness, speed and slowness, that diffuses global network affect. Using a theoretical framework combining spectacle, new media phenomenology, and affect theory, the article concludes that global networked affect is projectilic, mimicking fast, lethal, penetrative objects. IS visual warfare, I argue, is best understood through the notion of the ‘projectilic image’.


Author(s):  
Hilda Bø Lyng ◽  
Eric Christian Brun

The objective of this research is to explore the nature and role of analogies as objects for knowledge transfer in cross-industry collaborations. A case study of an organization seeking cross-industry innovation (CII) across two industry sectors was conducted, and the empirical data were analyzed qualitatively. We found that analogies used as knowledge mediation objects could be classified as explanatory or inventive, each expressed as linguistic or visual representations. Explanatory analogical objects help build prior knowledge of a foreign industry domain, thus easing later use of inventive analogical objects to identify how knowledge from one industry can be applied in another industry for innovation purposes. In these roles, the analogies serve as boundary objects. Both explanatory and inventive analogies can also serve as epistemic objects, motivating for further collaborative engagement. Visual representations of analogies help bridge the abstract with the concrete, thereby easing the process of creating analogies. They also enable nonverbal communication, thus helping bypass language barriers between knowledge domains. The reported research expands current research literature on knowledge mediation objects to the context of CII and provides added detailed understanding of the use of analogies in CII.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


Exchange ◽  
2020 ◽  
Vol 49 (3-4) ◽  
pp. 278-296
Author(s):  
Tala Raheb

Abstract In describing Christianity in the Middle East, scholars often highlight religious oppression, especially in relation to the larger Islamic context. Such contentious descriptions often cast Christians in the role of dhimmis, who are tolerated but not regarded as equal members of Muslim societies. Only in recent years some scholars have begun to modify their depictions of Christians and Christian-Muslim relations in the Middle East. While Christians in the Middle East have experienced and in certain regions continue to experience persecution, solely portraying them as victims does not do justice to the reality on the ground. By means of a case study on Palestine, I argue that an examination of the interaction between sharia (Islamic law) and Christian personal status laws sheds a different light on Christian identity and Christian-Muslim relations in the Middle East, and demonstrates the agency of Palestinian Christian communities in this respect.


Author(s):  
Heléne Lundberg ◽  
Christina Öberg

This chapter describes and discusses the role of e-learning for small and medium-sized firms' (SME) business development and does so specifically in university-SME interaction related to sparsely populated regions. It is based on the idea that e-learning may provide a valuable means for developing knowledge creation and expansion beyond its educational connotation. A university-SME interaction focusing on business development of firms in remote geographical areas provides ideas on the benefits of e-learning not only for the interaction to be realized, but for the creation of flexibility, interactivity, and the bringing down of guards among the participants. The chapter contributes to previous research through tying together ideas on e-learning, university-SME interaction and business development, and by extending the e-learning concept. Practically, the case study may function as the inspiration for further initiatives.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


2020 ◽  
Vol 42 (3) ◽  
pp. 317-328 ◽  
Author(s):  
Bruce Mutsvairo ◽  
Helge Rønning

The purpose of this issue of Media Culture and Society is to discuss the possible role of social media in the struggle for democracy, against authoritarianism, and over hidden power structures. The articles included in this volume are meant to offer empirical interventions to beliefs, some of them unproven, on whether the emergence of new media technologies has driven Africa towards democratic change. Papers in this Special Issue cover a wide variety of African countries delving deep into comparative studies of participatory citizens’ media on the continent. This introduction is an attempt to offer an explanation on African democratisation and authoritarianism before conceptualising the role of social media in political processes with the backing of current case study dispatches in Africa, demonstrating the dilemmas of digital disparities in promoting or denting democratisation in Africa.


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