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Full-Text Articles in Business
Sports Marketing And Branding Among Gen Z And Their Digital Associations, Jordan C. Basso
Sports Marketing And Branding Among Gen Z And Their Digital Associations, Jordan C. Basso
Student Publications
This study addresses the intersection between sports marketing and branding among Generation Z, investigating the challenges, opportunities, and evolving dynamics in the digital realm. The problem at hand revolves around the intricate web of issues faced by athletes and stakeholders, including the implementation of Name, Image, and Likeness (NIL) rules, ethical considerations, and the transformative impact of social media. Background information was gathered from peer-reviewed literature. Using a qualitative research method, five participants from diverse sporting backgrounds provided insights through interviews. The participants were asked questions in a semi-formal setting about their personal experiences, background and understanding, education on these …
Why Industry Professionals Should Care About Fandom, Abigail Minzer
Why Industry Professionals Should Care About Fandom, Abigail Minzer
Student Publications
A fandom is a community of people who share a common interest and interact with each other on the basis of that common interest. When a fandom comes together on the basis of a creative work, it allows a mutually beneficial relationship to form in which the fandom will eagerly consume existing content, allowing new content to be produced for their consumption. Thus, professionals in industries such as publishing, theater, and television and film should be aware of the integral role fandoms play in the consumption of their content and how to nurture fandoms through the means discussed in this …
How Did The Tamagotchi Become A Worldwide Phenomenon, Gianna V. Bona
How Did The Tamagotchi Become A Worldwide Phenomenon, Gianna V. Bona
CAFE Symposium 2023
The Tamagotchi is a popular Japanese toy by Bandai Co that pioneered virtual pets and led other companies to develop virtual toys and games that changed how children and consumers interacted with toys.