Digital entertainment: the next evolution in service sector
Digital Entertainment -- Preface -- Learning Objective of the Book -- Highlights of the Book -- Contents -- Notes on Contributors -- List of Figures -- List of Tables -- 1 Consumer Engagement in Digital Entertainment: A Systematic Review -- 1 Introduction -- 1.1 Concept of Consumer Engagement (CE) -- 1.2 Concept of Digital Entertainment -- 2 Methodology and Systematic Literature Review -- 2.1 Papers Selected for Systematic Review Using the Inclusion Criteria -- 3 Results -- 3.1 Year Wise Number of Publications -- 3.2 Author Wise Citations -- 3.3 Publisher and Journal Wise Number of Articles -- 3.4 Country Wise Publications -- 3.5 Type of Digital Entertainment Media -- 3.6 Research Methods Adopted -- 4 Findings -- 5 Conclusion -- 6 Limitations -- 7 Future Research Scope -- References -- 2 Review of Consumer Engagement and Digital Entertainment on Over the Top Platforms -- 1 Introduction -- 2 Review of Literature -- 2.1 Consumer Engagement: The Theoretical Framework -- 2.2 Understanding Digital Entertainment -- 2.3 Leveraging Technology for Engagement -- 2.4 Creating Immersive Experiences -- 2.5 The Role of Engaging Content -- 3 Model Adaptation -- 4 Conclusion -- References -- 3 A Study on Processing of Information Storage & -- Use of New Age Consumers in Digital Wellness Sector Through Story Telling & -- Creating Interest -- 1 Introduction -- 1.1 Consumer Information Processing Model and Advertisements -- 2 Marketing vs. Advertising Review -- 2.1 Sales Through the Internet and Possible Problems -- 2.2 Herbal Cream Ads for Joint Diseases -- 3 Analysis & -- Conclusion -- References -- 4 Games Features for Health Disciplines for Patient Learning as Entertainment -- 1 Introduction -- 2 Health Consequences of Gaming for Health -- 3 Gaming and Health Frameworks -- 4 Behavior Change Theories.