quiz 1 Flashcards

1
Q

Leisure

A

Time not spent at work or with an obligation to “perform”

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2
Q

free time

A

time left over after hours needed for subsistence

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3
Q

labor-supply curve

A

backward bending

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4
Q

as tech grew

A

leisure grew

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5
Q

perception of activity

A

affects whether someone does it or not i.e. perception affects leisure

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6
Q

developed vs emerging markets

A

developed markets have diff types of leisure than emerging so perception of leisure within the two types will be diff

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7
Q

trends

A

cyclical; repeated

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8
Q

first class vs economy

A

depends on how much $ one has to spend on leisure

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9
Q

events

A

diff events have diff relationships with leisure; going to events vs. watching on TV

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10
Q

price discrimination

A

i.e. floor seats vs nosebleeds

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11
Q

FOMO

A

you want to go if your friends are going

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12
Q

economic shocks

A

COVID; live streamed vs. in person

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13
Q

Fads

A

shorter lived

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14
Q

monopoly

A

owns complete share of market

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15
Q

oligopoly

A

big conglomeration of companies over a general company head i.e. theme parks, video games

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16
Q

monopolistic competition

A

make similar things consumer chooses what to consume i.e. marvel vs DC

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17
Q

cash flows

A

value of money over time and risk associate with it

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18
Q

EBITA

A

earnings before interest taxes and amortization

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19
Q

top line revenue

A

total amount of money you make before spent on anything else

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20
Q

bottom line revenue

A

amount after all expenses have been deducted

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21
Q

ROI

A

(net inc/expenses) * 100

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22
Q

net income

A

gross inc or net revenue - expenses

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23
Q

consumes based on

A

competence, autonomy, relatedness, tension/suspense, passage of time (losing yourself in it), holds your attention

24
Q

extension

A

extends or amplifies user; makes what you feel or do bigger

25
closure
when one area is intensified another is diminished; give opportunity to move past feeling into the next
26
reversal
something pushed to limits, characteristics reversed “going to the movies” vs. movies coming to you
27
retrieval
content retrieved from older median; remakes
28
entropy
every successful form eventually fades
29
herding
FOMO, need to follow what other people do; other people influence actions of others
30
exponentiality
80/20 rule; spend 80% of time to make 20% of money, but if smart in investing money you can switch percentage
31
spreading
max distribution max content; more media more success
32
legal aspect
always evolving; Defining set of rights given to use of access entertainment
33
gov regulation
gov steps in on almost every form of entertainment so people can get paid and stay safe; unions
34
4 Be's of networking
humble, on time, kind, engaging
35
independents
org that are smaller in financial space and number of people that work for them
36
seasonality
concentration of film releases; releasing film at right time to get the eye of the judges of the film festivals or award shows
37
1948 antitrust act
exhibitor (regal/AMC) chains arise
38
economies of scale
bigger you are, the more you got, the easier it is
39
how long to arrange financing and everything else needing
12-18 mo+
40
of the $40B worldwide profits in 2018
US made $7B
41
collections and contract
past funding makes future planning hard
42
primary movie market
releases in theater
43
secondary movie market
tv, home rentals, home sales
44
tie-in market
merch i.e. toys, clothing, books, posters
45
cross marketing
soundtrack
46
power of agents
can help or speed up a process
47
option agreements
timed rights and future options
48
contracting on %
pay % on tickets
49
Four-wall rental
every time film is shown in theaters you get money
50
Fighting the “real” money makers
tickets vs. snacks; exhibitors make more money on snacks than tickets
51
three key factors for american scene
-stable geopolitical environment -cost efficient national advertising media -expanding young adult population
52
key factors for global scene
same but culture and strength
53
one of the first areas to benefit from global scene
music
54
global following accounts for
2/3 of total artists
55
music money
fewer people, smaller capital; copyright; diff. revenue streams