Abstract
In this chapter on entertainment product decisions, we take a deep dive into just what “quality” means in an entertainment context and the taste-dependency of the concept. We then study what makes an entertainment product a “high quality” one, and how such quality ultimately relates to product success. Because many entertainment products rely on a storyline, we also take a look at what makes a narrative “great”—including an examination of whether storyline development can (ever) be automated in the age of big data.
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Notes
- 1.
Those other success drivers in our study included measures of advertising and distribution.
- 2.
Of course, one could always argue that, drawing on Mr. Milchan, if a great entertainment product has not returned its investments, “it’s not the end” yet… The problem with this logic is that even if quality finds its way in the long term in some cases, investors usually don’t want to wait to get their money back. In addition, ad hoc evidence for our finding that quality is only loosely linked to success is abundant. It comes from those who have produced great works and lost a lot of money (like Citizen Kane and Once Upon a Time in America, which generate revenues today, but ruined their makers when they came out). It is also true for less well-known films: The Iron Giant—IMDb: 8.0 (out of 10), global box office: $23 million at $70 million budget; Children of Men—IMDb: 7.9, global box office: $70 million at $76 million budget; The Insider—IMDb: 7.9, global box office: $60 million at $90 million budget). And evidence also comes from what consumers believe are bad products, but generated a fortune (e.g., Alvin and the Chipmunks: Chipwrecked —IMDb: 4.4, global box office: $343 million at $75 million budget; Couples Retreat—IMDb: 5.5, global box office: $172 million at $70 million budget; Transformers: Age of Extinction—IMDb: 5.7, global box office: $1.1 billion at $210 million budget).
- 3.
See our earlier section on the dominance of experience qualities for entertainment. We will discuss the role of technological attributes as entertainment search qualities in the next chapter.
- 4.
Holbrook (1999) also finds other discrepancies between the tastes of HBO audiences and his “experts.” Experts’ judgments are negatively influenced by recency (older films are rated systematically higher by them!), whereas a foreign language soundtrack and a non-U.S. origin are associated with more positive quality perceptions. In another study of expert quality criteria for movies, Wallentin (2016) explains professional critics’ judgments of almost 2,000 movies shown in Sweden from 1999 to 2011 using regression analysis. Like Holbrook, he finds that experts see a higher quality in non-U.S. films. Focusing on genre effects for experts, he finds a positive effect for dramas and documentaries, whereas action, family, comedy, romance, and horror have negative effects on the experts’ quality perceptions.
- 5.
We discuss international differences in genre preferences in more detail in the following chapter.
- 6.
We assume that, as a result of this high variation, the reported differences in downloads are probably not significant (the authors do not report any statistical tests).
- 7.
Specifically, these script aspects encompass: a clear premise, a familiar setting, an early exposition, the avoidance of coincidences, interconnectedness, surprises, anticipation of what happens next, no flashbacks, a linear timeline, clear motivation of characters, a multidimensional hero, a strong nemesis, a sympathetic hero, believable characters, hero character growth, important conflict, multidimensional conflict, conflict build-up, conflict lock-in, an unambiguous resolution, a logical ending, and a surprising ending. Let us note that Eliashberg et al. also include some other interesting language characteristics, such as the use of passive sentences and the average word length of sentences. Because they use fan-created texts instead of original treatments in this study, the results for these variables are probably of limited generalizability though.
- 8.
An aspect that is tied closely to the concept of familiarity, by the way.
- 9.
Please refer back to our discussion of the fundamental role of creativity in entertainment and the sensations-familiarity framework in prior chapters.
- 10.
For a broad review of the state of algorithmic music composition, see the articles in McLean and Dean (2018).
- 11.
You can find Cope’s website and his musical compositions at https://goo.gl/1W3pnm.
- 12.
We discuss the concept of innovativeness as part of our innovation management chapter.
- 13.
This finding, along with the fact that Cope has never released the algorithms underlying his creations in full, has led some to question the credibility of his work; for example, Collins and Laney (2017) name him a “somewhat controversial figure,” something that does not necessarily conflict with his role as a pioneer in the field of computer-generated music and entertainment.
- 14.
Let us note that one might question the low-innovativeness character of reconfigurations—think of the first iPhone as a reconfiguration of existing products (Steve Jobs, in his original announcement speech in 2007, referred to it as a combination of an iPod, a mobile phone, and an Internet device; quoted in Wright 2015). But whereas high innovativeness products might build on existing technology and offers, they take large liberties at integrating them—which again would require high levels of creativity.
- 15.
See also the reactions from a small sample of student listeners who Simoni (2018) repeatedly exposed to different pieces of algorithmic music.
- 16.
See also our analysis of the state of the industry as part of the integrated entertainment marketing chapter for a discussion of the prospects of familiarity-dominated entertainment offers.
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Hennig-Thurau, T., Houston, M.B. (2019). Entertainment Product Decisions, Episode 1: The Quality of the Entertainment Experience. In: Entertainment Science. Springer, Cham. https://doi.org/10.1007/978-3-319-89292-4_7
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