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
Q

closure

A

when one area is intensified another is diminished; give opportunity to move past feeling into the next

26
Q

reversal

A

something pushed to limits, characteristics reversed “going to the movies” vs. movies coming to you

27
Q

retrieval

A

content retrieved from older median; remakes

28
Q

entropy

A

every successful form eventually fades

29
Q

herding

A

FOMO, need to follow what other people do; other people influence actions of others

30
Q

exponentiality

A

80/20 rule; spend 80% of time to make 20% of money, but if smart in investing money you can switch percentage

31
Q

spreading

A

max distribution max content; more media more success

32
Q

legal aspect

A

always evolving; Defining set of rights given to use of access entertainment

33
Q

gov regulation

A

gov steps in on almost every form of entertainment so people can get paid and stay safe; unions

34
Q

4 Be’s of networking

A

humble, on time, kind, engaging

35
Q

independents

A

org that are smaller in financial space and number of people that work for them

36
Q

seasonality

A

concentration of film releases; releasing film at right time to get the eye of the judges of the film festivals or award shows

37
Q

1948 antitrust act

A

exhibitor (regal/AMC) chains arise

38
Q

economies of scale

A

bigger you are, the more you got, the easier it is

39
Q

how long to arrange financing and everything else needing

A

12-18 mo+

40
Q

of the $40B worldwide profits in 2018

A

US made $7B

41
Q

collections and contract

A

past funding makes future planning hard

42
Q

primary movie market

A

releases in theater

43
Q

secondary movie market

A

tv, home rentals, home sales

44
Q

tie-in market

A

merch i.e. toys, clothing, books, posters

45
Q

cross marketing

A

soundtrack

46
Q

power of agents

A

can help or speed up a process

47
Q

option agreements

A

timed rights and future options

48
Q

contracting on %

A

pay % on tickets

49
Q

Four-wall rental

A

every time film is shown in theaters you get money

50
Q

Fighting the “real” money makers

A

tickets vs. snacks; exhibitors make more money on snacks than tickets

51
Q

three key factors for american scene

A

-stable geopolitical environment
-cost efficient national advertising media
-expanding young adult population

52
Q

key factors for global scene

A

same but culture and strength

53
Q

one of the first areas to benefit from global scene

A

music

54
Q

global following accounts for

A

2/3 of total artists

55
Q

music money

A

fewer people, smaller capital; copyright; diff. revenue streams