When high schools treat arts as a core academic subject, SAT score averages are visibly higher compared to when the schools treat the arts as an optional subject.
Turn-based games often rely on scripted opponents that are predictable, exploitable, and strategically limited. Through case studies from Final Fantasy X and Pokémon Trading Card Game Live, this article examines how current game AI falls short of creating engaging tactical experiences and explores whether more intelligent, adaptive opponents could improve player enjoyment and game design.
In Part II, this research moves from market context and prior literature to empirical analysis and actionable strategy. While Part I established the streaming landscape, reviewed existing research on Gen Z and millennials’ consuming behavior, Part II presents findings from the online survey and interviews with industry experts. Synthesizing these primary insights with our secondary literature review, we identify what drives and what undermines the subscriber loyalty among 18–34 age group, and conclude with six recommendations for Roku across its SVOD, FAST, and AVOD platform ecosystem.
This study examines what drives loyalty among 18-34 age streaming consumers. The problem we looked to solve through our study is how Roku can better reach older Gen Z (18-24) and younger millennials (25-34) and retain them, beyond an initial one-time acquisition. This is especially relevant in an age where streamers are continually competing with each other and other media companies for the consumer's attention. Part I analyzes the conceptual groundwork for our research, tracing the evolution of the streaming market, reviewing prior literature on Gen Z and millennial viewing habits, and introducing our mixed-methods research approach. Part II of this research will present the empirical findings, industry interview insights, and final analysis and recommendations for Roku.
Artificial Intelligence (AI) is already reshaping how children learn — in private schools, public classrooms, homeschool environments, and museum galleries. The question is no longer whether it will arrive, but who controls it and who benefits.
Immersive technology is not new in the slightest, with immersive tricks like ‘Pepper’s Ghost’ and projectors being used for decades. Nor is animation new, with animated shorts dating back to the early 1900s. Animation is a constantly evolving medium that lends well to immersive and Extended Reality (XR), and has been combined with XR to create well-known products, such as Pokémon Go. By combining two growing fields with a strong IP as the baseline, there are exponential growth opportunities for both fields. However, the combination of immersive technology and narrative-led animation continues to fall short of its potential in the entertainment market. Most combinations of animation and immersive technology often end up as avatar creators, video games, or VR experiences. The goal of this research project is to find an approach to combining animation and immersive technology that is marketable, accessible, and creates immersive storytelling.