KBC Quiz Game
Abstract & Details
Research Area
Computer Science and Engineering
Keywords
Player
User
Question
Interactive
Education
Knowledge
Participate.
Abstract
Like any other commodity, the success of a television game show depends on brand value management and brand promotion. But with game shows, informational, entertaining, novel, instantaneous reward, and experiential components are more prominent. The game show Who Wants to be a Millionaire on television has provided ample evidence of this. Investigating the reasons behind the success and failure of various entertainment goods is the aim of this study. Design, procedure, and strategy the system dynamic model of brand management for Kaun Banega Crorepati (KBC), the Indian equivalent of Who Wants to Be a Millionaire, is presented in this study. First, we show the reference mode behavior, which is based on data that has been published.
We incorporate elements that increase viewing and impact operating revenues, such as prize money, competition, host and channel popularity, and reward money, into the dynamic model. The model is then subjected to experimentalism and computer-based simulation as a research technique to examine its dynamic behavior. Results: Our research demonstrates that KBC's exceptional performance has been made possible by the ideal balance of prize money, channel popularity, and host popularity.
Research constraints and consequence: The degree to which the simulation results can accurately reproduce the behavior of the reference mode and generate expected behavior in extreme circumstances serves as the basis for validating the model. What-if situations are created using the validated model, some of which are modelled after rival game shows. Originality/value: Brand management of entertainment products can benefit greatly from an understanding of the dynamics surrounding the brand management of this game show. A broad management audience would be interested in the application of system dynamics for dynamic modelling of brand value, as it has applications in other marketing domain.
License
This work is licensed under a Creative
Commons
Attribution-ShareAlike 4.0 International License.
Author Information
| # | Name | Institute / Affiliation |
|---|---|---|
| 1 | Afifa Anwar | Institute of Technology and Management |
| 2 | Mohd Abuzar | Institute of Technology and Management |
| 3 | Mohd Adnan Shakir | Institute of Technology and Management |
How to Cite
Use the following formats to cite this article in your research.
APA Style
Anwar, Afifa, Abuzar, Mohd, & Shakir, Mohd Adnan (2023). KBC Quiz Game. International Journal of Advance Research and Innovative Ideas In Education, 9(6), 2297-2303.
MLA Style
Anwar, Afifa, et al. "KBC Quiz Game." International Journal of Advance Research and Innovative Ideas In Education, vol. 9, no. 6, 2023, pp. 2297-2303.
IEEE Style
Afifa Anwar, Mohd Abuzar, and Mohd Adnan Shakir, "KBC Quiz Game," International Journal of Advance Research and Innovative Ideas In Education, vol. 9, no. 6, pp. 2297-2303, 2023.
Vancouver Style
Anwar Afifa, Abuzar Mohd, Shakir Mohd Adnan. KBC Quiz Game. International Journal of Advance Research and Innovative Ideas In Education. 2023;9(6):2297-2303.
Harvard Style
Anwar, Afifa, Abuzar, Mohd, & Shakir, Mohd Adnan (2023) 'KBC Quiz Game', International Journal of Advance Research and Innovative Ideas In Education, 9(6), pp. 2297-2303.
Chicago Style
Anwar, Afifa, Mohd Abuzar, and Mohd Adnan Shakir. "KBC Quiz Game." International Journal of Advance Research and Innovative Ideas In Education 9, no. 6 (2023): 2297-2303.
Turabian Style
Anwar, Afifa, Mohd Abuzar, and Mohd Adnan Shakir. "KBC Quiz Game." International Journal of Advance Research and Innovative Ideas In Education 9, no. 6 (2023): 2297-2303.
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