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Gamification is defined as the use of gaming and marketing to engage and influence consumer Behavior. True False Magazines continue to be the leader in

  1. Gamification is defined as the use of gaming and marketing to engage and influence consumer Behavior.

    True

    False

  1. Magazines continue to be the leader in niche marketing opportunities in regard to the entertainment sector of publishing.

    True

    False

  1. Over the top (OTT) means receiving content without the use of a set-top box that delivers cable programming to a tv.

    True

    False

  1. Netflix is known for capitalizing on marathoning, waiting for an entire series to be made available and watching it as a whole.

    True

    False

  1. All nonperiodical hardcover volumes regardless of length, excluding coloring books, and all nonperiodical softbound volumes over 48 pages are called: _____.

    A.

    Books

    B.

    Mass-market books

    C.

    Trade books

    D.

    textbooks

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