Friday, 17 July 2026

Brainstorming with generative AI to produce a preliminary MBA dissertation proposal prototype: on the joyconomy.

Brainstorming with generative AI to produce a preliminary MBA dissertation proposal prototype: on the joyconomy.

 

Highlight 5 main ideas of the topic of "the joyconomy", and describe its origin and idea evolution.

The joyconomy is a business and cultural idea about designing products, services, and experiences that create joy, optimism, and emotional connection rather than just completing a transaction. Its evolution shows a move from a marketing trend toward a broader philosophy that links customer happiness, employee morale, and brand differentiation.creative+2

5 main ideas

1.    Joy as strategy.
The idea treats joy not as a nice extra, but as a competitive advantage that can drive growth, loyalty, and repeat purchases.centraldovarejo.com+1

2.    Emotion over transaction.
Joyconomy emphasizes memorable, emotionally rich experiences instead of purely functional or price-led interactions.creative+1

3.    Playfulness and creativity.
Brands are encouraged to use playful design, fun engagement, and imaginative experiences to make customers feel uplifted.creative+1

4.    Belonging and community.
A major theme is building positive communities and emotional connections so people feel part of something meaningful.creative+1

5.    Nostalgia and well-being.
Joyconomy often draws on nostalgia, comfort, escapism, and feel-good experiences to reduce stress and support consumer well-being.creative+2

Origin

The term gained visibility in the early 2020s as brands and commentators responded to uncertainty from the pandemic, cost-of-living pressure, and wider social anxiety. One influential framing came from brand strategy writing that described the “Joyconomy” as a movement where businesses prioritize uplifting experiences, community, and playfulness. By 2023, writers were already describing it as a shift away from rigid, purely transactional business models toward joy and positivity as part of business design.creative+3

Idea evolution

At first, joyconomy was mostly discussed as a consumer and branding trend focused on happiness, optimism, and feel-good marketing. It then expanded into a wider business philosophy covering customer experience, employee morale, and innovation, not just advertising or packaging. More recent coverage frames it as a structural shift in leadership and organizational culture, where purpose, play, and human-centered design matter more than fear-based management.

 

As a part-time MBA student currently learning to do a 4-month dissertation project, I am interested in the crude research theme of "the marketing opportunities offered by the joyconomy in Hong Kong to the Hong Kong entertainment sector". I would like to also consider the following key words to produce a more concrete research theme: exploratory research, pragmatism, consumer behavior, entertainment product innovation. Could you offer 4 concrete research themes for me to consider?

 

Here are four concrete, MBA‑level research themes you could consider. Each one integrates your crude topic (joyconomy, Hong Kong entertainment sector) with your preferred keywords: exploratory research, pragmatism, consumer behavior, and entertainment product innovation.


Theme 1

Exploratory study of joy‑driven consumer behavior in Hong Kong entertainment

Possible title
“How Hong Kong Entertainment Consumers Experience Joyconomy‑Driven Offerings: An Exploratory Study of Consumer Behavior”

Core idea
This theme focuses on how different segments of Hong Kong consumers perceive and respond to entertainment experiences explicitly designed around joy, positivity, and emotional uplift (e.g., immersive events, themed concerts, feel‑good attractions). It treats joy as a key psychological and behavioral driver and asks how this shapes attitudes, satisfaction, word‑of‑mouth, and willingness to pay.

Methodological framing

  • Exploratory research: Map out what “joy” means to Hong Kong entertainment consumers and which attributes they value (e.g. atmosphere, community feeling, escapism).
  • Consumer behavior: Examine how joy‑related perceptions influence choice of entertainment venues, frequency of visits, and loyalty.
  • Pragmatism: Emphasize practical insights for managers (e.g., what concrete elements to design into shows or venues).

Example research questions

  • How do Hong Kong entertainment consumers define and recognize joy‑centric experiences?
  • Which joy‑related factors (e.g. atmosphere, interactivity, nostalgia) most strongly influence their entertainment choices and repeat patronage?
  • How can entertainment firms pragmatically use these insights to refine marketing messages and experience design?

Theme 2

Pragmatist evaluation of joyconomy‑driven entertainment product innovation

Possible title
“Joyconomy as a Driver of Entertainment Product Innovation in Hong Kong: A Pragmatist, Exploratory Assessment”

Core idea
This theme looks at how Hong Kong entertainment firms (e.g., cinemas, concert promoters, theme parks, K‑pop events, VR arcades) innovate their products and services to create joy‑centric experiences, and how they evaluate the success of those innovations in practice. Joy is treated as a strategic design principle in product innovation.

Methodological framing

  • Exploratory research: Identify recent or ongoing joy‑oriented product innovations (e.g., “feel‑good” festivals, interactive fan experiences, wellness‑entertainment hybrids).
  • Pragmatism: Focus on “what works” in practice—managerial perceptions of outcomes (attendance, engagement, social media buzz, revenue).
  • Entertainment product innovation: Link features of new entertainment offerings to innovation concepts (service design, co‑creation, experiential value).

Example research questions

  • How are Hong Kong entertainment firms currently incorporating joyconomy principles into new offerings?
  • How do managers pragmatically judge whether joy‑focused innovations are successful (which metrics, which signals)?
  • What practical design and marketing lessons can be derived to guide future joy‑centric product innovation?

Theme 3

Mixed‑methods exploration of joyconomy marketing opportunities in Hong Kong’s youth entertainment market

Possible title
“Marketing Opportunities in the Joyconomy: An Exploratory Mixed‑Methods Study of Youth Entertainment Consumers in Hong Kong”

Core idea
This theme narrows the focus to young consumers (e.g., 18–35), who are often most responsive to joy, playfulness, and community in entertainment. It explores how joy‑centric marketing (social media campaigns, fan engagement, branded experiences) creates opportunities for Hong Kong entertainment firms.

Methodological framing

  • Exploratory research: Use qualitative (interviews/focus groups) plus a small survey to map youth attitudes toward joy‑branded entertainment.
  • Consumer behavior: Examine how joy‑oriented messaging and experiences drive engagement, sharing, and attendance among younger segments.
  • Pragmatism: Translate findings into actionable marketing strategies (e.g., content themes, event formats, partnership ideas).

Example research questions

  • How do young entertainment consumers in Hong Kong respond to joy‑focused marketing messages and experiences?
  • Which aspects of joy (optimism, escapism, social connection, authenticity) are most influential in their entertainment choices?
  • What concrete marketing opportunities (campaign types, partnership models, event concepts) can Hong Kong entertainment firms exploit within the joyconomy?

Theme 4

Joyconomy‑based experience design and consumer value in Hong Kong live entertainment

Possible title
“Designing Joy‑Centric Live Entertainment Experiences in Hong Kong: An Exploratory Study of Consumer Value and Product Innovation”

Core idea
This theme concentrates on live entertainment experiences (concerts, theatre, festivals, fan meetings), examining how joy‑oriented experience design creates perceived value and differentiation. It connects joyconomy to concepts like experiential value, hedonic consumption, and service innovation.

Methodological framing

  • Exploratory research: Map specific design elements in live events that aim to generate joy (storytelling, interactivity, visual design, community rituals).
  • Consumer behavior: Study how these elements influence satisfaction, memorable experiences, and future purchase intentions.
  • Entertainment product innovation: Position joy‑centric experience design as a form of service/product innovation that can strengthen brand positioning.

Example research questions

  • Which joy‑focused design elements in live entertainment events are most valued by Hong Kong consumers?
  • How do these elements affect perceived experiential value, satisfaction, and intention to revisit or recommend?
  • How can entertainment firms pragmatically integrate these elements into their innovation and branding strategies?

 

I now choose theme 1 as my dissertation research theme and now offer a few more information for consideration: Generation Y and Generation Z. The main research approach is mixed methods research; I will also use questionnaire survey, focus group and the secondary qualitative data analysis as my research methods. Could you suggest 4 relevant research issues, 4 Hong Kong public media reported issues, and 3 academic theories to use (with references in Harvard reference format).

You can frame your study as a mixed‑methods, Gen Y/Gen Z‑focused exploration of how joy‑centric entertainment experiences shape consumer behavior in Hong Kong, and what marketing opportunities arise from this. Below are suggested research issues, media‑reported issues to anchor your secondary data, and three suitable theories with Harvard‑style references.


Four research issues (for your dissertation)

1.    Generational differences in joy‑centric entertainment preferences

o   How do Generation Y and Generation Z in Hong Kong differ in the way they define, seek, and evaluate “joy‑centric” entertainment experiences (e.g. concerts, festivals, themed events, immersive attractions)?

o   Your survey can compare segments on frequency of attendance, preferred formats, and perceived importance of joy‑related attributes (community feel, escapism, positivity).

2.    Joy‑related experience attributes and consumer behavior outcomes

o   Which specific joy‑related experience elements (e.g. interactivity, social connection, nostalgic themes, visual immersion) most strongly influence satisfaction, word‑of‑mouth, and intention to revisit among Gen Y and Gen Z?

o   Quantitative analysis can test relationships between perceived joy attributes and behavioral intentions, with focus groups deepening understanding of why certain elements matter.

3.    Role of digital and social media in amplifying joy‑centric entertainment

o   How do Hong Kong Gen Y and Gen Z use social media (e.g. Instagram, TikTok, YouTube) to discover, co‑create, and amplify joy‑centric entertainment experiences, and how does this behavior create marketing opportunities for entertainment firms?

o   Your secondary qualitative data (public posts, campaign case descriptions) plus focus groups can explore how “feel‑good” content and online communities drive event discovery and engagement.

4.    Perceived value and willingness to pay for joy‑centric entertainment

o   How does perceived joy and emotional uplift translate into perceived value and willingness to pay for different types of entertainment experiences among Gen Y and Gen Z?

o   Survey scales can measure perceived value and price sensitivity, while focus groups explore trade‑offs (e.g. premium pricing for “joy experiences” versus standard entertainment).


Four Hong Kong public‑media reported issues (for secondary qualitative analysis)

These are types of media‑reported issues you can draw on; when you select specific articles, you can code them as secondary qualitative data about the joyconomy and entertainment.

1.    Coverage of post‑pandemic demand for “feel‑good” entertainment
Hong Kong media have reported surging demand for events and attractions that offer escapism, optimism, and emotional relief after the pandemic, often highlighting how consumers seek “healing” or “feel‑good” experiences in concerts, shows, and leisure activities.yrc.hkfyg.org

2.    Reports on youth engagement with live music, festivals, and K‑pop events
Public media frequently discuss how younger audiences in Hong Kong engage enthusiastically with music festivals, K‑pop concerts, fan meetings, and pop‑culture conventions, emphasizing atmosphere, community, and joy as key reasons for participation.yrc.hkfyg.org

3.    Articles on innovation in Hong Kong’s entertainment formats and venues
Media and policy reports describe the need for innovation and diversification in Hong Kong’s entertainment industry—such as experiential events, creative venues, and cross‑sector collaborations—to revitalize the sector and meet changing consumer expectations.yrc.hkfyg.org+1

4.    Commentary on mental health, stress, and the role of entertainment in well‑being
Hong Kong commentary often links high stress levels among youth and working adults with increased interest in entertainment experiences that promote emotional release, happiness, and social bonding, positioning entertainment as part of a broader well‑being agenda.yrc.hkfyg.org+1

These issues give you a basis for secondary qualitative analysis (e.g. thematic coding of media narratives about joy, youth, innovation, and well‑being in the entertainment sector).


Three academic theories (with Harvard references)

You can align your mixed‑methods, joy‑centric entertainment study with established consumer and experience theories. Below are three suitable choices.

1. Hedonic and experiential consumption

Use hedonic consumption and experiential value theory to conceptualize how joy, fun, and sensory/emotional experience drive entertainment choices and satisfaction.

  • Core idea: Consumers derive value from pleasure, fun, fantasy, and emotional arousal, not just functional benefits. Entertainment is a prototypical hedonic consumption domain.
  • Application:
    • Operationalise joy‑centric attributes (e.g. fun, playfulness, escapism, emotional uplift) as experiential value dimensions.
    • Test how these dimensions relate to satisfaction and behavioral intentions across Gen Y and Gen Z.

Key references (Harvard style)

  • Holbrook, M.B. & Hirschman, E.C., 1982. The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research, 9(2), pp.132–140.
  • Holbrook, M.B., 1999. Consumer Value: A Framework for Analysis and Research. London: Routledge.

2. Theory of planned behavior (TPB)

Apply TPB to model how attitudes toward joy‑centric entertainment, perceived social norms, and perceived control (e.g. time, cost, accessibility) shape intentions to attend and revisit.

  • Core idea: Behavioral intention is predicted by attitude towards the behavior, subjective norms, and perceived behavioral control.
  • Application:
    • Construct scales for attitudes toward joy‑centric entertainment (e.g. “attending joy‑focused events is enjoyable/beneficial”), norms (friends’ and online community influence), and control (ticket price, location, schedule).
    • Compare how these predictors operate for Gen Y and Gen Z.

Key reference (Harvard style)

  • Ajzen, I., 1991. The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), pp.179–211.

3. Uses and gratifications theory (media and entertainment)

Use uses and gratifications to analyse why Gen Y and Gen Z choose specific entertainment and media experiences to satisfy psychological and social needs (e.g. joy, relaxation, social connection, identity expression).

  • Core idea: Audiences actively select media and entertainment to gratify needs such as escapism, companionship, social interaction, and personal identity.
  • Application:
    • Identify key gratifications related to joy (mood management, stress relief, sense of belonging) via focus groups.
    • Link these gratifications to entertainment choices and social‑media behavior in your survey.

Key references (Harvard style)

  • Katz, E., Blumler, J.G. & Gurevitch, M., 1974. Utilization of mass communication by the individual. In: G. Blumler & E. Katz, eds. The Uses of Mass Communications: Current Perspectives on Gratifications Research. Beverly Hills, CA: Sage, pp.19–32.
  • Rubin, A.M., 1983. Television uses and gratifications: The interactions of viewing patterns and motivations. Journal of Broadcasting, 27(1), pp.37–51.

 

Based on this chosen concrete research theme and the additional information just provided, please offer a part-time four-month MBA dissertation proposal with the following information: dissertation title, 4 research objectives, 3 research questions, an overall research methodology as well as some brief comments on the originality, academic and practical values of this project.

Here is a concise, four‑month part‑time MBA dissertation proposal aligned with your chosen theme, methods, and generational focus.


Proposed dissertation title

Exploring Joy‑Centric Entertainment Experiences and Consumer Behavior among Generation Y and Generation Z in Hong Kong: A Mixed‑Methods Study


Research objectives

1.    To explore how Generation Y and Generation Z consumers in Hong Kong define and perceive “joy‑centric” entertainment experiences (e.g. live events, festivals, immersive attractions).

2.    To examine the relationships between perceived joy‑related experience attributes (e.g. fun, social connection, escapism, nostalgia) and key consumer behavior outcomes such as satisfaction, word‑of‑mouth, and intention to revisit.

3.    To investigate the role of digital and social media in the discovery, sharing, and co‑creation of joy‑centric entertainment experiences among Gen Y and Gen Z consumers in Hong Kong.

4.    To identify practical marketing opportunities and experience‑design implications for Hong Kong entertainment firms seeking to leverage the joyconomy for Generation Y and Generation Z audiences.


Research questions

1.    How do Generation Y and Generation Z consumers in Hong Kong conceptualise and evaluate joy‑centric entertainment experiences, and what similarities and differences exist between these two generational cohorts?

2.    Which joy‑related experience attributes most strongly influence satisfaction, word‑of‑mouth intention, and revisit intention among Gen Y and Gen Z entertainment consumers in Hong Kong?

3.    In what ways do Gen Y and Gen Z consumers use social media and other digital platforms to engage with, amplify, and co‑create joy‑centric entertainment experiences, and how can Hong Kong entertainment firms translate these patterns into marketing opportunities?


Overall research methodology

Research approach and philosophy

The study adopts a mixed‑methods exploratory design grounded in a pragmatist research philosophy, focusing on generating practically useful insights for entertainment marketers while also contributing to academic understanding of hedonic and joy‑centric consumption. Pragmatism supports combining quantitative and qualitative data to address complex, context‑specific questions about joy and consumer behavior.repository.eduhk+1

Design and methods

  • Phase 1: Secondary qualitative data analysis
    • Collect and analyse Hong Kong public‑media texts (news articles, industry reports, commentary) on youth‑led “emotional spending”, joy‑seeking consumption, and innovation in the entertainment sector.yrc.hkfyg.org+2
    • Use thematic analysis to identify media‑framed narratives about joy‑centric entertainment, youth consumption trends, and sector challenges/opportunities.
  • Phase 2: Questionnaire survey (quantitative)
    • Target sample: Gen Y and Gen Z residents in Hong Kong who have attended entertainment events in the past 12 months.
    • Instrument: Structured questionnaire with Likert‑type scales measuring constructs from hedonic/experiential consumption, uses and gratifications, and theory of planned behavior (e.g. perceived joy attributes, gratifications sought, attitudes, subjective norms, perceived behavioral control, satisfaction, and behavioral intentions).
    • Analysis: Descriptive statistics, reliability checks, correlation/regression or simple comparative analysis (e.g. independent‑samples t‑tests) to examine relationships and generational differences.
  • Phase 3: Focus groups (qualitative)
    • 3–4 focus groups with separate Gen Y and Gen Z participants to explore in depth how they describe joy‑centric experiences, interpret specific events/campaigns, and articulate expectations of entertainment providers.
    • Thematic analysis to enrich and explain survey findings, especially around meanings of joy, motivations, and perceived value.
  • Integration
    • Use a convergent mixed‑methods strategy: analyse quantitative and qualitative data separately, then integrate them at the interpretation stage to develop a comprehensive understanding of joy‑centric entertainment behavior and marketing implications.research.library.gsu
    • Triangulate findings from media analysis, survey, and focus groups to build robust, practice‑oriented conclusions.

Academic theories to be used (with brief linkage)

1.    Hedonic and experiential consumption

o   Holbrook & Hirschman’s experiential consumption framework and hedonic value will be used to conceptualise joy‑centric entertainment as consumption of fantasies, feelings, and fun, and to define key experience attributes and value dimensions.

o   Holbrook, M.B. & Hirschman, E.C., 1982. The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research, 9(2), pp.132–140.

o   Holbrook, M.B., 1999. Consumer Value: A Framework for Analysis and Research. London: Routledge.

2.    Theory of planned behavior (TPB)

o   Ajzen’s TPB will underpin the examination of how attitudes toward joy‑centric entertainment, social norms (peer and online community influence), and perceived behavioral control (time, cost, accessibility) predict intention to attend or revisit events.

o   Ajzen, I., 1991. The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), pp.179–211.

3.    Uses and gratifications theory

o   Uses and gratifications will help explain why Gen Y and Gen Z choose particular entertainment and media experiences (e.g. to manage mood, relieve stress, feel connected, express identity), and how these gratifications are linked to joy‑centric consumption.

o   Katz, E., Blumler, J.G. & Gurevitch, M., 1974. Utilization of mass communication by the individual. In: G. Blumler & E. Katz, eds. The Uses of Mass Communications: Current Perspectives on Gratifications Research. Beverly Hills, CA: Sage, pp.19–32.

o   Rubin, A.M., 1983. Television uses and gratifications: The interactions of viewing patterns and motivations. Journal of Broadcasting, 27(1), pp.37–51.


Originality, academic value and practical value

Originality

The project is original in bringing together the emerging concept of the joyconomy with Generation Y and Z entertainment consumption in Hong Kong, using mixed methods to examine joy‑centric experience design and marketing opportunities. It also adds a local, city‑specific perspective to global discussions of youth “emotional spending” and feel‑good consumption trends.bastillepost+1

Academic value

Academically, the study contributes to the literature on hedonic and experiential consumption, youth consumer behavior, and entertainment marketing by:

  • Operationalising “joy‑centric entertainment experiences” in a Hong Kong context.
  • Testing how joy‑related attributes and gratifications connect with satisfaction and behavioral intentions among distinct generational cohorts.
  • Demonstrating a pragmatist mixed‑methods design that integrates media narratives, survey data, and focus‑group insights for a relatively under‑researched domain (joyconomy in entertainment).

Practical value

For practitioners in the Hong Kong entertainment sector, the study offers:

  • Actionable guidance on which joy‑related experience features matter most to Gen Y and Gen Z (e.g. atmosphere, interactivity, community, nostalgia).
  • Insight into how youth use social media to discover and co‑create joyful entertainment, informing campaign design and content strategies.repository.eduhk+1
  • Concrete ideas for product and experience innovation, positioning entertainment offerings as mood‑boosting, socially engaging, and aligned with youth values—helping firms capture emerging “emotional spending” and joy‑seeking consumption trends.

 


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