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Brands and Gaming
Details
The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development
'This very accessible and enjoyable book leaves the reader in no doubt; computer gaming is a major new medium which marketers ignore at their peril... the authors provide guidelines on how brand owners and marketers might leverage the growth in computer gaming, and they also provide a useful framework for introducing the medium into the decision making process.' - Linda Caller, Managing Director, Thought Agents Ltd
Autorentext
DAVID NICHOLS, TOM FARRAND, and TOM ROWLEY all work for Added Value, a leading brand consultancy who have done pioneering and influential work in the area of Brands and Gaming.
MATT AVERY is the Managing Director of Brands in Gaming Ltd, who specialize in brand consultancy for the computer gaming industry.
Inhalt
Gaming Market Overview What is Gaming ? The Culture of Gaming Will Gaming Replace TV? Gaming Gets Active Mobile Gaming Gaming Industry Structure Brands in Gaming Today Strategies for Your Brand to Enter the Gaming Space Futureshock
Weitere Informationen
- Allgemeine Informationen
- GTIN 09781403998972
- Auflage 2006
- Sprache Englisch
- Genre Economy
- Lesemotiv Verstehen
- Größe H13mm x B155mm x T235mm
- Jahr 2005
- EAN 9781403998972
- Format Fester Einband
- ISBN 978-1-4039-9897-2
- Titel Brands and Gaming
- Autor D. Nichols , T. Farrand , T. Rowley , M. Avery
- Untertitel The Computer Gaming Phenomenon and its Impact on Brands and Businesses
- Gewicht 396g
- Herausgeber PALGRAVE
- Anzahl Seiten 168