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Brands and Gaming: The Computer Gaming Phenomenon and Its Impact on Brands and Businesses

Brands and Gaming: The Computer Gaming Phenomenon and Its Impact on Brands and Businesses

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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
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

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    Business / Economics / Finance; BUSINESS & ECONOMICS / Marketing / General


Autor: D. Nichols
ISBN-13: 9781403998972
ISBN: 1403998973
Einband: Buch
Seiten: 168
Gewicht: 417 g
Format: 241x158x15 mm
Sprache: Englisch
Autor: D. Nichols, T. Farrand, T. Rowley
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.

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Autor: D. Nichols
ISBN-13:: 9781403998972
ISBN: 1403998973
Erscheinungsjahr: 01.11.2005
Gewicht: 417g
Seiten: 168
Sprache: Englisch
Auflage 2006
Sonstiges: Buch, 241x158x15 mm