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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 - Hardcover

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Availability:In StockContributor:D. Nichols, T. Farrand, T. RowleyPublish date:11/14/2005Pages:168
Languages:EnglishPublisher:Palgrave MacMillanISBN-13:9781403998972ISBN-10:1403998973UPC:9781403998972Book Category:Business & Economics, Social ScienceBook Subcategory:Marketing, Management, SociologySize:9.48 x 6.24 x 0.60 inchesWeight:0.418Product ID:SCF1EV7D7C
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
Languages:EnglishPublisher:Palgrave MacMillanISBN-13:9781403998972ISBN-10:1403998973UPC:9781403998972Book Category:Business & Economics, Social ScienceBook Subcategory:Marketing, Management, SociologySize:9.48 x 6.24 x 0.60 inchesWeight:0.418Product ID:SCF1EV7D7C
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.

Publisher: Palgrave MacMillan

Edition

2006 Edition

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