Brands and Gaming - Nichols, D.; Farrand, T.; Rowley, T.; - Prospero Internet Bookshop

Brands and Gaming: The Computer Gaming Phenomenon and its Impact on Brands and Businesses
 
Product details:

ISBN13:9781403998972
ISBN10:1403998973
Binding:Hardback
No. of pages:168 pages
Size:235x155 mm
Weight:432 g
Language:English
Illustrations: VIII, 168 p.
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Category:

Brands and Gaming

The Computer Gaming Phenomenon and its Impact on Brands and Businesses
 
Edition number: 2006
Publisher: Palgrave Macmillan
Date of Publication:
Number of Volumes: 1 pieces, Book
 
Normal price:

Publisher's listprice:
EUR 53.49
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23 252 HUF (22 144 HUF + 5% VAT)
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18 601 (17 715 HUF + 5% VAT )
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Availability:

Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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  Piece(s)

 
Long description:
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

Table of Contents:
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