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: 14 November 2005
Number of Volumes: 1 pieces, Book
Normal price:
Publisher's listprice:
EUR 53.49
EUR 53.49
Your price:
18 601 (17 715 HUF + 5% VAT )
discount is: 20% (approx 4 650 HUF off)
Discount is valid until: 31 December 2024
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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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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