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

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(2006)

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Overview

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

Product Details

ISBN-13: 9781403998972
Publisher: Palgrave Macmillan UK
Publication date: 11/14/2005
Edition description: 2006
Pages: 168
Product dimensions: 6.10(w) x 9.25(h) x 0.02(d)

About the Author

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.

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
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