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Brands and Gaming: The Computer Gaming Phenomenon and its Impact on Brands and Businesses Hardcover – 14 Nov 2005

5.0 out of 5 stars 1 customer review

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Product details

  • Hardcover: 180 pages
  • Publisher: Palgrave Macmillan; 2006 edition (14 Nov. 2005)
  • Language: English
  • ISBN-10: 1403998973
  • ISBN-13: 978-1403998972
  • Product Dimensions: 16.3 x 1.6 x 24.3 cm
  • Average Customer Review: 5.0 out of 5 stars
  • Amazon Bestsellers Rank: 4,367,490 in Books ()
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Product description

Review

'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

Synopsis

The computer gaming industry is bigger than the film and music industries put together - and is doubling in size every 5 years! It is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the fastest growing segments 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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21 May 2006
Format: Hardcover
2 people found this helpful
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Amazon.com: 2.0 out of 5 stars 1 reviews
Shialun
2.0 out of 5 starsBroad overview on gaming
3 March 2007 - Published on Amazon.com
Format: Hardcover

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