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OverviewThe 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 Full Product DetailsAuthor: D. Nichols , T. Farrand , T. Rowley , M. AveryPublisher: Palgrave USA Imprint: Palgrave Macmillan Edition: 2006 ed. Dimensions: Width: 15.50cm , Height: 1.50cm , Length: 23.50cm Weight: 0.432kg ISBN: 9781403998972ISBN 10: 1403998973 Pages: 168 Publication Date: 14 November 2005 Audience: College/higher education , Professional and scholarly , Tertiary & Higher Education , Undergraduate Format: Hardback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviews'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 Author InformationDAVID 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. Tab Content 6Author Website:Countries AvailableAll regions |