Brands & Gaming The Computer Gaming Phenomenon and its Impact on Brands and Businesses

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 i...

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Detalles Bibliográficos
Autor principal: Nichols, David (-)
Autor Corporativo: SpringerLink (-)
Otros Autores: Farrand, Tom, autor (autor), Rowley, Tom, autor, Avery, Matt, autor
Formato: Libro electrónico
Idioma:Inglés
Publicado: London : Palgrave Macmillan UK : Imprint: Palgrave Macmillan 2006.
Colección:Springer eBooks.
Acceso en línea:Conectar con la versión electrónica
Ver en Universidad de Navarra:https://innopac.unav.es/record=b36142335*spi
Descripción
Sumario: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.
Descripción Física:VIII, 168 p.
Formato:Forma de acceso: World Wide Web.
ISBN:9780230286573