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" Brands & gaming : "
David Nichols ... [and others]
Document Type
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BL
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Record Number
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697358
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Doc. No
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b519547
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Title & Author
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Brands gaming : : the computer gaming phenomenon and its impact on brands and businesses /\ David Nichols ... [and others]
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Publication Statement
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Basingstoke [UK] ;New York :: Palgrave Macmillan,, 2006
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Page. NO
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vii, 168 pages :: illustrations ;; 24 cm
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ISBN
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1403998973 (hbk.)
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: 9781403998972 (hbk.)
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Notes
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Includes index
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Contents
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Are you ready to play? The global gaming phenomenon -- Saturday night, KL -- The gaming phenomenon -- The scale of the opportunity -- Scoping the map: gaming today -- Battling clans -- Gaming platforms -- Game titles -- Peripherals -- Mobile gaming -- Gambling -- Target identified ... deploy weapons: brands in the gaming arena -- The gaming celebrity -- Promotional tie-ups -- Product demos -- CRM -- Gaming event sponsorship -- In-game advertising -- In-game commerce -- Conclusion: the seven ways of getting brands into gaming today -- All work and no play? Culture and gaming -- The demonization of gaming: debunking the myths -- Cultural mega-trends in the rise of gaming -- Pathways to friendship -- Conclusion: play's revenge -- Behind the avatar: who plays games? -- Who is gaming and how much? -- Women in gaming -- The needs that gaming meets -- The main types of gamer -- Gaming occasions -- Conclusion: couch potato no more -- Hankook Igyora! The future of gaming -- Gaming in South Korea -- Online gaming -- Mobile gaming -- Active gaming -- Professional gaming -- Augmented-reality gaming -- Conclusion: watch this space -- Morphing giants: how the gaming industry will evolve -- The value chain -- The developers -- The publishers -- The retailers -- New business models and channels -- Press "start" to play: leveraging gaming for your brand -- Developing a vision -- Protocols -- Key areas of opportunity -- Who to target? -- The place of gaming in your main activation and communications plans -- Match the gaming property to your brand equity -- The strategic options -- Create an opportunity framework -- Conclusion: it's time to play! -- Brands and gaming: FAQs -- Gaming genres -- Main games publishers -- Added Value -- B.I.G. (Brands In Gaming)
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Subject
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Computer games.
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Subject
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Electronic games industry.
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Subject
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Product management.
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Dewey Classification
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794.8068/8
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LC Classification
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HD9993.E452B73 2006
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Added Entry
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Nichols, David,1967-
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Parallel Title
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Brands and gaming
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