Brands And Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming

Hardcover | March 3, 2006

byDavid Nichols, Tom Farrand, Tom Rowley

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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

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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 a...

David Nichols, Tom Farrand and Tom Rowley all work for Added Value, a leading brand consultancy that has done pioneering and influential work in the area of brands and gaming. Matt Avery is the Managing Director of Brands in Gaming Ltd.

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Format:HardcoverDimensions:200 pages, 9.55 × 6.41 × 0.64 inPublished:March 3, 2006Publisher:Palgrave MacmillanLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1403998973

ISBN - 13:9781403998972

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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