Brands and Gaming
The Computer Gaming Phenomenon and its Impact on Brands and Businesses| By: | D. Nichols; T. Farrand; T. Rowley; M. Avery |
| Publisher: | Springer Nature |
| Print ISBN: | 9781403998972 |
| eText ISBN: | 9780230286573 |
| Edition: | 0 |
| Copyright: | 2006 |
| Format: | Page Fidelity |
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Table of Contents
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