Brands and Gaming: The Computer Gaming Phenomenon and its Impact on Brands and Businesses
Springer, Nov 14, 2005 - Business & Economics - 168 pages
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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active gaming Added Value audience avatar Biggest titles Boys into gaming brand owners broadband clans computer gaming console consumers Counter-Strike EA’s Electronic Arts entertainment EverQuest expansion card EyeToy fantasy FIFA Figure first-person shooter game genres Gameboys gameplay games publishers gaming arena gaming industry gaming occasions gaming platforms gaming sessions Girls into gaming Gizmondo global Half-Life in-game Interesting fact Internet LAN arena Lara Croft leverage look Lucozade mainstream massively multi-player online McDonald’s million MMORPG mobile gaming mobile phone games offer Older boys online gaming opportunities percent peripherals players playing games PlayStation PlayStation Portable popular potential Quick fun real-time strategy retail screen series Expert view server Sims Sims Online Sony South Korea speed target there’s Tomb Raider video games virtual wi-fi World Cyber Games World of Warcraft Xbox