The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities
Ashgate Publishing, Ltd., Jun 28, 2014 - Business & Economics - 216 pages
Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.
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4-D film allows visitors ambient interactivity amusement parks application apps arcade games at-home attractions audience brand campaign centres cinema company’s concept console consumer consumer-game create customers dark rides devices digital signage display DOE market DOE sector DOOH edutainment element example exergaming Facebook film free-to-play future game experience hardware immersive incorporating innovative installed interactive entertainment interactive experiences interactive laser experiences interactive tables interfaces iPhone laser games laser-tag leisure facilities location-based games locations machines mobile motion movie theatres multi-player multi-touch museums NAMCO NAMCO Bandai narrative networked Nolan Bushnell Oculus offer operators platform play players pop-up arcades popular promotion public places restaurants retail revenue robot scene screen SEGA simulator smartphones social media sophisticated space theme parks touchscreen tracking traditional user-generated content venues video games video-amusement industry video-game virtual environment virtual world Walt Disney Walt Disney Imagineering YDreams