Brands and Gaming: The Computer Gaming Phenomenon and the - download pdf or read online

By David Nichols, Tom Farrand, Tom Rowley, Matt Avery

ISBN-10: 1403998973

ISBN-13: 9781403998972

The pc gaming is greater than the movie and track industries and is growing to be quicker than either one of them prepare. The can be altering speedy. the common laptop gamer is in his mid 20s and feminine avid gamers make up one of many speedier turning out to be elements of the industry. New advancements in sociability and interactivity also are remodeling the undefined. this is often the 1st significant research of manufacturers and gaming and indicates large possibilities for model improvement

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Publication Details:

ISBN: 096438485X
EAN: 9780964384859
ASIN: 096438485X
Publisher: Rolenta Press
Publication Date: 2001-07
Number of Pages: 388
Website: Amazon, LibraryThing, Google Books, Goodreads

Synopsis:

Phoenix: the autumn & upward thrust of Videogames is a ebook written by means of Leonard Herman and initially released in December 1994 by means of Rolenta Press. on the time of its e-book, Phoenix was once the 1st entire publication concerning the heritage of videogames

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Author identify: Leonard Herman

Author Description: Herman, "The video game Scholar", fell in love with videogames the 1st time he performed Pong at a neighborhood bowling alley in 1972. He started amassing videogames in 1979 after he bought his first Atari VCS after which all started writing his first publication on videogames: ABC To The VCS, which wouldn't be released till 1996. A programmer and technical author by means of alternate, Mr. Herman based Rolenta Press in 1994 to post his e-book, Phoenix: the autumn & upward thrust of Videogames, the 1st critical booklet on videogame historical past. In 2008, video game Informer named Phoenix the #2 publication on videogames in all time. The name has been referred because the "Bible of the videogame industry".

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Author URL: http://www. goodreads. com/author/show/424378

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Additional info for Brands and Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming

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As take-up of 3G phones grows and mobiles increasingly converge with other devices, there would appear to be considerable potential in this area – which, again, we’ll pick up on in Chapter 6. Gambling None of the kinds of gaming mentioned so far in this chapter have any element of gambling in them. However, that does not mean gambling has no part to play in the development of gaming. Casino sites offering games such as poker and blackjack online have proved to be enormous money-spinners. In fact, when PartyGaming, the company behind the UK’s successful Party Poker website, decided to seek a listing on the London stock exchange in mid-2005, the company’s value was initially estimated at around £5 billion – bigger than British Airways and EMI combined.

Gaming forums certainly documented a mixed response to McDonalds’ arrival in the game, with some fans happy to see their game given greater mainstream credibility while others were less positive. One fan of The Sims wrote to the online Gamespot Forum, complaining: “As long as it is ONLY window dressing (such as a billboard) that is fine. com) went so far as to suggest that players should resort to guerrilla tactics against the brand to register their disapproval: Target identified ... deploy weapons “Picket the nearest McDonald’s kiosk.

In dealing with emerging youth-driven movements, many marketeers retain a false sense of hope from the ease with which the previous generation took a free ride on the back of rap. Who remembers that night back in March 1994 when Tommy Hilfiger famously persuaded up-and-coming rapper Snoop Doggy Dog to appear on prime-time Saturday Night Live dressed from cap to toe in clearly-labeled gear? ) Sadly for marketeers, those days are long gone. The bragging culture of rap was the most brand-friendly manifestation of popular art forms since The Beach Boys boasted about their Honda or told us how much less fun life would be if Daddy took the T-Bird away.

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Brands and Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming by David Nichols, Tom Farrand, Tom Rowley, Matt Avery


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