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

177 Pages·2006·1.629 MB·English
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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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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.