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Brands and Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming
 
 
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Brands and Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming [Hardcover]

David Nichols (Author), Tom Farrand (Author), Tom Rowley (Author), Matt Avery (Author)
2.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

February 16, 2006
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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About the Author

David Nichols, Tom Farrand and Tom Rowley all work for Added Value, a leading brand consultancy that has done pioneering and influential work in the area of brands and gaming. Matt Avery is the Managing Director of Brands in Gaming Ltd.

Product Details

  • Hardcover: 200 pages
  • Publisher: Palgrave Macmillan (February 16, 2006)
  • Language: English
  • ISBN-10: 1403998973
  • ISBN-13: 978-1403998972
  • Product Dimensions: 9.5 x 6.2 x 0.6 inches
  • Shipping Weight: 14.1 ounces (View shipping rates and policies)
  • Average Customer Review: 2.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #2,810,852 in Books (See Top 100 in Books)

 

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2.0 out of 5 stars Broad overview on gaming, March 2, 2007
By 
Shialun (Los Angeles, CA) - See all my reviews
This review is from: Brands and Gaming: The Computer Gaming Phenomenon and the Impact of Brands on Gaming (Hardcover)
This book gives a broad overview on the gaming industry and heavily uses Electronic Arts in most of its examples. In fact, I would not be surprised if it was endorsed by EA. Because of this narrow focus, the book largely largely ignores other companies that are doing innovative things in gaming. To this effect it does nothing to predict the success of Guitar Hero. And although EA has successful titles, it also fails to present the many other ones that have failed. It paints an all too rosy picture.

The frameworks used to analyze the industry are also too sweeping and broad with little analysis involved. The prose is oftentimes subjective. All in all, the industry could have been represented more objectively and analytically.
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