000 02101cam a2200409 i 4500
005 20221109235447.0
008 051205s2006 enka 001 0 eng d
010 _a 2005056591
011 _aBIB MATCHES WORLDCAT
020 _a1403998973
_qcloth
020 _a9781403998972
_qcloth
035 _a(ATU)b11061315
035 _a(DLC) 2005056591
035 _a(OCoLC)62322548
040 _aDLC
_beng
_erda
_cDLC
_dOrLoB-B
_dMNPY
_dATU
042 _apcc
050 0 0 _aHD9993.E452
_bB73 2006
082 0 0 _a794.80688
_222
100 1 _aNichols, David,
_d1967-
_eauthor.
_9425291
245 1 0 _aBrands & gaming :
_bthe computer gaming phenomenon and its impact on brands and businesses /
_cDavid Nichols [and others].
246 3 _aBrands and gaming
264 1 _aHoundmills, Basingstoke ;
_aNew York :
_bPalgrave Macmillan,
_c2006.
300 _avii, 168 pages :
_billustrations ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _aIncludes index.
505 0 0 _g1.
_tAre you ready to play? : the global gaming phenomenon --
_g2.
_tScoping the map : gaming today --
_g3.
_tTarget identified ... deploy weapons : brands in the gaming arena --
_g4.
_tAll work and no play? : culture and gaming --
_g5.
_tBehind the avatar : who plays games? --
_g6.
_tHankook Igyora! : the future of gaming --
_g7.
_tMorphing giants : how the gaming industry will evolve --
_g8.
_tPress "start" to play : leveraging gaming for your brand --
_g9.
_tBrands and gaming : FAQs --
_gApp. 1.
_tGaming genres --
_gApp. 2.
_tMain games publishers --
_gApp. 3.
_tGlossary of gaming terms --
_tAdded value --
_tB.I.G. (brands in gaming).
588 _aMachine converted from AACR2 source record.
650 0 _aElectronic games industry
_9317196
650 0 _aComputer games
_9315891
650 0 _aProduct management.
_9322791
907 _a.b11061315
_b26-11-20
_c27-10-15
998 _a(2)b
_a(2)c
_b06-04-16
_cm
_da
_feng
_genk
_h0
945 _a794.80688 BRA
_g1
_iA371406B
_j0
_lcmain
_o-
_p$67.67
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_r-
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_y.i12455982
_z29-10-15
942 _cB
999 _c1163317
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