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Titlebook: Brands and Gaming; The Computer Gaming David Nichols,Tom Farrand,Matt Avery Book 2006 Palgrave Macmillan, a division of Macmillan Publishe

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发表于 2025-3-21 17:35:47 | 显示全部楼层 |阅读模式
期刊全称Brands and Gaming
期刊简称The Computer Gaming
影响因子2023David Nichols,Tom Farrand,Matt Avery
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图书封面Titlebook: Brands and Gaming; The Computer Gaming  David Nichols,Tom Farrand,Matt Avery Book 2006 Palgrave Macmillan, a division of Macmillan Publishe
影响因子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
Pindex Book 2006
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1.1.3.4 Paramagnetic anisotropy,sing, but the bouncers outside the clubs look more likely to drag you in than turn you away. Then you notice a steady drift of people towards a mall on the road to the Chinese market. And something tells you that not all of these folks are late night shoppers.
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Hankook Igyora!,ch wild enthusiasm, you might have guessed that soccer was the South Korean national game. But you would have been wrong. And in case you’re guessing, no, it isn’t tae kwon do or ssireum either. There’s absolutely no doubt about it, the national sport of South Korea is gaming.
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Book 2006hanging 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 fo
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