Application of Gaming in New Media Marketing
Seiten
2018
IGI Global (Verlag)
978-1-5225-8778-1 (ISBN)
IGI Global (Verlag)
978-1-5225-8778-1 (ISBN)
Presents research on the methods and applications of gaming in marketing, including its growth, recent trends, practices, issues, and main challenges. The book highlights a wide range of topics, including digital advertising, media planning, and social media marketing.
The advent of the internet largely changed the landscape of marketing to adopt a wide variety of communication techniques and creative selling on virtual platforms. Gaming provides a highly pervasive and influential mode of offering new media communication to consumers that can be further improved by digital innovation.
Application of Gaming in New Media Marketing is a collection of vital research on the methods and applications of gaming in marketing, including its growth, recent trends, practices, issues, and main challenges. Highlighting a range of topics including digital advertising, media planning, and social media marketing, this book is ideally designed for marketers, software developers, managers, business researchers, academicians, and graduate-level students seeking current research on new and innovative methods to reach and connect with audiences through games in a highly interactive, measurable, and focused way.
The advent of the internet largely changed the landscape of marketing to adopt a wide variety of communication techniques and creative selling on virtual platforms. Gaming provides a highly pervasive and influential mode of offering new media communication to consumers that can be further improved by digital innovation.
Application of Gaming in New Media Marketing is a collection of vital research on the methods and applications of gaming in marketing, including its growth, recent trends, practices, issues, and main challenges. Highlighting a range of topics including digital advertising, media planning, and social media marketing, this book is ideally designed for marketers, software developers, managers, business researchers, academicians, and graduate-level students seeking current research on new and innovative methods to reach and connect with audiences through games in a highly interactive, measurable, and focused way.
Erscheinungsdatum | 06.03.2022 |
---|---|
Verlagsort | Hershey |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Mathematik / Informatik ► Mathematik ► Angewandte Mathematik |
Mathematik / Informatik ► Mathematik ► Finanz- / Wirtschaftsmathematik | |
Wirtschaft ► Betriebswirtschaft / Management ► Marketing / Vertrieb | |
ISBN-10 | 1-5225-8778-0 / 1522587780 |
ISBN-13 | 978-1-5225-8778-1 / 9781522587781 |
Zustand | Neuware |
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