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008 111208t2009 nyua f b 001 0 eng d
020 _a9780230201798
039 9 _a201203231110
_bjamie
_c201203231103
_djamie
_y201112081816
_zirma
040 _aUMP
090 _aHF5415.1255 D46 2009
100 1 _aDe Mesa, Alycia
245 1 0 _aBrand Avatar :
_btranslating virtual world branding into real world success /
_cAlycia de Mesa
260 _aNew York :
_bPalgrave Macmillan,
_cc2009
300 _ax, 187 p. :
_bill. ;
_c24 cm.
504 _aIncludes bibliographical references and index
505 0 _aHe emergence & characteristics of virtual worlds -- The early worlds -- The adoption continuum -- The establishers -- The culture of virtual world users -- Adult user profiles and habits -- Teen user profiles and habits -- Kids & teen worlds -- The emergence of business within virtual worlds -- Why use virtual worlds? -- Types of businesses within virtual worlds -- Strategies and tactics from real-world brands -- The virtual worlds of proprietary brands -- Strategies, tactics and impact of virtual worlds built around a global brand -- Disney’s toontown -- Coke studios -- vMTV -- Success stories -- What’s the measure of success? -- Examples of co-branding in virtual worlds -- What companies can learn from ’grass-root’ virtual brands -- Failure stories -- Failure defined -- What went wrong -- Lessons learned -- New challenges -- Virtual world standards (the case of IBM) -- Intellectual property theft -- Digital domain law -- Hijacked brands -- The futurist’s review -- Reflections on trends, user behaviors and the impact on business and brand strategie
650 0 _aBranding (Marketing)
650 0 _aVirtual reality
650 0 _aSuccess in business
999 _aVIRTUA40
_c57587
_d57593
999 _aVTLSSORT0080*0200*0400*0900*1000*2450*2600*3000*5040*5050*6500*6501*6502*9991