| 000 | 01949nam a2200253 a 4500 | ||
|---|---|---|---|
| 001 | vtls000056723 | ||
| 003 | KUKTEM | ||
| 005 | 20251117150410.0 | ||
| 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. |
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| 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 |
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| 999 | _aVTLSSORT0080*0200*0400*0900*1000*2450*2600*3000*5040*5050*6500*6501*6502*9991 | ||