000 02216cam a22003134a 4500
001 15528275
003 OSt
005 20170103124834.0
008 081119s2009 nyu b 001 0 eng
010 _a 2008046497
020 _a9780230201798
040 _aDLC
_cDLC
_dDLC
050 0 0 _aHF5415.1255
_bD46 2009
082 0 0 _a658.8/27
_222
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,
_c2009.
300 _a187 p. ;
_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 strategies.
650 0 _aBranding (Marketing)
650 0 _aVirtual reality.
650 0 _aSuccess in business.
856 4 2 _3Publisher description
_uhttps://www.loc.gov/catdir/enhancements/fy1609/2008046497-d.html
856 4 1 _3Table of contents only
_uhttps://www.loc.gov/catdir/enhancements/fy1609/2008046497-t.html
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2ddc
_cB
999 _c582593
_d582593