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標題: Titlebook: Brand Avatar; Translating Virtual Alycia Mesa Book 2009 Palgrave Macmillan, a division of Macmillan Publishers Limited 2009 brand.branding [打印本頁]

作者: sprawl    時間: 2025-3-21 18:34
書目名稱Brand Avatar影響因子(影響力)




書目名稱Brand Avatar影響因子(影響力)學科排名




書目名稱Brand Avatar網(wǎng)絡公開度




書目名稱Brand Avatar網(wǎng)絡公開度學科排名




書目名稱Brand Avatar被引頻次




書目名稱Brand Avatar被引頻次學科排名




書目名稱Brand Avatar年度引用




書目名稱Brand Avatar年度引用學科排名




書目名稱Brand Avatar讀者反饋




書目名稱Brand Avatar讀者反饋學科排名





作者: harrow    時間: 2025-3-21 23:43

作者: 危險    時間: 2025-3-22 03:30
Book 2009Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and?use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.
作者: 冷漠    時間: 2025-3-22 07:58

作者: gain631    時間: 2025-3-22 10:36
978-1-349-29999-7Palgrave Macmillan, a division of Macmillan Publishers Limited 2009
作者: GLUT    時間: 2025-3-22 13:28
http://image.papertrans.cn/b/image/190371.jpg
作者: 泄露    時間: 2025-3-22 20:48

作者: Flu表流動    時間: 2025-3-23 01:09

作者: CANE    時間: 2025-3-23 03:52
The Emergence and Characteristics of Virtual Worlds,phed into a seamless integration with the computer animated screen. He’s not just playing the game, he’s a . of the game. And what’s more he can control the outcome of it, shaping his own world, his own experience and own destiny.
作者: 一起    時間: 2025-3-23 05:33
The Culture of Virtual World Users,ts who may see the light of day once a week. Users represent a cross-spectrum of society based on age, profession, marital/familial status, income, etc., and contrary to stereotypes, many . inherently social by nature and truly believe in the power of social media connecting people together in a way that improves the quality of life.
作者: Pericarditis    時間: 2025-3-23 11:52

作者: 燈絲    時間: 2025-3-23 13:58

作者: 牢騷    時間: 2025-3-23 18:14
https://doi.org/10.1007/978-94-011-0944-4phed into a seamless integration with the computer animated screen. He’s not just playing the game, he’s a . of the game. And what’s more he can control the outcome of it, shaping his own world, his own experience and own destiny.
作者: Hdl348    時間: 2025-3-24 02:10
Astrophysics and Space Science Libraryts who may see the light of day once a week. Users represent a cross-spectrum of society based on age, profession, marital/familial status, income, etc., and contrary to stereotypes, many . inherently social by nature and truly believe in the power of social media connecting people together in a way
作者: 疲憊的老馬    時間: 2025-3-24 05:39
Astrophysics and Space Science Libraryend of the day, why should businesses step one digitally altered toe into virtual worlds? The key to 3D virtual worlds is that you are having live, face-to-face experiences whether it be with people or architecture or things that, while graphically “cartoonish” in nature, are surprisingly much more
作者: Dignant    時間: 2025-3-24 07:01

作者: 無聊的人    時間: 2025-3-24 14:17
Current-Induced Resistive State,have responded with a fervent “yes” — at least judging from the quantity of article buzz that year (including my own for .). By the end of 2007, however, the tides turned and suddenly Second Life could do nothing right in the eyes of many including the press. Many of the same major publications who
作者: 社團    時間: 2025-3-24 15:56

作者: Mere僅僅    時間: 2025-3-24 20:16
Springer Series in Solid-State Scienceslot. As a consultant and writer, it has been an interesting and frankly head spinning arc to watch in such a short amount of time. And because of the rapidity of change, it makes me realize why bigger brands are struggling to break in or keep up. The phrase “Come on, old man [brand] — keep up!” come
作者: 腫塊    時間: 2025-3-25 02:32
https://doi.org/10.1007/b136753nt virtual worlds in the marketplace despite the wealth of partial listings online. Hence, the birth of the . created to give you a brief snapshot/overview of the many worlds in the marketplace. The following is meant to be a companion guide to introduce you to the various virtual worlds grouped by
作者: Incise    時間: 2025-3-25 04:19

作者: 討人喜歡    時間: 2025-3-25 10:22
Success Stories,Success — everyone wants to attain it, but few know how. Success is a term that is bantered about loftily from the press to boardrooms, but within the realm of branding what does success really mean? Is success quantifiable by metrics, or is it simply, as the actual definition states, accomplishing a specific purpose?
作者: defendant    時間: 2025-3-25 11:40
Introduction, Commodore Vic 20 personal computer. The year was 1981. As I recall, I barely knew what to do with it and had no idea what it was actually capable of, but I was determined to use it even if it meant playing Space Invaders until I could dream of nothing but Blue Meanies (and I think I did). Thus bega
作者: Corroborate    時間: 2025-3-25 16:31

作者: chemical-peel    時間: 2025-3-25 20:46
The Culture of Virtual World Users,ts who may see the light of day once a week. Users represent a cross-spectrum of society based on age, profession, marital/familial status, income, etc., and contrary to stereotypes, many . inherently social by nature and truly believe in the power of social media connecting people together in a way
作者: 內(nèi)行    時間: 2025-3-26 00:56

作者: NEG    時間: 2025-3-26 07:27
The Virtual Worlds of Proprietary Brands,re. Another element to a big brand’s virtual strategy is to look into a world of its own. Of course this class of branded content is very much the exclusive domain of the liber brands — Disney, Coke, Viacom, Sony, and as discussed in Chapter 2, it’s increasingly directed around very specific (read y
作者: Multiple    時間: 2025-3-26 09:02

作者: Pander    時間: 2025-3-26 14:14
New Challenges,eir virtual “stuff”) can be in any one place at any one time without the system becoming incredibly slow or crashing all together; creating and navigating avatars is a slow, clunky process that severely tests patience and is far from natural; and despite the fastest high-speed Internet connections m
作者: MONY    時間: 2025-3-26 20:52
,The Futurist’s Review,lot. As a consultant and writer, it has been an interesting and frankly head spinning arc to watch in such a short amount of time. And because of the rapidity of change, it makes me realize why bigger brands are struggling to break in or keep up. The phrase “Come on, old man [brand] — keep up!” come
作者: Hypomania    時間: 2025-3-27 00:56

作者: SYN    時間: 2025-3-27 05:00
ney in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.978-1-349-29999-7978-0-230-23371-3
作者: 使絕緣    時間: 2025-3-27 08:31
Springer Series in Solid-State Sciencesrapidity of change, it makes me realize why bigger brands are struggling to break in or keep up. The phrase “Come on, old man [brand] — keep up!” comes readily to mind with the 10-year-old sprinting ahead by leaps and bounds of the (in his own mind) youthful 45-year-old.
作者: transient-pain    時間: 2025-3-27 11:03
,The Futurist’s Review,rapidity of change, it makes me realize why bigger brands are struggling to break in or keep up. The phrase “Come on, old man [brand] — keep up!” comes readily to mind with the 10-year-old sprinting ahead by leaps and bounds of the (in his own mind) youthful 45-year-old.
作者: 疏遠天際    時間: 2025-3-27 17:04

作者: 小官    時間: 2025-3-27 18:29

作者: 行乞    時間: 2025-3-27 23:59
The Virtual Worlds of Proprietary Brands,oung) target audiences. The result is the emergence of branded stand-alone virtual worlds that are a true convergence of gaming, entertainment, community, fantasy and commerce aimed specifically at young people aged from 24 down to 4.
作者: photophobia    時間: 2025-3-28 03:25
Virtual World Companion Guide,target audience and type of virtual world and subsequently listed in alphabetical order. Although several worlds have multiple target audiences (such as There.com for 13-year-olds through to people in their 20s), many have a single target audience (such as Habbo for teens only).
作者: glacial    時間: 2025-3-28 08:39
Current-Induced Resistive State,ry few will actually fess up to just how much.) Yes, many, many mistakes were made. And yes, there were and always will be some legitimate failures — not because these companies tried but mostly because they . trying.
作者: syncope    時間: 2025-3-28 10:47

作者: 半圓鑿    時間: 2025-3-28 16:34

作者: indoctrinate    時間: 2025-3-28 20:13
Astrophysics and Space Science Libraryreal life and human like. The fact that businesses can put their brand name on to products, games and experiences in virtual worlds so that real-life people via avatars can interact with that brand experientially and go beyond a single messaged, 2D ad is in essence what compels businesses to be there in the first place.
作者: 動脈    時間: 2025-3-28 23:00

作者: cardiovascular    時間: 2025-3-29 03:27
https://doi.org/10.1007/b136753target audience and type of virtual world and subsequently listed in alphabetical order. Although several worlds have multiple target audiences (such as There.com for 13-year-olds through to people in their 20s), many have a single target audience (such as Habbo for teens only).
作者: forthy    時間: 2025-3-29 08:35
10樓
作者: ENDOW    時間: 2025-3-29 14:32
10樓




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