000 | 01815 a2200373 4500 | ||
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001 | 1351884603 | ||
005 | 20250317111626.0 | ||
008 | 250312042017GB eng | ||
020 | _a9781351884600 | ||
037 |
_bTaylor & Francis _cGBP 37.99 _fBB |
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040 | _a01 | ||
041 | _aeng | ||
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_a790.069 _2bisac |
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100 | 1 | _aKevin Williams | |
245 | 1 | 0 |
_aOut-of-Home Immersive Entertainment Frontier _bExpanding Interactive Boundaries in Leisure Facilities |
250 | _a1 | ||
260 |
_aOxford _bRoutledge _c20170302 |
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300 | _a216 p | ||
520 | _bDigital Out of Home Entertainment is rather an arcane description for one of the fastest growing technology-sectors. These forms of interactive technology, often established on a 'pay per use' basis are transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. Kevin Williams and Michael Mascioni's The Out-of-Home Immersive Entertainment Frontier provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them. The authors interviewed nearly 70 leading executives from many familiar organisations in every facet of the digital out-of-home entertainments industry. The result is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage. | ||
700 | 1 |
_aMichael Mascioni _4A01 |
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999 |
_c6234 _d6234 |