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Out-of-Home Immersive Entertainment Frontier
Out-of-Home Immersive Entertainment Frontier
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€248.00
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A01=Kevin Williams
A01=Michael Mascioni
Ambient Interactivity
amusement
AR App
AR Experience
Author_Kevin Williams
Author_Michael Mascioni
Captain Eo
Category=KJMV6
Category=KNT
CCTT
content
Dance Dance Revolution
dark
Dark Ride
digital
Digital Out-of Home
Doe
Entertainment Venues
eq_bestseller
eq_business-finance-law
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
executive strategies for digital leisure
experiential retail environments
facilities
Game Nation
HMD Technology
immersive technology applications
interactive
Interactive Entertainment
interactive media systems
Interactive Tables
Interactive Windows
LCD
Legoland California
leisure
Leisure Facilities
location based entertainment
Mobile AR
Multi-touch Tables
museum digital engagement
NAMCO Bandai
Out-of Home Entertainment
park
ride
social play dynamics
user-generated
Video Amusement Industry
VR System
XBLA
Product details
- ISBN 9781138440524
- Weight: 517g
- Dimensions: 174 x 246mm
- Publication Date: 15 Aug 2017
- Publisher: Taylor & Francis Ltd
- Publication City/Country: GB
- Product Form: Hardback
Digital 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.
Kevin Williams has amassed a unique experience of the past and present of the industries that are defining themselves as key to the DOE arena - after leaving school, he has worked with leaders in amusement, commercial and military simulation, virtual reality, theme parks, game software and CGI technology. Possessing an incredible background of working on both sides of the business table as developer, manufacturer and originator - he is one of the unique group of past Walt Disney Imagineers. A well-known commentator in the trade media including InterGame, Replay Magazine, Vending Times and Arcade Heroes, he also publishes his own provocative news service and is a veteran moderator and presenter on the aspects that drive this market and related markets. From his position in the digital out-of-home entertainment sector, he has championed the non-traditional opportunities this sector affords. Michael Mascioni is a market research consultant, writer, and conference planner in digital media. He has researched topics such as digital out-of-home interactive entertainment, video games, interactive TV, online entertainment, and interactive compact discs for such companies as the IMAX Corporation, Triotech, Thinkwell Group, Sony Pictures, HBO, and Paramount Communications. He served as a senior analyst in the broadband entertainment group at Strategy Analytics, and was a research associate in consumer electronics at LINK Resources. He has written articles on digital media for such publications as Funworld, Intergame, Daily DOOH, Digital Signage Today, Digital2Disc, Internet Evolution, and Inter Park. He served as the project manager of the 2012 DNA/US digital out-of-home interactive entertainment conference and program manager of the 2013 DNA/UK Seminar. He was program director of the Intertainment conferences on interactive entertainment and managing editor of the A&A Monthly on Interactive Entertainment.
Out-of-Home Immersive Entertainment Frontier
€248.00
