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The Out-Of-Home Immersive Entertainment Frontier
By Kevin Williams and Michael Mascioni
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.
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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.
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Insights related to "gamification," "advergaming" and "exergaming" are reflected by a wide range of attributed, credible pioneers and practitioners from Disney to GestureTek. Their comments emphasize the social and immersive aspects of media while reflecting on its ongoing progress, even as elements have moved through periods of fading and rebirth. In weaving these insights and example scenarios together, the authors provide a context for application and business planning, ideation and a vision of the possible.
Lyle Bunn. For the full review visit Digital Signage Today.
‘Kevin Williams and Michael Mascioni provide a masterful overview of digital out-of-home entertainment. Combining deep historical knowledge of pay-for-play amusement technology and business structures with penetrating expertise regarding current developments, the authors brilliantly answer three critical questions: What’s really happening in the field today? What does it mean? Where is it going? I’m delighted to offer an enthusiastic five-star endorsement!’
Marcus Webb, Chief Storytelling Officer, TEDMED
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