ABSTRACT

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.

chapter |4 pages

Introduction: Birth of a Genre

chapter 1|6 pages

The Structure of Play

chapter 2|22 pages

Collapse and Recovery

chapter 3|46 pages

Defining the Sector

chapter 4|34 pages

The Drive for Immersion

chapter 5|16 pages

Social and Co-operative

chapter 6|12 pages

Convergence

chapter 7|24 pages

Future Trends