Custom Nation

Custom Nation

Author: Anthony Flynn

Publisher: BenBella Books, Inc.

Published: 2012-11-15

Total Pages: 257

ISBN-13: 1937856119

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Smart brands such as Chipotle, Zazzle, Nike, and Pandora are ditching the outdated 20th century model of a one-size-fits-all approach to providing products and services. From a Netflix movie night to a marriage courtesy of eHarmony, customization is changing every corner of American life and business. The New York Times bestseller Custom Nation is a practical how-to guide by someone who has built his business on the power of customization. YouBar founder Anthony Flynn and business journalist Emily Flynn Vencat explain how marketers, brand managers, and entrepreneurs across all industries can reinvigorate their businesses and increase profits. In Custom Nation, learn: • Why customization is key to today's businesses and what does and doesn't work • How to incorporate customization in new and established businesses to make your products stand out and sell • What strategies work for the most successful and profitable custom brands Drawing on firsthand interviews with the CEOs and founders of dozens of companies specializing in customization, Custom Nation reveals how customization can make any business stand apart and generate market share, increase profit margins, and develop customer loyalty.


Shaping the Past

Shaping the Past

Author: Ylva Grufstedt

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2022-07-18

Total Pages: 265

ISBN-13: 3110692627

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This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities. It focuses especially on the dialectics of methodology and object: how do different scholarly fields apply their theories and methods to video games, and how do video games in turn affect these theories and methods? This series seeks to reconnect media-centric Game Studies to the disciplines it had to distance itself from in its foundation, such as literary studies or film studies, in an attempt to use their differences and contact zones in a mutually productive dialogue. It also seeks to present innovative approaches in other fields in the humanities that have yet to consider video games in a systematic way, and give a home to ground-breaking publications that push the boundaries of existing discourses and debates. In this endeavor, the series is committed to a decidedly global scope as it assembles perspectives from different cultural and academic contexts. In short, this series wants to see what the humanities do with video games and what video games do to the humanities. Proposals can be send to: [email protected] Advisory Board: Alenda Y. Chang, UC Santa Barbara Katherine J Lewis, University of Huddersfield Dietmar Meinel, University of Duisburg-Essen Ana Milosevic, KU Leuven Soraya Murray, UC Santa Cruz Holly Nielsen, University of London Michael Nitsche, Georgia Tech Martin Picard, Leipzig University Melanie Swalwell, Swinburne University Emma Vossen, University of Waterloo Mark J.P. Wolf, Concordia University Esther Wright, Cardiff University