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Fun Inc.: Why games are the 21st Century's most serious business
Paperback

Fun Inc.: Why games are the 21st Century’s most serious business

$32.99
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‘A thought-provoking read for those already won over to the delights of computer games, and an even more important introduction to them for those who remain sceptical’ Observer

‘Tom Chatfield’s Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read, as well as a helpful compendium of research … The numbers surrounding the sector are certainly thudding. By the end of 2008, annual sales of video games - not including consoles or devices - was $40 billion, comfortably outstripping the movie business. In the same year, Nintendo’s employees were more profitable per head than Google’s. The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. In fact, as Fun Inc. elegantly explains, computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.'Independent

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MORE INFO
Format
Paperback
Publisher
Ebury Press
Country
United Kingdom
Date
1 March 2011
Pages
272
ISBN
9780753519455

‘A thought-provoking read for those already won over to the delights of computer games, and an even more important introduction to them for those who remain sceptical’ Observer

‘Tom Chatfield’s Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read, as well as a helpful compendium of research … The numbers surrounding the sector are certainly thudding. By the end of 2008, annual sales of video games - not including consoles or devices - was $40 billion, comfortably outstripping the movie business. In the same year, Nintendo’s employees were more profitable per head than Google’s. The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. In fact, as Fun Inc. elegantly explains, computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.'Independent

Read More
Format
Paperback
Publisher
Ebury Press
Country
United Kingdom
Date
1 March 2011
Pages
272
ISBN
9780753519455