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Fun Inc.: Why Play Is the 21st Century's Most Serious Business
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Fun Inc.: Why Play Is the 21st Century's Most Serious Business Paperback - 2010

by Tom Chatfield; Thomas Edward Chatfield


Summary

Economically, culturally, societally and even technologically video gaming is altering the world around us. Fun Inc. sets out a debate that's as fascinating as it is controversial.People make many assumptions about video games; only teenage boys play them, they increase anti-social behaviour and they tend to be violent. Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

From the publisher

TOM CHATFIELD completed his doctorate at St John's College, Oxford, before moving to London to work as a full-time writer and editor. He is currently the arts and books editor at Prospect magazine. Tom has done puzzle design and creative consultancy work for a number of online games companies, including Mind Candy, Grex and Red Glasses, and has spoken on gaming at international conferences including Picnic in Amsterdam.

Details

  • Title Fun Inc.: Why Play Is the 21st Century's Most Serious Business
  • Author Tom Chatfield; Thomas Edward Chatfield
  • Binding Paperback
  • Pages 258
  • Volumes 1
  • Language ENG
  • Publisher Virgin Books, LONDON
  • Date 2010-02-01
  • ISBN 9780753519851 / 0753519852
  • Weight 0.81 lbs (0.37 kg)
  • Dimensions 9.25 x 6 x 0.75 in (23.50 x 15.24 x 1.91 cm)
  • Library of Congress subjects Video games industry
  • Library of Congress Catalog Number 2010413711
  • Dewey Decimal Code 338.761

About the author

TOM CHATFIELD completed his doctorate at St John's College, Oxford, before moving to London to work as a full-time writer and editor. He is currently the arts and books editor at "Prospect "magazine. Tom has done puzzle design and creative consultancy work for a number of online games companies, including Mind Candy, Grex and Red Glasses, and has spoken on gaming at international conferences including Picnic in Amsterdam.

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