Fun Inc.: Why Gaming Will Dominate the Twenty-First Century

Author:   Tom Chatfield
Publisher:   Pegasus Books
ISBN:  

9781605981437


Pages:   258
Publication Date:   15 November 2010
Format:   Hardback
Availability:   In Print   Availability explained
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Fun Inc.: Why Gaming Will Dominate the Twenty-First Century


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Overview

Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film--from Stephen Spielberg to Peter Jackson.

Full Product Details

Author:   Tom Chatfield
Publisher:   Pegasus Books
Imprint:   Pegasus Books
Dimensions:   Width: 16.10cm , Height: 2.40cm , Length: 23.50cm
Weight:   0.417kg
ISBN:  

9781605981437


ISBN 10:   1605981435
Pages:   258
Publication Date:   15 November 2010
Audience:   General/trade ,  General
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Reviews

Whether or not you share Chatfield'soptimism, Fun Inc. should help to block thefear-mongering generalization--the riffingon prejudices--that has passed for insight onthis topic in broadsheet comment pages. Ifcritics of game-playing can't bring themselves to enter these worlds themselves, tolearn first-hand what they are talking about, they should at least read this insightful book. Whether or not you share Chatfield's optimism, Fun Inc. should help to block the fear-mongering generalization--the riffing on prejudices--that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can't bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book. Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read. 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. Whether or not you share Chatfield s optimism, Fun Inc. should help to block the fear-mongering generalization the riffing on prejudices that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can t bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book. A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced. Sparklingly intelligent and nuanced... fresh and engaging. In exploring the potential of the medium, Chatfield covers much territory, briskly and with intent ... His conclusion on what the future could hold is in equal parts daunting and lip-smacking. It should be read by gamers and non-gamers alike. 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 skeptical. A lively, thought-provoking and thoughtful read on an entertainment juggernaut many of us have failed to properly recognize. A good book, too, for parents, who might feel far more comfortably informed about a sector that can come across as--literally--an alien world their kids inhabit. Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read. 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.


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 skeptical. A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced. Sparklingly intelligent and nuanced... fresh and engaging. In exploring the potential of the medium, Chatfield covers much territory, briskly and with intent ... His conclusion on what the future could hold is in equal parts daunting and lip-smacking. It should be read by gamers and non-gamers alike. A lively, thought-provoking and thoughtful read on an entertainment juggernaut many of us have failed to properly recognize. A good book, too, for parents, who might feel far more comfortably informed about a sector that can come across as--literally--an alien world their kids inhabit.


Whether or not you share Chatfield s optimism, Fun Inc. should help to block the fear-mongering generalization the riffing on prejudices that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can t bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book.


<em>Fun Inc.</em> is the most elegant and comprehensive defence of the status of computer games in our culture I have read. 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 <em>Fun Inc.</em> elegantly explains, computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.


Whether or not you share Chatfield'soptimism, Fun Inc. should help to block thefear-mongering generalization--the riffingon prejudices--that has passed for insight onthis topic in broadsheet comment pages. Ifcritics of game-playing can't bring themselves to enter these worlds themselves, tolearn first-hand what they are talking about, they should at least read this insightful book.


Whether or not you share Chatfield's optimism, Fun Inc. should help to block the fear-mongering generalization--the riffing on prejudices--that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can't bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book.


Author Information

Tom Chatfield is Arts and Books editor at the highly prestigious Prospect magazine and also writes for the Times Literary Supplement, The Times, and The Observer in London. he has done puzzle design and creative consultancy for a number of online games companies.

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