Fun Inc.: Why games are the 21st Century’s most serious business
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Description
‘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
Additional information
Weight | 0.188 kg |
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Dimensions | 1.7 × 12.6 × 19.8 cm |
by | |
Format | Paperback |
Language | |
Pages | 272 |
Publisher | |
Year Published | 2011-1-6 |
Imprint | |
Publication City/Country | London, United Kingdom |
ISBN 10 | 0753519453 |
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. |
Review Quote | A lively, thought-provoking and thoughtful read on an entertainment juggernaut many of us have failed to properly recognise. 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. |
Other text | A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced. |