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
Dimensions 1.7 × 12.6 × 19.8 cm
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.