Fun Inc.

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

3.39 (263 ratings by Goodreads)
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Description

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.show more

Product details

  • Paperback | 272 pages
  • 152 x 230 x 24mm | 381.02g
  • Ebury Publishing
  • Virgin Books
  • London, United Kingdom
  • English
  • 0753519852
  • 9780753519851
  • 519,301

About Tom Chatfield

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 and has also written for the Times Literary Supplement, the New Statesman and the Observer. Tom has also done puzzle design and creative consultancy work for a number of online games and media companies, including Mind Candy, Grex, Red Glasses and Intervox, and has spoken on gaming at international conferences including Picnic in Amsterdam.show more

Review Text

"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."show more

Back cover copy

There are some things that are simply a given about video games... Games are played by teenage boys. 40 per cent of all US video game players are women. Video games tend to be violent and it's their violence that makes them popular. Of the 20 bestselling console games of all time, only 1 involves any real-world violence at all. Playing games encourages anti-social behaviour. The World of Warcraft's interactive online community boasts a still-rising total of over 12 million subscribers. Then there are the elements of games we're less familiar with... In 2008 Nintendo overtook Google to become the world's most profitable company per employee. The South Korean government will invest $200 billion into its video games industry over the next 4 years. Games are used to train the US Military, and they are also used to model global pandemics. By the end of 2008, the video game industry was worth over $40 billion, making video games the world's most valuable purchased entertainment medium. Over 350 million people play video games. Whether you like video games or loathe them they're a part of your life. Welcome to Fun Inc.show more

Rating details

263 ratings
3.39 out of 5 stars
5 10% (27)
4 34% (90)
3 42% (111)
2 12% (31)
1 2% (4)
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