Fun Inc.

Regular price €19.99
A01=Tom Chatfield
ai
Author_Tom Chatfield
business
business analysis
business book
business books
call of duty
Category=KJK
computer
computer games
computers
creativity
critical thinking
design
economics
economics books
economy
education
engineering
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eq_business-finance-law
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eq_isMigrated=2
eq_nobargain
eq_non-fiction
finance
gamers
games
games consoles
gaming
gaming computer
globalization
growth
how to
innovation
internet
king kong
leadership
life is what you make it
management
marketing
math
mathematics
minecraft games
money
political books
political science
programming
security
self help
sociology
startup
strategy
technology
video games
virtual reality
work

Product details

  • ISBN 9780753519455
  • Weight: 188g
  • Dimensions: 126 x 198mm
  • Publication Date: 06 Jan 2011
  • Publisher: Ebury Publishing
  • Publication City/Country: GB
  • Product Form: Paperback
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'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

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.