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.

Vorwort
'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 sceptical' Observer

Autorentext

Tom Chatfield



Klappentext

'The most elegant and comprehensive defence of the status of computer games in our culture I have read'
Independent

'Games are invading our downtime ... And they have, as Chatfield says, escaped from the gloom of the teenage bedroom'
The Sunday Times

'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 sceptical'
Observer

'Excellent'
Evening Standard


'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'
Irish Times


'Should be read by gamers and non-gamers alike'
Time Out



Zusammenfassung
Best known as the third presenter in the unholy trinity that is Clarkson, Hammond and May on Top Gear, James May has lived, breathed and dreamt about cars his entire life. There is something about cars that stirs up intense feelings in people - how it makes them look to the outside world, how it makes them feel about themselves, how it looks to their girlfriends or their mates, or their neighbours. These feelings are humorously described in May on Motors, as James takes us on the road and looks at the cars that have shaped him, his world and the ordinary people of Britain.In May on Motors, James has brought together his most controversial and amusing pieces to make a brilliant collection that will amuse and inspire all car enthusiasts.
Titel
Fun Inc.
Untertitel
Why games are the 21st Century's most serious business
EAN
9780753523025
Format
E-Book (epub)
Herausgeber
Digitaler Kopierschutz
Adobe-DRM
Dateigrösse
0.53 MB
Anzahl Seiten
272
Features
Unterstützte Lesegerätegruppen: PC/MAC/eReader/Tablet