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Fun Inc.: Why Gaming Will Dominate the Twenty-First Century - Hardcover

 
9781605981437: Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
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Book by Chatfield Tom

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Críticas:
A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced.

Sparklingly intelligent and nuanced... fresh and engaging.

In exploring the potential of the medium, Chatfield covers much territory, briskly and with intent ... His conclusion on what the future could hold is in equal parts daunting and lip-smacking. It should be read by gamers and non-gamers alike.

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 skeptical.

A lively, thought-provoking and thoughtful read on an entertainment juggernaut many of us have failed to properly recognize. 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.

Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read. 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.
Reseña del editor:
Despite the recession, video games continue to break records—and command unprecedented amounts of media coverage. The U.S. is the world’s biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales—more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years.Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film—from Stephen Spielberg to Peter Jackson.

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  • VerlagPEGASUS BOOKS
  • Erscheinungsdatum2010
  • ISBN 10 1605981435
  • ISBN 13 9781605981437
  • EinbandTapa dura
  • Anzahl der Seiten258
  • Bewertung

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9781605982694: Fun Inc.: Why Gaming Will Dominate the Twenty-First Century

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ISBN 10:  1605982695 ISBN 13:  9781605982694
Verlag: Pegasus, 2011
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Chatfield, Tom
Verlag: Pegasus Books (2010)
ISBN 10: 1605981435 ISBN 13: 9781605981437
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Buchbeschreibung Zustand: Very Good. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects. Artikel-Nr. 2730733-75

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