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

Tom Chatfield
3.8 out of 5 stars  See all reviews (11 customer reviews)

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Book Description

November 15, 2010

“An ambitious overview of the videogaming industry, from its beginning to today’s immersive online games.”—Wall Street Journal

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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Editorial Reviews

Review

“A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced.” (Esquire [UK] )

“Sparklingly intelligent and nuanced... fresh and engaging.” (The Guardian )

“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.” (The Irish Times )

“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.” (Time Out London )

“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.” (The Observer [UK] )

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.” (Independent [London] )

“Whether or not you share Chatfield’s optimism, Fun Inc. should help to block the fear-mongering generalization—the riffing on prejudices—that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can’t bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book.” (Times Literary Supplement )

About the Author

Tom Chatfield is Arts and Books editor at the highly prestigious Prospect magazine and also writes for the Times Literary Supplement, The Times, and The Observer in London. he has done puzzle design and creative consultancy for a number of online games companies.

Product Details

  • Hardcover: 272 pages
  • Publisher: Pegasus (November 15, 2010)
  • Language: English
  • ISBN-10: 1605981435
  • ISBN-13: 978-1605981437
  • Product Dimensions: 9.3 x 6.4 x 0.9 inches
  • Shipping Weight: 12.8 ounces (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon Best Sellers Rank: #345,916 in Books (See Top 100 in Books)

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Customer Reviews

A well crafted explanation of the industry, artistry, culture, and business of modern video games. Johnathan Matheson  |  3 reviewers made a similar statement
Unfortunately, it is written in a way that didn't do it for me. Beth  |  1 reviewer made a similar statement
Most Helpful Customer Reviews
8 of 10 people found the following review helpful
Format:Hardcover
Fun Inc is a wonderful guided tour through the world of gaming and the games industry. I find it strikes just the right balance for an informative tour. You're neither left feeling as if you're going over stuff thats already known, nor are you left feeling lost from something being left out or poorly explained. Entertaining and informative all around. A well crafted explanation of the industry, artistry, culture, and business of modern video games. Highly recommended and a wonderful read.
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5 of 6 people found the following review helpful
5.0 out of 5 stars Everything is a game March 25, 2012
Format:Hardcover
Great overview of the the growing market and power of games. The book offers both a business view, as well as a cultural discussion on implication of the trends. What are the largest, or highest grossing media franchises to date? You guessed it: games. "Gamer grandma" may sound like a joke today, but likely to be the highest growing demographic for games in the not so distant future. Similarly, what is driving the meteoric rise behind "social games" and "casual games"? Can games be used to improve professional training or education? Hint: the answer is yes, and it is already all around us.

"Games" are often associated with the "escapist" and the immature, but that is, at best, a shortsighted view. Fun Inc. covers all this and more. Great read!
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1 of 1 people found the following review helpful
By Lynne
Format:Kindle Edition|Amazon Verified Purchase
I originally started this book because my grandsons are into World of Warcraft and I wanted to find out more about what games, in general, are doing to young people, how they are influencing our thinking, and where they can be of use in our lives.
The book is very well researched. I learned the history of video games as well as society's continuous enjoyment of all games from the earliest of times.
I did not finish Fun Inc. feeling that games were a bad influence on our youth, and I now have a clearer idea of the pure influence of playing with each other, via games, which is the essence of video games. They give us the opportunity to virtually connect, in this global society, to more and more people.
Games are good for us. Games connect us. Games make us think and do.
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1 of 1 people found the following review helpful
Format:Kindle Edition|Amazon Verified Purchase
Truth is the gaming industry is there for a reason, and this explains so many reasons why. I found it very entertaining and informative.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Informative reading August 5, 2012
Format:Kindle Edition|Amazon Verified Purchase
Very well written and organized to help me understand the gaming phenomenon. Clear information and insightful explanations about this creative mindset of generations that have come after me. I found myself appreciating the younger generations who desire to be actively engaged rather than passive spectators. Thank you, Tom Chatfield!
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2 of 3 people found the following review helpful
2.0 out of 5 stars Repetitive and boring November 21, 2012
Format:Kindle Edition|Amazon Verified Purchase
Clearly written as if the reader has hardly ever played a video game and has been spending most of his time shuddering in terror at what all this new-fangled technology stuff might do to people.

In other words, nobody I know.
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1 of 2 people found the following review helpful
Format:Kindle Edition|Amazon Verified Purchase
Maybe it's because I'm a fan of gaming, and am familiar with applications beyond what we typically see as 'gaming'.....that I found this book a bore.

As a defense against the preachers & politicians who hold up gaming as society's latest ill..... I just don't see it. I don't see the uproar. And if there was an uproar, I don't see the need for a defense to the nonsense beyond what would fit in an editorial page. Finally, I don't see this book as a particularly good defense, in and of itself.

Beyond that, the book is a meandering stream that reads like the concatenation of 100 essays on gaming. It feels long winded in places - like the awkward etymology of the word 'Avatar', which relies on the plot points of the movie 'Avatar' as a reference point, giving it the feel of a high school book report. Then the author never really manages to tie that concept in with the rest of the chapter.

For the right person, this might be a great read. I just wanted something a little deeper.
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2 of 4 people found the following review helpful
5.0 out of 5 stars A definitive, delightful guide January 28, 2011
By Sangla
Format:Hardcover
If you want to know why and how the world's fastest-growing medium matters, this is it: great fun, wide-ranging and smart.
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