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

Author:   Tom Chatfield
Publisher:   Pegasus Books
ISBN:  

9781605982694


Pages:   258
Publication Date:   15 December 2011
Format:   Paperback
Availability:   Awaiting stock   Availability explained
The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you.

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


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Overview

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.

Full Product Details

Author:   Tom Chatfield
Publisher:   Pegasus Books
Imprint:   Pegasus Books
Dimensions:   Width: 14.20cm , Height: 2.30cm , Length: 22.10cm
Weight:   0.272kg
ISBN:  

9781605982694


ISBN 10:   1605982695
Pages:   258
Publication Date:   15 December 2011
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Awaiting stock   Availability explained
The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you.

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Reviews

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.


Engrossing...an ambitious overview of the videogaming industry, from its beginning in 1972 with Pong to today's immersive, multi-player, multi-billion dollar industry.


Author Information

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.

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