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Fun Inc.

*NEW IN FEBRUARY 2012*
Why Games are the 21st Century's Most Serious Business

This is a well crafted explanation of the industry, artistry, culture, and business of modern video games. It is a great read and an elegant and comprehensive defence of the status of computer games in our culture. It is also a helpful compendium of research in this area, where the figures are truly staggering. The games business comfortably outstrips the movie business. Game experience ia all-pervasive — 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game. Computer game-playing has a strong claim to be one of the most vital test-beds for intellectual enquiry. This is a great guided tour through the world of gaming and the games industry, informative and highly readable.

  • U.S. gaming software and hardware sales are now worth over $20 billion annually.
  • 254 U.S. colleges and universitiesoffer courses and degrees in computer and video game design, programming and art
  • 43% of online U.S. game players are female.
  • The U.S. military 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 $100 million.

Click "Flere oplysninger" to view the Contents. Author: Tom Chatfield. (272 pages)
Level: Gymnasium / A Resource for the Teacher / mange gode uddrag

Contents

Preface
1. The fun instinct 1
2. Technology and magic 13
3. A license to print money 27
4. A beautiful science 39
5. Dangerous playground 55
6. The Warcraft effect 87
7. Clouds and flowers 111
8. Second lives 135
9. Serious play 153
10. Beyond fun 181
11. Future Inc.? 209
Epilogue 229
Bibliography and ludography 235
Acknowledgements 243
Index 247