Fun Inc.: Why Games Are the 21st Century's Most Serious Business

Fun Inc.: Why Games Are the 21st Century's Most Serious Business by Tom Chatfield


ISBN
9780753519851
Published
Binding
Paperback
Pages
272
Dimensions
152 x 232 x 21mm

There are some things that are simply a given about video games.

Games are played by teenage boys. 40 per cent of all US video game players are women. Video games tend to be violent and it's their violence that makes them popular. Of the 20 bestselling console games of all time, only 1 involves any real-world violence at all.

Playing games encourages anti-social behaviour. The World of Warcraft's interactive online community boasts a still-rising total of over 12 million subscribers.

Then there are the elements of games we're less familiar with.

In 2008 Nintendo overtook Google to become the world's most profitable company per employee. The South Korean government will invest $200 billion into its video games industry over the next 4 years. Games are used to train the US Military, and they are also used to model global pandemics.

By the end of 2008, the video game industry was worth over $40 billion, making video games the world's most valuable purchased entertainment medium. Over 350 million people play video games.

Whether you like video games or loathe them they're a part of your life. Welcome to Fun Inc.
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