'Tom Chatfield's 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.'
'A lively, thought-provoking and thoughtful read on an entertainment juggernaut many of us have failed to properly recognise. 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
'A detailed and engaging analysis on an increasingly influential medium. Even non-gamers may find themselves seduced.'
'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 sceptical' --Observer
'Sparklingly intelligent and nuanced ... Fun Inc. is fresh and engaging' --Guardian
'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'
Economically, culturally, societally and even technologically video gaming is altering the world around us. Fun Inc.
sets out a debate thats as fascinating as it is controversial.