Have one to sell? Sell yours here
Sorry, this item is not available in
Image not available for
Image not available

Tell the Publisher!
Id like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Fun Inc.: Why games are the 21st Century's most serious business [Paperback]

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

Available from these sellers.

There is a newer edition of this item:
Fun Inc.: Why games are the 21st Century's most serious business Fun Inc.: Why games are the 21st Century's most serious business 4.5 out of 5 stars (2)
In stock.

Book Description

14 Jan 2010

People make many assumptions about video games; only teenage boys play them, they increase anti-social behaviour and they tend to be violent. Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.

But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.

Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

Customers Who Viewed This Item Also Viewed

Product details

  • Paperback: 272 pages
  • Publisher: Virgin Books (14 Jan 2010)
  • Language: English
  • ISBN-10: 0753519852
  • ISBN-13: 978-0753519851
  • Product Dimensions: 15.3 x 1.9 x 23.4 cm
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: 508,776 in Books (See Top 100 in Books)

More About the Authors

Discover books, learn about writers, and more.

Product Description


'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'
--Time Out

Book Description

Economically, culturally, societally and even technologically video gaming is altering the world around us. Fun Inc. sets out a debate that’s as fascinating as it is controversial.

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?

Customer Reviews

4 star
2 star
1 star
4.6 out of 5 stars
4.6 out of 5 stars
Most Helpful Customer Reviews
3 of 3 people found the following review helpful
Having used games for decades in teaching sciences and computer science - much of it for fun and to learn what pupils were learning and to learn from pupils - I thought I knew most of it until this book arrived. How wrong can you be. Small wonder the biggest growth industry and potentially the world's greatest earner and influencer is taking off so fast: it offers comfort zones designed by the inhabitant, an extension of childhood's learning places and playmates for life, eternal intellectual adventures that mature with the player, and a sandbox for career training at all levels with only you and your chosen team mates for adjudicator. This I learned from Fun inc. Go read it, you know you need another life or six.
Comment | 
Was this review helpful to you?
4 of 5 people found the following review helpful
5.0 out of 5 stars Real insights in to the business of gaming 17 Jan 2010
Format:Paperback|Verified Purchase
Finally - a book that challenges the conventional "wisdom" on games in society. A lot is said by the media about games and this book takes most of those arguments apart. A mix of logical argument and first hand interviews with the industry stars.

The book is well written - as one would expect from a magazine editor. The author's credentials are unrivalled - Grex AND Red Glasses! Most people would be delighted to just work for one.

Simply put, if you are interested in the gaming industry read this. If you think that computer games are evil, then you should read this. And change your mind.
Comment | 
Was this review helpful to you?
4 of 5 people found the following review helpful
5.0 out of 5 stars all parents need to know about video games 12 Jan 2010
This is a book to enlighten any parent who is interested in and slightly worried about video games. It's easy to read, informative, reassuring and leaves you feeling you now can make a wise decision on your children's game use. Even my 15 year old was impressed with my new knowledge. A must read, really!
Comment | 
Was this review helpful to you?
5.0 out of 5 stars Fun inc 1 May 2010
By b
As someone who is guilty of accepting stereotypes of video games and gamesplayers, this book was a real eye-opener. Tom Chatfield explores the development and growing influence on all levels of society, looking at the global impact of the games industry. Chatfield points out the huge investment needed to develop games, the skills and dedication needed to succeed in major Internet games and how games are being increasingly used as educational tools. His argument is backed up with plenty of details and examples which are described in detail.
The book is well written, particularly for those who are not particularly IT-literate and I found it very informative.
Comment | 
Was this review helpful to you?
0 of 1 people found the following review helpful
3.0 out of 5 stars Good look at a busy industry 12 April 2011
Format:Paperback|Verified Purchase
The text gives a good overview of the industry and how it is intersecting and maybe overtaking the movie industry. It falls into the trap of playing into stereotypes and taking things too flippantly sometimes, but for those who either take gaming seiously or want to dig a bit more into the industry, this is as good a start as any.
Comment | 
Was this review helpful to you?
Search Customer Reviews
Only search this product's reviews

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
First post:
Prompts for sign-in

Search Customer Discussions
Search all Amazon discussions

Look for similar items by category