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Fun Inc.: Why Gaming Will Dominate the Twenty-First Century Hardcover – 15 Nov 2010


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More About the Author

Tom is a British writer and commentator. The author of five books exploring digital culture - most recently Netymology (Quercus) and How to Thrive in the Digital Age (Pan Macmillan) - his work has appeared in over a dozen territories and languages. He blogs at tomchatfield.net and tweets at @TomChatfield

Tom is also a fortnightly columnist for the BBC, TED Global speaker, international commentator and broadcaster, and has worked as a writer and consultant with some of the world's leading technology firms.

He completed a doctorate at St John's College, Oxford, before moving to London, where he lives with his wife and two cats.

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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 11 reviews
6 of 7 people found the following review helpful
Everything is a game 25 Mar 2012
By Ilya Grigorik - Published on Amazon.com
Great overview of the the growing market and power of games. The book offers both a business view, as well as a cultural discussion on implication of the trends. What are the largest, or highest grossing media franchises to date? You guessed it: games. "Gamer grandma" may sound like a joke today, but likely to be the highest growing demographic for games in the not so distant future. Similarly, what is driving the meteoric rise behind "social games" and "casual games"? Can games be used to improve professional training or education? Hint: the answer is yes, and it is already all around us.

"Games" are often associated with the "escapist" and the immature, but that is, at best, a shortsighted view. Fun Inc. covers all this and more. Great read!
7 of 9 people found the following review helpful
Wonderful guided tour through the culture, industry, and art of video gaming 28 Nov 2010
By Johnathan Matheson - Published on Amazon.com
Format: Hardcover
Fun Inc is a wonderful guided tour through the world of gaming and the games industry. I find it strikes just the right balance for an informative tour. You're neither left feeling as if you're going over stuff thats already known, nor are you left feeling lost from something being left out or poorly explained. Entertaining and informative all around. A well crafted explanation of the industry, artistry, culture, and business of modern video games. Highly recommended and a wonderful read.
2 of 2 people found the following review helpful
Fun Inc....What the world is becoming one video game at a time 25 Sep 2012
By Lynne - Published on Amazon.com
Format: Kindle Edition Verified Purchase
I originally started this book because my grandsons are into World of Warcraft and I wanted to find out more about what games, in general, are doing to young people, how they are influencing our thinking, and where they can be of use in our lives.
The book is very well researched. I learned the history of video games as well as society's continuous enjoyment of all games from the earliest of times.
I did not finish Fun Inc. feeling that games were a bad influence on our youth, and I now have a clearer idea of the pure influence of playing with each other, via games, which is the essence of video games. They give us the opportunity to virtually connect, in this global society, to more and more people.
Games are good for us. Games connect us. Games make us think and do.
1 of 1 people found the following review helpful
A really interesting look at an emerging and growing industry 6 Sep 2012
By Catesby Elizabeth - Published on Amazon.com
Format: Kindle Edition Verified Purchase
Truth is the gaming industry is there for a reason, and this explains so many reasons why. I found it very entertaining and informative.
1 of 1 people found the following review helpful
Informative reading 5 Aug 2012
By reelwhiz - Published on Amazon.com
Format: Kindle Edition Verified Purchase
Very well written and organized to help me understand the gaming phenomenon. Clear information and insightful explanations about this creative mindset of generations that have come after me. I found myself appreciating the younger generations who desire to be actively engaged rather than passive spectators. Thank you, Tom Chatfield!
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