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on 2 February 2010
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.
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on 17 January 2010
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.
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on 12 January 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!
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on 1 May 2010
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.
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on 12 April 2011
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.
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