Fun Inc
   HOME
*





Fun Inc
''Fun Inc'' is a book first published in January 2010 by Tom Chatfield, examining video games in terms of their cultural status, potentials as a medium and as a business. It addresses popular concerns such as the debate over violence in games, as well as the questions of games as art, as one of the most fundamental of human cultural activities, and as a potentially transforming force in the social sciences, economics and 21st century life. The UK edition is published by Virgin Books () while the US edition is published by Pegasus Books (). See also *Video game studies * List of books about video games External links''authors@Google''Tom Chatfield's lecture at Google on games as learning engines''Review''for the ''Guardian'' newspaper by Steven Poole''Review''for the ''Observer'' newspaper by Naomi Alderman Naomi Alderman (born 1974) is an English novelist and game writer. She is best known for her speculative science fiction novel ''The Power (2016 novel), The Power'', whic ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Tom Chatfield
Tom Chatfield (born 1980) is a British author, broadcaster and tech philosopher. Biography Chatfield took his BA, MPhil and doctorate degrees and taught at St John's College, Oxford, before beginning work as a writer and editor. His first book, on the culture of video games, Fun Inc, was published worldwide in 2010. Further books explored digital culture. He is an associate editor at Prospect magazine, Fellow at The School of Life and past guest faculty member at the Said Business School, Oxford, as well as a columnist for the BBC. A frequent speaker and consultant on technology and new media, he spoke at TED Global 2010 on "7 ways games reward the brain", was lead content designer and writer on Preloaded's game The End, and appears regularly in the British and international media as a commentator. His work is published in over two dozen languages. Italian think tank LSDP named him among its 100 top global thinkers for his work. Books ; ''This Is Gomorrah'' (2019): Chatf ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Video Game Violence
Since their inception in the 1970s, video games have often been criticized by some for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Studies have shown no connection between video games and violent behavior. The American Psychological Association states that while there is a well-established link between violent video games and aggressive behaviors, empirical research finds there is little to no evidence connecting violence to video games. Background The Entertainment Software Association reports that 17% of gamers are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all video game players being women of all ages. They also report that the average age of gamers is 31. A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who ha ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Video Game Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


List Of Books About Video Games
The following is a list of books about video games, which range from development, theory, history, to game art design books. Business ; ''Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made'': () by Jason Schreier ; ''Business & Legal Primer for Game Development'': () by Brian Green and S. Gregory Boyd ; ''Changing the Game: How Video Games Are Transforming the Future of Business'': () by David Edery and Ethan Mollick ; ''Gamers at Work: Stories Behind the Games People Play'': () by Morgan Ramsay ; ''Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap'': () by David Wesley and Gloria Barczak ; ''Online Game Pioneers at Work'': () by Morgan Ramsay ; ''Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution'': () by Dean Takahashi. The behind-the-scenes story of Microsoft's first gaming console reported by an award-winning journalist and gaming-industry expert. ; ''Not All Fairy Tales H ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Steven Poole
Steven Poole (born 1972) is a British author and journalist. He particularly concerns himself with the abuse of language and has written two books on the subject: ''Unspeak'' (2006) and ''Who Touched Base In My Thought Shower?'' (2013). Biography Poole studied English at Emmanuel College, Cambridge, and has subsequently written for publications including ''The Independent'', ''The Guardian'', ''The Times Literary Supplement'', ''The Sunday Times'', and the ''New Statesman''. He has published two books and currently writes a weekly nonfiction book-review column in the Saturday ''Guardian'' called Et Cetera, as well as regular longer book reviews, plus a monthly column in ''Edge'' magazine. Poole was invited to deliver the opening keynote address at the 2006 Sydney Writers' Festival, and also gave a keynote at the 2008 Future and Reality of Gaming conference in Vienna. Books ''Trigger Happy'' and ''Trigger Happy 2.0'' '' Trigger Happy'' was published in 2000 by 4th Estate in the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Naomi Alderman
Naomi Alderman (born 1974) is an English novelist and game writer. She is best known for her speculative science fiction novel ''The Power (2016 novel), The Power'', which won the Women's Prize for Fiction in 2017. Biography Alderman was born in London, the daughter of Geoffrey Alderman, a specialist in Anglo-Jewish history who has described himself as an unconventional Orthodox Jew. Alderman was educated at South Hampstead High School and Lincoln College, Oxford, where she read Philosophy, Politics and Economics. After she left Oxford, she worked in children's publishing and then for a law firm, editing their publications. She went on to study creative writing at the University of East Anglia before becoming a novelist. In 2007, ''The Sunday Times'' named her their Sunday Times Young Writer of the Year Award, Young Writer of the Year. In 2007, she was named as one of the 25 Writers of the Future by Waterstones. In 2012, Alderman was appointed Professor of Creative Writing at ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

2010 Non-fiction Books
1 (one, unit, unity) is a number representing a single or the only entity. 1 is also a numerical digit and represents a single unit of counting or measurement. For example, a line segment of ''unit length'' is a line segment of length 1. In conventions of sign where zero is considered neither positive nor negative, 1 is the first and smallest positive integer. It is also sometimes considered the first of the infinite sequence of natural numbers, followed by  2, although by other definitions 1 is the second natural number, following  0. The fundamental mathematical property of 1 is to be a multiplicative identity, meaning that any number multiplied by 1 equals the same number. Most if not all properties of 1 can be deduced from this. In advanced mathematics, a multiplicative identity is often denoted 1, even if it is not a number. 1 is by convention not considered a prime number; this was not universally accepted until the mid-20th century. Additionally, 1 is the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]