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Fun Inc.
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In the US, the gaming industry was worth over $18bn in 2007, while the second-biggest, Japan, added $7bn to a global total of almost $50bn. It s the fastest growing media business in the world, and one of the very few industries that seems destined to resist the credit crunch. Gameland is a guide book to what for many of us is a foreign country written by one of the industry's leading analysts. In commercial terms understanding the games industry's innovations presents a great opportunity for businesses to better understand both their workers and their clients; a revolution in co-operation, communication and motivation. It is up to us, today, to decide what we wish to preserve, what we wish to transform, what we wish to avoid, and what we should really be afraid of. Let Tom Chatfield help you get wise and get powerful in the most dynamic industry in the world, before you get left behind.
Product Details

Promotional Information

'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

About the Author

Tom Chatfield completed his doctorate at St John's College, Oxford, before moving to London to work as a full-time writer and editor. He is currently the arts and books editor at Prospect magazine.

Reviews

"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." * Esquire * "Games are invading our downtime. They are becoming the dominant form of distraction, stealing thousands of hours from television. And they have, as Chatfield says, escaped from the gloom of the teenage bedroom." * The Sunday Times * "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 * "Sparklingly intelligent and nuanced ... Fun Inc. is fresh and engaging" -- Steven Poole * Guardian *

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