Fun Inc.

Why Play is the 21st Century's Most Serious Business

Paperback, 288 pages

Published Feb. 1, 2010 by Virgin Books.

ISBN:
978-0-7535-1985-1
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OCLC Number:
444416256

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3 stars (1 review)

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.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 …

4 editions

Subjects

  • Business & Investing -- Industries & Professions -- Sports & Entertainment
  • Business & Investing -- International