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Fun Inc.: Why Gaming Will Dominate the Twenty-First Century

by

Fun Inc.: Why Gaming Will Dominate the Twenty-First Century Cover

 

Synopses & Reviews

Publisher Comments:

Despite the recession, video games continue to break records--and command unprecedented amounts of media coverage. The U.S. is the world's biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales--more than quadruple its size in the mid 1990s. now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film--from Stephen Spielberg to Peter Jackson.

Synopsis:

Engrossing...an ambitious overview of the videogaming industry, from its beginning in 1972 with Pong to today's immersive, multi-player, multi-billion dollar industry.Whether or not you share Chatfield’s optimism, Fun Inc. should help to block the fear-mongering generalization—the riffing on prejudices—that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can’t bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book.Chatfield has a clean, compelling style and is quite reasonable throughout his analysis of both this rapidly growing industry and its profound effects on society. Open-minded, interesting and insightful.

Synopsis:

"An ambitious overview of the videogaming industry, from its beginning to today's immersive online games."--

About the Author

Tom Chatfield is Arts and Books editor at the highly prestigious Prospect magazine and also writes for the Times Literary Supplement, The Times, and The Observer in London. he has done puzzle design and creative consultancy for a number of online games companies.

Product Details

ISBN:
9781605982694
Author:
Chatfield, Tom
Publisher:
Pegasus Books
Subject:
Video & Electronic
Subject:
Business-International
Subject:
Games-Video Games
Publication Date:
20111231
Binding:
TRADE PAPER
Language:
English
Pages:
272
Dimensions:
8.25 x 5.5 in

Related Subjects

Computers and Internet » Computers Reference » Beginning and Reference
Computers and Internet » Computers Reference » History and Society
Hobbies, Crafts, and Leisure » Games » Video Games
Science and Mathematics » Featured Titles in Tech » General

Fun Inc.: Why Gaming Will Dominate the Twenty-First Century Sale Trade Paper
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Product details 272 pages Pegasus Books - English 9781605982694 Reviews:
"Synopsis" by , Engrossing...an ambitious overview of the videogaming industry, from its beginning in 1972 with Pong to today's immersive, multi-player, multi-billion dollar industry.Whether or not you share Chatfield’s optimism, Fun Inc. should help to block the fear-mongering generalization—the riffing on prejudices—that has passed for insight on this topic in broadsheet comment pages. If critics of game-playing can’t bring themselves to enter these worlds themselves, to learn first-hand what they are talking about, they should at least read this insightful book.Chatfield has a clean, compelling style and is quite reasonable throughout his analysis of both this rapidly growing industry and its profound effects on society. Open-minded, interesting and insightful.
"Synopsis" by , "An ambitious overview of the videogaming industry, from its beginning to today's immersive online games."--
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