Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
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'Tom Chatfield's Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read as well as a helpful compendium of research ... The numbers surrounding the sector are certainly thudding. By the end of 2008 annual sales of video games - not including consoles or devices - was $40 billion comfortably outstripping the movie business. In the same year Nintendo's employees were more profitable per head than Google's. The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. In fact as Fun Inc. elegantly explains computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.'
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