Fun Inc.

Fun Inc.
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Why games are the 21st Century's most serious business
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Artikel-Nr:
9780753523025
Veröffentl:
2010
Einband:
EPUB
Seiten:
272
Autor:
Tom Chatfield
eBook Typ:
EPUB
eBook Format:
EPUB
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

Tom Chatfield befasst sich als freier Schriftsteller und Redakteur mit der digitalen Kultur. Er hat Medienunternehmen und Anbieter digitaler Spiele wie Google, Mind Candy, VCCP, Preloaded, Grex, Red Glasses und Intervox beraten und am Design von Spielen mitgewirkt. Chatfield, der am St. John s College in Oxford in Literatur und Philosophie promoviert hat, ist Mitherausgeber des Magazins Prospect und hat zahlreiche Artikel in britischen Zeitungen wie Observer, Independent, Sunday Times, Wired, New Statesman, Evening Standard und Times Literary Supplement sowie auf der Website Boing Boing veröffentlicht. Auf Foren wie TED Global, dem Lions Festival in Cannes, dem britischen Unterhaus, RSA, ICA und dem World IT Congress hat er zu Fragen der Technologie, der Medien und der digitalen Spielkultur Stellung genommen. Chatfield ist ein begeisterter Klavierspieler.
'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.'Independent
'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.'Independent

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