People make many assumptions about video games; only teenage boys play them, they increase anti-social behaviour and they tend to be violent. This title dispels these misconceptions, revealing that 40 per cent of the video game players are women, that most of the bestselling console games involve no real-world violence.
Fun Inc. is a guide book to the gaming industry, written by one of the industry's leading analysts.
In the United States in 2007, the gaming industry was worth over $18 billion, while the second-biggest consumer of computer games — Japan — added $7 billion to a global total of almost $50 billion. It's the fastest growing media business in the world, and one of the very few industries that seem destined to resist the credit crunch. It's a powerful and dynamic industry and, in commercial terms, one worth understanding given that the gaming industry's innovations present a great opportunity for businesses to better understand both their workers and their clients.
Tom Chatfield's helpful and knowledgeable guide to the games industry can help us decide what is worth preserving, what we may wish to change, what to avoid and what we should really be afraid of.