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Fun Inc. [Kõva köide]

  • Formaat: Hardback, 272 pages, kõrgus x laius x paksus: 235x161x24 mm, kaal: 417 g
  • Ilmumisaeg: 15-Nov-2010
  • Kirjastus: Pegasus Books
  • ISBN-10: 1605981435
  • ISBN-13: 9781605981437
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  • Hind: 40,47 €*
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  • Formaat: Hardback, 272 pages, kõrgus x laius x paksus: 235x161x24 mm, kaal: 417 g
  • Ilmumisaeg: 15-Nov-2010
  • Kirjastus: Pegasus Books
  • ISBN-10: 1605981435
  • ISBN-13: 9781605981437
Offers a timely and informed assessment of the rapidly growing gaming industry, one that is quickly altering the world around us.

Offers an assessment of the successes, misconceptions, and future implications involved in the rapidly growing gaming industry as it continues to influence the world.



A timely and informed assessment of the rapidly growing gamingindustry that is altering the world around us.

Despite the recession, video games continue to break records—and command unprecedented amountsof media coverage. The U.S. is the world’s biggest video games market and manufacturer, with a marketnow worth over $20 billion annually in software and hardware sales—more than quadruple its size in themid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year inrevenues. 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 andart. Video games are increasingly for everyone: 68% of American households now play computer or videogames, 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. militaryalone now spends around $6 billion a year on virtual and simulated training programs, based aroundvideo games and virtual worlds. The budgets for developing the biggest games can now top the $100million mark and are snapping up some of the biggest names in film—from Stephen Spielberg to Peter Jackson.
Preface ix
1 The fun instinct 1(12)
2 Technology and magic 13(14)
3 A license to print money 27(12)
4 A beautiful science 39(16)
5 Dangerous playground 55(32)
6 The Warcraft effect 87(24)
7 Clouds and flowers 111(24)
8 Second lives 135(18)
9 Serious play 153(28)
10 Beyond fun 181(28)
11 Future Inc.? 209(20)
Epilogue 229(6)
Bibliography and ludography 235(8)
Acknowledgements 243(4)
Index 247