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Fun Inc. - Why games are the 21st Century's most serious business

Edition en anglais

  • Virgin Digital

  • Paru le : 14/01/2010
'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... > Lire la suite
10,99 €
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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.'Independent

Fiche technique

  • Date de parution : 14/01/2010
  • Editeur : Virgin Digital
  • ISBN : 978-0-7535-2302-5
  • EAN : 9780753523025
  • Format : ePub
  • Caractéristiques du format ePub
    • Protection num. : Contenu protégé
Tom Chatfield - Fun Inc. - Why games are the 21st Century's most serious business.
Fun Inc.. Why games are the 21st Century's...
10,99 €
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