Fun Inc Author Tom Chatfield {kindle} ☆ Tom Chatfield – sableyes.co.uk

Tom Chatfield ¸ 9 Summary

Of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern worldBut understanding games means a lot than simply challenging stereotypes Find out why the South Korean government will invest 200 billion into its video games industry over the next 4 years and how games are u. Each chapter offers an interesting description of one or other aspects of video games as a force for change For example in describing how video games can be used to investigate economic theories or how sophisticated government structures can develop in worlds like EVE online and what this may teach us about governing online spaces in general Other highlights included a description of the Scottish governments adoption of gaming in the classroom I found these vignettes very informative and thoroughly absorbing Unfortunately the wide eyed optimism about gaming s boundless potential combined with a little too much rather pretentious sociologically and philosophically framed analysis there was a Heideggerian being in the world gratuitously slipped in at one point very tiring In addition I had hoped for a little description of the actual business side of the games industry say in terms of the differences between blockbuster development now and how games were made twenty years ago I feel due to the use of the word business on the back cover and the subtitle of the book some description of the business of video games may have appeared somewhere but this book is really of a cultural analysis of video games than a book about the business of them That is a reasonable thing to do but as other reviewers have noted the title and description of the book are somewhat misleading Despite these criticisms I did appreciate reading a well written passionate book about video games in general because such books are few and far between It has also encouraged me to try out a few new games which is never a bad thing Haute Chinese Cuisine from the Kitchen of Wakiya players is changing our understanding of what it means to be sociable in the modern worldBut understanding games means a lot than simply challenging stereotypes Find out why the South Korean government will invest 200 billion into its video games industry over the next 4 years and how games are u. Each chapter offers an interesting description of one or other aspects of video games as a force for change For example in describing how video games can be used to investigate economic theories or how sophisticated government structures can develop in worlds like EVE online and what this may teach us about governing online spaces in general Other highlights included a description of the Scottish governments adoption of gaming in the classroom I found these vignettes very informative and thoroughly absorbing Unfortunately the wide eyed optimism about gaming s boundless Twisted potential combined with a little too much rather The Exploration of the Male Anatomy pretentious sociologically and All Night Long (Nannies, point very tiring In addition I had hoped for a little description of the actual business side of the games industry say in terms of the differences between blockbuster development now and how games were made twenty years ago I feel due to the use of the word business on the back cover and the subtitle of the book some description of the business of video games may have appeared somewhere but this book is really of a cultural analysis of video games than a book about the business of them That is a reasonable thing to do but as other reviewers have noted the title and description of the book are somewhat misleading Despite these criticisms I did appreciate reading a well written

Characters ¹ E-book, or Kindle E-pub ¸ Tom Chatfield

Fun Inc Author Tom Chatfield

People make many assumptions about video games; only teenage boys play them they increase anti social behaviour and they tend to be violent Fun Inc dispels these misconceptions revealing that 40 per cent of all video game players are women that most of the bestselling console games of all time involve no real world violence at all and how World. The title and the promises on the covers were interesting So how or why will the gaming dominate the 21st century That wasn t really answered in a few clear points I was expecting the why and how to be around the economy aspects of the gaming There were some interesting parts in the book eg gaming history the current when it was written in the second half of 2009 so already out of date economical scale and impact of gaming and the industries and phenomena it has generatedThe average gamer was tried to describe and it s not what it was in 1980s or 1990s Nearly half of the gamers are women and the average age of a gamer is somewhere closer to 40 But there could and should have been broader topics treated in depth in the book Not all the broader topics were unborn in 2009 iPhones gaming was mentioned on two pages and while iPhone had been out on the market for a year its implications in gaming distribution and economy were already there as were suddenly a lot of smaller game developers around App Store iPhones and iPads brought a few other interesting gaming related changes in other things too Now there are suddenly a bunch of schools in the US where iPads much than Kindles are used for studying tool Ebooks and especially tailored interactive ebooks work much better for those kids who are used to finding their entertainment on their gaming console than reading the books ADD wasn t really mentioned but that binds to gaming as well sometimes the real world is just too boring and too slow Now finally some people are starting to see ADD not as a problem but as a way one is wired And for that type of mental wiring the games can be a good way to grep a variety of things If you manage to hide maths or physics in a game the implications can be much better understood in a practical level than just be left to be regurgitated as a bunch of fancy words on a test paperThe gaming can and has changed some other learning tools and methods already Medical field was specifically mentioned for the uses it could have do a uick diagnostic on a patient in ER environment as an example The same field also can get a huge benefit of going towards interactive ebooks Things that iPad wasn t designed for but has proven to be invaluable already in the capabilities it currently hasAlso something where the gaming is already leaving its mark is in resumes In an example there was mentioned a man who applied for a job in bank and who was then asked why he hadn t put is guild leader experience in WoW or other similar game in his resume Wait what Even the traditional businesses like the bank as a very traditional example are starting to realize that perhaps it shows better applied leadership skills to lead a guild of 50 200 gamers on daily or evening tasks for the benefit of the team than to own an MBA Mostly the games were centered in the classic console or MMORPG games but those are far from the only ones out there I don t play either and my type of entertainment games were very vaguely in the book iPhones iPads Androids in just a few years the market has produced a lot of interesting games and even in just the past 3 years a lot of changes have happened in many games An iPhone game that has been around for 2 years has uite some history The development of games has shifted in the mobile platform to first have a basic form of game pushed out then later whenif the game is successful it gets regular updates pushed for the game While for iPhone games that was first seen in We Rule it s now the norm for all of them I ve done a bunch of exploration of silly games in the past 25 years and now it s just a few of them that I want to play any I m not sure I could draft a specific how that type of gaming would have changed anything other than the economics and distribution and habits in a larger scale thoughSome things that the author envisioned aren t going to happen While Facebook was seen by him as kind of a platform for gaming and boring without the constant updates of random games fortunately he only mentioned Playfish and ignored The Evil Zynga is it Most of my friends don t do any gaming in Facebook or hide the attention whoring game updates out of their walls Or they create separate gamer profiles to keep their main profile free from the constant Zynga updates The difference can t even be that most of the author s friends would be gamers and mine not since most of my friends also play just not on Facebook It s very hard to give the book a score It s so fast out of date even if one would write now a similar book covering the aspects of interactive ebooks and iPads for K 12 higher ed or medical schools it would be out of date as soon as iPad 3 and a few apps for that would be out there I guess it could be either covered as of a blog type format or ebooks then updating no I still hate the self updating ebooks or just printing out a new book about the topic every 15 years

Summary Fun Inc Author Tom Chatfield

Sed to train the US Military to model global pandemics and to campaign against human rights abuses in AfricaGame worlds are creating a new science of mass engagement that is starting to transform our understanding of economics business and communications Whether you like video games or loathe them Fun Inc will show you that you cannot ignore the. I was hoping this book would answer many uestions I have regarding why people can spend their lives glued to a screen playing endless games But since the book was written by a self professed gamer he clearly didn t feel the need to explain that There was a lot of information about various games and how they work the origins of electronic gaming and developments in gaming that have affected other fields The majority of the book was spent justifying the usefulness and the potential social and scientific advancement of the industry and the people who made it to make stuff that will eventually make our lives better How gaming really benefits our time on this planet remains a mystery to me I still don t get it


10 thoughts on “Fun Inc Author Tom Chatfield

  1. says:

    Fun Inc doesn’t really explain its subtitle in the edition I read “Why Gaming Will Dominate the Twenty Firs

  2. says:

    The title and the promises on the covers were interesting So how or why will the gaming dominate the 21st century? That wasn't really answered in a few clear points I was expecting the why and how to be around the economy aspects of the gaming There were some interesting parts in the book eg gaming history the current when it was written in the second half of 2009 so already out of date economical scale and im

  3. says:

    Tremendously well researched and very thought provoking It deals fairly with the concerns parents have with their kids excessive gaming but it helped me see that there is much going on than what I had written off as an antisocial waste of tim

  4. says:

    Each chapter offers an interesting description of one or other aspects of video games as a force for change For example in describing how video games can be used to investigate economic theories or how sophisticated government structures can develop in worlds like EVE online and what this may teach us about go

  5. says:

    Good This book serves as an acceptable introduction to the gaming world for people who don't playBad Very outdated filled with uotes and facts from games people and companies that don't matterexist any An example XBox Kinect

  6. says:

    Pretty good introduction to video games Like a collection of essays one might see in newspaper Touching on a lot of aspect Personally I would like depth as a non beginner

  7. says:

    This is a comprehensive book championing video gaming the fun inc of the 21st century If you don't know much about the gaming industry you've

  8. says:

    Interesting looks at The past present and future of digital gaming Introduced me to the Pirate Bay Pirate Party the WoW 'C

  9. says:

    I was hoping this book would answer many uestions I have regarding why people can spend their lives glued to a screen playing endless games But since the book was written by a self professed gamer he clearly didn't feel the

  10. says:

    This is an interesting book about the way video games have changed as an industry and how it has changed global communities The book has a heavy British influence since its author is British so many American readers may be unfamiliar with some of the company names or games but it doesn't cause too many distractions The book is not as fluid as I would prefer and seems to randomly jump around a lot but overall it makes a

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