FUN INC CL

by
Edition: 00
Format: Hardcover
Pub. Date: 2010-11-17
Publisher(s): MICROCASM
List Price: $27.95

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Summary

Despite the recession, video games continue to break records-and command unprecedented amountsof media coverage. The U.S. is the worldrs"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.

Table of Contents

Preface
The fun instinctp. 1
Technology and magicp. 13
A license to print moneyp. 27
A beautiful sciencep. 39
Dangerous playgroundp. 55
The Warcraft effectp. 87
Clouds and flowersp. 111
Second livesp. 135
Serious playp. 153
Beyond funp. 181
Future Inc.?p. 209
Epiloguep. 229
Bibliography and ludographyp. 235
Acknowledgementsp. 243
Indexp. 247
Table of Contents provided by Ingram. All Rights Reserved.

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