Prospect's arts and books editor has written the definitive book of 2010 on the global videogames phenomenonby Prospect / January 13, 2010 / Leave a comment
People make many assumptions about videogames; 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 videogame players are women, that most of the bestselling console games of all time involve no real-world violence, and that World of Warcraft‘s online community of over 12m players is changing our understanding of what it means to be sociable.
Find out why the South Korean government will invest $200bn into its videogames industry over the next 4 years and how games are used to train the US military, to model global pandemics and to campaign against human rights abuses. Game worlds promise to transform our understanding of economics, business and communications. Whether you like videogames or loathe them, Fun Inc. will show you that you cannot ignore them.