Fun Inc. (32 page)

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Authors: Tom Chatfield

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the hero’s journey
46–7
and human behaviour
165–79
leadership in
98
,
99
,
101
as learning engines
6–7
as mainstream media activity
89
market for
22–3
military games
187–97
miniature games
126–9
mix of freedom and constraint in
102–3
moral panic
59
and music
135–6
nostalgia industry
52
perceived as played by adolescent males
87–8
players/non-players
59
power of
57–8
,
223
progress by gaining experience
6
questions raised by
59–60
raising awareness
181–7
rapidly evolving
59
reviews
75
rules
6
,
11
safety
58
as a social outlet
78–81
start of their commercial life
20
suitability for the digital age
28
teenage players (US)
90
time spent playing
29
two-player
88
and violence
60–61
and virtual theft
60–61
‘visceral’ thrills
9–10

Villiers, Justin
112–13
,
114

violence in games

a minority interest
37
,
82–3
regulation of
62
,
224
and violence in life
65–71
,
223

virtual currency
145–9

virtual economies
167
,
169

virtual environments
142
,
154
,
172
,
175

virtual epidemic
174–6

‘virtual life’ simulations
83

virtual reality
14
,
138

goggles
141
and the Wii
160

virtual screens
14

virtual voting system
225

virtual worlds
33
,
45–7
,
59
,
95
,
103
,
141
,
146
,
154
,
155
,
160
,
166
,
168
,
170–73
,
210
,
211
,
223
,
225
,
226
,
233

war games
188

watches
28

Watts, Peter
133

Wells, H G
45

Wii Play
83

WILL Interactive Inc.
196

wireless control
14

women players
61

word processing
155
,
157

work

virtual work
139–45
work/play separation
2–3
,
5
,
145

World of Warcraft (WoW
) xii,
30
,
93–102
,
105
,
147
,
149
,
174
,
175
,
176
,
217

Wortley, David
153–4
,
156
,
157
,
160
,
161

Wright, Evan:
Generation Kill
191–2

writing, origin of
57
,
111
,
228

Xbox 360 games console
14
,
215

XEODesign
49

Yahoo!
164

Yee, Nick
138–42
,
150

YouTube
34
,
164
,
165

Zelda
adventure games
200

Zelda II: The Adventure of Link
76

All rights reserved under International and Pan-American Copyright Conventions. By payment of the required fees, you have been granted the non-exclusive, non-transferable right to access and read the text of this ebook onscreen. No part of this text may be reproduced, transmitted, downloaded, decompiled, reverse engineered, or stored in or introduced into any information storage and retrieval system, in any form or by any means, whether electronic or mechanical, now known or hereinafter invented, without the express written permission of the publisher.

This is a work of fiction. Names, characters, places, and incidents either are the product of the author’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead, businesses, companies, events, or locales is entirely coincidental.

copyright © 2011 by Tom Chatfield

Pegasus Books LLC

80 Broad Street, 5
th
Floor

New York, NY 10004

This edition distributed by Open Road Integrated Media

180 Varick Street

New York, NY 10014

www.openroadmedia.com

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Table of Contents

Cover Page

Title Page

Dedication

Contents

Preface

1 The fun instinct

2 Technology and magic

3 A license to print money

4 A beautiful science

5 Dangerous playground

6 The Warcraft effect

7 Clouds and flowers

8 Second lives

9 Serious play

10 Beyond fun

11 Future Inc.?

Epilogue

Bibliography and ludography

Acknowledgements

Index

Copyright Page

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