Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
Description: Fun Inc.: Why Gaming Will Dominate the Twenty-First Century Tom Chatfield is available to download Product Description: “An ambitious overview of the videogaming industry, from its beginning to today’s immersive online games.This material is available do download at niSearch.com on Tom Chatfield's eBooks, â€Ââ€â€Wall Street JournalDespite the recession, video games continue to break recordsâ€â€and command unprecedented amounts of media coverage.Fun Inc.: Why Gaming ... Textbook The U.S. is the world’s biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware salesâ€â€more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. 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 and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, 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. military alone now spends around $6 billion a year on virtual and simulated t...
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