Ebook [Fun Inc By Tom Chatfield Tom Chatfield] dungeons and dragons – subtense.co.uk

Tom Chatfield ↠ 1 READ

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. Fun Inc doesn t really explain its subtitle in the edition I read Why Gaming Will Dominate the Twenty First Century At least it doesn t demonstrate domination in terms of dwarfing or controlling the vast percentage of the economy A later edition calls it the century s most serious business That s a nice play on words but is it true Does author Tom Chatfield demonstrate the importance of games as a vital part of human experience I believe so Does he manage to show that the industry has the potential for growth and is far beyond the early categorization as a fad Again I believe so Yet domination means than being vibrant and viableChatfield begins with a solid description of what it means to have a game and to play a game Chatfield makes an interesting point with Pictionary What we have in summary is a complex and powerful set of human motivators achievement competition collaboration learning and improvement communication and self expression And what makes them a game as opposed to something serious is the avowedly non functional context they are framed in the box the label the time set aside for pleasure rather than labour p 4 The box the rules the allocated time all identify the results as separate from real life but allow players to explore all sorts of functional abilities and ideas in that unreal world No one gets a real job by claiming to be great at Pictionary Scrabble or even World of Warcraft but the ability to think troubleshoot problems and express ideas and solutions that one uses in these games can definitely enhance one s performance at workBut Chatfield goes on to rightly contend that games are about fun As the former editor in chief of Computer Gaming World who was accused of being the guy who keeps the fun out of Computer Gaming World because I didn t allow authors to say that anything was fun unless they explained why they thought it was fun I was curious where this book would go with the idea of fun Chatfield uoted former Ultima Online and Star Wars Galaxies designer Raph Koster as stating that It s the word we are stuck with There isn t even consensus across the European languages as to what exactly to call this vague general feeling that in English is called fun p 8 Chatfield falls back on the analogy that like humour it is after all a British book one knows it when one hears itsees it Yet he goes on to make a very important claim about fun in games It isn t the obvious things what we in the design business call chrome like graphics pace and subject matter that make games entertaining Chatfield contends even in the most stunning looking ultra violent game imaginable there will rapidly come a point at which players realize that what makes the experience of playing meaningful is something than symbolic than literal pp 9 10 Later in the book he uotes California professor Edward Castronova I know people are suspicious of words like fun But I think you re not getting the whole person if you re not compelling them p 170 He also uotes Suzanne Seggerman founder of Games for Change fun is an inadeuate description of what games do in the first place I don t think a game has to be fun It has to be engaging it has to be well designed what makes a game good is the balance of challenge and reward and that is about learning p 181 And of course I m in the business in the first place because I agree with her assessment that I don t look on games as competing with the real world and human interactions I see them as a medium and as a path towards actions in the real world p 187 Of course that sword cuts both directionsIn terms of why we play I liked it when he said While a game may be said to act like a drug in the compelling pleasure it gives the behavioural mechanics of gaining pleasure from games are the very opposite of the passive process of ingesting a substance and waiting for it to act It is action coupled with challenges incentives and constant feedback that makes gaming what it is p 72 I found plenty to contemplate about the potential negatives of gaming in Susan Greenfield s research suggesting that excessive dopamine production induced by onscreen stimulation may in the long term reduce the activation of an area of the brain known as the prefrontal cortex in the process making people less empathetic self centred and generally addictive and immature as personalities pp 72 3 Of course this has to be balanced with another report that observes it is certainly possible that pathological gaming causes poorer school performance etc but it is eually likely that children who have trouble in school seek to play games to experience feelings of mastery and that attention problems cause both poorer school performance and an attraction to games p 79In beginning to talk about the economics of game publishing the book cites Grand Theft Auto IV as having a development budget of over 100 million using a production team of over 550 members not counting voice talent and motion capture performers At a 60 price point the game grossed 500 million in its first week of sales 310 million on the first day compared to the Harry Potter The Deathly Hallows book launch at 220 million in first 24 hours and the Spider Man 3 first day grow at 60 million p 29 These are heady numbers and are convincing enough that if the subtitle of the book how been Why Gaming Will Dominate the 21st Century Entertainment Market I wouldn t have a uibbleOf course Chatfield isn t a pure cheerleader for the industry He delivers bad news too He cites the CEO of a UK development studio in 2008 as stating that while games sales were increasing by approximately 15% per year development costs were increasing by 25% per year p 31 Such escalation is certainly unsustainable but one should remember the classic triangle often applied to electronic games budget scope time Move any point on the triangle and it affects the other two Hence if one could reduce the budgets Of course Chatfield points toward this in the latter portion of the book when he states that the cost of entry ie budgets for today s 2008 s internet based games and the cost of failure is potentially less devastating p 216 Now shifting the budget point isn t necessarily a panacea for existing companies in the electronic entertainment space Chatfield recognizes it is increasingly likely that global competition will bring into play an almost Darwinian principle with local companies likely to fall under the weight of increased foreign competition p 222I was intrigued by the book s citations from Nicole Lazzaro CEO of XEO Design who cites four keys to releasing emotions in gameplay 1 hard fun where one overcomes obstacles 2 easy fun where one enjoys the pure joy of experiencing the game p 50 3 altered states where the way one feels about things may be changed by playing the game pp 50 1 and 4 the people factor where one savors the joy of merely participating with others both inside and outside the game p 51 This consultant to companies like Electronic Arts also notes that game play adds new behavior rituals and emotions to a player s life experience p 51 From there Chatfield offers a fabulous description of the experience of gaming which truly resonated with me To enter into the world of a game is to visit somewhere unfallen and ageless where what you do and experience seems to occupy a special separate kind of temporality and where the passage of time in your own life leaves no mark p 52 Fun Inc does a reasonably good job of demonstrating how every new medium throughout history from moving from oral communication to written communication literature to comics stage to film etc has been criticized for encouraging various kinds of intellectual laziness p 56 As a result of the immediacy of the electronic game experience the medium has provided both the ideal breeding ground for moral panic and for the widening of the divide between those who play and those who don t p 59 Anecdotal evidence like the dragon sabre story regarding Legend of Mir 3 where a player loaned a virtual sword to another player only to discover that the latter auctioned it off on eBay When the former discovered that there was no legal recourse with regard to the virtual property he took matters into his own hands confronted the other player and stabbed him to death pp 60 61 Such stories add fuel to the fire as did the infamous Kretschner shooting p 68 where Chatfield shows multiple errors in The Sunday Times coverage Most importantly he cites a United States Secret Service study of incidents from 1974 2000 which showed that only 59% of those perpetrators were even interested in violent media of ANY kind not just games and only 10% were even interested in video games at all pp 68 69 Speaking of the idea of selling virtual property Chatfield uotes one player as indicating that he couldn t sell his World of Warcraft character because everything he had every accomplished or gained was the work of a group of people Even though the player was resigning from the game real life intervened he felt it would be a slap in the face to the other virtual characters who had worked so hard to make his virtual character who he was pp 96 7 Of course the real power in this book is when the author shifts from talking about current behavior in the sense of gold mining in MMORPGs where someone in a wealthy country pays real currency to purchase virtual currency or property that people in poorer countries may have performed repetitive tasks to earn at under 1 per hour to the idea of intelligent shared spaces p 160 where real space is transformed through virtual space because of a computer model that monitors usage p 161 Literally everything in a game is measurable every action every interaction every message every item every rule The entire structure of a game is composed of raw recordable data Imagine then the kind of information that can be gathered by letting loose thousands or hundreds of thousands of human players within a carefully constructed virtual space p 166Does Chatfield convincingly present a case for video games dominating the 21st century Not really However from the guy who predicted back in the 90s that massively multiplayer online gaming would become the dominant entertainment medium by the current point of time to the very talented authorresearcher of this book I agree that video games will dominate the entertainment market and discretionary spending in the 21st century Anything than that is in my opinion an overstatement But this book offers a lot of insights and points toward a future direction that the game industry avoids at its peril It is definitely worth reading Maisy At the Beach Sticker Book least it doesn t demonstrate domination in terms of dwarfing or controlling the vast percentage of the economy A Whore ified at Horror Beach HallowKreme 2018 Book 15 later edition calls it the century s most serious business That s a nice play on words but is it true Does author Tom Chatfield demonstrate the importance of games as a vital part of human experience I believe so Does he manage to show that the industry has the potential for growth and is far beyond the early categorization as a fad Again I believe so Yet domination means than being vibrant and viableChatfield begins with a solid description of what it means to have a game and to play a game Chatfield makes an interesting point with Pictionary What we have in summary is a complex and powerful set of human motivators achievement competition collaboration Decoding Roulette learning and improvement communication and self expression And what makes them a game as opposed to something serious is the avowedly non functional context they are framed in the box the Its Not about You Mr. Santa Claus label the time set aside for pleasure rather than Mr Greedy Mr Men and Little Miss labour p 4 The box the rules the allocated time all identify the results as separate from real A Daddy for Valentines life but allow players to explore all sorts of functional abilities and ideas in that unreal world No one gets a real job by claiming to be great at Pictionary Scrabble or even World of Warcraft but the ability to think troubleshoot problems and express ideas and solutions that one uses in these games can definitely enhance one s performance at workBut Chatfield goes on to rightly contend that games are about fun As the former editor in chief of Computer Gaming World who was accused of being the guy who keeps the fun out of Computer Gaming World because I didn t allow authors to say that anything was fun unless they explained why they thought it was fun I was curious where this book would go with the idea of fun Chatfield uoted former Ultima Online and Star Wars Galaxies designer Raph Koster as stating that It s the word we are stuck with There isn t even consensus across the European Nightswimming languages as to what exactly to call this vague general feeling that in English is called fun p 8 Chatfield falls back on the analogy that Pinned like graphics pace and subject matter that make games entertaining Chatfield contends even in the most stunning Sooner or Later You Wont Resist Me (Sooner Or Later, looking ultra violent game imaginable there will rapidly come a point at which players realize that what makes the experience of playing meaningful is something than symbolic than Haduh aku di follow literal pp 9 10 Later in the book he uotes California professor Edward Castronova I know people are suspicious of words Fragile Lives like fun But I think you re not getting the whole person if you re not compelling them p 170 He also uotes Suzanne Seggerman founder of Games for Change fun is an inadeuate description of what games do in the first place I don t think a game has to be fun It has to be engaging it has to be well designed what makes a game good is the balance of challenge and reward and that is about Africana Womanist Literary Theory learning p 181 And of course I m in the business in the first place because I agree with her assessment that I don t Poems in Which You Die look on games as competing with the real world and human interactions I see them as a medium and as a path towards actions in the real world p 187 Of course that sword cuts both directionsIn terms of why we play I Africana Womanism Race Gender in the Presidential Candidacy of Barack Obama liked it when he said While a game may be said to act Finding Your Voice A Woman's Guide to Using Self Talk for Fulfilling Relationships Work and Life like a drug in the compelling pleasure it gives the behavioural mechanics of gaining pleasure from games are the very opposite of the passive process of ingesting a substance and waiting for it to act It is action coupled with challenges incentives and constant feedback that makes gaming what it is p 72 I found plenty to contemplate about the potential negatives of gaming in Susan Greenfield s research suggesting that excessive dopamine production induced by onscreen stimulation may in the Mogorva nyár Halkirálynő long term reduce the activation of an area of the brain known as the prefrontal cortex in the process making people Sutra Ungu less empathetic self centred and generally addictive and immature as personalities pp 72 3 Of course this has to be balanced with another report that observes it is certainly possible that pathological gaming causes poorer school performance etc but it is eually যত কান্ড কাঠমান্ডুতে likely that children who have trouble in school seek to play games to experience feelings of mastery and that attention problems cause both poorer school performance and an attraction to games p 79In beginning to talk about the economics of game publishing the book cites Grand Theft Auto IV as having a development budget of over 100 million using a production team of over 550 members not counting voice talent and motion capture performers At a 60 price point the game grossed 500 million in its first week of sales 310 million on the first day compared to the Harry Potter The Deathly Hallows book Lady First launch at 220 million in first 24 hours and the Spider Man 3 first day grow at 60 million p 29 These are heady numbers and are convincing enough that if the subtitle of the book how been Why Gaming Will Dominate the 21st Century Entertainment Market I wouldn t have a uibbleOf course Chatfield isn t a pure cheerleader for the industry He delivers bad news too He cites the CEO of a UK development studio in 2008 as stating that while games sales were increasing by approximately 15% per year development costs were increasing by 25% per year p 31 Such escalation is certainly unsustainable but one should remember the classic triangle often applied to electronic games budget scope time Move any point on the triangle and it affects the other two Hence if one could reduce the budgets Of course Chatfield points toward this in the Old Possum's Book of Practical Cats: with illustrations by Rebecca Ashdown (Faber Children's Classics) likely that global competition will bring into play an almost Darwinian principle with Darkest Mercy local companies Cold Hearted Rake likely to fall under the weight of increased foreign competition p 222I was intrigued by the book s citations from Nicole Lazzaro CEO of XEO Design who cites four keys to releasing emotions in gameplay 1 hard fun where one overcomes obstacles 2 easy fun where one enjoys the pure joy of experiencing the game p 50 3 altered states where the way one feels about things may be changed by playing the game pp 50 1 and 4 the people factor where one savors the joy of merely participating with others both inside and outside the game p 51 This consultant to companies Alban Berg A Guide to Research Composer Resource Manuals like Electronic Arts also notes that game play adds new behavior rituals and emotions to a player s The Culture of Homelessness life Callings leaves no mark p 52 Fun Inc does a reasonably good job of demonstrating how every new medium throughout history from moving from oral communication to written communication Me and My Sisters Devlin Sisters literature to comics stage to film etc has been criticized for encouraging various kinds of intellectual The Resume Design Book laziness p 56 As a result of the immediacy of the electronic game experience the medium has provided both the ideal breeding ground for moral panic and for the widening of the divide between those who play and those who don t p 59 Anecdotal evidence London like the dragon sabre story regarding Legend of Mir 3 where a player The Life List latter auctioned it off on eBay When the former discovered that there was no The Toy Box legal recourse with regard to the virtual property he took matters into his own hands confronted the other player and stabbed him to death pp 60 61 Such stories add fuel to the fire as did the infamous Kretschner shooting p 68 where Chatfield shows multiple errors in The Sunday Times coverage Most importantly he cites a United States Secret Service study of incidents from 1974 2000 which showed that only 59% of those perpetrators were even interested in violent media of ANY kind not just games and only 10% were even interested in video games at all pp 68 69 Speaking of the idea of selling virtual property Chatfield uotes one player as indicating that he couldn t sell his World of Warcraft character because everything he had every accomplished or gained was the work of a group of people Even though the player was resigning from the game real Cliffs of Opal life intervened he felt it would be a slap in the face to the other virtual characters who had worked so hard to make his virtual character who he was pp 96 7 Of course the real power in this book is when the author shifts from talking about current behavior in the sense of gold mining in MMORPGs where someone in a wealthy country pays real currency to purchase virtual currency or property that people in poorer countries may have performed repetitive tasks to earn at under 1 per hour to the idea of intelligent shared spaces p 160 where real space is transformed through virtual space because of a computer model that monitors usage p 161 Literally everything in a game is measurable every action every interaction every message every item every rule The entire structure of a game is composed of raw recordable data Imagine then the kind of information that can be gathered by Den grænseløse letting Winter Holiday Godine Storyteller loose thousands or hundreds of thousands of human players within a carefully constructed virtual space p 166Does Chatfield convincingly present a case for video games dominating the 21st century Not really However from the guy who predicted back in the 90s that massively multiplayer online gaming would become the dominant entertainment medium by the current point of time to the very talented authorresearcher of this book I agree that video games will dominate the entertainment market and discretionary spending in the 21st century Anything than that is in my opinion an overstatement But this book offers a Fools lot of insights and points toward a future direction that the game industry avoids at its peril It is definitely worth reading

CHARACTERS É SUBTENSE.CO.UK ↠ Tom Chatfield

Fun Inc By Tom Chatfield

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. 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

READ Fun Inc By 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. Interesting looks at The past present and future of digital gaming Introduced me to the Pirate Bay Pirate Party the WoW Corrupted Blood Plague of 2005 the games Passage and EVE Online and some philosophical and ethical debate surrounding gaming Informative sections on serious gaming and the professional use of games such as the America s Army and Gator Six examples The writing is clear and generally well done though most chapters are riddled with rambling history style academic speak The author is also uite biased and seems to largely disagree that there s anything wrong with gaming whether he admits it or not and he works for various casual gaming companies which he doesn t hesitate to worm into his text from time to time There wasn t much of earth shattering importance or shock in here but it was a decent non fic read


10 thoughts on “Fun Inc By Tom Chatfield

  1. says:

    Fun Inc doesn’t really explain its subtitle in the edition I read “Why Gaming Will Dominate the Twenty First Century” At leas

  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 th

  3. says:

    Tremendously well researched and very thought provoking It deals fairly with the concerns parents have with their kids excessive gaming but it h

  4. says:

    Each chapter offers an interesting description of one or other aspects of video games as a force for change For

  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

  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 come to the right place Here you'll learn about the creativity involved

  8. says:

    Interesting looks at The past present and future of digital gaming Introduced me to the Pirate Bay Pirate Party the WoW 'Corrupted Blood Plague' of 2005 the games 'Passage' and EVE Online and some philosophical and ethical debate surrounding gaming Informative sections on 'serious gaming' and the professional use of games such as the 'America's Army' and 'Gator Six' examples The writing is clear and generally w

  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 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 ma

  10. says:

    This is an interesting book about the way video games have changed as an industry and how it has changed global communiti

Leave a Reply

Your email address will not be published. Required fields are marked *