The fun instinct -- Technology and magic -- A license to print money -- A beautiful science -- Dangerous playground -- The Warcraft effect -- Clouds and flowers -- Second lives -- Serious play -- Beyond fun -- Future Inc.?
Summary
Offers an assessment of the successes, misconceptions, and future implications involved in the rapidly growing gaming industry as it continues to influence the world
Notes
Title of U.K. ed.: Fun Inc. : why games are the twenty-first century's most serious business
Bibliography
Includes bibliographical references (pages 235-242) and index