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About
Economically, culturally, societally and even technologically video gaming is altering the world around us. Fun Inc. sets out a debate that's as fascinating as it is controversial.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 of Warcraft's online community of over 12 million players is…
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Editions
6 editions- Ebook · English · 2010Random House Publishing Group · 9780753523025
- Paperback · English · 2010Virgin Books · 288 pages · 9780753519851
- Other · English · 2011Pegasus Books · 9781681770246
- Other · English · 2011Penguin Random House · 272 pages · 9780753519455
- Other · English · 2010Ebury Publishing · 9780753523032
- Other · English · 2010Pegasus Books · 258 pages · 9781605981437
BusinessEntertainmentNonfictionElectronic games industryComputerspielindustrieComputerspielIndustrieJeux électroniques








