Fun Inc. (29 page)

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Authors: Tom Chatfield

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Entertainment Software Association of America
61

Entertainment Software Rating Board
62–3

environmental storytelling
119

Epidemiology
journal
174

ergodic texts
200

Europe
222
,
223

European Parliament
109

European Union (EU)
69

EVE Online
106–7
,
129–31

EverQuest
103
,
104–5
,
167–8
,
177
,
178

exchanges, gaming
164–5

Facebook
33–4
,
37
,
89
,
155
,
162
,
212
,
216

fair play
229

fantasy scenarios
140

Far Cry
2
,
68

feedback
35–7
,
42
,
72
,
117
,
164

real-time sensory
211

Fefferman, Nina H
175

Ferguson, Dr Christopher John:

‘The Good, the Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games’
66

financial crisis (2008-date)
151
,
166

flow
42–3
,
51
,
122
,
163–4
,
171

flOw
121
,
122

Flower
121
,
123–4
,
126
,
129

football
2
,
5
,
6

‘Four Keys to releasing emotions during play’
49–51

altered states
50–51
easy fun
50
hard fun
50
the people factor
51

full-body projections
14

fun

browser-based
219
Castronova on
170
defined
8–9
easy
50
and engagement
181
,
186
hard
50
modern games as
23
Seggerman on
181
serious
10

gambling
73
,
74
,
75
,
77

Game Developers Conferences
121
,
220

gamerDNA
48

games

history of xii,
1
rule-making
2
,
3
the universal urge to play
1

Games for Change
181
,
187

‘games for change’
186
,
193

games charts
114

games consoles
210

advancement in sudden leaps
31
‘console wars’
21
console-based television service
218–19
copyright protection
28
graphical and processing capacities
21
interface
157
and Japanese firms
21
Lovell on
215–16
the most valuable sector for gaming
33
Nintendo DS
202
,
205–8
Nintendo Wii
23
,
37
,
91
,
138
,
156
,
158
,
160
,
215
,
217–18
Sony PlayStation
22
Sony PlayStation III
215
,
218
Super Nintendo
200
‘walled gardens’
24
Xbox 360
14
,
215

Games for Health conference (Baltimore, 2008)
175

games-based learning
199–208

gaming industry

digital distribution
32
growth of
27–8
,
30
,
38
,
113
,
210–11
invention of new methods and technology
114
mid-priced movement
32
,
33
profitability
31–2
publishers vs. developers
30–31
regional variation
221–3
risk
31
,
32
social and casual gaming
33–7

gaming mechanisms
164–5

Gator Six
195–6

Gentile, Dr Douglas A: ‘Pathological Video Game Use among Youth 8 to 18: A National Study’
73–5
,
76
,
79

Germany
67
,
229

Ghostbusters
137

Ghostbusters
films
137

Glow broadband network for schools
205

Goh, Oliver
161

gold farming
145
,
146
,
147
,
149

Google
27
,
162
,
164
,
211

governments
225

GPS-enabled gamers
211

Grand Theft Auto
series
82–3

Grand Theft Auto IV (GTA IV
)
29
,
30
,
81–2

‘grandma gaming’
210

grandparents
62

graphics card
157

Great Purge
229

Greenfield, Susan
76

iD: The Quest for identity in the 21st Century
72–3

griefing
176

group play
51

guilds
95–8
,
100
,
101
,
104
,
105
,
175

Guinness World Records
191

Guitar Hero
91
,
136
,
156
,
157
,
203
,
204

Hallybone, Dawn
206
,
208

haptic devices
159

‘hard-core’ gaming
129

Harris polls
74

Harry Potter & The Deathly Hallows
(Rowling)
29

Harvard Business Review
98–9

headsets
97
,
158

hedonics
174

high-school shootings
67–9

Hitchhiker’s Guide to the Galaxy, The
xii

home game machine, world’s first
19

hostage recovery scenarios
189

How Big is Your Brain?
34

Huizinga, Johan
233

Homo Ludens: A Study of the Play-Element in Culture
229–32

human behaviour, and video games
165–79

human motivators
4

humour
8

I Dig It
213–14

I wish I were the moon
129

id Software
188

improvement
4

in-game interactions
51

Inconvenient Truth, An
(film)
186

Infocom x

installation art
132

intellectual property
60

intelligent shared spaces
160–61

internationalism
2

internet
210
,
224

browser
156
casual gaming
33–7
,
210–12
computers’ unrestricted freedom to browse
24
importance to younger children
64
online pursuits
83
and pornography
83
social relationships
89–90
sub-culture
7
the world’s most important gaming arena
24

internet cafés
80–81

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