Read Fun Inc. Online

Authors: Tom Chatfield

Fun Inc. (28 page)

Alderman, Naomi
80

alienation
78

Amazon
90
,
219

America
69
,
222

America’s Army
190–91
,
194

Amstrad
95

Anatomy of Care
196–7

Apple
213

App Store
213
,
214

Arcade
(film)
87

arcade games
19
,
21

Aristotle
125

Assyrians
1

Atari
18
,
19
,
21
,
22

400 home computer
10
ST ix

Australia
69

Austria
229

Avatar
(film)
44

avatars
43–4
,
90
,
141
,
143
,
168–9
,
225

Aykroyd, Dan
137

Baer, Ralph
19

Bakker, Keith
77–8

Balicer, Ran D
174–5

Ballard, J G
45

Bartle, Richard
45–9
,
51
,
101

‘Bartle quotient’
48

‘Bartle Test of Gamer Psychology’
48

BBC Micro Model B ix

Beatles, the
135
,
136

Beatles: Rock Band, The
135

Bebo
89
,
212

Berry, Dani Bunten
10

Bhagavad Gita
44

Bhagavata Purana
44

Bioshock
119

BitTorrent
216

Blair, Charles
176

Blitz Games Studios
114–15

TruSim division
198

Blu-ray
27
,
137
,
218

board games
9
,
13
,
62
,
91

Boom Blox
138

brain-training games
202
,
205
,
206

Brouwer, Adam
95–102

BSkyB
218

bullying

cyber-bullies
63
school
77

Bushnell, Nolan
18

Byron, Dr Tanya:
Safer Children in a Digital World
report
84

calculators
28

Cameron, James
44–5

Campbell, Joseph
46

Canada
69

Cartoon Network
49

Castronova, Edward
166–74
,
177
,
226

‘Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier’
167

casual gaming
33–7
,
210–12

CDs
218

censorship
70
,
224

Chen, Jenova
120–25

Cheshire, Bob
115

chess
5

child abusers
63

children

and censorship of violent media
70
as video game players
58
,
62
,
63–5
,
75
,
79

China
221
,
222
,
229

Chronotron
129

cinema
20
,
57
,
111–12
,
227
,
228

Kubrick’s inventions
113–14

civilisation
229
,
230

Clarke, Arthur C
13
,
14–15

clay modelling
115

Climax
119

Cloud
121

‘cloud computing’
219–20

Codemaster
119

collaboration x,
3
,
4
,
177

collecting
164

communication(s)
4
,
55
,
78
,
97
,
108
,
109
,
189
,
209

competition
3
,
4
,
11
,
139
,
163
,
199
,
206
,
207
,
228

increased foreign
222

computers

ability to run games/programs
23–4
browser-based fun
219
computing activity conventions
155–6
constantly evolving
31
double clicking
156
drop-down menus
155
freedom to browse the internet
24
gaming profits
24
interaction with
155–60
programming
15
slow, steady rise of
23
software
156
static as work environments
154–5

comScore
216
,
217

concept art
115
,
116
,
123

Consolarium
201
,
203

conversation
85
,
103

cooperation
11
,
60
,
108
,
139
,
163
,
179

copyright protection
28

‘corrupted blood plague’
174
,
176

Council of Stellar Management (in
EVE Online
)
106–7

Crouse, Jeff
143

Csikszentmihalyi, Mihaly
42

customisation
164
,
165

cyber-bullies
63

Czechoslovakia
229

Dabney, Ted
18

Dante’s Inferno
87

Darfur is Dying
182–7

data mining
138

databases
155

depression
78

Diablo II
80

Diagnostic and Statistical Manual of Mental Disorders (DSM)
71
,
73
,
74

Dibbell, Julian:
Play Money
148–9

digital age
28
,
209
,
226
,
227

digital distribution
32

digital literacy
155

‘digital natives’
210

digital revolution
38

Discworld
118

Disney, Walt: 12 basic principles of animation
115

Doom
188–9

dopamine
72

downloads
222

Dr Kawashima’s Brain Training
202
,
206

Dragon Kill Points (DKP)
177–9

‘drone’ aircraft (Reapers)
193–4

dry neural sensor technology
158

Duhamel, Georges:
Scenes from the Life of the Future
55–7

DVD drive
157

DVDs
27
,
218

e-book readers
219

East Lothian council
204

eBay
60

economics
166
,
170
,
174

education
199–208
,
223

see also
learning; training

educational aids
153

Electronic Arts
31
,
49

email clients
155

email surveys
35

embodiment
44
,
46
,
141–2

emergency medicine games
197–9

emergent behaviours
10
,
11
,
130

‘end game’
94

energy costs
161–3

engagement
181
,
186

Entertainment and Leisure Software Publishers Association
64

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