Authors@Google: Tom Chatfield, "Fun Inc": Why Games are the 21st Century's Most Serious Business

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Uploaded by on Feb 16, 2010

Life 2.0. What will interactive electronic media mean for personal identity and society over the next hundred years? The latest electronic media are at once domestic, mobile and work-related, blurring the boundaries between these spaces, and video games are at their forefront, both in terms of the time users lavish on them and their ceaseless technological innovation. A generational rift has opened that is in many ways more profound than the equivalent shifts associated with radio or television: more alienating for those unfamiliar with new technologies, more immersive for those who are. How do lawmakers regulate something that is too fluid to be fully comprehended or controlled; how do teachers persuade students of the value of an education when what they learn at play often seems more relevant to their future than anything they hear in a classroom?

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Gaming

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