Tom Chatfield has 4 audiobooks on Listento.it, narrated by 4 narrators, with an average listener rating of 3★ across 1 ratings. The most-rated is How to Thrive in the Digital Age.

Unpick the complexities of our digital world and discover how to live well within it. Over the last decade, through digital media, we have crossed a number of significant thresholds: the interconnection of over half of the world’s adult population through mobile telephony and the internet and the devotion of more than half the waking hours of a western generation to mediated experience. Yet little mainstream thought has been given to what these transitions signify for the business of daily living; and what thought there has been too often focuses on grand claims of loss or gain. This book asks what it means not simply to live within a digital century, but to live well with it and within it. Unlike most other contemporary accounts, it is neither a tale of technology doom nor glory, but a pragmatic guide to what questions we need to ask of the world around us; what it might mean to answer these; and what practical steps might allow us all both to choose and to use the tools at our disposal, and to live within a digital century in as fully human a sense as possible.
©2012 The School of Life (P)2012 Macmillan Digital Audio

Der Brite Azi Bello ist ein Hacker, einer der besten. Unerkannt bewegt er sich durch das Netz - und so ist der Schock umso größer, als eines Morgens jemand an die Tür seines mit Technik vollgestellten Gartenschuppens klopft. Es geht um Sigma, seine engste Hacker-Bekanntschaft. Hinter dem Pseudonym verbirgt sich die junge Muslima Munira, die dringend Hilfe braucht: Ihr Cousin ist zum IS nach Syrien gegangen, wo er furchtbarste Greuel erlebt hat. Nun will er nichts als zurück nach Europa. Im Gegenzug verspricht er explosive Informationen. Azi sagt zu und findet sich bald dort wieder, wo das weltweite Herz des unsichtbaren Netzkrieges schlägt: in Berlin. Doch damit hat die Reise erst begonnen. Am Ende steht Azi vor einem Gegner, dem alles recht ist, um eine neue Weltordnung zu errichten.
©2019 / 2020 Tom Chatfield / Rowohlt Verlag GmbH, Hamburg. Übersetzung von Gottfried Röckelein (P)2020 Argon Verlag GmbH, Berlin

With dark technology hollowing out global privacy, an elite hacker enters the belly of the beast in this compelling international conspiracy thriller. Azi Bello is an amiable outsider with a genius for hacking. Having spent the better part of his life holed up in a shed in his backyard, Azi has become increasingly enmeshed in the dark side of the internet. With the divide between online and offline worlds vanishing, so, too, is the line between those transforming civilization through technology and those trying to bring it to its knees. Dark networks rule. Someone with the right connections can access to anything imaginable, and power is theirs for the taking - although even they can't know what kind of bargain they've struck. Tipped off by a secretive young woman named Munira, Azi sets out to unravel the mysterious online marketplace known as Gomorrah, sacrificing his carefully constructed privacy in the process. Munira's life is spiraling out of control: her cousins recruited to work for a terrorist state that's hunting them both, her destiny in Azi's hands. Her desperation drags Azi into the field where, working together, the two uncover an unimaginable conspiracy. As pressure mounts, Azi has no choice but to take on the ultimate infiltration. In an age when identities can be switched at will and nobody is who they seem, how far will he go to end the nightmare?
©2019 Tom Chatfield (P)2019 Hachette Audio

A timely and informed assessment of the rapidly growing gaming industry that is altering the world around us. Despite the recession, video games continue to break records and command unprecedented amounts of media coverage. The U.S. is the world's biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film, from Steven Spielberg to Peter Jackson.
©2010 Tom Chatfield (P)2010 Audible, Inc