"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.
Uncovers the real stories behind our video game obsession. Along the way Simon Parkin meets the players and game developers at the frontline of virtual extremism
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
... fatality moves in MKII, but other varieties of finishing moves introduced in MKII never achieved comparable popu- larity, because they were so tonally inconsistent with the series' overall dark and macabre ambience. “Babalities” (which ...
Joe Tazuna has always been the most selfless person Sara Chidouin has ever known, someone she could count on to take a bullet for her.
Forever.Wait, what? This is a comedy? Ignore all that. Death by Cliché is a heartwarming tale of catastrophic brain damage. Share it with someone you love. Or like. Or anyone at all. Buy the book.Based on a true story.
Not since The Book Thief has the character of Death played such an original and affecting part in a book for young people.
... game]. Santa Monica, CA: Activision. Frontier Developments. (2014). Elite Dangerous [Video game]. Cambridge: Frontier Developments. Guerilla Games. (2017). Horizon Zero Dawn [Video game]. Amsterdam: Guerilla B.V. Hello Games. (2016). No ...
... text is produced, and it is through this text that the videogame player is embodied. If the text is repositioned as a dynamically embodied entity rather than a disembodied essence detached from its material instantiation, “neither document, ...
Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.
Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers.