Kamis, 16 Oktober 2014

[A261.Ebook] Fee Download Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin

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Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin

Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin



Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin

Fee Download Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin

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Death by Video Game: Tales of Obsession from the Virtual Frontline, by Simon Parkin

In Canada, volunteers are raising money for charity by playing marathon stints of Penn & Teller's Desert Bus, probably the worst video game ever created.

Across the globe, thousands of viewers tune in to Kurt J. Mac's epic but seemingly pointless voyage towards the outer realms of Minecraft's procedurally-generated world.

In Iraq, mothers encourage their children to enter Call of Duty competitions to keep them off the bomb-ravaged streets of Baghdad.

And in Taiwan, a spate of deaths at gaming caf�s is raising questions about what playing video games does to us.

In Death by Video Game, renowned gaming journalist Simon Parkin delves into the lives of obsessive gamers to answer the question: why do we spend so many hours of our lives in virtual playgrounds?

Telling the stories of gamers and the developers who create the worlds they obsessively inhabit, Death by Video Game is a window on the human stories that have made video games the twenty-first century's most vibrant cultural medium.

  • Sales Rank: #460091 in Books
  • Published on: 2015-08-13
  • Original language: English
  • Dimensions: 8.50" h x .91" w x 5.31" l, .81 pounds
  • Binding: Paperback

Most helpful customer reviews

3 of 3 people found the following review helpful.
This fine book is a must-read for those who play games as well as those who seek to understand the attraction.
By Andrew McMillen
Why do humans play video games? Viewed from a remove, they can seem like little more than merit-less time-wasters. This can be true even for those embedded in the culture, such as British journalist Simon Parkin, whose first book, 'Death by Video Game', explores this question at length and from a variety of engrossing angles.

“In humanity’s ongoing project of survival and propagation, video games seemingly contribute little,” he notes in the introduction. Yet there are compelling depths to the virtual worlds that we can explore with keyboard, mouse, controller and smartphone screen. Indeed, as the title suggests, a spate of young gamers have been so smitten by these worlds in recent years that they have been found dead at the keyboard after extended periods of play.

“But we’re not going to linger with the corp�ses,” Parkin writes. “The more pressing question is what compelled these young people to emigrate from reality into their virtual dimensions beyond the natural limits of their wellbeing?” It’s a good question, and 'Death by Video Game' splits the answer into a dozen chapters, with �titles such as 'Belonging', 'Empathy', 'Healing' and 'Chronoslip', the last being a term coined to describe the common experience of losing track of time after becoming immersed in a game.

Parkin’s journalistic approach to the topic sees him uncovering an array of untold stories wherein humans choose to interface with games, to their benefit or detriment. Importantly, however, he does not remain an impassive observer throughout the narrative: the author occasionally interjects with personal stories, such as how he and his university friends regularly took part in marathon late-night sessions of the 1997 Nintendo 64 game GoldenEye 007, or how he came home one evening to find his wife still sitting on the floor and playing Animal Crossing in the exact same position as when he left hours earlier. “She turned her head stiffly, eyes hooded, as if awakening from a coma,” he writes. “ ‘Whoa,’ she said. ‘I am cold and hungry.’ ”

The best of these personal interjections is saved for chapter eight, Hiding Place, which tells two stories of people using games to escape troubling personal circumstances: first, a man whose wife suffers a painful complication in her pregnancy, so the pair escapes into the cold, grim world of Skyrim as a temporary coping mechanism; and an Iraqi teenager who becomes one of the world’s top Battlefield 3 players, which is ironic as it’s an American-centric war shooter title primarily aimed at Western audiences.

In the midst of these two affecting stories, Parkin offers: “I remember when, as a teenager, my parents first separated. I too found routine and direction in a video game (mine was Final Fantasy VII) when the framework of my life seemed to be collapsing.”

Passages such as this point to the remarkable strength of Parkin’s style, which is energised by empathy alongside his ability to craft an engaging human story. After all, at the heart of every video game is human endeavour and all its successes and failures; the code is dreamed up by human brains and typed by human fingers, all for the enjoyment of other humans.

The question of why many millions of us choose to engage in this behaviour is deceptively complex, and in 'Death by Video Game' Parkin skilfully analyses it in an accessible yet deeply considered manner. This fine book is a must-read for those who play games as well as those who seek to understand the attraction that this form of play holds for others — such as parents bemused by their child’s immersion in the popular world of Minecraft, perhaps.

Review first published in The Weekend Australian, October 3 2015: http://www.theaustralian.com.au/arts/review/death-by-video-game-gamelife-dwell-on-virtual-obsessions/story-fn9n8gph-1227552513870

2 of 2 people found the following review helpful.
A must-read for those with any interest in gaming!
By Rebecca
Despite buying more than my share of books on Amazon, this is the first review I’ve written, as I just have to give the author props and recommend it highly to all. As a lifelong gamer (I'm 35, and started by messing around on the Intellivision as a tot) and voracious reader, I found this to be near perfection. Far more than the title and summary suggest, it provides the most up-to-date information and research on the multitude of ways in which games not only appeal to us but meet our most basic psychological needs, and their various applications. The writing style is excellent and easy to read, and the author is very even-handed in his approach to the controversial issues. As an added bonus for me, there was even a little bit on a game not yet released which I’m avidly anticipating, No Man’s Sky. I read a lot of the stuff out there on gaming and would rate this as the best of the bunch, a must for any gamer.

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