Death By Video Game

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Death by Video Game

Author : Simon Parkin
Publisher : Melville House Publishing
Page : 0 pages
File Size : 55,5 Mb
Release : 2016
Category : SOCIAL SCIENCE
ISBN : 1612195407

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Death by Video Game by Simon Parkin Pdf

Originally published: United Kingdom: Serpent's Tail, 2015.

Death by Video Game

Author : Simon Parkin
Publisher : National Geographic Books
Page : 0 pages
File Size : 44,8 Mb
Release : 2017-06-13
Category : Social Science
ISBN : 9781612196206

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Death by Video Game by Simon Parkin Pdf

"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.

Death by Video Game

Author : Simon Parkin
Publisher : Melville House
Page : 240 pages
File Size : 52,8 Mb
Release : 2016-06-21
Category : Social Science
ISBN : 9781612195414

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Death by Video Game by Simon Parkin Pdf

"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.

Death by Video Game

Author : Simon Parkin
Publisher : Unknown
Page : 0 pages
File Size : 54,9 Mb
Release : 2015
Category : Video game addiction
ISBN : 1781254214

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Death by Video Game by Simon Parkin Pdf

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

Author : Matthew Spokes
Publisher : Emerald Group Publishing
Page : 193 pages
File Size : 47,9 Mb
Release : 2020-08-28
Category : Computers
ISBN : 9781838674335

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Gaming and the Virtual Sublime by Matthew Spokes Pdf

Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.

Your Turn to Die: Majority Vote Death Game, Vol. 1

Author : Nankidai
Publisher : Yen Press LLC
Page : 200 pages
File Size : 41,9 Mb
Release : 2021-04-27
Category : Comics & Graphic Novels
ISBN : 9781975320416

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Your Turn to Die: Majority Vote Death Game, Vol. 1 by Nankidai Pdf

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. But that trust is put to the test when they wake up restrained to some strange tables and discover Joe holds a key that can set only one of them free. Thus begins a mysterious and sadistic game that will require all of their wits and faith in each other to survive...!

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 52,6 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479827985

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How to Play Video Games by Nina Huntemann Pdf

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Dialect

Author : Hakan Seyalioglu,Kathryn Hymes
Publisher : Unknown
Page : 128 pages
File Size : 42,9 Mb
Release : 2018-07
Category : Electronic
ISBN : 0999870017

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Dialect by Hakan Seyalioglu,Kathryn Hymes Pdf

The Routledge Companion to Video Game Studies

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Routledge
Page : 676 pages
File Size : 54,5 Mb
Release : 2014-01-03
Category : Games & Activities
ISBN : 9781136290503

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The Routledge Companion to Video Game Studies by Mark J.P. Wolf,Bernard Perron Pdf

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

A Game of Life and Death

Author : Anita Jackson
Publisher : Nelson Thornes
Page : 40 pages
File Size : 52,6 Mb
Release : 2001
Category : Electronic
ISBN : 0748764356

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A Game of Life and Death by Anita Jackson Pdf

It was an odd looking chess set. Very old, but not a piece was chipped. It became a game of life and death.

Games and Bereavement

Author : Sabine Harrer
Publisher : transcript Verlag
Page : 275 pages
File Size : 50,5 Mb
Release : 2019-03-31
Category : Social Science
ISBN : 9783839444153

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Games and Bereavement by Sabine Harrer Pdf

How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. 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.

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 42,5 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Effects of Video Games on Children

Author : Barrie Gunter
Publisher : A&C Black
Page : 186 pages
File Size : 45,6 Mb
Release : 1998-01-01
Category : Social Science
ISBN : 1850758336

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The Effects of Video Games on Children by Barrie Gunter Pdf

The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 42,7 Mb
Release : 2011-06-14
Category : Social Science
ISBN : 9780307474315

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Extra Lives by Tom Bissell Pdf

In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Lost in a Good Game

Author : Pete Etchells
Publisher : Icon Books
Page : 332 pages
File Size : 42,6 Mb
Release : 2019-04-04
Category : Social Science
ISBN : 9781785785061

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Lost in a Good Game by Pete Etchells Pdf

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.