Death by video game Danger, pleasure, and obsession on the virtual frontline

Simon Parkin

Book - 2016

""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, in an internet cafe on the outskirts of New Taipei City, Taiwan, 23-year-old student Chen Rong-yu was found dead at his keyboard while the video game he had been playing for three days straight continued to flash on the screen in front of his corpse. As Simon Parkin reconstructs what happened that night, he begins a journey that takes him 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 lose our sense of time and reality within this medium, arguably more than any other? And what is it about video games that often proves compelling, comforting and irresistible to the human mind? In Death by Video Game, Simon Parkin meets the players and game developers at the frontline of virtual extremism, including 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, and the German hacker who risked prison to discover the secrets behind Half-Life 2. A riveting and wildly entertaining look at the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds"--

Saved in:
Subjects
Published
Broooklyn, NY : Melville House [2016]
Language
English
Main Author
Simon Parkin (author)
Item Description
Includes index.
Physical Description
xvi, 254 pages ; 23 cm
ISBN
9781612195407
  • Introduction
  • 1. Chronoslip
  • 2. Success
  • 3. Lost in the System
  • 4. Discovery
  • 5. Belonging
  • 6. Evil
  • 7. Empathy
  • 8. Hiding Place
  • 9. Mystery
  • 10. Healing
  • 11. Survival
  • 12. Utopia
  • Acknowledgements
  • Index
Review by New York Times Review

HOPSCOTCH. FANTASY SPORTS leagues. Settlers of Catan. Dungeons & Dragons. Beer pong. We are a nation at play. We love games. But there's nothing frivolous about it. In these digital days, to think about play means moving beyond Parcheesi boards and the phalanxes of Las Vegas blackjack tables. We must stare into the almost $100-billion-a-year video game abyss, an industry soon poised to overshadow all other forms of entertainment and diversion - motion pictures, television, books and Donald Trump combined. Three books examine the appeal and purpose of games, video and otherwise, probing the reasons some of these playthings have become so engaging, addictive and even good for you. In "Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games," Ian Bogost takes the widest angle view, promising to "upset the deep and intuitive beliefs you hold about seemingly simple concepts like play and its supposed result, fun." Bogost, who also wrote "How to Talk About Videogames," is a philosopher, professor at the Georgia Institute of Technology and video game designer. Proposing an aesthetic of play, he draws on myriad examples, from golf to the task of watering his lawn to his daughter's self-directed rules of "step on a crack, break your mother's back." The direct but oftentimes repetitive, idea-driven prose of "Play Anything" might remind you of the appliedphilosophy tactics of an Alain de Botton, even as Bogost makes no grand claim that games can make you a better person. Indeed, Bogost tries to disabuse us of what he perceives as the false gods of fun, ranging from the "spoonful of sugar" advice of Mary Poppins ("I dare you to try to follow this advice") to the decluttering mantra of Marie Kondo and the entire field of "happiness science." But games do combat "the fear of ordinary life," the feeling of "our minds flip-flopping between heartfelt commitment and sorrowful disdain," Bogost writes. "Games aren't appealing because they are fun, but because they are limited. Because they erect boundaries. Because we must accept their structures in order to play them." Fun is therefore "the feeling of finding something new in a familiar situation." Hence, Pokémon Go, which, like soccer and other video games, is another "deliberate, if absurd, pursuit," as Bogost might call the smartphone game known for sending millions on quests to capture creatures named Venusaur and Muk virtually lurking in city parks and on your front lawns. A clear steppingstone on the road to Pokémon Go was Tetris. This legendary Russian video game, Bogost writes, involves the quick arrangement of "four orthogonally connected squares." Programmed in 1984 by Alexey Pajitnov, a young researcher at the Russian Academy of Sciences, the game was the first-ever software to arrive from behind the Iron Curtain to this country. That history is the single focus of "The Tetris Effect: The Game That Hypnotized the World." The first-time author Dan Ackerman, a journalist and CNET editor, puts together, brick by painstaking brick, the tale of that journey, one that upends the standard Silicon Valley, Steve Jobs/Mark Zuckerberg technology-creation myth. This version unfolds in the 1980s and '90s, during a Soviet age in which the term "distribution" meant delivering floppy disks by hand. When Ackerman evokes this clunkier era ruled by DOS, IBM PCs and Soviet bureaucrats clueless about property rights, the story shines. But when this rich setting is abandoned, the narrative falters (unless you're excited by endless minutiae about licensing negotiations). Oddly, despite interviewing many of the major players who shaped the destiny of Tetris, Ackerman includes almost none of their direct quotes or reflections. Further, Ackerman's main story is broken up by "Bonus Level" chapters that distractingly detail, for example, clinical uses of Tetris to study PTSD. Factoid-filled boxes also litter the layout; personally, I would have preferred screenshots of the game itself. These deficits aside, at least he makes clear what was groundbreaking about Pajitnov's creation: "the idea of using a video game to play with space and structure, with no distracting narrative elements or cartoonish mascots" such as Pac-Man. "Before Tetris and its trance-inducing waterfall of geometric puzzle pieces, video games were brain-dulling distractions for preteens." The question of why video games are so engrossing - O.K., even addictive - forms the DNA of "Death by Video Game: Danger, Pleasure, and Obsession on the Virtual Frontline." Simon Parkin's investigation was inspired by the shocking deaths of fanatical gamers in Taiwan and other countries, and seems to pick up where Tom Bissell's 2010 deep dive into the genre's allure, "Extra Lives: Why Video Games Matter," left off. Parkin, a gaming and gaming-culture journalist, has more interesting ideas than Ackerman, and more of a literary eye for scenic and investigative detail than Bogost. Making the case that video games "are somehow different" from films or novels, Parkin writes that playing one "leaves us reeling and bewildered, hungry and ghosted in the fug of chronoslip," his term for how digital games can create out-of-body experiences that are also out of time. "Death by Video Game" divides its argument into chapters - among them, "Success," "Belonging," "Mystery," "Healing" - that sound like attributes you'd want your avatar to possess on its path through a massively multiplayer online game. Each chapter profiles gamers or game designers immersed in their particular compulsion: Grand Theft Auto, Dance Dance Revolution, Eve Online and No Man's Sky; classics like Elite, Missile Command and Donkey Kong; indie games like Papers, Please (which asks players to assume the role of an immigration officer) or That Dragon, Cancer (which simulates the heartbreak of having a child with terminal cancer). If "Death by Video Game" begins to feel episodic and disjointed, it is: Nearly the entire book is a pastiche of profiles that originally appeared in publications like The New Yorker Online and Eurogamer. Parkin is not so much making an argument about video games as curiously plumbing the genre's appeal. "Video games give a person the opportunity to survive and thrive within a system," he offers, but they also "create unfamiliar places with unfamiliar vistas" where "people can belong. Many characters are blank sheets, ready for us to project our own stories and ideas onto." More violent games might "allow us to explore our own darkness." Tetris, he says, "replicates the sense of being overwhelmed as life's problems and demands pile up more quickly than you are able to clear them away." A game provides agency, whereas life can be unbeatable. For a man consumed with grief, a fantasy game like Skyrim provides refuge, a world of "easily digestible tasks," Parkin writes, that allows him "to be anchored." The "whys" behind our gaming obsession can seem as infinite as the digital playground of Minecraft. If the chockablock structures each of these authors concocts can, at times, feel as rote or automatic as grinding through the levels of a World of Warcraft quest, so be it. Each in its own way, these books demonstrate the importance of thoughtful, serious criticism on gaming and play. Humans are now firmly connected to this new medium that, unlike film or literature, has had only a few decades to find its voice. Meanwhile, as Bogost reminds us: "We don't even know what fun is." "We consume a book, but a game consumes us," Parkin says. Best we understand these beasts - whether Pokémon's Snorlax, Hypno or Wigglytuff or many others - because they stand poised now to devour us. ETHAN GILSDORF is the author of "Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms."

Copyright (c) The New York Times Company [September 29, 2016]
Review by Publisher's Weekly Review

Opening with the story of Chen Rong-Yu, a 23-year old Chinese gamer who died in a Taiwanese cafe when his heart gave out after 23 hours of online gaming, journalist Parkin's debut explores the dark side and hidden alleys of the gaming world in this frequently fascinating examination of gamers and gaming culture. Video games are big business for players as well as game companies. Teams bunk together and play for days on end in hopes of winning monetary prizes that can run into the millions. Others seek out online communities and massively multiplayer games such as World of Warcraft to connect with kindred spirits remotely. Parkin chronicles the individual lives of players and the many facets of the industry. He acknowledges that there are plenty of games offering nothing but carnage and violence (including a game simulating the Columbine massacre), but Parkin argues that gaming can also transport players to new worlds, address social issues and trends, and aid in therapy. In this terrific assessment of one of the world's most popular pastimes, Parkin shows that video games have almost limitless potential to hurt, comfort, distract, and heal. (June) © Copyright PWxyz, LLC. All rights reserved.


Review by Library Journal Review

In this groundbreaking analysis of video games, newcomer Parkin frames the contentious debates of the field fairly, logically, and from a variety of angles. He examines both the dangers and benefits of this -addictive form of entertainment with evocative examples: from 23-year-old Chen Rong-Yu, who died at the keyboard while in an internet café, to Ryan Green who developed a game called "That Dragon, Cancer" to process his son's bout with terminal illness. Parkin demonstrates how, despite their lethal power, video games have a unique ability to help players achieve empathy and healing. The author synthesizes past wisdom, criticism, and analysis, and coaxes from that fertile soil a new set of provocative questions to make a compelling case that video games have only begun to realize their potential as an art form. While Parkin builds on Tom Bissell's Extra Lives: Why Video Games Matter and Jane McGonigal's Reality Is Broken: Why Games Make Us Better and How They Can Change the World, his reportage leads to brilliant, fresh insights, which is all the more impressive for a debut book. VERDICT Accomplishing that rare feat of teaching while entertaining, this work ignites a series of debates crucial to the future of video games.-Paul Stenis, Pepperdine Univ. Lib., Malibu, CA © Copyright 2016. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

(c) Copyright Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.