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

By Simon Parkin

In Canada, volunteers are elevating funds for charity by way of enjoying marathon stints of Penn & Teller's Desert Bus, most likely the worst online game ever created.

Across the globe, millions of audience music in to Kurt J. Mac's epic yet doubtless unnecessary voyage in the direction of the outer nation-states of Minecraft's procedurally-generated global.

In Iraq, moms inspire their kids to go into Call of Duty competitions to maintain them off the bomb-ravaged streets of Baghdad.

And in Taiwan, a spate of deaths at gaming cafés is elevating questions on what taking part in games does to us.

In Death by means of Video Game, popular gaming journalist Simon Parkin delves into the lives of obsessive avid gamers to reply to the query: why will we spend such a lot of hours of our lives in digital playgrounds?

Telling the tales of avid gamers and the builders who create the worlds they obsessively inhabit, Death through Video Game is a window at the human tales that experience made games the twenty-first century's so much brilliant cultural medium.

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Additional info for Death by Video Game: Tales of Obsession from the Virtual Frontline

Sample text

It wasn’t reported, but last year Chen had a heart attack and was transferred to the hospital for evaluation,’ Dr Su tells me. ’ But the test results showed no signs that Rong-Yu had a heart problem that might lead to sudden death. The young man’s unexpected heart attack was something of a mystery. Rong-Yu refused the doctor’s recommendation to have a cardioverter-defibrillator fitted. Moreover, when he discovered that there was nothing wrong with his heart, he declined to have any more cardiovascular tracking, which might have explained the attack.

Chien switched on the Donkey Kong cabinet that stands next to his television. At first found he ‘couldn’t get a game started’, as he puts it.

Up, down, left and right. There is space on the platform for two players to do this simultaneously, playing side by side against each other, each on their own four-arrowed section. For those who are exceptionally talented, rehearsed or naive, it is possible to play ‘double’, whereby you must step complicated patterns over both sides of the platform, with no fewer than eight potential positions for your feet, as if performing the dances of two people simultaneously. In this scenario the rhythmic shower of directional commands snakes across the machine, and the whole exercise becomes much more physical as players must move their body across a wider area in an effort to hit the pads in sequence.

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