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Death by Video Game: Danger, Pleasure, and Obsession on the Virtual Frontline Hardcover – June 21, 2016
English Edition by
Simon Parkin
(著)
"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.
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.
- Print length272 pages
- LanguageEnglish
- PublisherMelville House
- Publication dateJune 21, 2016
- Dimensions6.1 x 1 x 8.8 inches
- ISBN-101612195407
- ISBN-13978-1612195407
Product description
Review
“Parkin has a deft sense of the ways that video games appeal to and satiate the longings of the spirit...Death by Video Game offers an excellent sociocultural study of the 21st century’s quintessential art form.” —The Washington Post
“For the past decade or so, Tom Bissell has been widely regarded as the best video game writer, and his essay collection Extra Lives the best book about video games. That was true until Simon Parkin’s Death by Video Game...Brainy enough to appeal to even the deepest gamer, and yet accessible enough for the reader who hasn’t picked up a controller in years.” —GQ
“Parkin has...a literary eye for scenic and investigative detail...Demonstrate[s] the importance of thoughtful, serious criticism on gaming and play.”—New York Times Book Review
“This country could use a reexamining of the underlying appeal of video games. Simon Parkin’s book does just that, exploring the different aspects (discovery, evil, competition) that come to captivate player-bases so strongly that individuals will neglect their health to the point of death.” —Flavorwire
“Groundbreaking ... his reportage leads to brilliant, fresh insights ... Accomplishing that rare feat of teaching while entertaining, this work ignites a series of debates crucial to the future of video games.” —Library Journal, starred review
“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
“Simon Parkin is gaming's Jon Ronson, and his book charts the extremes of the medium to try to answer the question why the hell do we all care about video games anyway?” —Kieron Gillen, writer of Iron Man,Uncanny X-Men, and The Wicked + The Divine
“The best book about video games I've read since I wrote one.” —Steven Poole, author of Trigger Happy
“Fascinating . . . Parkin takes seriously the notion that video games, or some aspects of them, might be bad for us. Yet he also takes video games seriously as a source of solace for a grieving parent or spouse, a safe form of indoor play for Iraqi children in Baghdad, and a helpful way, like any other form of fiction, for humanity to avoid staring too directly at our certain deaths.” —Chris Suellentrop
“For the past decade or so, Tom Bissell has been widely regarded as the best video game writer, and his essay collection Extra Lives the best book about video games. That was true until Simon Parkin’s Death by Video Game...Brainy enough to appeal to even the deepest gamer, and yet accessible enough for the reader who hasn’t picked up a controller in years.” —GQ
“Parkin has...a literary eye for scenic and investigative detail...Demonstrate[s] the importance of thoughtful, serious criticism on gaming and play.”—New York Times Book Review
“This country could use a reexamining of the underlying appeal of video games. Simon Parkin’s book does just that, exploring the different aspects (discovery, evil, competition) that come to captivate player-bases so strongly that individuals will neglect their health to the point of death.” —Flavorwire
“Groundbreaking ... his reportage leads to brilliant, fresh insights ... Accomplishing that rare feat of teaching while entertaining, this work ignites a series of debates crucial to the future of video games.” —Library Journal, starred review
“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
“Simon Parkin is gaming's Jon Ronson, and his book charts the extremes of the medium to try to answer the question why the hell do we all care about video games anyway?” —Kieron Gillen, writer of Iron Man,Uncanny X-Men, and The Wicked + The Divine
“The best book about video games I've read since I wrote one.” —Steven Poole, author of Trigger Happy
“Fascinating . . . Parkin takes seriously the notion that video games, or some aspects of them, might be bad for us. Yet he also takes video games seriously as a source of solace for a grieving parent or spouse, a safe form of indoor play for Iraqi children in Baghdad, and a helpful way, like any other form of fiction, for humanity to avoid staring too directly at our certain deaths.” —Chris Suellentrop
About the Author
SIMON PARKIN is a journalist whose writing has appeared in NewYorker.com, Harper's Magazine, the Guardian, ESPN, and a number of other publications. Death by Video Game is his first book.
Product Details
- Publisher : Melville House (June 21, 2016)
- Publication date : June 21, 2016
- Language : English
- Hardcover : 272 pages
- ISBN-10 : 1612195407
- ISBN-13 : 978-1612195407
- Dimensions : 6.1 x 1 x 8.8 inches
- Amazon Bestseller: #1,261,606 in Foreign Language Books (See Top 100 in Foreign Language Books)
- #2,271 in Video & Electronic Games (Foreign Language Books)
- #2,575 in Computer & Internet Culture
- #3,442 in Video Game Guides
- Customer Reviews:
About the author
Follow authors to get new release updates, plus improved recommendations.

Simon Parkin is an award-winning British author and journalist.
His work has been featured in 'The Best American Nonrequired Reading'. He is a finalist in the Foreign Press Association Media Awards and recipient of two awards from the Society of Professional Journalists (SPJ). His second nonfiction book, ‘A Game of Birds and Wolves’, was shortlisted for The Mountbatten Prize.
He lives in West Sussex, England.
Customer reviews
4.1 out of 5 stars
4.1 out of 5
89 global ratings
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Top reviews from other countries

Rebecca
5.0 out of 5 stars
A must-read for those with any interest in gaming!
Reviewed in the United States on September 15, 2015Verified Purchase
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.
3 people found this helpful
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tjcleaver
5.0 out of 5 stars
Brilliant
Reviewed in the United Kingdom on September 2, 2015Verified Purchase
This is the best book on videogames out there - a thoughtful and mature exploration of the effects that games can have on us, good and bad.
It doesn't just focus on the effects of obsessiveness on individual players (although there are some fascinating stories about that, including an amazing chapter on Bigfoot hunters in Grand Theft Auto). Instead, it opens up into a much wider critique, encompassing things like the reasons why people turn to games as a vehicle for exploring a particular emotion or life event; the chapter on "That Dragon, Cancer", a game created by the parents of a terminally ill child, is the most moving thing I've read for some time.
Importantly, it's written in a way which is comprehensible to people who don't know much about games, without being patronising or slow to those who do. It's the kind of book that can and should be read by anyone interested in art and literature generally and it does an excellent job of explaining why this artform is at least as worthy of attention as the others. I'll be recommending it to everyone.
It doesn't just focus on the effects of obsessiveness on individual players (although there are some fascinating stories about that, including an amazing chapter on Bigfoot hunters in Grand Theft Auto). Instead, it opens up into a much wider critique, encompassing things like the reasons why people turn to games as a vehicle for exploring a particular emotion or life event; the chapter on "That Dragon, Cancer", a game created by the parents of a terminally ill child, is the most moving thing I've read for some time.
Importantly, it's written in a way which is comprehensible to people who don't know much about games, without being patronising or slow to those who do. It's the kind of book that can and should be read by anyone interested in art and literature generally and it does an excellent job of explaining why this artform is at least as worthy of attention as the others. I'll be recommending it to everyone.
3 people found this helpful
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MJH
4.0 out of 5 stars
A great read for those who are into gaming
Reviewed in the United States on July 31, 2016Verified Purchase
Delves into what is typically overlooked when it comes to gaming and the potential negative impact it has on those who become too obsessed. A great read for those who are into gaming.
One person found this helpful
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Charles
4.0 out of 5 stars
What Makes Video Games So Appealing?
Reviewed in the United Kingdom on August 14, 2015Verified Purchase
There have been multiple cases of people dying during very long computer game binges. Sitting for long periods of time is bad for you which when combined with prolonged stress from the tension and peril of the game make for a potentially lethal combination. This book is a attempt to understand what appeal games have that could cause a person to get hooked so intensely.
The appeal of the high score, the act of improving yourself, getting better results maybe better than anybody else in the entire world . Wherever it's the high score in Donkey Kong or leveling up in World of Warcraft, it takes time and can turn into a addiction but once at the top the game can become stagnant and then the grim realisation of the time spent to get there starts to sink in.
The joy of discovery, of journeying to new exotic places is almost universal, but there is also the need to arrive and once there discover a place we can call our own and a place in which we belong.
Violence in computer games has long been a controversial subject, is it the cause or symptom of violent society (or both)?, Is it an artistic statement or just offensive for the sake for it (or both?). "Game violence is always an act of play, not of sincerity. The worry is, then, those who cannot tell the difference."
Games can show us another person's point of view, titles such a Depression quest offer insight into what it's like to be depressed. They can also be power fantasies for one side, games such as "Quest for Saddam" was modified by the Taliban to make Americans and George Bush the baddies instead and re-released as "Night of Bush Capturing "!
The real world can be a unpleasant place sometimes, games can be a way to forget about the world around you and concentrate on simplified versions of the real world where you some degree of control.
Games can be a form of self expression, a way of ruminating about the world, games such as "That Dragon, Cancer" was inspired the creator's experience of been a parent of a child with cancer. Games unlike films are interactive, they allow people to walk with you, to see what you saw or feel what you felt.
Survival in a hostile environment has it's own appeal, even something deliberately boring such as "Desert Bus" where you drive a bus along a straight road for eight hours and have to constantly correct the bus veering to the right can be an interesting challenge.
Games provide clear rules and criteria for success and failure, struggle always leads to success, effort is repaid in kind In their ordered system we catch a glimpse of a kind of prevailing justice, which unfortunately our own world with its petty and major injustices is often unable to match.
Games give us a safe environment where we can understand more about ourselves and the world around us through the act of play. The jury is still out as to if they improve or imperil the world but amazing potential is there.
My criticism of this book would be that it could be a bit more detailed and ultimately it did not tell me anything I did not know already but it's still a good read on the subject
The appeal of the high score, the act of improving yourself, getting better results maybe better than anybody else in the entire world . Wherever it's the high score in Donkey Kong or leveling up in World of Warcraft, it takes time and can turn into a addiction but once at the top the game can become stagnant and then the grim realisation of the time spent to get there starts to sink in.
The joy of discovery, of journeying to new exotic places is almost universal, but there is also the need to arrive and once there discover a place we can call our own and a place in which we belong.
Violence in computer games has long been a controversial subject, is it the cause or symptom of violent society (or both)?, Is it an artistic statement or just offensive for the sake for it (or both?). "Game violence is always an act of play, not of sincerity. The worry is, then, those who cannot tell the difference."
Games can show us another person's point of view, titles such a Depression quest offer insight into what it's like to be depressed. They can also be power fantasies for one side, games such as "Quest for Saddam" was modified by the Taliban to make Americans and George Bush the baddies instead and re-released as "Night of Bush Capturing "!
The real world can be a unpleasant place sometimes, games can be a way to forget about the world around you and concentrate on simplified versions of the real world where you some degree of control.
Games can be a form of self expression, a way of ruminating about the world, games such as "That Dragon, Cancer" was inspired the creator's experience of been a parent of a child with cancer. Games unlike films are interactive, they allow people to walk with you, to see what you saw or feel what you felt.
Survival in a hostile environment has it's own appeal, even something deliberately boring such as "Desert Bus" where you drive a bus along a straight road for eight hours and have to constantly correct the bus veering to the right can be an interesting challenge.
Games provide clear rules and criteria for success and failure, struggle always leads to success, effort is repaid in kind In their ordered system we catch a glimpse of a kind of prevailing justice, which unfortunately our own world with its petty and major injustices is often unable to match.
Games give us a safe environment where we can understand more about ourselves and the world around us through the act of play. The jury is still out as to if they improve or imperil the world but amazing potential is there.
My criticism of this book would be that it could be a bit more detailed and ultimately it did not tell me anything I did not know already but it's still a good read on the subject
5 people found this helpful
Report