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Review: Death by Video Game, Simon Parkin

Who here is a gamer? Show of hands, please! I went into Death by Video Game with a very low level of gaming knowledge, and people with a low level of gaming knowledge is who I recommend this book for. I suspect that readers with knowledge of the gaming world would say “fie” to this book.

gamers reading this book, probably
gamers reading this book, probably

THIS IS NOT A CRITICISM. I found Death by Video Game during a random, but pleasant, browse through my library’s catalog, and it is exactly what I wanted it to be: A series of journalistic sociology essays about the worlds and possibilities of video games, from people dropping dead at gaming cafes after hours of play, to fundraisers that depend on gamers being willing to play mind-numbingly dull video games for hours upon hours, to games that realistically explore some of the most difficult and terrifying things about being human. And I came away from the book feeling how I wanted to feel: That there are worlds of knowledge under the sub-heading “video game,” and I should dedicate some time to learning more about them.

Death by Video Game

(Jenny Learns Something New and Gets Excited about It: An Autobiography in Infinite Chapters.)

Did it make me want to play video games? Yes, but not enough for me to actually do anything about it. Knowing my addiction to stories as I do, I am sure that if I got into gaming, it would quickly consume my life (very expensively!) and I would never get anything else done ever again. So I continue to opt out of gaming. I feel the same way, roughly, about getting your ears pierced. Earrings would delight me! I would have tons of them! And it would cost money and I’d have to keep track of all of them and it’d be one more damn thing for me to worry about when I’m getting ready in the morning.

I know, it's unusual
how other adult women respond to discovering that my ears are not pierced

“But what’s your favorite thing you learned from this book, Jenny?” Glad you asked! My most favorite thing is that the EVE Online, a science fiction video game, has an elected player council called the Council of Stellar Management that meets once a year with the game developers, CCP, in Iceland to talk about new planned features and to represent player interests to the company that owns the game.

“Council members can have very different ambitions and concerns depending on which part of space their hail from,” explains CCP’s Ned Coker. “You may have somebody who lives in the galaxy’s outer reaches and, as such, they will have a very different viewpoint to those that live in a more centralised area.”

Fascinating, no?

Parkin also talks about the way games encourage imaginative identification to an extent that less immersive media do not. In a game like That Dragon, Cancer, it becomes impossible to separate yourself emotionally from the experience of having a baby who’s dying, because the game forces you to experience it from the viewpoint of the caretakers. He rejects the idea that video games are “just games,” or that the worldviews of the games have no effect on the worldviews of the gamers. At the same time, he doesn’t delve very deeply into this topic (or any of his topics), since the idea is more to provide a window into the variety of games that exist than to provide substantial critiques of gaming culture.

Verdict: An excellent, readable introduction to the video games and player types that exist in our wondrously varied world.