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Virtual Ascendance: Video Games and the Remaking of Reality Hardcover – September 19, 2013

4.6 out of 5 stars 16 customer reviews

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Product Details

  • Hardcover: 234 pages
  • Publisher: Rowman & Littlefield Publishers (September 19, 2013)
  • Language: English
  • ISBN-10: 1442216948
  • ISBN-13: 978-1442216945
  • Product Dimensions: 6.3 x 0.9 x 9.2 inches
  • Shipping Weight: 1.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (16 customer reviews)
  • Amazon Best Sellers Rank: #1,506,281 in Books (See Top 100 in Books)

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By G. Katsoulis on December 11, 2013
Format: Hardcover
"Virtual Ascendance: Video Games and the Remaking of Reality" explores the staggering effect video games have had on our culture while most of us were sleeping. Where others dismiss, idolize or demonize video games, this book takes a clear-eyed, entertaining and meaningful look at the ways society is changing, both for good and for ill, as this billion dollar industry evolves and changes.

Highly recommended for anyone interested in games or the effect they are having on our world. A great and fascinating read.
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Format: Hardcover
Excellent book! A really good read. The author does a great job of illuminating elements of a burgeoning world that is rising up around us. If you think you aren't a gamer or that you can avoid the virtual world affecting your life, read this book. You'll be surprised to see how these new technologies are actually helpful, hopeful, and may be around you already. At the same time you'll find yourself nervous about aspects of the future you probably had not considered before.
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Format: Hardcover
I bought Virtual Ascendance because I am a mother of two children who spend a great deal of time playing video games. I was concerned about their use of video games. I was pleased that the book gave a balanced account of the effect of video games on children. It was amazing to learn about all of the different areas in which video games are being used. The book is really well-written - it held my attention throughout. Good idea for Christmas presents for parents and even grandparents.
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Format: Hardcover
From the exciting to the “exceedingly odd,” Virtual Ascendence chronicles and maps the endlessly expanding universe of what used to be called “video games” with passion and verve.

Beginning with first steps in the 1950s and 60s, the book gives a fascinating history of gaming through decades since--from Pong to multiplayer interactive competitions. Throughout, Griffiths understands that while technical advances make gaming possible, it is the cultural, economic and social implications of emerging gaming culture that’s the most interesting. Did you know, for instance, that there is a global black market for virtual goods and money that was worth $2 billion in 2010?

Later chapters describe how gaming has transformed Hollywood, and how the demand for rich, immersive experiences is reviving symphonic music around the country. Stranger and more disturbing is the description of the intersection of virtual and real worlds, in which avatars are sexually assaulted, causing real trauma to players, virtual cheating destroys marriages, virtual companies are destroyed through sabotage and virtual murder is a worry.

Griffiths intends his audience to be people (mostly over 40) who at best have a passing familiarity with gaming culture. But the sheer vastness of gaming’s impact and the diverse ground Virtual Ascendance covers means that there’s something for everyone here, no matter how familiar you are with the topic. Even if you are more skeptical of the salutary effects of gaming than Griffiths is (as I am), there is much to be learned from this book about a technological revolution that is shaping our culture in so many surprising ways.
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Format: Hardcover
I am a part-time gamer and found this book interesting because the author looks at the industry from all angles. From military applications (America's Army - great game) to medicine (surgery), video games are more intertwined with our world than most realize. I was especially keen on the story of how a 17 year old saved lives at a car accident scene after receiving first aid training from a game.
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Format: Hardcover
Devin's wonderfully written, informative book -- actually eye-opening - describes in its breezy flow and colorful terms the profound impact video games have had on our society, the important ways they have helped advance us in many walks of life, and will continue to do so. This is an important work, must reading because of its potential to enhance our lives, to have a highly positive effect on us all.

This is truly "....the remaking of reality," as the title says. You will discover that reality, as you and I know it, is changing before our very eyes; "Virtual Ascendance" is exactly what is happening. And this most thoughtful book will show you how. It is absolutely fascinating and spellbinding, a true page-turner.

In addition to real-life, and I do not exaggerate -- mind-blowing -- examples, of the influence the virtual has already had on us, here are some statistics for you, attesting to the immense popularity of this genre: The first day "Harry Potter and the Deathly Hallows Part II" was released, it grossed $91 million globally; $483 million the first weekend. The video game "Call Of Duty: Black Ops II" took in one-half billion dollars globally on its first day.

I encourage you to do as I did, and as Devin suggests, "Let's take this journey together," and discover this emerging new world for yourself.
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Format: Hardcover
This book offers a super-intriguing look at how the world as we know it has been forever affected by the advent of video games, things like war, and medicine, as well as relationships and even sex. By no means boring, these glimpses are told in a fascinating, man-on-the-street style, where the author brings us right into certain scenarios as though we're there. It's an eye-opening book for anyone who wants to understand how video games have impacted society, both good and bad, but I'd like to add that Mr. Griffiths shows us much of the beneficial side of video game culture that the media rarely portrays. Games that help kids with cancer? Let's do it.
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