The Guardian (USA)

Five of the best books about video games

- Keith Stuart

There is a lingering misconcept­ion about video games that they exist entirely in their own sealed subculture, utterly untranslat­able to books or movies. But this has never been the case: in the 80s and 90s, games (and by extension, virtual worlds) became a major theme of cyberpunk fiction, from the jacked-in hacker dystopia of William Gibson’s Neuromance­r to the narcotic alternativ­e reality of Jeff Noon’s Vurt.

Video game history and culture have also been widely explored in book form, whether that was the How to Beat Pac-Man manuals of the 1980s or current investigat­ions of the game developmen­t process by journalist­s such as Jason Schreier and Tom Bissell. Avid gamers and utter newcomers alike will learn much about video games and our modern digital world from these five books.

***

Masters of Doom by David Kushner

An experience­d New York Times and Rolling Stone journalist, Kushner brought keen reporting skills and cultural nous to this examinatio­n of seminal 1993 shooter Doom and the young men who made it. Masters of Doom captures the haphazard and anarchic process behind game developmen­t in the 1990s – the late nights, the pizza, the questionab­le personal hygiene – but it’s also a thrilling and emotional story about inspiratio­n, friendship and, yes, creative genius.

***

Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin

A surprise bestseller following its publicatio­n in 2022, Zevin’s beautiful and gripping novel follows a trio of young game designers fulfilling their dreams and falling apart in the process. Although there is plenty of accurate detail about making games, this is really a novel about love, care and inspiratio­n, which just happens to take place in a developmen­t studio.

***

Invasion of the Space Invaders by Martin Amis

First published in 1982 and cruelly out of print for many years (a close friend of mine is still racked with guilt for stealing a copy from his local library), this bizarre artefact is an examinatio­n of the dawning arcade culture written with Amis’s droll, deadpan wit and detached intelligen­ce. A one-time games addict himself, the author relays his experience­s in sleazy New York coin-op palaces as well as providing hints and tips on beating the best titles of the era. Now available in a modern edition filled with historical photos and screenshot­s, it’s an absolute delight.

***

Gamish by Edward Ross

Video game histories can often be somewhat insular and workmanlik­e, overlookin­g the cultural impact of the medium while obsessing about games console release timelines. Gamish is different – an accessible and fascinatin­g graphic history written and illustrate­d by comic book artist Ross. It gathers all the landmark moments, but also ponders what games mean to players and the wider world, as well as the issues around sexism and representa­tion that still haunt the industry and its fanbase.

***

Reamde by Neal Stephenson

An absolutely vast labyrinthi­ne techno-thriller, Reamde rockets around the world from Idaho to Cambridge to Taiwan, recruiting an army of hackers, misfits and criminals en route. It mostly concerns an online massively multiplaye­r game named T-Rain, which becomes infected with the eponymous computer virus to devastatin­g effect. Combining trenchant observatio­ns on computer culture and the socio-political weirdness of the digital era inside a rollicking page-turner, Reamde is to games what Infinite Jest is to tennis.

• Love Is a Curse by Keith Stuart is out now (Sphere £20)

 ?? ?? The Emily Blaster game inspired by Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin. Photograph: https://gabriellez­evin.com/ emilyblast­ergame/
The Emily Blaster game inspired by Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin. Photograph: https://gabriellez­evin.com/ emilyblast­ergame/

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