The impact of the multi-million dollar video game culture on children and young adults is now clearly acknowledged-but generally its impact is viewed negatively. Parents, teachers, politicians and the clergy have all voiced concerns about the time children spend playing video games, about the violence and aggression apparently legitimated within such games, and about the possible links between increasing social violence and lawlessness and the popularity of the new gaming culture (see Senate Select Committee 1993). Attempts to assess the effects of video games on young people have been extensive, and have come from a variety of research domains and research methodologies (see Durkin 1995). Typically, however, studies have sought to show causal links between children’s behaviour and the images that dominate in the narratives and practices of game playing. And, typically, it seems, they are unable-unequivocally-to do this.