ABSTRACT

The argument of this book is that video gaming needs to be understood not as a solitary leisure activity that occurs only at certain isolated times and locations, but rather as a culture which extends far beyond the sight of a video game machine or screen. As Burn (2006: 88) writes:

[E]ngagement with the game does not finish when the game session ends and the computer or console is switched off. Players continue to think about, imagine, even dream about, the events, landscapes and characters of the game.