Second Life: A Review of Press Reset, by Jason Schreier

The video game industry is one of the largest in the world, but it can be hard to imagine just how much money these companies make.  In 2020 alone, the global market for video games generated over 150 billion dollars in revenue, with predictions for 2021 set to increase that number even more.  Despite a measure of success which cannot be denied, the video game industry remains one of the most volatile industries of the modern day.  Few other fields rely on creating products that also need to serve as a piece of art, from the gameplay to the design to the story being told.  Even films do not suffer from the same demands or risks as games do.  One flop is all it takes for an entire company to fold in itself, and even the most successful ones perform mass layoffs without warning.  For many gamers out there, working in the video industry seems like a dream come true.  Get paid to make games?  But the reality, as in many instances, is much harsher.

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2017 Reading List, Part 4

Welcome back for Part 4 of my 2017 Reading List, as I lay out the many books I have read this year.  In Part 3, I wrote about Outriders and Sungrazer by Jay Posey, Ready Player One by Ernest Cline, Camino Island by John Grisham, and The General History of the Pirates by Captain Charles Johnson.  Today, the four books I am presenting are all connected by the world of video games, either through fiction or journalism.  In another break from tradition, the last book on today’s list is a self-published novel; a format which does not garner much critical attention, often for a good reason.

Read the Rest!