Category: Paper

01 Aug

Master of Play

Shigeru Miyamoto portrait in creative studio
Sketches of Mario and Zelda characters on paper
Miyamoto working at Nintendo design desk
Childhood wooden toys made by Miyamoto
Gameplay screenshot from Super Mario Bros.
Artistic concept drawing for The Legend of Zelda
Nintendo Famicom console and controllers
Miyamoto presenting a game prototype to colleagues
Vintage Nintendo development tools and notes
Illustration of play and creativity inspired by game design
Shigeru Miyamoto has always tried to re-create his childhood wonderment. He’s the closest thing there is to an autobiographical game creator, and shuns focus groups: “As long as I can enjoy something, other people can enjoy it, too.”Photograph by John Ritter

Nick Paumgarten’s long-form article “Master of Play” profiles Shigeru Miyamoto, the visionary game designer behind iconic franchises like Super Mario Bros., The Legend of Zelda, and Donkey Kong. The piece delves into Miyamoto’s childhood wonderment, his creative philosophy, and his approach to infusing joy into interactive experiences. It’s a fascinating journey into the mind of a man who helped shape modern video game culture. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Nick Paumgarten and The New Yorker.

01 Aug

The Life of the Chinese Gold Farmer

Gold farmer working on multiple game accounts in a dimly lit internet café
Stack of virtual game currency icons representing MMO earnings
Player using keyboard and mouse to farm virtual gold in a game
Hand exchanging virtual game items for real cash
Chinese internet café filled with gamers playing MMO
Screenshot of MMO game interface showing gold and items
Row of computer screens displaying a farming character in a game
Virtual item trade interface on a game's marketplace screen
Gamer’s hand holding a smartphone with gold-farming app
Graphic illustration of virtual currency flowing into real-world cash
Dibbell in 2009

Julian Dibbell’s article “The Life of the Chinese Gold Farmer” explores the complex world of gold farming and virtual economies, focusing on Chinese players who earn virtual currency in games and sell it for real money. With clear reporting and cultural insight, Dibbell examines how these online laborers reshape perceptions of work, value, and the global gaming economy. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Julian Dibbell and The New York Times Magazine.

01 Aug

SPACEWAR

Screenshot from 1972 Rolling Stone article showing Spacewar gameplay
Black and white photo of MIT PDP‑1 computer running Spacewar
Illustration of two spaceship combat on a CRT screen
Historic image of players competing in Spacewar Olympics at Stanford AI Lab
Photograph of early computer hackers crowded around consoles
Diagram of PDP‑1 control buttons used in Spacewar
Vintage Spacewar game pads and joysticks on a table
Spacewar torpedo explosion captured in pixel art style
Early tech culture scene with students gaming and coding
Historic game room with PDP‑1 terminals running Spacewar

Stewart Brand’s article “S P A C E W A R” chronicles the early history and cultural rise of Spacewar!, one of the first digital video games, in the December 1972 issue of Rolling Stone. Through vivid anecdotes and firsthand reporting, Brand captures the excitement of the pioneering “Intergalactic Spacewar Olympics” at Stanford’s AI Lab and the hacker‑driven evolution of gaming culture. This historic piece highlights how a simple two‑player space combat game helped spark the modern video game era. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Stewart Brand and Rolling Stone.

01 Aug

Video Games: The Addiction

Man sitting in a dark room playing video games intensely
Close-up of a game controller with a spilled bottle nearby
Screenshot from Grand Theft Auto IV gameplay
Tom Bissell's book and writing materials on a desk
Blurred image of a gamer under stress or fatigue
Virtual cityscape from a modern open-world video game
Hands gripping a controller tightly during gameplay
Gaming console surrounded by energy drinks and clutter
Portrait of a writer reflecting in front of a screen
Empty apartment with the glow of a TV showing a game
Niko Bellic, the lead character in Grand Theft Auto IV.

Tom Bissell’s article “Video Games: The Addiction” is a powerful and personal exploration of how immersive gaming—combined with substance abuse—can spiral into destructive addiction. Blending memoir and cultural criticism, Bissell reflects on his experience with cocaine and the video game Grand Theft Auto IV, revealing how games can serve both as escape and obsession. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Tom Bissell and The Guardian.

01 Aug

The Tetris Effect

Person playing Tetris on a classic Game Boy
Close-up of Tetris blocks falling on a screen
Gamer immersed in a Tetris game on a modern console
Tetris-themed artwork depicting falling blocks
Screenshot of Tetris game showing completed lines
Group of friends playing Tetris together
Tetris-inspired merchandise and collectibles
Retro Tetris arcade machine in a gaming museum
Tetris blocks forming patterns in a digital art piece
Tetris game interface showing high score leaderboard

Justin Wolfe’s article “The Tetris Effect” delves into the profound and lasting impact of video games, particularly the classic Tetris, on the human mind and life. Through personal anecdotes and psychological insights, Wolfe explores how immersive gaming experiences can alter perception, memory, and even emotional well-being. The piece offers a compelling look at the intersection of gaming and psychology. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Justin Wolfe and The Awl.

01 Aug

Why Ever Stop Playing Video Games

"Screenshot from a popular video game showing gameplay action"

"Game developer working on character design using digital tools"

"Concept art illustrating fantasy game environment"

"Player holding a game controller during an intense gaming session"

"Esports tournament with professional players competing on stage"

"Virtual reality headset used for immersive gaming experience"

"Indie game developer coding game mechanics on computer"

"Game design document open on a desk with sketches and notes"

"Gaming community discussing strategies in an online forum"

"3D model of a video game character in design software"
Photograph by Javier Laspiur

Frank Guan’s article “Why Ever Stop Playing Video Games” explores how many Americans have replaced work hours with gameplay — and ended up happier. Published with striking photography by Javier Laspiur, the piece reflects on the emotional and social benefits of gaming, challenging traditional views on work and leisure. It’s a thoughtful read for anyone interested in the impact of video games on modern life. You can read the full article here. This excerpt is shared under fair use for educational and non-commercial purposes. All rights to the original content belong to Frank Guan and New York Magazine.