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Gaming (Ad)diction: Discourse, Identity, Time and Play in the Production of the Gamer Addiction Myth Export

Gamestudies, Vol. 6, No. 1. (2006)

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Grosz (2001) and other writers point out that what the world of the digital does best is "reveal that the world in which we live, the real world, has always been a space of virtuality" (p.78). Thinking about gaming addiction can be productive for thinking about the relationships between new media and sociality only through breaking down the artificial distinction between the real and the virtual that is so pervasive throughout both celebrationist and alarmist discourses of new media.


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