Gamer Boy Quotes

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A god's relationship to the world, even a world in which he was walking, was about as emotionally connected as that of a computer gamer playing with knowledge of the overall shape of the game and armed with a complete set of cheat codes.
Neil Gaiman (Anansi Boys)
There are three kinds of people in this modern world; gamer boy eunuchs, cell phone nymphos and book readers. The most valuable are the very vulnerable book readers.
David Gustafson
a gamer’s enemy is social obligation: responsibilities, time management, dealing with real people and taking real risks.
Philip G. Zimbardo (The Demise of Guys: Why Boys Are Struggling and What We Can Do About It)
In 2010, computer games were sold to the tune of $46.7 billion. That’s more than double the total amount of music sold, $16.4 billion. If you believe the industry’s own statistics, the consumer demographics are a far cry from the usual picture of gamers as mainly young men and boys. Four out of ten players in the United States are women. Three out of ten are over fifty years old, and only one out of ten is a boy under seventeen years old. Today, gaming is one of the world’s largest, most appreciated, and most demographically widespread forms of entertainment.
Daniel Goldberg (Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything)
Cartridgeration has its consequences. Prolonged exposure to this fragmentary method of relating to the world inculcates in the gamer the belief that he can have it all, serially, within a very short time span, regardless of whether any two pieces of It are mutually exclusionary. He can be chasing em down… and on the run. Safe… and under fire. Cute and harmless… and imposing and dangerous. As he toggles from cartridge to cartridge, game to game, goal to goal, identity to identity, his mother’s long-standing promise that he can “be whatever he wants to be in this world” seems fulfilled, given a broad enough interpretation of “in this world.” This is not entirely a bad thing. The ability to simultaneously entertain contradictories can be useful… but it comes at a price. The Cartridgeration process leads one to a mode of thinking that stresses the inadvisability of choices. Any definite choice and subsequent course of action puts the gamer on one path at a tremendous possibility cost to all conceivable others. Through definitive actions, he pares the ür-configuration containing all his possible worlds to a stunted fraction of its former self. How many brilliant futures are ruled out with each step, with each decisive word? Billions, in a very real sense. The further he gets himself into any situation, the more severe the pruning of his possibility tree. Thus his inability to focus on any enthusiasm for too long, a metaphysical fickleness that functions as a defense mechanism against the death of possibility.
D.B. Weiss (Lucky Wander Boy)
Sweet
Jenna Stone (KIDS BOOKS: Minecraft Diary Trilogy (Girl Books For 9-12, Boy Books For 9-12, Minecraft Books, Minecraft Games, Gamers, Xbox Games Book 1))
Teachers don’t always know when they’ve lit the torch paper. But MacGhiolla knew. He knew he’d entered Virgil Swain’s imagination and held up a flame when he told him of a boy who fell in love with a girl called Emer who said he could not have her unless he completed Impossible Tasks. The boy was sent to study warcraft in Scotland under the tutelage of the female warrior Scathach-the-Shadow. Scathach-the-Shadow was about twenty centuries ahead of Marvel Comics. Gaming was in the early development stages back then. One in every two gamers died. Being Scottish and a warrior meant that Scathach was ferociousness itself. She didn’t have a Console, she had a hawk with talons. The boy was sent to her to learn how to achieve the impossible, and when he did, when Scathach had brought him up through all the Levels, showed him all the Cheats, and listed him on the Roll of Honour as All-Time Number-One Player, he came back and entered the fortress where Emer was guarded. He entered it by going upriver against the current. The method he used was salmon-leaps. Not kidding.
Niall Williams (History of the Rain)
People spend a collective 3 billion hours a week playing video games. A week. Additionally, more than 174 million Americans are gamers. Jane
Philip G. Zimbardo (The Demise of Guys: Why Boys Are Struggling and What We Can Do About It)
Now that’s more like it, Mike. You sound like a gamer.
Jonathan Evison (Lawn Boy)
Josh grinned a bit evilly. "That's not all, Stan. And Sam Davis hasn’t thought about this at all. A lot of gamers are white boys. How do you think one of them is going to handle his new position in society? I'm no expert, but I expect they won't handle it at all well.
Gorg Huff (WarSpell: The Merge)