Taco Schenkhuizen discusses the dangers, and possible opportunities, of fixating on trends.
"I now spend seven hours a day, five days a week working for The Man. Ostensibly I answer phones, make copies and do other mundane tasks, but in practice, most of my time is spent trying to play videogames without getting caught." Greg Tito tells us of his days trying to play games at the office.
Many gamers, especially online gamers, tend to keep a wall between their 'real' and 'gaming' lives, but that's not always the case. Cat Rambo discusses how the administrators of Armageddon have found their game-developing hobby affecting their professional lives, and vice versa.
"As she did every Monday morning, she thought about the stories her mother told of her days as a loan officer. She knew if her job today was anything like Mom's, she wouldn't be so successful." Corvus Elrod takes a speculative look at the future world of gamers.
What does it mean when the line between work and play becomes hazy, or even disappears altogether? When play becomes work, can it still be play too? Richard Aihoshi looks at 'fulltime' gamers.
Personal phone calls, smoke breaks, email, instant messaging ... there are many ways that office workers fill their lunches and breaks every day. Simon Abramovitch explores why gaming is often not an option.