This study analyses three representations of death in fighting, shooting, science fiction, car-racing and war games. The first one, the focus of most of our attention because it is the major event in the plot, is that of death stricto sensu (Part 1). With its cruelty, its frequency, the energy it requires, the benefits that it brings to the player and the risks that it compels him to take, this first death is the “death-queen” of games. Part 2 deals with the formidable character of death, sometimes asexual (a skeleton armed with a scythe), sometimes gendered (woman dressed in black, warrior). The 3rd part deals with the representation of the dead: ghosts, the living dead, zombies and other monstrous creatures. The study shows that video games make up a good example of contemporary recycling of certain mythological and eschatological traditions from the Western world.