Everything to Play For: How Videogames Are Changing the World

Author:   Marijam Did
Publisher:   Verso Books
ISBN:  

9781804293249


Pages:   288
Publication Date:   17 September 2024
Format:   Paperback
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

Our Price $34.99 Quantity:  
Add to Cart

Share |

Everything to Play For: How Videogames Are Changing the World


Add your own review!

Overview

Today over 3 billion people play video games regularly. By 2027 this will create an economy of $0.5 trillion a year, larger than films and music combined. More people are watching the competitive finals of Counter-Strike than those of real-life NHL or NBA. There are now games of complexity, innovation and imagination, but it is also an art form that is driven by the marketplace. There is little scrutiny of how the games are made - the poorly paid click worker, the dominance of the platforms. Nor is there discussion of the politics of the games themselves, often violent, and the culture that surrounds them. Telling an alternative history of games from Pong to GTA VI, industry insider Marijam Did explores the games and their communities. She asks why the US military use gaming to train troop. How Gamergate exposed the deep misogyny against minority players. She tells the story of game workers who have started to organise in order to demand better conditions. Why the Chinese state polices access to certain platforms. In response she argues if we can imagine videogames as a challenge to the marketplace. With an abundance of examples of games that are designed to educate, inspire and promote a more progressive politics, Dad argues that we should start to understand how games can change the world, and the time is now.

Full Product Details

Author:   Marijam Did
Publisher:   Verso Books
Imprint:   Verso Books
Weight:   0.300kg
ISBN:  

9781804293249


ISBN 10:   1804293245
Pages:   288
Publication Date:   17 September 2024
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

Table of Contents

Reviews

Destroys the gamers who moan about politics ruining their video games. Did shows that games have always been deeply political and asserts the often overlooked radical potential of a medium that means so much to billions of players worldwide.' -- Paris Marx, host of Tech Won't Save Us podcast A breathtaking history of the games industry not just as an economical or cultural force, but as an unacknowledged political power. Backed by clear passion for the medium and a boundless expertise, Did examines how everything can be games, and how games touch everything about our world today. -- Rami Ismail, indie games developer Did has achieved a rare, fresh thing. She has enough perspective to give the industry a necessarily critical overview but she's close enough to celebrate the moments that make games worthwhile - and she makes a strong case that there is still much more to fight for. -- Josh Sawyer, Director of 'Fallout: New Vegas' Impassioned, fiercely intelligent, proudly left-wing * EDGE Magazine * Videogame critic Did debuts with a blistering critique of the gaming industry's ethical and political shortcomings. With nuanced analysis, Did offers a damning portrait of the gaming industry that nonetheless finds reasons for hope. This one's a winner. * Publishers Weekly * An engaging read ... Everything to Play For is a good contribution to the discourse about video games and I hope it proves to be a successful step in the process of getting video games as an industry, and as a subject for criticism, resistance and improvement out of the lefty sin bin and into the mainstream. * Organise Magazine * In this well-researched and convincing work, Did presents not a history of video games so much as a look at their political elements and potential ... an obvious choice for gamers, but its large picture approach will intrigue many curious readers. -- Biz Hyzy * Booklist * After years spent in the field of video games, Marjam Did is here to argue that video games can be used for good. From the early days of Pong to the current world of online gaming, Did believes the role of video games is more than entertainment. Video games can illustrate and bring out the best in humanity. * Book Riot * A passionate, supremely well-informed and intensely thoughtful investigation of one of the key areas of contemporary cultural production -- Jeremy Gilbert, author of <i>Hegemony Now</i> A much-needed diagnosis of how videogames need to change for the sake of both players and producers ... Did's book asks, with infectious pragmatism, can this social and economic power be turned towards something more sustainable, equitable and generous than the simple pursuit of profit? -- Jamie Sutcliffe * ArtReview *


Destroys the gamers who moan about politics ruining their video games. Did shows that games have always been deeply political and asserts the often overlooked radical potential of a medium that means so much to billions of players worldwide.' -- Paris Marx, host of Tech Won't Save Us podcast A breathtaking history of the games industry not just as an economical or cultural force, but as an unacknowledged political power. Backed by clear passion for the medium and a boundless expertise, Did examines how everything can be games, and how games touch everything about our world today. -- Rami Ismail, indie games developer Did has achieved a rare, fresh thing. She has enough perspective to give the industry a necessarily critical overview but she's close enough to celebrate the moments that make games worthwhile - and she makes a strong case that there is still much more to fight for. -- Josh Sawyer, Director of 'Fallout: New Vegas' Impassioned, fiercely intelligent, proudly left-wing * EDGE Magazine *


Destroys the gamers who moan about politics ruining their video games. Did shows that games have always been deeply political and asserts the often overlooked radical potential of a medium that means so much to billions of players worldwide.' -- Paris Marx, host of Tech Won't Save Us podcast A breathtaking history of the games industry not just as an economical or cultural force, but as an unacknowledged political power. Backed by clear passion for the medium and a boundless expertise, Did examines how everything can be games, and how games touch everything about our world today. -- Rami Ismail, games developer Did has achieved a rare, fresh thing. She has enough perspective to give the industry a necessarily critical overview but she's close enough to celebrate the moments that make games worthwhile - and she makes a strong case that there is still much more to fight for. -- Josh Sawyer, Director of 'Fallout: New Vegas'


Author Information

Marijam Did has worked within the videogames industry for many years, currently at AAA studios. In 2019, she was nominated for Games Industry.biz’s 100 Women in Games as well as Campaigner of The Year at MCV UK Awards. She has written about the industry in Guardian, VICE, GamesIndustry.biz, Rosa Luxemburg Stiftung. She is also currently a Lecturer at Royal Holloway, University of London. Previously she has been the Chair Of Communications Committee for Game Workers Unite International - an organisation assisting in unionising the global videogames industry. She also cofounded GWU UK - the first legal trade union that has come out of the movement.

Tab Content 6

Author Website:  

Customer Reviews

Recent Reviews

No review item found!

Add your own review!

Countries Available

All regions
Latest Reading Guide

MRG2025CC

 

Shopping Cart
Your cart is empty
Shopping cart
Mailing List