Everything to Play For
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Everything to Play For
An insider's account of the videogame industry telling how gaming can become a force for good
The inside story of video games, and how they can be used to to change the world
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 madeβthe 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 troops. 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 video games 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, Did argues that we should start to understand how games can change the world, and the time is now.
Book Details
INFORMATION
ISBN: 9781804293249
Publisher: Verso Books
Format: Paperback / softback
Date Published: 17 September 2024
Country: United Kingdom
Imprint: Verso Books
Illustration: integrated black & white images
Audience: General / adult
DIMENSIONS
Width: 140.0mm
Height: 210.0mm
Weight: 267g
Pages: 288
Collections
About the Author
Marijam Did has worked within the videogames industry for many years, currently at AAA studios. In 2019, she was nominated for Games Industry.bizβs 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.
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