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Power Play

Video Games, Politics and the Battle for Global Influence
Brief Description
In Power Play, leading game industry expert George E. Osborn reveals how video games—the world's largest entertainment medium—are being used by autocrats, populists, and violent extremists to influence the real world around us. Video games are the world's largest entertainment medium: they are played by billions... Read More
Format: Paperback / softback
$3199
Elsewhere:
$3999
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Releases 16th June 2026 (Approx. Date) Pre-order  "Power Play" now to secure your copy from our first shipment

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Power Play

For readers of Chip War and The Future of Geography, Power Play is an urgent exploration of the way that states, powers and organisations are battling to shape society and the world around us through video games and the communities who play them.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

In Power Play, leading game industry expert George E. Osborn reveals how video games—the world's largest entertainment medium—are being used by autocrats, populists, and violent extremists to influence the real world around us.

Video games are the world's largest entertainment medium: they are played by billions of people, across all age demographics, and they generate hundreds of billions of dollars of revenue every year.

But video games are more than an entertainment product—they are an ecosystem that connects billions of people across the globe. Video games create spaces where people talk, share ideas, and build identities that bleed into our reality. And whilst democracies have underestimated the potential for influence in this space, others have seized the opportunity.

This is why Russia has been funding the development of video games designed to promote their worldview. It's why Saudi Arabia has acquired one of gaming's biggest publishers, EA, to help wash its reputation. It's why Steve Bannon utilised tactics learned from online game communities to propel Donald Trump to the White House. And it's why Charlie Kirk's alleged assassin carved video game references into his bullets.

Supported by the insights of dozens of politicians, academics, and industry experts, this book is a vital guide to understanding this new frontier for political influence. It explores what democracies must do to protect play and harness its immense power before this essential battle for digital influence is lost for good.

Book Details

INFORMATION

ISBN: 9781035423293

Publisher: Headline Publishing Group

Format: Paperback / softback

Date Published: 18 June 2026

Country: United Kingdom

Imprint: Wildfire

Audience: General / adult, Tertiary education, Professional and scholarly

DIMENSIONS

Width: 153.0mm

Height: 234.0mm

Weight: 0g

Pages: 416

About the Author

George E. Osborn is a leading expert on the video game industry with over a decade and a half experience explaining games to the wider world. He has previously worked as Head of Campaigns and Communications at Ukie, the UK video games trade association, where he advised politicians, business leaders and the public on the industry and its political, economic and social impact. George has been featured across the media, including The Guardian, Sky News, The New York Times, BBC World Service, Politico and Bloomberg. He is the creator of the Video Games Industry Memo newsletter, and founder of video game consulting business Half-Space Consulting.

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