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Everything to Play For

How Videogames Are Changing the World
Brief Description
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... Read More
Format: Paperback / softback
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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

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

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 madeโ€”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 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

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.bizโ€™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.

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