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Everything to Play For (An Insider's Guide to How Videogames are Changing Our World)
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$24.95
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Product Details
Author:
Marijam Did
Format:
Paperback
Pages:
288
Publisher:
Verso Books (September 17, 2024)
Language:
English
Audience:
General/trade
ISBN-13:
9781804293249
ISBN-10:
1804293245
Weight:
9.2oz
Dimensions:
5.48" x 8.23" x 0.72"
File:
RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260405T164602_155746764-20260405.xml
Folder:
RandomHouse
List Price:
$24.95
Country of Origin:
United Kingdom
Case Pack:
40
As low as:
$19.21
Publisher Identifier:
P-RH
Discount Code:
A
QuickShip:
Yes
Pub Discount:
65
Imprint:
Verso
Overview
An insider’s account of the videogame industry telling how gaming can become a force for good
Everything To Play For asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public.
The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good.
Everything To Play For asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public.
The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good.








