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Everything to Play For

How Videogames Are Changing the World

Marijam Did

$34.99

Paperback

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English
Verso Books
07 January 2025
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.
By:  
Imprint:   Verso Books
Country of Publication:   United Kingdom
Dimensions:   Height: 210mm,  Width: 140mm, 
Weight:   267g
ISBN:   9781804293249
ISBN 10:   1804293245
Pages:   288
Publication Date:  
Audience:   General/trade ,  ELT Advanced
Format:   Paperback
Publisher's Status:   Active
Introduction: Main Menu Tutorial: History Level I: The Theme Level II: Communities Level III: Efficacy Level IV: Modes of Production Conclusion: Final Boss Acknowledgements Notes Index

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.

Reviews for Everything to Play For: How Videogames Are Changing the World

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 * For anyone who takes video games seriously as an artistic medium, Everything to Play For is an eye-opener. It confronts some ugly realities - but only after that confrontation can there be the possibility of positive change. * Winnipeg Free Press * Everything to Play For makes for an excellent starting point for anyone wanting to engage in a nuanced, materialist understanding of videogames. * Socialist Worker * A cultural critique of the gaming industry's ethical and political shortcomings come together in this inquiry into the politics of video games and entertainment technologies (both on the screen and in their dehumanizing labour practices), with ideas about how to save the industry from itself. * The Globe and Mail * Engagingly idiosyncratic -- Steven Poole * Guardian Best Books of 2024 * There are lots of criticisms - some valid, some less so - lobbied against video games, but rarely do people see them as a site of hope. In Marijam Did's book Everything to Play For: An Insider's Guide to How Videogames are Changing Our World, we explore a new idea: What if video games could help produce a better world? The book is full of insider info on the industry and tales contextualizing exciting and potentially transformative moments in game history. * AskMen * For those with even a flicker of interest in video games, this is among the best books on the subject. Everything to Play For takes its subject and the perilous time we live in seriously. It is a wake-up call for those ignorant of the titanic importance gaming has in the modern world. Yet it does not discourage but instead galvanizes. Ignore Did's words at your peril. -- Luis Aguasvivas * PopMatters * Everything to Play For is a necessary wake-up call ... [Did's] writing is by turns playful and personal, optimistic and indignant, but never lost in despair. -- Scott Alsworth * Culture Matters *


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