Non-Fiction Books:

Everything to Play For

How Videogames Are Changing the World
Click to share your rating 0 ratings (0.0/5.0 average) Thanks for your vote!

Format:

Paperback / softback
$58.00
Releases

Pre-order to reserve stock from our first shipment. Your credit card will not be charged until your order is ready to ship.

Available for pre-order now
Free Delivery with Primate
Join Now

Free 14 day free trial, cancel anytime.

Buy Now, Pay Later with:

Afterpay is available on orders $100 to $2000 Learn more

6 weekly interest-free payments of $9.67 with Laybuy Learn more

Pre-order Price Guarantee

If you pre-order an item and the price drops before the release date, you'll pay the lowest price. This happens automatically when you pre-order and pay by credit card or pickup.

If paying by PayPal, Afterpay, Laybuy, Zip, Klarna, POLi, Online EFTPOS or internet banking, and the price drops after you have paid, you can ask for the difference to be refunded.

If Mighty Ape's price changes before release, you'll pay the lowest price.

Availability

This product will be released on

Delivering to:

It should arrive:

  • 24 Sep - 1 Oct using International Courier

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 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.

Author Biography:

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.
Release date NZ
September 17th, 2024
Author
Audience
  • General (US: Trade)
Illustrations
integrated black & white images
Pages
288
ISBN-13
9781804293249
Product ID
38188496

Customer previews

Nobody has previewed this product yet. You could be the first!

Write a Preview

Help & options

Filed under...