Everything to Play For

Everything to Play For:How Videogames Are Changing the World

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The inside story of the videogames industry and how they can be used to make a better world

With over three billion regular gamers, the videogame industry is a cultural titan. It surpasses the revenues of music and film combined; and on track to generate half a trillion dollars annually by 2027. The finals of Counter-Strike and League of Legends now captivate more viewers than many top-tier sports championships. Grand Theft Auto releases are the highest-grossing cultural artefacts of all time. And yet, gaming has been largely overlooked as a space for political dispute, change, or imagination.

Everything To Play For asks if videogames can serve egalitarian goals instead of fueling 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 games' communities and the political actors who organise amongst them. Crucially, the focus also includes the people who make these games, shedding light on the brutal processes necessary to bring titles to life.

Videogames can and have posed a challenge to the status quo. How is that done, or should not be done? With a rich array of examples Did argues for a nuanced understanding of how videogames are shaping our world - an endeavor that is not just a possibility for tomorrow, but a necessity today.