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Everything to Play For
Paperback

Everything to Play For

$34.99
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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.

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MORE INFO
Format
Paperback
Publisher
Verso Books
Country
United Kingdom
Date
7 January 2025
Pages
288
ISBN
9781804293249

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.

Read More
Format
Paperback
Publisher
Verso Books
Country
United Kingdom
Date
7 January 2025
Pages
288
ISBN
9781804293249