Everything to Play For
How Videogames Are Changing the World
Author(s)
Did, Marijam
Collection
Knowledge Unlatched (KU)Number
fea72e96-0d4b-4585-8a84-14711c1ffa7eLanguage
EnglishAbstract
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 gamings influence so that this extraordinary power can be harnessed for good.
Keywords
Social Science; Technology Studies; Social Science; Popular Culture; Social Science; Anthropology; Cultural & SocialISBN
9781804293249, 9781804293256, 9781804293263Publisher
VersoPublisher website
https://www.versobooks.com/en-gbPublication date and place
2024Grantor
Imprint
Verso UKClassification
Popular culture
Social & cultural anthropology, ethnography