Cover art for Everything To Play For
Published
Verso, January 2025
ISBN
9781804293249
Format
Softcover, 288 pages
Dimensions
21cm × 14cm

Everything To Play For How Video Games Are Changing The World

Not yet released
Due January 7, 2025.
Fast $7.95 flat-rate shipping!
Only pay $7.95 per order within Australia, including end-to-end parcel tracking.
100% encrypted and secure
We adhere to industry best practice and never store credit card details.
Talk to real people
Contact us seven days a week – our staff are here to help.

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.

Related books