Everything to Play For : How Videogames Are Changing the World
by
Marijam Did
Book Details
Format
Paperback / Softback
ISBN-10
1804293245
ISBN-13
9781804293249
Publisher
Verso Books
Imprint
Verso Books
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Sep 17th, 2024
Print length
288 Pages
Weight
260 grams
Dimensions
20.90 x 14.00 x 1.90 cms
Product Classification:
Popular cultureInformation technology industries
Ksh 3,050.00
Werezi Extended Catalogue
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An insider's account of the videogame industry telling how gaming can become a force for good
An insiders account of the videogame industry telling how gaming can become a force for good
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.
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.
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