Review [English ver.]: Everything To Play For: How Videogames are Changing Our World

by: Nabila Rhapsodios 





PRODUCT INFO

Title: Everything To Play For: How Videogames are Changing Our World
Author: Marijam Did
Publisher: Verso
Language: English
Year Published: 2024
Page(s) Number: 280


PROLOGUE


Marijam Did


A first-hand look at the videogame business that explains how games may have a positive impact.

Instead of promoting hyper-materialist, regressive agendas, Everything To Play For: How Videogames are Changing The World wonders if video games can accomplish egalitarian aims. With her blend of easy language, personal experiences, and critiques of culture and materialism, Marijam Did, an expert in the field, manages to captivate readers of all skill levels. Examining the evolution of video games from groundbreaking titles like Pong and Doom to complex multiplayer or narrative-driven games, the author sheds light on the complex histories of gaming communities and the political figures behind them. Notably, the spotlight is placed on the game developers, illuminating the grueling procedures required to release video games to the average person.

The gaming business has repeatedly shown that it can shake things up; it's bigger than the film and music industries. Marijam presents several instances to support her claim that gaming's impact must be carefully considered to use this incredible ability.


MY IMPRESSION

A book bought casually, without any plan. A book bought in conjunction with the Door-to-Door Bookstore. A book that discusses video games. Video games have always been my favorite topic. Will this book be able to shake my heart even though it discusses my favorite subject? 

The Pros:
a. For those who want to know how video games are created, what power structures video games participate in, what politics lie behind video games, exploitation, and use for evil purposes, this book will be fascinating to you
b. This book contains different comparisons that help you see the strengths of the points. Marijam explains the video game industry's problems well. There's information about issues, but there's also good vibes and accurate information about how you and I need to shape this huge business going forward
c. Although I already had a good grasp of many of the subjects covered in this book, I learned much more about those new to me

The Cons:
a. The main issue with this book is that it might be difficult or impossible to read for those who aren't gamers or who don't play. You may need to brush up on your vocabulary and terminology, especially concerning the video game industry, to fully grasp the concepts presented in this book
b. This book leans considerably toward promoting left-wing politics. Gamers whose political views differ from Marijam's may find this annoying and ultimately turn them off from reading. Even if this book makes you think, it will spark an ongoing argument between Marijam, a gamer who loves video games but who is not a leftist, and the reader who doesn't play and doesn't share her left-wing beliefs and Marxism. Although the theme and idea are interesting, the author's strong biases to left ideas make the book seem sanctimonious and give an unfair advantage to one side 


I admire the author's subtle exploration of the video game industry's complexity. There are some interesting talking points, and there are some themes that more people need to confront. I have dedicated my whole life to video games and understanding video game tropes, trends, vision, narratives, etc. Yet, my feelings toward this book are multifaceted, so my final star rating is 8/10. Also, finding the right audience for this book will be very hard.
 



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