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Everything to Play For
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Everything to Play For

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165,71 kr

-15%

Før 194,95 krSpar 29,24 kr

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ProduktVarenr.PrisHandling
Everything to Play For9781804293249165,71 krTil butik
Everything to Play For9781804293249194,95 krTil butik

Produktdetaljer

Everything to Play For

Everything to Play For

Marijam Diderhvervsliv og ledelse

194,95 kr

165,71 kr

Til butik
Varenr.:
9781804293249

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 gaming's influence so that this extraordinary power can be harnessed for good.

Læs mere hos Saxo DK
Everything to Play For

Everything to Play For

Marijam DidBog

194,95 kr

Til butik
Varenr.:
9781804293249

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 gaming's influence so that this extraordinary power can be harnessed for good.

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