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.