01740cam a22003858i 450000100090000000300080000900500170001700700030003400800410003701000170007802000310009502000280012602000250015404000280017904100080020704200080021505000260022308200100024910000170025924500870027625000280036326000350039130000250042633600260045133700280047733800270050550400510053250501790058352003210076265000260108365000280110965000260113765000340116377601570119723637378BJBSDDR20250530105123.0ta240411s2024 enk b 001 0 eng  a 2024014080 a9781804293249 (paperback)  a1804293245 (paperback)  z9781804293263q(ebk) aDLCbengerdacDLCdDLC aeng apcc14aGV 1469.3bD555e 202400a794.81 aDid, Marijam10aEverything to play for :bhow videogames are changing the world /cby Marijam Did. aFirst edition paperback aLondon :bVerso Books, c2024. a279 pages ; c21 cm. atextbtxt2rdacontent aunmediatedbn2rdamedia avolumebnc2rdacarrier aIncludes bibliographical references and index.0 aIntroduction: Main menu -- Tutorial: History -- Level I: The theme -- Level II: Communities -- Level III: Efficacy -- Level IV: Modes of production -- Conclusion: Final boss. a"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, Marijam Did argues for a nuanced understanding of gaming's influence so that this extraordinary power can be harnessed for good"--cProvided by publisher. 0aVideo gamesxHistory. 4aVideojuegos xHistoria  0aVideo games industry. 4aIndustria de los videojuegos 08iOnline version:aDid, Marijam.tEverything to play forbFirst edition paperback.dLondon ; New York : Verso Books, 2024z9781804293263w(DLC) 2024014081