MARIJAM DID’S SHARPLY-OBSERVED AND WELL RESEARCHED DIVE INTO THE POLITICS OF
GAMING FILLS A MAJOR GAP IN HOW THE LEFT HAS APPROACHED THE SUBJECT
~ Rob Ray ~
A distinction often made by progressives in gaming is in the use of the term
“gamer”. Many of us avoid applying it to ourselves, because much of the most
visible discourse in gaming is outright embarrassing. Nobody with any sense
wants to be associated with stories where women characters with face fuzz, or
normal body shapes, spark bizarre ultra-misogynist freakouts from popular
influencers (and not infrequently developers).
Social progressives and the left make intermittent attempts to push more
level-headed analysis, but it’s hard going. Anita Sarkeesian, offering a
feminist position, became a byword for monsterings meted out to critical voices
by hordes of furious chuds. Noted critic of games enshittification Jim Stephanie
Sterling, after coming out as trans, lost a full quarter of their formerly
million-strong YouTube channel’s viewership and has been lampooned incessantly.
Mainstream sites have been targeted by the far-right on the grounds that their
largely milquetoast business-friendly liberalism is an infiltration of The Woke
Agenda.
That scene has good reason to aggressively police the boundaries of gaming. As
Marijam Did, a longtime friend to both Freedom and the Advisory Service For
Squatters, notes in her new book, gaming is by far the largest cultural zone
worldwide, outstripping the movies and books which occupy much of our collective
critical headspace. Billions of people play on any given day. Capturing the
zeitgeist around its most popular products can provide a pipeline for
recruitment and a powerful entryway into much broader social influence.
Did’s own aims are clear from early on when she writes: “My ambition here is
nothing less than the recruitment of an army of game-changers for this vast and
influential field … Nothing was inevitable about gaming becoming the current
toxic, misogynist, imperial wasteland with few, albeit crucial, saving graces.
In a few short decades, distinct actors made it that way”.
Well said. As Utah Phillips might have put it, gaming’s not dying, it’s being
killed, and those who are killing it have names and addresses.
She is meticulous in her detective work, dividing the book into multiple
“levels” that tackle increasingly advanced and lesser-addressed aspects of the
industry. Level One’s overview of gaming’s early years leads swiftly into an
analysis of its well-known demographic tendencies and the ways in which a
stunted wannabe machismo built up everywhere, from the pseudoscience of William
M Cannon to baleful sexism that ran rampant at Atari.
Many of these processes will be tiresomely recognisable to anyone who’s worked
in “modern” industries, and in gaming particularly stories continue to abound,
most notably in recent years at Blizzard-Activision.
Did’s analysis is not, however, simply about the darker side as she moves on to
Level Two, covering the sometimes enormous communities which have built up
around games like Eve Online, World of Warcraft and Elite Dangerous. While these
are in no way spaces free of the same problems of exclusion and cant identified
earlier in the book, she is careful to highlight the positive aspects of what
online gaming offers to millions, including the forming of strong bonds and
in-game mutual aid.
This acknowledgement that gaming is not simply a parody but a reflection of life
is core to her main thesis that gamers and those who entertain them are nascent
political actors, capable of transforming their material conditions. That an
analysis encouraging solidarity and indeed class consciousness is vital to
untangling the knots the industry has tied itself in.
Both Levels Three and Four, talking about the culture and economics of gaming,
build on this with a deep-rooted and thoughtful analysis of the conditions that
make up the modern industry, with giant firms hyper-exploiting their numbered
franchises, bearing down on and burying the offerings of an indie scene that
provides sometimes outstandingly thoughtful fare.
Did’s work has been a success for publishers Verso for very good reasons. It’s
timely, incisive and in many ways unique – while there are more left gaming
commentators than there used to be, it’s still not even close to enjoying the
interest levels of say, television or music.
And it’s important to note how far she’s been ahead of the curve for a long
while before getting to this point. Her first foray into the subject was around
2017 with a tech column, Left Left Up, that presaged many of the topics she
covers in Everything To Play For. That run-in has given her clarity and depth
applying a radical insider’s analysis.
Her conclusions on the immense possibilities for change in gaming draw on a wide
gamut of left campaign tools, from building union power to internationalist
solidarity and co-operativism – and if you keep an eye out, she doesn’t skimp on
the less hierarchical side of things with a particular shoutout to French
anarcho-syndicalist workers’ co-op Motion Twin, makers of Dead Cells.
As many reviewers have said before, it’s a must-read for anyone who spends much
time pushing pixels.
Marijam Did, Everything to Play For: How Videogames are Changing the World.
Verso Books (Sept 2024), 288 pages, ISBN: 978-1804293249. £16.99
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This article first appeared in the Summer 2025 issue of Freedom Journal.
The post Book review: Everything To Play For appeared first on Freedom News.