'Essential reading for anyone trying to understand where the next influence operation is being built'
ELIOT HIGGINS, founder of Bellingcat
'Revelatory . . . will fundamentally change how you understand modern power'
KELLY CLANCY, author of Playing with Reality
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In Power Play, leading game industry expert George E. Osborn reveals how video games - the world's largest entertainment medium - are being used by autocrats, populists and violent extremists to influence the real world around us.
Video games are the world's largest entertainment medium. They are played by billions of people of all ages every year, generating hundreds of billions of dollars in revenue.
But they are more than an entertainment product. They connect people across the globe, creating digital third places where people talk, share ideas and build identities, fostering diverse communities capable of dominating the digital discourse now shaping our reality.
While democracies continue to underestimate the potential for influence in this space, others have seized the opportunity to control, co-opt or collaborate with video game communities to wield the power of these vast information ecosystems.
Saudi Arabia is spending tens of billions of dollars acquiring video games businesses to wash its reputation. Russia has funded video game development to help spread disinformation about the war in Ukraine. Steve Bannon utilised tactics deployed by online video game communities to propel Donald Trump into the White House, and Charlie Kirk's alleged assassin even carved video game references into his bullets.
Supported by the insights of politicians, academics and industry experts, Power Play is the vital guide for understanding this new political frontier, highlighting what democracies must do to protect and harness the immense power of play before the essential battle for digital influence is lost for good.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
GEORGE E. OSBORN is a leading expert on the video game industry who has worked in the sector for nearly fifteen years, including as Head of Communications at the UK video games trade association, Ukie. He is the creator of Video Games Industry Memo, a newsletter about the intersection of video games, business and politics. He is the founder of Half-Space Consulting, a business which advises NGOs, regulators and governments about the impact of video games on society. George has appeared on Sky News and BBC World Service, and has contributed to the Guardian, New York Times, Politico and Bloomberg on issues relating to video games.
In Power Play, leading game industry expert George E. Osborn reveals how video games - the world's largest entertainment medium - are being used by autocrats, populists and violent extremists to influence the real world around us.
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Video games are the world's largest entertainment medium: they are played by billions of people, across all age demographics, and they generate hundreds of billions of dollars of revenue every year.
But video games are more than an entertainment product - they are an ecosystem that connects billions of people across the globe. Video games create spaces where people talk, share ideas and build identities that bleed into our reality. And whilst democracies have underestimated the potential for influence in this space, others have seized the opportunity.
This is why Russia has been funding the development of video games designed to promote their world view. It's why Saudi Arabia has acquired one of gaming's biggest publishers, EA, to help wash its reputation. It's why Steve Bannon utilised tactics learned from online game communities to propel Donald Trump to the White House. And it's why Charlie Kirk's alleged assassin carved video game references into his bullets.
Supported by the insights of dozens of politicians, academics and industry experts, it's the vital guide for understanding this new frontier for political influence, and what democracies must do to protect play and harness its immense power before this essential battle for digital influence is lost for good.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Paperback. Etat : new. Paperback. In Power Play, leading game industry expert George E. Osborn reveals how video games - the world's largest entertainment medium - are being used by autocrats, populists and violent extremists to influence the real world around us.---------------Video games are the world's largest entertainment medium. They are played by billions of people of all ages every year, generating hundreds of billions of dollars in revenue.But they are more than an entertainment product. They connect people across the globe, creating digital third places where people talk, share ideas and build identities, fostering diverse communities capable of dominating the digital discourse now shaping our reality.While democracies continue to underestimate the potential for influence in this space, others have seized the opportunity to control, co-opt or collaborate with video game communities to wield the power of these vast information ecosystems.Saudi Arabia is spending tens of billions of dollars acquiring video games businesses to wash its reputation. Russia has funded video game development to help spread disinformation about the war in Ukraine. Steve Bannon utilised tactics deployed by online video game communities to propel Donald Trump into the White House, and Charlie Kirk's alleged assassin even carved video game references into his bullets.Supported by the insights of politicians, academics and industry experts, Power Play is the vital guide for understanding this new political frontier, highlighting what democracies must do to protect and harness the immense power of play before the essential battle for digital influence is lost for good. For readers of Chip War and The Future of Geography, Power Play is an urgent exploration of the way that states, powers and organisations are battling to shape society and the world around us through video games and the communities who play them. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9781035423293
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Taschenbuch. Etat : Neu. Neuware -'Essential reading for anyone trying to understand where the next influence operation is being built'ELIOT HIGGINS, founder of Bellingcat'Revelatory . . . will fundamentally change how you understand modern power'KELLY CLANCY, author of Playing with Reality __________________________________In Power Play, leading game industry expert George E. Osborn reveals how video games - the world's largest entertainment medium - are being used by autocrats, populists and violent extremists to influence the real world around us.Video games are the world's largest entertainment medium. They are played by billions of people of all ages every year, generating hundreds of billions of dollars in revenue.But they are more than an entertainment product. They connect people across the globe, creating digital third places where people talk, share ideas and build identities, fostering diverse communities capable of dominating the digital discourse now shaping our reality.While democracies continue to underestimate the potential for influence in this space, others have seized the opportunity to control, co-opt or collaborate with video game communities to wield the power of these vast information ecosystems.Saudi Arabia is spending tens of billions of dollars acquiring video games businesses to wash its reputation. Russia has funded video game development to help spread disinformation about the war in Ukraine. Steve Bannon utilised tactics deployed by online video game communities to propel Donald Trump into the White House, and Charlie Kirk's alleged assassin even carved video game references into his bullets.Supported by the insights of politicians, academics and industry experts, Power Play is the vital guide for understanding this new political frontier, highlighting what democracies must do to protect and harness the immense power of play before the essential battle for digital influence is lost for good. 432 pp. Englisch. N° de réf. du vendeur 9781035423293
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Taschenbuch. Etat : Neu. Neuware -'Essential reading for anyone trying to understand where the next influence operation is being built'ELIOT HIGGINS, founder of Bellingcat'Revelatory . . . will fundamentally change how you understand modern power'KELLY CLANCY, author of Playing with Reality __________________________________In Power Play, leading game industry expert George E. Osborn reveals how video games - the world's largest entertainment medium - are being used by autocrats, populists and violent extremists to influence the real world around us.Video games are the world's largest entertainment medium. They are played by billions of people of all ages every year, generating hundreds of billions of dollars in revenue.But they are more than an entertainment product. They connect people across the globe, creating digital third places where people talk, share ideas and build identities, fostering diverse communities capable of dominating the digital discourse now shaping our reality.While democracies continue to underestimate the potential for influence in this space, others have seized the opportunity to control, co-opt or collaborate with video game communities to wield the power of these vast information ecosystems.Saudi Arabia is spending tens of billions of dollars acquiring video games businesses to wash its reputation. Russia has funded video game development to help spread disinformation about the war in Ukraine. Steve Bannon utilised tactics deployed by online video game communities to propel Donald Trump into the White House, and Charlie Kirk's alleged assassin even carved video game references into his bullets.Supported by the insights of politicians, academics and industry experts, Power Play is the vital guide for understanding this new political frontier, highlighting what democracies must do to protect and harness the immense power of play before the essential battle for digital influence is lost for good. 432 pp. Englisch. N° de réf. du vendeur 9781035423293
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