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Power Play

Autor George E Osborn
en Limba Engleză Hardback – 21 iul 2026
The evolution of video games from a niche pursuit to the world’s largest entertainment medium, with billions of players and billions of dollars at stake, has made it a perfect place for states and non-state actors to advance their goals online. In Power Play, leading games industry expert George E. Osborn explores the burgeoning foreign and domestic movements to spread influence through video games, showing that our failure to date to take games seriously has led to a culture of complacency around their true impact and importance on the geopolitical stage.

More than a simple form of entertainment, video games 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 utilized 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, Power Play is the vital guide to 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.
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Specificații

ISBN-13: 9781493094134
ISBN-10: 1493094130
Pagini: 376
Dimensiuni: 153 x 229 x 17 mm
Greutate: 0.73 kg
Editura: Globe Pequot Press

Notă biografică

George E. Osborn is a video games industry expert with over a decade and a half of experience explaining games to the wider world. Osborn was previously Head of Campaigns and Communications at the UK video games industry trade association, Ukie, where he drew upon his expertise in media, politics and the video games sector to tell the games industry’s story to media, business, and politicians across the UK and beyond between 2019-2023.

Since leaving Ukie, Osborn founded Half-Space Consulting – a business dedicated to bridging the divide between the games sector and the wider world with clients including regulators such as The Games Rating Authority, NGOs such as the United Nations, and not-for-profits such as The Lucy Faithfull Foundation.

He is also the creator of Video Games Industry Memo (VGIM), a weekly newsletter covering the games industry for professionals, major regulators, policy officials, business leaders, and journalists around the world. A recognized voice within the media, Osborn and his work has appeared in The New York Times, Politico, Sky News, The Guardian, BBC World Service, Bloomberg and Times Radio, among many others, discussing the intersection of economic, regulatory, technological and cultural topics in regards to video games. He lives in London.

Cuprins

Introduction

Building the Battlefield

Hardware

Game Engines

Games

Online Games and Communities

The Battle for Influence

Saudia Arabia – Soft Power

China – Controlling Populations

Russia – Active Attack

Extremism – Radicalizing Individuals

America – Powering Populism

Conclusion

Democracies – Fighting Back

Recommendations

Acknowledgments

Appendix

Bibliography