Kill Screen / Najlacnejšie knihy
Kill Screen

Code: 50627203

Kill Screen

by Jason Wardle

Kill Screen: Games, Gambling and the Money Behind the Mayhem (1890-2025)Video games like to pretend they're just fun: lights, sounds, loot drops, "one more run."Kill Screen asks a less comfortable question: what if the real game h ... more

20.06

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Book synopsis

Kill Screen: Games, Gambling and the Money Behind the Mayhem (1890-2025)

Video games like to pretend they're just fun: lights, sounds, loot drops, "one more run."

Kill Screen asks a less comfortable question: what if the real game has always been about your time, money, and data - and somebody else's balance sheet?

Across 135 years, this book follows a single thread: how play was captured, priced, and turned into an industry that now sits right next to banking, advertising and defence.

Starting with penny arcades and pinball raids, Kill Screen tracks how coin-op cabinets taught people to feed the slot one coin at a time. It follows the move into shopping-centre arcades, where chains and landlords learned to farm teenage hours by the square metre. Then it steps into the living room, where Nintendo, Sega and Sony turned consoles into gated platforms, charging rent on every cartridge and disc that crossed the plastic.

From there, the book moves through:

At each step, Kill Screen asks the same blunt questions:

Who owns the hardware and platforms?

Who sets the rules and rewrites the law?

Who actually gets paid-and who just gets trained to keep coming back?

You'll see coin-op mob ties, pinball bans, ratings boards and "family values" hearings; loot-box investigations in Europe and Australia; Epic v. Apple and the fight over app-store rent; gold-farming, outsourcing, union drives, and the quiet ways military and security agencies move through games and streaming platforms.

It's not a nostalgia tour and it's not a moral panic. Kill Screen takes players and workers seriously, without sneering at anyone who grew up in arcades, spent too long in an MMO, or keeps a favourite live-service game running in the background. The problem isn't that people love games. The problem is what happens when a system figures out how to monetise that love, 24/7, and call it engagement.

Along the way, two "cheat-code" reference tables map each era: hardware, business model, labour regime and the contradiction that pushes the industry into its next form. By the end, you have a clear, concrete picture of how we got from coin drops to parasocial grind.

If you care about games, gambling, streaming, surveillance, or why your leisure time never really feels like "off" any more, this book gives you something most of the industry works hard to avoid: a full set of receipts, and a way to see the whole screen at once.

Book details

20.06



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