Book picks similar to
Changing the Game: How Video Games Are Transforming the Future of Business by David Edery
business
gamification
game-design
culture
The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition
Jordan Mechner - 2020
The Icarus Deception: How High Will You Fly?
Seth Godin - 2012
But he ignored that warning and plunged to his doom. We’ve retold this myth, and many others like it, to generations of kids. All these stories have the same lesson: Play it safe. Obey your parents. Listen to the experts. It was the perfect propaganda for the industrial economy. What boss wouldn’t want employees to believe that obedience and conformity are the keys to success? But there’s another part of the myth that those in power hope you’ll forget. Icarus was also warned not to fly too low, because sea water would ruin the lift in his wings. Flying too low is even more dangerous than flying too high, because it feels deceptively safe.The safety zone has moved. The propaganda has been exposed, and the old promises have been broken: Conformity no longer leads to comfort. But the good news is that creativity is scarce, and more valuable than ever. So is choosing to do something unpredictable and brave: make art.Being an artist isn’t a genetic disposition or a specific talent. It’s an attitude we can all adopt. It’s a hunger to seize new ground, make connections, and work without a map. If you do those things you’re an artist, no matter what it says on your business card.Whether you’re a teacher, engineer, doctor, middle manager, or customer service rep, you can fly higher by bringing your best self to work. You can care about what you’re doing today and how you can improve tomorrow. Godin shows us how it’s possible, and convinces us why it’s essential.
How to Think: A Survival Guide for a World at Odds
Alan Jacobs - 2017
As a celebrated cultural critic and a writer for national publications like The Atlantic and Harper's, Alan Jacobs has spent his adult life belonging to communities that often clash in America's culture wars. And in his years of confronting the big issues that divide us--political, social, religious--Jacobs has learned that many of our fiercest disputes occur not because we're doomed to be divided, but because the people involved simply aren't thinking.Most of us don't want to think, Jacobs writes. Thinking is trouble. Thinking can force us out of familiar, comforting habits, and it can complicate our relationships with like-minded friends. Finally, thinking is slow, and that's a problem when our habits of consuming information (mostly online) leave us lost in the spin cycle of social media, partisan bickering, and confirmation bias.In this smart, endlessly entertaining book, Jacobs diagnoses the many forces that act on us to prevent thinking--forces that have only worsened in the age of Twitter, "alternative facts," and information overload--and he also dispels the many myths we hold about what it means to think well. (For example: It's impossible to "think for yourself.")Drawing on sources as far-flung as novelist Marilynne Robinson, basketball legend Wilt Chamberlain, British philosopher John Stuart Mill, and Christian theologian C.S. Lewis, Jacobs digs into the nuts and bolts of the cognitive process, offering hope that each of us can reclaim our mental lives from the impediments that plague us all. Because if we can learn to think together, maybe we can learn to live together, too.
The Paradox of Choice: Why More Is Less
Barry Schwartz - 2004
Whether we're buying a pair of jeans, ordering a cup of coffee, selecting a long-distance carrier, applying to college, choosing a doctor, or setting up a 401K, everyday decisions have become increasingly complex due to the overwhelming abundance of choice with which we are presented. In The Paradox of Choice, Barry Schwartz explains why too much of a good thing has proven detrimental to our psychological and emotional well-being. In accessible, engaging, and anecdotal prose, Schwartz explains how a culture that thrives on the availability of constantly evolving options can also foster profound dissatisfaction and self-blame in individuals, which can lead to a paralysis in decision making and, in some cases, depression. With the latest studies on how we make choices in our personal and professional lives, Schwartz offers practical advice on how to focus on the right choices, and how to derive greater satisfaction from choices that we do make.
Theory of Games and Economic Behavior
John von Neumann - 1944
What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper together blossomed, in 1944, when Princeton University Press published Theory of Games and Economic Behavior. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but the entirely new field of scientific inquiry it yielded--game theory--has since been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations. And it is today established throughout both the social sciences and a wide range of other sciences.This sixtieth anniversary edition includes not only the original text but also an introduction by Harold Kuhn, an afterword by Ariel Rubinstein, and reviews and articles on the book that appeared at the time of its original publication in the New York Times, tthe American Economic Review, and a variety of other publications. Together, these writings provide readers a matchless opportunity to more fully appreciate a work whose influence will yet resound for generations to come.
Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!
Marc Prensky - 2006
He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
Bored and Brilliant: How Spacing Out Can Unlock Your Most Productive & Creative Self
Manoush Zomorodi - 2017
Bored and Brilliant builds on that experiment to show us how to rethink our gadget use to live better and smarter in this new digital ecosystem. Manoush explains the connection between boredom and original thinking, exploring how we can harness boredom’s hidden benefits to become our most productive and creative selves without totally abandoning our gadgets in the process.Grounding the book in the neuroscience and cognitive psychology of “mind wandering”—what our brains do when we’re doing nothing at all—Manoush includes practical steps you can take to ease the nonstop busyness and enhance your ability to dream, wonder, and gain clarity in your work and life. The outcome is mind-blowing. Unplug and read on.
Countdown to Zero Day: Stuxnet and the Launch of the World's First Digital Weapon
Kim Zetter - 2014
The cause of their failure was a complete mystery.Five months later, a seemingly unrelated event occurred. A computer security firm in Belarus was called in to troubleshoot some computers in Iran that were caught in a reboot loop—crashing and rebooting repeatedly. At first, technicians with the firm believed the malicious code they found on the machines was a simple, routine piece of malware. But as they and other experts around the world investigated, they discovered a virus of unparalleled complexity and mysterious provenance and intent. They had, they soon learned, stumbled upon the world’s first digital weapon.Stuxnet, as it came to be known, was unlike any other virus or worm built before: It was the first attack that reached beyond the computers it targeted to physically destroy the equipment those computers controlled. It was an ingenious attack, jointly engineered by the United States and Israel, that worked exactly as planned, until the rebooting machines gave it all away. And the discovery of Stuxnet was just the beginning: Once the digital weapon was uncovered and deciphered, it provided clues to other tools lurking in the wild. Soon, security experts found and exposed not one but three highly sophisticated digital spy tools that came from the same labs that created Stuxnet. The discoveries gave the world its first look at the scope and sophistication of nation-state surveillance and warfare in the digital age.Kim Zetter, a senior reporter at Wired, has covered hackers and computer security since 1999 and is one of the top journalists in the world on this beat. She was among the first reporters to cover Stuxnet after its discovery and has authored many of the most comprehensive articles about it. In COUNTDOWN TO ZERO DAY: Stuxnet and the Launch of the World’s First Digital Weapon, Zetter expands on this work to show how the code was designed and unleashed and how its use opened a Pandora’s Box, ushering in an age of digital warfare in which any country’s infrastructure—power grids, nuclear plants, oil pipelines, dams—is vulnerable to the same kind of attack with potentially devastating results. A sophisticated digital strike on portions of the power grid, for example, could plunge half the U.S. into darkness for weeks or longer, having a domino effect on all other critical infrastructures dependent on electricity.
The Half-life of Facts: Why Everything We Know Has an Expiration Date
Samuel Arbesman - 2012
Smoking has gone from doctor recommended to deadly. We used to think the Earth was the center of the universe and that Pluto was a planet. For decades, we were convinced that the brontosaurus was a real dinosaur. In short, what we know about the world is constantly changing. But it turns out there’s an order to the state of knowledge, an explanation for how we know what we know. Samuel Arbesman is an expert in the field of scientometrics—literally the science of science. Knowledge in most fields evolves systematically and predictably, and this evolution unfolds in a fascinating way that can have a powerful impact on our lives. Doctors with a rough idea of when their knowledge is likely to expire can be better equipped to keep up with the latest research. Companies and governments that understand how long new discoveries take to develop can improve decisions about allocating resources. And by tracing how and when language changes, each of us can better bridge generational gaps in slang and dialect. Just as we know that a chunk of uranium can break down in a measurable amount of time—a radioactive half-life—so too any given field’s change in knowledge can be measured concretely. We can know when facts in aggregate are obsolete, the rate at which new facts are created, and even how facts spread. Arbesman takes us through a wide variety of fields, including those that change quickly, over the course of a few years, or over the span of centuries. He shows that much of what we know consists of “mesofacts”—facts that change at a middle timescale, often over a single human lifetime. Throughout, he offers intriguing examples about the face of knowledge: what English majors can learn from a statistical analysis of The Canterbury Tales, why it’s so hard to measure a mountain, and why so many parents still tell kids to eat their spinach because it’s rich in iron. The Half-life of Facts is a riveting journey into the counterintuitive fabric of knowledge. It can help us find new ways to measure the world while accepting the limits of how much we can know with certainty.
Don't Be Evil: How Big Tech Betrayed Its Founding Principles -- and All of Us
Rana Foroohar - 2019
Today, the utopia they sought to create is looking more dystopian than ever: from digital surveillance and the loss of privacy to the spreading of misinformation and hate speech to predatory algorithms targeting the weak and vulnerable to products that have been engineered to manipulate our desires. How did we get here? How did these once-scrappy and idealistic enterprises become rapacious monopolies with the power to corrupt our elections, co-opt all our data, and control the largest single chunk of corporate wealth—while evading all semblance of regulation and taxes? In Don’t Be Evil, Financial Times global business columnist Rana Foroohar tells the story of how Big Tech lost its soul—and ate our lunch. Through her skilled reporting and unparalleled access—won through nearly thirty years covering business and technology—she shows the true extent to which behemoths like Google, Facebook, Apple, and Amazon are monetizing both our data and our attention, without us seeing a penny of those exorbitant profits. Finally, Foroohar lays out a plan for how we can resist, by creating a framework that fosters innovation while also protecting us from the dark side of digital technology.Praise for
Don’t Be Evil
“At first sight, Don’t Be Evil looks like it’s doing for Google what muckraking journalist Ida Tarbell did for Standard Oil over a century ago. But this whip-smart, highly readable book’s scope turns out to be much broader. Worried about the monopolistic tendencies of big tech? The addictive apps on your iPhone? The role Facebook played in Donald Trump’s election? Foroohar will leave you even more worried, but a lot better informed.”—Niall Ferguson, Milbank Family Senior Fellow at the Hoover Institution, Stanford, and author of The Square and the Tower
Business @ the Speed of Thought: Succeeding in the Digital Economy
Bill Gates - 1999
Gates stresses the need for managers to view technology not as overhead but as a strategic asset, and offers detailed examples from Microsoft, GM, Dell, and many other successful companies. Companion Web site.
The Art of Doing Science and Engineering: Learning to Learn
Richard Hamming - 1996
By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.
The Systems Bible: The Beginner's Guide to Systems Large and Small: Being the Third Edition of Systemantics
John Gall - 1977
Hardcover published by Quadragle/The New York Times Book Co., third printing, August 1977, copyright 1975.
The Visual Display of Quantitative Information
Edward R. Tufte - 1983
Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relational graphics, data maps, multivariate designs. Detection of graphical deception: design variation vs. data variation. Sources of deception. Aesthetics and data graphical displays. This is the second edition of The Visual Display of Quantitative Information. Recently published, this new edition provides excellent color reproductions of the many graphics of William Playfair, adds color to other images, and includes all the changes and corrections accumulated during 17 printings of the first edition.
Hey! Listen!: A journey through the golden era of video games
Steve McNeil - 2019
He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!