Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Understanding Media: The Extensions of Man


Marshall McLuhan - 1964
    Terms and phrases such as "the global village" and "the medium is the message" are now part of the lexicon, and McLuhan's theories continue to challenge our sensibilities and our assumptions about how and what we communicate.There has been a notable resurgence of interest in McLuhan's work in the last few years, fueled by the recent and continuing conjunctions between the cable companies and the regional phone companies, the appearance of magazines such as WiRed, and the development of new media models and information ecologies, many of which were spawned from MIT's Media Lab. In effect, media now begs to be redefined. In a new introduction to this edition of Understanding Media, Harper's editor Lewis Lapham reevaluates McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.

Reading Like a Writer: A Guide for People Who Love Books and for Those Who Want to Write Them


Francine Prose - 2006
    Written with passion, humor, and wisdom, Reading Like a Writer will inspire readers to return to literature with a fresh eye and an eager heart - to take pleasure in the long and magnificent sentences of Philip Roth and the breathtaking paragraphs of Isaac Babel; she is deeply moved by the brilliant characterization in George Eliot's Middlemarch. She looks to John Le Carré for a lesson in how to advance plot through dialogue and to Flannery O'Connor for the cunning use of the telling detail. And, most important, Prose cautions readers to slow down and pay attention to words, the raw material out of which all literature is crafted.

How to Suppress Women's Writing


Joanna Russ - 1983
    She wrote it but she shouldn't have. She wrote it but look what she wrote about. She wrote it but she isn't really an artist, and it isn't really art. She wrote it but she had help. She wrote it but she's an anomaly. She wrote it BUT..." How to Suppress Women's Writing is a meticulously researched and humorously written "guidebook" to the many ways women and other "minorities" have been barred from producing written art. In chapters entitled "Prohibitions," "Bad Faith," "Denial of Agency," Pollution of Agency," "The Double Standard of Content," "False Categorization," "Isolation," "Anomalousness," "Lack of Models," Responses," and "Aesthetics" Joanna Russ names, defines, and illustrates those barriers to art-making we may have felt but which tend to remain unnamed and thus insolvable.

Hardcore Gaming 101 Presents: Castlevania (Color Edition)


Kurt Kalata - 2014
    Welcome to the hell house! Hardcore Gaming 101 Presents: Castlevania includes 158 pages with full reviews of over thirty Castlevania titles - starting from the 1986 Nintendo original up to the 2014 Lords of Shadow 2 - plus reviews of clone games, soundtracks, books, trivia, and more!

Artful


Ali Smith - 2012
    Anne’s College, Oxford. Her lectures took the shape of this set of discursive stories. Refusing to be tied down to either fiction or the essay form, Artful is narrated by a character who is haunted—literally—by a former lover, the writer of a series of lectures about art and literature.A hypnotic dialogue unfolds, a duet between and a meditation on art and storytelling, a book about love, grief, memory, and revitalization. Smith’s heady powers as a fiction writer harmonize with her keen perceptions as a reader and critic to form a living thing that reminds us that life and art are never separate.Artful is a book about the things art can do, the things art is full of, and the quicksilver nature of all artfulness. It glances off artists and writers from Michelangelo through Dickens, then all the way past postmodernity, exploring every form, from ancient cave painting to 1960s cinema musicals. This kaleidoscope opens up new, inventive, elastic insights—on the relation of aesthetic form to the human mind, the ways we build our minds from stories, the bridges art builds between us. Artful is a celebration of literature’s worth in and to the world and a meaningful contribution to that worth in itself. There has never been a book quite like it.

Representations of the Intellectual


Edward W. Said - 1994
    Said here examines the ever-changing role of the intellectual today. In these six stunning essays - delivered on the BBC as the prestigious Reith Lectures - Said addresses the ways in which the intellectual can best serve society in the light of a heavily compromised media and of special interest groups who are protected at the cost of larger community concerns. Said suggests a recasting of the intellectual's vision to resist the lures of power, money, and specialization. in these powerful pieces, Said eloquently illustrates his arguments by drawing on such writers as Antonio Gramsci, Jean-Paul Sartre, Regis Debray, Julien Benda, and Adorno, and by discussing current events and celebrated figures in the world of science and politics: Robert Oppenheimer, Henry Kissinger, Dan Quayle, Vietnam, and the Gulf War. Said sees the modern intellectual as an editor, journalist, academic, or political adviser - in other words, a highly specialized professional - who has moved from a position of independence to an alliance with powerful institutional organizations. He concludes that it is the exile-immigrant, the expatriate, and the amateur who must uphold the traditional role of the intellectual as the voice of integrity and courage, able to speak out against those in power.BBC episodes presented by Edward Said: http://www.bbc.co.uk/programmes/p00gm...

The Fran Lebowitz Reader


Fran Lebowitz - 1994
    In "elegant, finely honed prose" (The Washington Post Book World), Lebowitz limns the vicissitudes of contemporary urban life—its fads, trends, crazes, morals, and fashions. By turns ironic, facetious, deadpan, sarcastic, wry, wisecracking, and waggish, she is always wickedly entertaining.

Paperbacks from Hell: The Twisted History of '70s and '80s Horror Fiction


Grady Hendrix - 2017
    and covered in blood!Demonic possession! Haunted condominiums! Murderous babies! Man-eating moths! No plot was too ludicrous, no cover art too appalling, no evil too despicable for the Paperbacks From Hell.Where did they come from? Where did they go? Horror author Grady Hendrix risks his soul and sanity (not to mention yours) to relate the true, untold story of the Paperbacks From Hell.Shocking story summaries! Incredible cover art! And true tales of writers, artists, and publishers who violated every literary law but one: never be boring. All this awaits, if you dare experience the Paperbacks From Hell.

How Proust Can Change Your Life


Alain de Botton - 1998
    For, in this stylish, erudite and frequently hilarious book, de Botton dips deeply into Proust’s life and work—his fiction, letter, and conversations—and distills from them that rare self-help manual: one that is actually helpful.Here, tendered in prose almost as luminous as it’s subject’s, is advice on cultivating friendships, suffering successfully, recognizing love and understanding why you should never sleep with someone on the first date. And here, too, is a generously perceptive literary biography that suggests that the master is as relevant today as he was in fin de siècle Paris. At once slyly ironic and genuinely wise, How Proust Can Change Your Life is an unqualified delight.

Clipping Through: One Mad Week In Video Games


Leigh Alexander - 2014
    The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

The Art of Failure: An Essay on the Pain of Playing Video Games


Jesper Juul - 2013
    When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux