Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

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.

EarthBound (Legends of Localization #2)


Clyde Mandelin - 2016
    Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!

Informing the News: The Need for Knowledge-Based Journalism


Thomas E. Patterson - 2013
    Too often, reporters give equal weight to facts and biased opinion, stir up small controversies, and substitute infotainment for real news. Even when they get the facts rights, they often misjudge the context in which they belong. Information is the lifeblood of a healthy democracy. Public opinion and debate suffer when citizens are misinformed about current affairs, as is increasingly the case. Though the failures of today’s communication system cannot be blamed solely on the news media, they are part of the problem, and the best hope for something better. Patterson proposes “knowledge-based journalism” as a corrective. Unless journalists are more deeply informed about the subjects they cover, they will continue to misinterpret them and to be vulnerable to manipulation by their sources. In this book, derived from a multi-year initiative of the Carnegie Corporation and the Knight Foundation, Patterson calls for nothing less than a major overhaul of journalism practice and education. The book speaks not only to journalists but to all who are concerned about the integrity of the information on which America’s democracy depends.

Freakonomics: Rejuvenating the Self-Destructive Global Economy


Dan Nathaniel Brown - 2006
    

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

90s Bitch: Media, Culture, and the Failed Promise of Gender Equality


Allison Yarrow - 2018
    However, the iconic women of the 1990s—such as Hillary Clinton, Courtney Love, Roseanne Barr, Marcia Clark, and Anita Hill—earned their places in history not as trailblazers, but as whipping girls of the media. During this decade, American society grew increasingly hostile to women who dared to speak up, challenge power, or defy rigid expectations for female behavior.Deeply researched yet thoroughly engaging, 90s Bitch untangles the complex history of women in the 1990s, exploring how they were maligned by the media, vilified by popular culture, and objectified in the marketplace. In an age where even a presidential nominee can be derided as a “nasty woman,” it’s clear that the epidemic of casting women as bitches persists. To understand why we must take a long, hard look back at the 1990s—a decade in which female empowerment was twisted into bitchification and exploitation.Yarrow’s thoughtful, clear-eyed, and timely examination is a must-read for anyone seeking to understand gender politics and how we might end the “bitch epidemic” for the next generation.

The Sims 3: Prima Official Game Guide


Catherine Browne - 2009
    Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.

American Girls: Social Media and the Secret Lives of Teenagers


Nancy Jo Sales - 2016
    Whisper. Yik Yak. Vine. YouTube. Kik. Ask.fm. Tinder. The dominant force in the lives of girls coming of age in America today is social media. What it is doing to an entire generation of young women? This the subject of award-winning Vanity Fair writer Nancy Jo Sales’s riveting and explosive American Girls.With extraordinary intimacy and precision, Sales captures what it feels like to be a girl in America today. From Montclair to Manhattan and Los Angeles, from Florida and Arizona to Texas and Kentucky, Sales crisscrossed the country, speaking to more than two hundred girls, ages thirteen to nineteen, and documenting a massive change in the way girls are growing up, a phenomenon that transcends race, geography, and household income. American Girls provides a disturbing portrait of the end of childhood as we know it and of the inexorable and ubiquitous experience of a new kind of adolescence—one dominated by new social and sexual norms, where a girl’s first crushes and experiences of longing and romance occur in an accelerated electronic environment; where issues of identity and self-esteem are magnified and transformed by social platforms that provide instantaneous judgment. What does it mean to be a girl in America in 2016? It means coming of age online in a hyper-sexualized culture that has normalized extreme behavior, from pornography to the casual exchange of nude photographs; a culture rife with a virulent new strain of sexism and a sometimes self-undermining notion of feminist empowerment; a culture in which teenagers are spending so much time on technology and social media that they are not developing basic communication skills. From beauty gurus to slut-shaming to a disconcerting trend of exhibitionism, Nancy Jo Sales provides a shocking window into the troubling world of today’s teenage girls. Provocative and urgent, American Girls is destined to ignite a much-needed conversation about how we can help our daughters and sons negotiate unprecedented new challenges.

We Were Feminists Once: From Riot Grrrl to CoverGirl®, the Buying and Selling of a Political Movement


Andi Zeisler - 2016
    Once a dirty word brushed away with a grimace, "feminist" has been rebranded as a shiny label sported by movie and pop stars, fashion designers, and multi-hyphenate powerhouses like Beyoncé It drives advertising and marketing campaigns for everything from wireless plans to underwear to perfume, presenting what's long been a movement for social justice as just another consumer choice in a vast market. Individual self-actualization is the goal, shopping more often than not the means, and celebrities the mouthpieces. But what does it mean when social change becomes a brand identity? Feminism's splashy arrival at the center of today's media and pop-culture marketplace, after all, hasn't offered solutions to the movement's unfinished business. Planned Parenthood is under sustained attack, women are still paid 77 percent -- or less -- of the man's dollar, and vicious attacks on women, both on- and offline, are utterly routine. Andi Zeisler, a founding editor of Bitch Media, draws on more than twenty years' experience interpreting popular culture in this biting history of how feminism has been co-opted, watered down, and turned into a gyratory media trend. Surveying movies, television, advertising, fashion, and more, Zeisler reveals a media landscape brimming with the language of empowerment, but offering little in the way of transformational change. Witty, fearless, and unflinching, We Were Feminists Once is the story of how we let this happen, and how we can amplify feminism's real purpose and power.

Diablo III Signature Series Guide


Doug Walsh - 2012
     Exhaustive Bestiary, detailing every monster in the game. In-depth coverage of Heroes to maximize player effectiveness in all five Character Classes. Guide to meeting and leveling up the Blacksmith, Jeweler, and Mystic professions, and how to maximize the relationships and crafting from each Artisan. Presentation of item types, weapons, collectibles, and other loot. Plus: discussion of sets of items, how to get better loot, and manage raw materials. The only official resource to Blizzard's Online Auction House. Bid on and win rare items safely and effectively. Screen shots capture numerous indoor and outdoor areas in new regions of Sanctuary.

Breathing Machine: A Memoir of Computers


Leigh Alexander - 2014
    From the surrealism of early video games to raw connections made over primitive newsgroups, from sex bots to Sailor Moon, Alexander intimately captures a dark frontier age.Leigh Alexander writes about video games, interactive entertainment, and various other things. As longtime editor-at-large for game industry site Gamasutra, she contributes editorial, criticism, trend analysis and interviews with developers. Her monthly column in Edge magazine deals with cultural issues surrounding the business of games and the people who play them. Her column at Kotaku is weirder. In a good way, probably.Her features appear at Polygon and Boing Boing, and she likes to write about feelings and social media at Thought Catalog. She used to be NYLON Guys’ games editor, did a biweekly column at Vice’s Creators Project focused on neat trends in independent game development, and has contributed to Slate, The New Inquiry, Wired, The New Statesman, The Guardian, the Columbia Journalism Review, Paste, Rock Paper Shotgun, and numerous others.She frequently speaks at conferences with particular attention to games for social good, feminism and increased diversity in tech spaces, where she usually talks with an excess of speed. She swears it’s driven by enthusiasm. Back in the day she once led an entire conference summit on avatar-based interaction in virtual spaces.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!