Book picks similar to
This Gaming Life: Travels in Three Cities by Jim Rossignol
non-fiction
gaming
nonfiction
games
Power-Up: How Japanese Video Games Gave the World an Extra Life
Chris Kohler - 2004
Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.
Racing the Beam: The Atari Video Computer System
Nick Montfort - 2009
The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Nothing to Envy: Ordinary Lives in North Korea
Barbara Demick - 2009
Taking us into a landscape most of us have never before seen, award-winning journalist Barbara Demick brings to life what it means to be living under the most repressive totalitarian regime today—an Orwellian world that is by choice not connected to the Internet, in which radio and television dials are welded to the one government station, and where displays of affection are punished; a police state where informants are rewarded and where an offhand remark can send a person to the gulag for life. Demick takes us deep inside the country, beyond the reach of government censors. Through meticulous and sensitive reporting, we see her six subjects—average North Korean citizens—fall in love, raise families, nurture ambitions, and struggle for survival. One by one, we experience the moments when they realize that their government has betrayed them. Nothing to Envy is a groundbreaking addition to the literature of totalitarianism and an eye-opening look at a closed world that is of increasing global importance.
The Accidental Billionaires: The Founding of Facebook, a Tale of Sex, Money, Genius, and Betrayal
Ben Mezrich - 2009
They shared both academic brilliance in math and a geeky awkwardness with women.Eduardo figured their ticket to social acceptance–and sexual success–was getting invited to join one of the university’s Final Clubs, a constellation of elite societies that had groomed generations of the most powerful men in the world and ranked on top of the inflexible hierarchy at Harvard. Mark, with less of an interest in what the campus alpha males thought of him, happened to be a computer genius of the first order.Which he used to find a more direct route to social stardom: one lonely night, Mark hacked into the university's computer system, creating a ratable database of all the female students on campus–and subsequently crashing the university's servers and nearly getting himself kicked out of school. In that moment, in his Harvard dorm room, the framework for Facebook was born.What followed–a real-life adventure filled with slick venture capitalists, stunning women, and six-foot-five-inch identical-twin Olympic rowers–makes for one of the most entertaining and compelling books of the year. Before long, Eduardo’s and Mark’s different ideas about Facebook created in their relationship faint cracks, which soon spiraled into out-and-out warfare. The collegiate exuberance that marked their collaboration fell prey to the adult world of lawyers and money. The great irony is that while Facebook succeeded by bringing people together, its very success tore two best friends apart.The Accidental Billionaires is a compulsively readable story of innocence lost–and of the unusual creation of a company that has revolutionized the way hundreds of millions of people relate to one another.Ben Mezrich, a Harvard graduate, has published ten books, including the New York Times bestseller Bringing Down the House. He is a columnist for Boston Common and a contributor for Flush magazine. Ben lives in Boston with his wife, Tonya.
Speccy Nation
Dan Whitehead - 2012
The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Permanent Record
Edward Snowden - 2019
The result would be an unprecedented system of mass surveillance with the ability to pry into the private lives of every person on earth. Six years later, Snowden reveals for the very first time how he helped to build this system and why he was moved to expose it.Spanning the bucolic Beltway suburbs of his childhood and the clandestine CIA and NSA postings of his adulthood, Permanent Record is the extraordinary account of a bright young man who grew up online—a man who became a spy, a whistleblower, and, in exile, the Internet’s conscience. Written with wit, grace, passion, and an unflinching candor, Permanent Record is a crucial memoir of our digital age and destined to be a classic.
A Week at the Airport: A Heathrow Diary
Alain de Botton - 2009
He provides an extraordinary mediation upon the nature of place, time and our daily lives.
Into the Wild
Jon Krakauer - 1996
McKinley. His name was Christopher Johnson McCandless. He had given $25,000 in savings to charity, abandoned his car and most of his possessions, burned all the cash in his wallet, and invented a new life for himself. Four months later, a party of moose hunters found his decomposed body. How McCandless came to die is the unforgettable story of Into the Wild.Immediately after graduating from college in 1991, McCandless had roamed through the West and Southwest on a vision quest like those made by his heroes Jack London and John Muir. In the Mojave Desert he abandoned his car, stripped it of its license plates, and burned all of his cash. He would give himself a new name, Alexander Supertramp, and, unencumbered by money and belongings, he would be free to wallow in the raw, unfiltered experiences that nature presented. Craving a blank spot on the map, McCandless simply threw away the maps. Leaving behind his desperate parents and sister, he vanished into the wild.
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
J.C. Herz - 1997
In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.
The Sky Below
Scott Parazynski - 2017
From dramatic, high-risk spacewalks to author Scott Parazynski’s death-defying quest to summit Mount Everest—his body ravaged by a career in space—readers will experience the life of an elite athlete, physician, and explorer.This intimate, compelling account offers a rare portrait of space exploration from the inside. A global nomad raised in the shadow of NASA’s Apollo missions, Parazynski never lost sight of his childhood dream to one day don a spacesuit and float outside the airlock. With deep passion, unbridled creativity, resilience, humility, and self-deprecation, Parazynski chases his dream of the ultimate adventure experience, again and again and again. In an era that transitioned from moon shots to the Space Shuttle, space station, and Mars research, Parazynski flies with John Glenn, tests jet packs, trains in Russia to become a cosmonaut, and flies five missions to outer space (including seven spacewalks) in his seventeen-year NASA career.An unparalleled, visceral opportunity to understand what it’s like to train for—and deploy to—a home in zero gravity, The Sky Below also portrays an astronaut’s engagement with the challenges of his life on Earth, including raising a beautiful autistic daughter and finding true love.
Married to a Bedouin
Marguerite van Geldermalsen - 2006
‘Why you not stay with me tonight—in my cave.’ He seemed enthusiastic. And we were looking for adventure." Thus begins the story of how Marguerite van Geldermalsen—a New Zealand-born nurse—became the wife of Mohammad Abdallah Othman, a Bedouin souvenir-seller of the Manaja tribe, and lived with him and their children in a community of 100 families in the ancient caves of Petra in Jordan. Marguerite and a friend were traveling through the Middle East in 1978 when she met the charismatic Mohammad and decided that he was the man for her. Their home was a lofty 2,000 year-old cave carved into the red rock of a hillside. She became the resident nurse and learned to live like the Bedouin—cooking over fires, hauling water on donkeys, and drinking sweet black tea—and over the years she became as much of a curiosity as the cave-dwellers to tourists. This is her extraordinary story.
Genius: The Life and Science of Richard Feynman
James Gleick - 1992
His quick mastery of quantum mechanics earned him a place at Los Alamos working on the Manhattan Project under J. Robert Oppenheimer, where the giddy young man held his own among the nation’s greatest minds. There, Feynman turned theory into practice, culminating in the Trinity test, on July 16, 1945, when the Atomic Age was born. He was only twenty-seven. And he was just getting started. In this sweeping biography, James Gleick captures the forceful personality of a great man, integrating Feynman’s work and life in a way that is accessible to laymen and fascinating for the scientists who follow in his footsteps.
All I Did Was Ask: Conversations with Writers, Actors, Musicians, and Artists
Terry Gross - 2004
. ."Now available in paperback--a selection of revealing interviews from the award-winning National Public Radio showOriginating from WHYY-FM in Philadelphia and heard on more than 450 NPR stations, Fresh Air with Terry Gross has become a daily habit with millions of listeners nationwide--a must for anyone hoping to keep up with what's happening in the arts. Over the last twenty years, Terry's guests have included our most significant writers, actors, musicians, comics, and visual artists.For her first collection, Terry has chosen more than three dozen timeless interviews that prove to be as lively on the page as they were on the radio. Her questions--probing yet sensitive--encourage revelations from figures as diverse as John Updike, Isabella Rossellini, Conan OBrien, Samuel L. Jackson, Johnny Cash, and Nicolas Cage. And in her introduction, the generally self-effacing host of Fresh Air does something she wouldnt dream of doing on the air--she reveals a thing or two about herself.
A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.