Without You, There Is No Us: My Time with the Sons of North Korea's Elite


Suki Kim - 2014
    Without you, there is no us. It is a chilling scene, but gradually Suki Kim, too, learns the tune and, without noticing, begins to hum it. It is 2011, and all universities in North Korea have been shut down for an entire year, the students sent to construction fields - except for the 270 students at Pyongyang University of Science and Technology (PUST), a walled compound where portraits of Kim Il-sung and Kim Jong-il look on impassively from the walls of every room, and where Suki has accepted a job teaching English. Over the next six months, she will eat three meals a day with her young charges and struggle to teach them to write, all under the watchful eye of the regime. Life at PUST is lonely and claustrophobic, especially for Suki, whose letters are read by censors and who must hide her notes and photographs not only from her minders but from her colleagues - evangelical Christian missionaries who don't know or choose to ignore that Suki doesn't share their faith. She is mystified by how easily her students lie, unnerved by their obedience to the regime. To them, everything in North Korea is the best, the tallest, the most delicious, the envy of all nations. Still, she cannot help but love them - their boyish enthusiasm, their eagerness to please, the flashes of curiosity that have not yet been extinguished. As the weeks pass, she begins to hint at the existence of a world beyond their own - at such exotic activities as surfing the Internet or traveling freely and, more dangerously, at electoral democracy and other ideas forbidden in a country where defectors risk torture and execution. The students in turn offer Suki tantalizing glimpses into their lives, from their thoughts on how to impress girls to their disappointment that soccer games are only televised when the North Korean team wins. Then Kim Jong-il dies, leaving the students devastated, and leading Suki to question whether the gulf between her world and theirs can ever be bridged.Without You, There Is No Us offers a moving and incalculably rare glimpse of life in the world's most unknowable country, and at the privileged young men she calls "soldiers and slaves."

Not Dead Yet: The Memoir


Phil Collins - 2016
    In his much-awaited memoir, Not Dead Yet, he tells the story of his epic career, with an auspicious debut at age 11 in a crowd shot from the Beatles’ legendary film A Hard Day’s Night. A drummer since almost before he could walk, Collins received on the job training in the seedy, thrilling bars and clubs of 1960s swinging London before finally landing the drum seat in Genesis. Soon, he would step into the spotlight on vocals after the departure of Peter Gabriel and begin to stockpile the songs that would rocket him to international fame with the release of Face Value and In the Air Tonight. Whether he’s recalling jamming with Eric Clapton and Robert Plant, pulling together a big band fronted by Tony Bennett, or writing the music for Disney’s smash-hit animated Tarzan, Collins’s storytelling chops never waver. And of course he answers the pressing question on everyone’s mind: just what does Sussudio mean? Not Dead Yet is Phil Collins’s candid, witty, unvarnished story of the songs and shows, the hits and pans, his marriages and divorces, the ascents to the top of the charts and into the tabloid headlines. As one of only three musicians to sell 100 million records both in a group and as a solo artist, Collins breathes rare air, but has never lost his touch at crafting songs from the heart that touch listeners around the globe. That same touch is on magnificent display here, especially as he unfolds his harrowing descent into darkness after his “official” retirement in 2007, and the profound, enduring love that helped save him. This is Phil Collins as you’ve always known him, but also as you’ve never heard him before.'

An Astronaut's Guide to Life on Earth


Chris Hadfield - 2013
    During this time he has broken into a Space Station with a Swiss army knife, disposed of a live snake while piloting a plane, and been temporarily blinded while clinging to the exterior of an orbiting spacecraft. The secret to Col. Hadfield's success-and survival-is an unconventional philosophy he learned at NASA: prepare for the worst-and enjoy every moment of it. In An Astronaut's Guide to Life on Earth, Col. Hadfield takes readers deep into his years of training and space exploration to show how to make the impossible possible. Through eye-opening, entertaining stories filled with the adrenaline of launch, the mesmerizing wonder of spacewalks, and the measured, calm responses mandated by crises, he explains how conventional wisdom can get in the way of achievement-and happiness. His own extraordinary education in space has taught him some counterintuitive lessons: don't visualize success, do care what others think, and always sweat the small stuff. You might never be able to build a robot, pilot a spacecraft, make a music video or perform basic surgery in zero gravity like Col. Hadfield. But his vivid and refreshing insights will teach you how to think like an astronaut, and will change, completely, the way you view life on Earth-especially your own.

Marx at the Arcade: Consoles, Controllers, and Class Struggle


Jamie Woodcock - 2019
    In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.

Where I Was From


Joan Didion - 2003
    A native Californian, Didion applies her scalpel-like intelligence to the state’s ethic of ruthless self-sufficiency in order to examine that ethic’s often tenuous relationship to reality.Combining history and reportage, memoir and literary criticism, Where I Was From explores California’s romances with land and water; its unacknowledged debts to railroads, aerospace, and big government; the disjunction between its code of individualism and its fetish for prisons. Whether she is writing about her pioneer ancestors or privileged sexual predators, robber barons or writers (not excluding herself), Didion is an unparalleled observer, and her book is at once intellectually provocative and deeply personal.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

The Places in Between


Rory Stewart - 2004
    By day he passed through mountains covered in nine feet of snow, hamlets burned and emptied by the Taliban, and communities thriving amid the remains of medieval civilizations. By night he slept on villagers' floors, shared their meals, and listened to their stories of the recent and ancient past. Along the way Stewart met heroes and rogues, tribal elders and teenage soldiers, Taliban commanders and foreign-aid workers. He was also adopted by an unexpected companion-a retired fighting mastiff he named Babur in honor of Afghanistan's first Mughal emperor, in whose footsteps the pair was following. Through these encounters--by turns touching, confounding, surprising, and funny--Stewart makes tangible the forces of tradition, ideology, and allegiance that shape life in the map's countless places in between.

City of Lies: Love, Sex, Death, and the Search for Truth in Tehran


Ramita Navai - 2014
    It is a place where Mullahs visit prostitutes, gangs sell guns supplied by corrupt Revolutionary Guards, cosmetic surgeons restore girls' virginity and homemade porn is bought and sold in the bazaars. It is also the home of our eight protagonists, drawn from across the spectrum of Iranian society: the gun runner, the aging socialite, the porn star, the assassin and enemy of the state who ends up working for the Republic, the volunteer religious policeman who undergoes a sex change, and the dutiful housewife who files for divorce. These are ordinary people forced to live extraordinary lives. plotted around the city's pulsing central thoroughfare, Vail Asr Street, City of Lies is an energetic, intimate and unforgettable portrait of modern Tehran and of what it is to live, love and survive under one world's most brutally repressive regimes.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Hello World: Being Human in the Age of Algorithms


Hannah Fry - 2018
    It’s time we stand face-to-digital-face with the true powers and limitations of the algorithms that already automate important decisions in healthcare, transportation, crime, and commerce. Hello World is indispensable preparation for the moral quandaries of a world run by code, and with the unfailingly entertaining Hannah Fry as our guide, we’ll be discussing these issues long after the last page is turned.

Mud, Sweat and Tears


Bear Grylls - 2011
    After leaving school, he spent months hiking in the Himalayas as he considered joining the Indian Army. Upon his return to England after a change of heart, he passed SAS selection and served with 21 SAS for three years. During this time, he broke his back in several places in a free-fall parachuting accident and it was questionable whether he would ever walk again. However, after months of rehabilitation, focusing always on his childhood dream of climbing Everest, he slowly became strong enough to attempt the ultimate ascent of the world's highest peak. At 7.22 a.m. on 26 May 1998, Bear entered the Guinness Book of Records as the youngest Briton to have successfully climbed Everest and returned alive. He was only twenty-three years old and this was only the beginning of his extreme adventures...Known and admired by millions - whether from his prime-time TV adventures, as a bestselling author or as a world-class motivational speaker - Bear has been there and done it all. Now, for the first time and in his own words, this is the story of his action-packed life

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Play Between Worlds: Exploring Online Game Culture


T.L. Taylor - 2006
    L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.