Book picks similar to
Play Between Worlds: Exploring Online Game Culture by T.L. Taylor
non-fiction
games
nonfiction
video-games
Future Shock
Alvin Toffler - 1970
Examines the effects of rapid industrial and technological changes upon the individual, the family, and society.
Hobby Games: The 100 Best
James Lowder - 2007
Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.
Culture and Imperialism
Edward W. Said - 1993
Culture and Imperialism, by Edward Said, is a collection of thematically related essays that trace the connection between imperialism and culture throughout the 18th, 19th, and 20th centuries.
Manthropology
Peter Mcallister - 2009
Spanning continents and centuries, it is an in-depth look into the history and science of manliness. From speed and strength, to beauty and sex appeal, to bravado and wit, it examines how man today compares to his masculine ancestors.
Peter McAllister set out to rebut the claim that man today is suffering from feminization and emasculation. He planned to use his skills as a paleoanthropologist and journalist to write a book demonstrating unequivocally that man today is a triumph---the result of a hard-fought evolutionary struggle toward greatness.
As you will see, he failed. In nearly every category of manliness, modern man turned out to be not just matched, but bested, by his ancestors. Stung, McAllister embarked on a new mission. If his book couldn’t be a testament to modern male achievement, he decided, it would be a record of his failures.
Manthropology, then, is a globe-spanning tour of the science of masculinity. It kicks off in Ice Age France, where a biomechanical analysis demonstrates that La Ferrassie 2, a Neanderthal woman discovered in the early 1900s, would cream 2004 World Arm Wrestling Federation champion Alexey Voyevoda in an arm wrestle. Then it moves on to medieval Serbia, showing how Slavic guslar poets (who were famously able to repeat a two thousand-line verse after just one hearing) would have destroyed Curtis Jackson, aka 50 Cent, in a battle rap. Finally, it takes the reader to the steaming jungles of modern equatorial Africa, where Aka Pygmy men are such super-dads, they even grow breasts to suckle their children. Now, that’s commitment.
For modern man, the results of these investigations aren’t always pretty. But in its look at the history of men, Manthropology is unfailingly smart, informative, surprising, and entertaining.
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HOW DOES MODERN MAN STACK UP?
Russian arm wrestling champion Alexey Voyevoda has a twenty-two-inch bicep and has curled more than two hundred and fifty pounds---with just one arm. But could he stand up in an arm wrestling match with an average Neanderthal male? Or, for that matter, a female? (p. 10)
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Today’s Ultimate Fighters compete in a sport where bouts routinely end with an unconscious loser splayed out on a blood-soaked canvas. But what would a match in the Octagon look like next to the Pankration bouts of the Ancient Greeks: a battleground or a playground? (p. 77)
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A modern army goes into battle with state-of-the-art technology and centuries of strategical insight. But for sheer determination, could they have bested Nero’s legions, who marched nearly two marathons a day for six days straight---each legionary carrying hundred-pound packs? (p. 99)
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There’s philological evidence that suggests Homer may not have written the Iliad; he may have rapped it. If 50 Cent had to face Homer in a rap battle, would he come out on top? (p. 160)
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Wilt Chamberlain is known for scoring on more than just the court. He claimed to have had as many as twenty thousand sexual encounters in his lifetime. Such conquest could only be matched by one of the world’s greatest conquerors: There is the evidence that approximately 32 million people are descended from Genghis Khan. (p. 248)
Coming of Age in Samoa: A Psychological Study of Primitive Youth for Western Civilisation
Margaret Mead - 1928
It details her historic journey to American Samoa, taken where she was just twenty-three, where she did her first fieldwork. Here, for the first time, she presented to the public the idea that the individual experience of developmental stages could be shaped by cultural demands and expectations. Adolescence, she wrote, might be more or less stormy, and sexual development more or less problematic in different cultures. The "civilized" world, she taught us had much to learn from the "primitive." Now this groundbreaking, beautifully written work as been reissued for the centennial of her birth, featuring introductions by Mary Pipher and by Mead's daughter, Mary Catherine Bateson.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
How to Do Nothing: Resisting the Attention Economy
Jenny Odell - 2019
Here, Jenny Odell sends up a flare from the heart of Silicon Valley, delivering an action plan to resist capitalist narratives of productivity and techno-determinism, and to become more meaningfully connected in the process.
The Great Transformation: The Political and Economic Origins of Our Time
Karl Polanyi - 1944
His analysis explains not only the deficiencies of the self-regulating market, but the potentially dire social consequences of untempered market capitalism. New introductory material reveals the renewed importance of Polanyi's seminal analysis in an era of globalization and free trade.
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Game Engine Black Book, Wolfenstein 3D
Fabien Sanglard - 2017
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.
Morphology of the Folktale
Vladimir Propp - 1928
-- Alan Dundes. Propp's work is seminal...[and], now that it is available in a new edition, should be even more valuable to folklorists who are directing their attention to the form of the folktale, especially to those structural characteristics which are common to many entries coming from even different cultures. -- Choice
The Great Divide: History and Human Nature in the Old World and the New
Peter Watson - 2012
By 15,000 BC, humans had migratedfrom northeastern Asia across the frozen Beringland bridge to the Americas. When the world warmed up and the last Ice Age came to an end,the Bering Strait refilled with water, dividing America from Eurasia. This division—with two great populations on Earth, each unaware of theater—continued until Christopher Columbus voyaged to the New World in the fifteenth century.The Great Divide compares the development of human kind in the Old World and the New between 15,000 BC and AD 1500. Watson identifies three major differences between the two worlds—climate, domesticable mammals, and hallucinogenic plants—that combined to produce very different trajectories of civilization in the two hemispheres. Combining the most up-to-date knowledge in archaeology, anthropology, geology, meteorology, cosmology, and mythology, this unprecedented, masterful study offers uniquely revealing insight into what it means to be human.
Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked
Adam Alter - 2017
We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today's products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good—to improve how we communicate with each other, spend and save our money, and set boundaries between work and play—and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children.
Spam: A Shadow History of the Internet
Finn Brunton - 2013
Most of it is caught by filters before ever reaching an in-box. Where does it come from? As Finn Brunton explains in Spam, it is produced and shaped by many different populations around the world: programmers, con artists, bots and their botmasters, pharmaceutical merchants, marketers, identity thieves, crooked bankers and their victims, cops, lawyers, network security professionals, vigilantes, and hackers. Every time we go online, we participate in the system of spam, with choices, refusals, and purchases the consequences of which we may not understand.This is a book about what spam is, how it works, and what it means. Brunton provides a cultural history that stretches from pranks on early computer networks to the construction of a global criminal infrastructure. The history of spam, Brunton shows us, is a shadow history of the Internet itself, with spam emerging as the mirror image of the online communities it targets. Brunton traces spam through three epochs: the 1970s to 1995, and the early, noncommercial computer networks that became the Internet; 1995 to 2003, with the dot-com boom, the rise of spam's entrepreneurs, and the first efforts at regulating spam; and 2003 to the present, with the war of algorithms--spam versus anti-spam. Spam shows us how technologies, from email to search engines, are transformed by unintended consequences and adaptations, and how online communities develop and invent governance for themselves.