Book picks similar to
How to Do Things with Videogames by Ian Bogost
games
video-games
non-fiction
nonfiction
Cultural Studies and the Study of Popular Culture
John Storey - 1993
The book also provides a map of the development of cultural studies through discussion of its most influential approaches. Organized around a series of case studies, each chapter focuses on a different media form and presents a critical overview of the methodology for the actual study of popular culture. Individual chapters cover topics such as television, fiction, film, newspapers and magazines, popular music, and consumption (fan culture and shopping).For students new to the field, the book provides instantly usable theories and methods; for those more familiar with the procedures and politics of cultural studies, it provides a succinct and accessible overview.This edition has been revised, rewritten, and expanded throughout. The book now includes new sections on television audiences, reception theory, and globalization.
An Ugly Truth: Inside Facebook's Battle for Domination
Sheera Frenkel - 2021
Once one of Silicon Valley’s greatest success stories, Facebook has been under constant fire for the past five years, roiled by controversies and crises. It turns out that while the tech giant was connecting the world, they were also mishandling users’ data, spreading fake news, and amplifying dangerous, polarizing hate speech. The company, many said, had simply lost its way. But the truth is far more complex. Leadership decisions enabled, and then attempted to deflect attention from, the crises. Time after time, Facebook’s engineers were instructed to create tools that encouraged people to spend as much time on the platform as possible, even as those same tools boosted inflammatory rhetoric, conspiracy theories, and partisan filter bubbles. And while consumers and lawmakers focused their outrage on privacy breaches and misinformation, Facebook solidified its role as the world’s most voracious data-mining machine, posting record profits, and shoring up its dominance via aggressive lobbying efforts. Drawing on their unrivaled sources, Sheera Frenkel and Cecilia Kang take readers inside the complex court politics, alliances and rivalries within the company to shine a light on the fatal cracks in the architecture of the tech behemoth. Their explosive, exclusive reporting led them to a shocking conclusion: The missteps of the last five years were not an anomaly but an inevitability—this is how Facebook was built to perform. In a period of great upheaval, growth has remained the one constant under the leadership of Mark Zuckerberg and Sheryl Sandberg. Both have been held up as archetypes of uniquely 21st century executives—he the tech “boy genius” turned billionaire, she the ultimate woman in business, an inspiration to millions through her books and speeches. But sealed off in tight circles of advisers and hobbled by their own ambition and hubris, each has stood by as their technology is coopted by hate-mongers, criminals and corrupt political regimes across the globe, with devastating consequences. In An Ugly Truth, they are at last held accountable.
Crochet For Beginners: A Complete Step By Step Guide With Picture illustrations To Learn Crocheting The Quick & Easy Way
Nancy Gordon - 2018
Crochet for beginners will include: Step-by-step guide: Clear & precise instructions so you will not feel lost in between steps Clear picture illustrations: High quality illustrations with each step so you can understand the instructions better 27 Beginner Crochet Hacks: Top tips, tricks & hacks every beginner crocheter needs to know to avoid costly mistakes & learn faster 25 Beginner crochet patterns: Beginner crochet patterns with complete instructions & pictures are included within the book so you can start to create your own beautiful crochet patterns immediately Crochet for beginners 2.0 revised edition! 25 beginner patterns are included within the book without having to click any external links! Clear pictures & instructions are provided as well. Crocheting does not need to be hard if you follow the right guide. Grab this best-selling book today & you will be crocheting beautiful patterns in no time! Simply download your copy above now to get started!
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.
Invent Your Own Computer Games with Python
Al Sweigart - 2009
The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
I Want My MTV: The Uncensored Story of the Music Video Revolution
Craig Marks - 2011
It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.
Reassembling the Social: An Introduction to Actor-Network-Theory
Bruno Latour - 2005
Bruno Latour's contention is that the word "social" as used by Social Scientists has become laden with assumptions to the point where it has become a misnomer. When the adjective is applied to a phenomenon, it is used to indicate a stabilized state of affairs, a bundle of ties that in due course may be used to account for another phenomenon. Latour also finds the word used as if it described a type of material, in a comparable way to an adjective such as "wooden" or "steely".Rather than simply indicating what is already assembled together, it is now used in a way that makes assumptions about the nature of what is assembled. It has become a word that designates two distinct things: a process of assembling: and a type of material, distinct from others. Latour shows why "the social" cannot be thought of as a kind of material or domain, and disputes attempts to provide a "social explanation" of other states of affairs. While these attempts have been productive (and probably necessary) in the past, the very success of the social sciences mean that they are largely no longer so. At the present stage it is no longer possible to inspect the precise constituents entering the social domain. Latour returns to the original meaning of "the social" to redefine the notion and allow it to trace connections again. It will then be possible to resume the traditional goal of the social sciences, but using more refined tools. Drawing on his extensive work examining the "assemblages" of nature, Latour finds it necessary to scrutinize thoroughly the exact content of what is assembled under the umbrella of Society. This approach, a "sociology of associations" has become known as Actor-Network-Theory, and this book is an essential introduction both for those seeking to understand Actor-Network-Theory, or the ideas of one of its most influential proponents.
Gray Hat Python: Python Programming for Hackers and Reverse Engineers
Justin Seitz - 2008
But until now, there has been no real manual on how to use Python for a variety of hacking tasks. You had to dig through forum posts and man pages, endlessly tweaking your own code to get everything working. Not anymore.Gray Hat Python explains the concepts behind hacking tools and techniques like debuggers, trojans, fuzzers, and emulators. But author Justin Seitz goes beyond theory, showing you how to harness existing Python-based security tools - and how to build your own when the pre-built ones won't cut it.You'll learn how to:Automate tedious reversing and security tasks Design and program your own debugger Learn how to fuzz Windows drivers and create powerful fuzzers from scratch Have fun with code and library injection, soft and hard hooking techniques, and other software trickery Sniff secure traffic out of an encrypted web browser session Use PyDBG, Immunity Debugger, Sulley, IDAPython, PyEMU, and more The world's best hackers are using Python to do their handiwork. Shouldn't you?
Art of Atari
Tim Lapetino - 2016
Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
Cartographies of Time: A History of the Timeline
Daniel Rosenberg - 2010
The linear metaphor is ubiquitous in everyday visual representations of time—in almanacs, calendars, charts, and graphs of all sorts. Even our everyday speech is filled with talk of time having a "before" and an "after" or being "long" and "short." The timeline is such a familiar part of our mental furniture that it is sometimes hard to remember that we invented it in the first place. And yet, in its modern form, the timeline is not even 250 years old. The story of what came before has never been fully told, until now. Cartographies of Time is the first comprehensive history of graphic representations of time in Europe and the United States from 1450 to the present. Authors Daniel Rosenberg and Anthony Grafton have crafted a lively history featuring fanciful characters and unexpected twists and turns. From medieval manuscripts to websites, Cartographies of Time features a wide variety of timelines that in their own unique ways—curving, crossing, branching—defy conventional thinking about the form. A fifty-four-foot-long timeline from 1753 is mounted on a scroll and encased in a protective box. Another timeline uses the different parts of the human body to show the genealogies of Jesus Christ and the rulers of Saxony. Ladders created by missionaries in eighteenth-century Oregon illustrate Bible stories in a vertical format to convert Native Americans. Also included is the April 1912 Marconi North Atlantic Communication chart, which tracked ships, including the Titanic, at points in time rather than by theirgeographic location, alongside little-known works by famous figures, including a historical chronology by the mapmaker Gerardus Mercator and a chronological board game patented by Mark Twain. Presented in a lavishly illustrated edition, Cartographies of Time is a revelation to anyone interested in the role visual forms have played in our evolving conception of history.
Reality Hunger: A Manifesto
David Shields - 2010
YouTube and Facebook dominate the web. In Reality Hunger: A Manifesto, his landmark new book, David Shields (author of the New York Times best seller The Thing About Life Is That One Day You’ll Be Dead) argues that our culture is obsessed with “reality” precisely because we experience hardly any.Most artistic movements are attempts to figure out a way to smuggle more of what the artist thinks is reality into the work of art. So, too, every artistic movement or moment needs a credo, from Horace’s Ars Poetica to Lars von Trier’s “Vow of Chastity.” Shields has written the ars poetica for a burgeoning group of interrelated but unconnected artists in a variety of forms and media who, living in an unbearably manufactured and artificial world, are striving to stay open to the possibility of randomness, accident, serendipity, spontaneity; actively courting reader/listener/viewer participation, artistic risk, emotional urgency; breaking larger and larger chunks of “reality” into their work; and, above all, seeking to erase any distinction between fiction and nonfiction.The questions Reality Hunger explores—the bending of form and genre, the lure and blur of the real—play out constantly all around us. Think of the now endless controversy surrounding the provenance and authenticity of the “real”: A Million Little Pieces, the Obama “Hope” poster, the sequel to The Catcher in the Rye, Robert Capa’s “The Falling Soldier” photograph, the boy who wasn’t in the balloon. Reality Hunger is a rigorous and radical attempt to reframe how we think about “truthiness,” literary license, quotation, appropriation.Drawing on myriad sources, Shields takes an audacious stance on issues that are being fought over now and will be fought over far into the future. People will either love or hate this book. Its converts will see it as a rallying cry; its detractors will view it as an occasion for defending the status quo. It is certain to be one of the most controversial and talked-about books of the year.
Life Inc.: How the World Became a Corporation and How to Take it Back
Douglas Rushkoff - 2009
Indeed, as Rushkoff shows, most Americans have so willingly adopted the values of corporations that they’re no longer even aware of it.This fascinating journey, from the late Middle Ages to today, reveals the roots of our debacle. From the founding of the first chartered monopoly to the branding of the self; from the invention of central currency to the privatization of banking; from the birth of the modern, self-interested individual to his exploitation through the false ideal of the single-family home; from the Victorian Great Exhibition to the solipsism of MySpace–the corporation has infiltrated all aspects of our daily lives. Life Inc. exposes why we see our homes as investments rather than places to live, our 401(k) plans as the ultimate measure of success, and the Internet as just another place to do business.Most of all, Life Inc. shows how the current financial crisis is actually an opportunity to reverse this six-hundred-year-old trend and to begin to create, invest, and transact directly rather than outsource all this activity to institutions that exist solely for their own sakes. Corporatism didn’t evolve naturally. The landscape on which we are living–the operating system on which we are now running our social software–was invented by people, sold to us as a better way of life, supported by myths, and ultimately allowed to develop into a self-sustaining reality. It is a map that has replaced the territory. Rushkoff illuminates both how we’ve become disconnected from our world and how we can reconnect to our towns, to the value we can create, and, mostly, to one another. As the speculative economy collapses under its own weight, Life Inc. shows us how to build a real and human-scaled society to take its place.
Who Owns the Future?
Jaron Lanier - 2013
Who Owns the Future? is his visionary reckoning with the most urgent economic and social trend of our age: the poisonous concentration of money and power in our digital networks.Lanier has predicted how technology will transform our humanity for decades, and his insight has never been more urgently needed. He shows how Siren Servers, which exploit big data and the free sharing of information, led our economy into recession, imperiled personal privacy, and hollowed out the middle class. The networks that define our world—including social media, financial institutions, and intelligence agencies—now threaten to destroy it.But there is an alternative. In this provocative, poetic, and deeply humane book, Lanier charts a path toward a brighter future: an information economy that rewards ordinary people for what they do and share on the web.
No Logo
Naomi Klein - 2000
First published before the World Trade Organization protests in Seattle, this is an infuriating, inspiring, and altogether pioneering work of cultural criticism that investigates money, marketing, and the anti-corporate movement.As global corporations compete for the hearts and wallets of consumers who not only buy their products but willingly advertise them from head to toe—witness today's schoolbooks, superstores, sporting arenas, and brand-name synergy—a new generation has begun to battle consumerism with its own best weapons. In this provocative, well-written study, a front-line report on that battle, we learn how the Nike swoosh has changed from an athletic status-symbol to a metaphor for sweatshop labor, how teenaged McDonald's workers are risking their jobs to join the Teamsters, and how "culture jammers" utilize spray paint, computer-hacking acumen, and anti-propagandist wordplay to undercut the slogans and meanings of billboard ads (as in "Joe Chemo" for "Joe Camel").No Logo will challenge and enlighten students of sociology, economics, popular culture, international affairs, and marketing."This book is not another account of the power of the select group of corporate Goliaths that have gathered to form our de facto global government. Rather, it is an attempt to analyze and document the forces opposing corporate rule, and to lay out the particular set of cultural and economic conditions that made the emergence of that opposition inevitable." —Naomi Klein, from her Introduction
The Geometry of Hand-Sewing: A Romance in Stitches and Embroidery from Alabama Chanin and The School of Making
Natalie Chanin - 2017
But when Natalie Chanin and her Alabama Chanin and The School of Making teams began to look at needlework closely, they realized all stitches are based on geometric grid systems—and by using grids as guides, they could make learning stitches, even seemingly elaborate ones, as easy as child’s play. In The Geometry of Hand-Sewing Chanin presents their breakthrough method, featuring illustrated instructions (for both right- and left-handed stitchers) for more than 100 stitches—from the most basic straight and chain to the more fanciful feather and herringbone; photos of both right and wrong sides; and guidelines for modifying stitches to increase one’s repertoire further. To simplify learning, the book also includes two plastic stitching cards die-cut with the grids on which every stitch in the book is based. These reusable cards can be stitched through for practicing ( just as children use lacing cards to learn to tie shoes) or used as stencils for transferring grids to fabric.