Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

The Whole Equation: A History of Hollywood


David Thomson - 2004
    Thomson takes us from D.W. Griffith, Charlie Chaplin, and the first movies of mass appeal to Louis B. Mayer, who understood what movies meant to America–and reaped the profits. From Capra to Kidman and Hitchcock to Nicholson, Thomson examines the passion, vanity, calculation and gossip of Hollywood and the films it has given us. This one-volume history is a brilliant and illuminating overview of “the wonder in the dark”–and the staggering impact Hollywood and its films has had on American culture.

Putin and the Rise of Russia: The Country That Came in from the Cold War


Michael Stürmer - 2008
    An analysis of Vladimir Putin and the key role a resurgent Russia has to play in world affairs.

Reefer Madness: Sex, Drugs, and Cheap Labor in the American Black Market


Eric Schlosser - 2003
    In Reefer Madness the best-selling author of Fast Food Nation turns his exacting eye on the underbelly of the American marketplace and its far-reaching influence on our society. Exposing three American mainstays — pot, porn, and illegal immigrants — Eric Schlosser shows how the black market has burgeoned over the past several decades. He also draws compelling parallels between underground and overground: how tycoons and gangsters rise and fall, how new technology shapes a market, how government intervention can reinvigorate black markets as well as mainstream ones, and how big business learns — and profits — from the underground. Reefer Madness is a powerful investigation that illuminates the shadow economy and the culture that casts that shadow.(back cover)

Top of the Rock: Inside the Rise and Fall of Must See TV


Warren Littlefield - 2012
    From 1993 through 1998, NBC exploded every conventional notion of what a broadcast network could accomplish with the greatest prime-time line-up in television history. On Thursday nights, a cavalcade of groundbreaking comedies and dramas streamed into homes, attracting a staggering 75 million viewers and generating more revenue than all other six nights of programming combined. The road to success, however, was a rocky one. How do you turn a show like Seinfeld, one of the lowest testing pilots of all time, into a hit when the network overlords are constantly warring, or worse, drowning in a bottle of vodka?   Top of the Rock is an addictively readable account of the risky business decisions, creative passion, and leaps of faith that made Must See TV possible. Chock full of delicious behind-the-scenes anecdotes that run the gamut from hilarious casting and programming ploys to petty jealousies and drug interventions, you’re in for a juicy, unputdownable read.

Be Pure! Be Vigilant! Behave!: 2000AD & Judge Dredd: The Secret History


Pat Mills - 2017
    It once appeared on the Berlin Wall, and symbolizes the subversive nature of 2000AD that changed so many readers’ lives and influenced generations of film directors, actors, rock bands, novelists and even school headmasters.Everything you’ve always wanted to know about Judge Dredd, Slaine, Nemesis, ABC Warriors, Flesh, Bill Savage and more, is in this book. Plus the writers and artists who created them and the real-life people and events they drew on for inspiration. The scandals, the back-stabbing and the shocking story that was regarded as “too sensitive” to ever see the light of day is finally told.Pat relates the dark story of the maths teacher who inspired his version of Judge Dredd, the creators’ angry battles with the censors and each other, why certain writers, stories and even readers have been banished from the comic, a step-by-step account of how Judge Dredd was created, and how to write or draw for 2000AD too.There are new insights on the 2000AD creators' invasion of American comics, their failed French invasion, the Judge Dredd films, the forthcoming Judge Dredd TV series, other possible films featuring 2000AD heroes, the unusual secret of the comic’s current success, the tough challenges it faces today, and its exciting future.From the hilarious origins when Judge Dredd writer-creator John Wagner and Pat began their careers writing together in a garden shed by paraffin lamp, to the tragic stories of legendary comic artists who have passed, and the challenges as 2000AD fought for survival against The Suits determined to destroy it, this is a unique, personal, and passionate account by the man who made 2000AD happen.Funny, sad, angry, defiant, and outrageous: it’s the Comic Book memoir of the year!

In the Aeroplane Over the Sea


Kim Cooper - 2005
    It includes a dozen rare images, most never before seen.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More


Dustin Hansen - 2016
    Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

The Call of the Weird: Travels in American Subcultures


Louis Theroux - 2005
    Or April, the Neo-Nazi bringing up her twin daughters Lamb and Lynx (who have just formed a white-power folk group for kids called Prussian Blue), and her youngest daughter, Dresden. For a decade now, Louis Theroux has been making programs about offbeat characters on the fringes of U.S. society. Now he revisits the people who have most intrigued him to try to discover what motivates them, and why they believe the things they believe. From his Las Vegas base (where else?), Theroux calls on these assorted dreamers, schemers, and outlaws--and in the process finds out a little about the workings of his own mind. What does it mean, after all, to be weird, or "to be yourself"? Do we choose our beliefs or do our beliefs choose us? And is there something particularly weird about Americans? America, prepare yourself for a hilarious look in the mirror that has already taken the rest of the English-speaking world by storm: "Paul Theroux's son writes with just as clear an eye for character and place as his father.... And he's funny.... Theroux's final analysis of American weirdness is true and new." -- Literary Review (England)

Up in the Old Hotel


Joseph Mitchell - 1992
    These are among the people that Joseph Mitchell immortalized in his reportage for The New Yorker and in four books—McSorley's Wonderful Saloon, Old Mr. Flood, The Bottom of the Harbor, and Joe Gould's Secret—that are still renowned for their precise, respectful observation, their graveyard humor, and their offhand perfection of style.These masterpieces (along with several previously uncollected stories) are available in one volume, which presents an indelible collective portrait of an unsuspected New York and its odder citizens—as depicted by one of the great writers of this or any other time.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

The Guild: The Official Companion


Felicia Day - 2013
    Created, written by and starring Felicia Day, it follows the story of a Guild of online gamers who finally meet in real life. Here at last is the official companion to the show that fans have been waiting for, featuring an Intro from Felicia, in-depth interviews and scores of photos.

The Areas of My Expertise: An Almanac of Complete World Knowledge Compiled with Instructive Annotation and Arranged in Useful Order


John Hodgman - 2005
    The brilliant and uproarious #15 bestseller (i.e., a runaway phenomenon in its own right-no, seriously) - a lavish compendium of handy reference tables, fascinating trivia, and sage wisdom - all of it completely unresearched, completely undocumented and (presumably) completely untrue, fabricated by the illuminating, prodigious imagination of John Hodgman, certifiable genius.

i am 8-bit: Art Inspired by Classic Videogames of the '80s


Jon M. Gibson - 2006
    Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.

What the Dog Saw and Other Adventures


Malcolm Gladwell - 2009
    Now, in What the Dog Saw, he brings together, for the first time, the best of his writing from The New Yorker over the same period. Here you'll find the bittersweet tale of the inventor of the birth control pill, and the dazzling creations of pasta sauce pioneer Howard Moscowitz. Gladwell sits with Ron Popeil, the king of the American kitchen, as he sells rotisserie ovens, and divines the secrets of Cesar Millan, the "dog whisperer" who can calm savage animals with the touch of his hand. He explores intelligence tests and ethnic profiling and why it was that employers in Silicon Valley once tripped over themselves to hire the same college graduate.