Book picks similar to
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin
non-fiction
video-games
games
gaming
Things That Matter: Three Decades of Passions, Pastimes and Politics
Charles Krauthammer - 2013
A brilliant stylist known for an uncompromising honesty that challenges conventional wisdom at every turn, Krauthammer has for decades dazzled readers with his keen insight into politics and government. His weekly column is a must-read in Washington and across the country. Now, finally, the best of Krauthammer’s intelligence, erudition and wit are collected in one volume. Readers will find here not only the country’s leading conservative thinker offering a passionate defense of limited government, but also a highly independent mind whose views—on feminism, evolution and the death penalty, for example—defy ideological convention. Things That Matter also features several of Krauthammer’s major path-breaking essays—on bioethics, on Jewish destiny and on America’s role as the world’s superpower—that have profoundly influenced the nation’s thoughts and policies. And finally, the collection presents a trove of always penetrating, often bemused reflections on everything from border collies to Halley’s Comet, from Woody Allen to Winston Churchill, from the punishing pleasures of speed chess to the elegance of the perfectly thrown outfield assist. With a special, highly autobiographical introduction in which Krauthammer reflects on the events that shaped his career and political philosophy, this indispensible chronicle takes the reader on a fascinating journey through the fashions and follies, the tragedies and triumphs, of the last three decades of American life.
Zombification: Stories from National Public Radio
Andrei Codrescu - 1994
It was gradual for a while, a few zombies here and there, mostly in high office, where being a corpse in a suit was de rigueur . . . The worst part about zombies raging unchecked is the slow paralysis they induce in people who aren't quite zombies yet."Never at a loss for a trenchant comment or off-beat imagery, National Public Radio's Andrei Codrescu has long been considered an eloquent if often sardonic expert on the absurdities of American culture. The essays in Zombification (all taken from this poet's popular commentaries for NPR) were broadcast during the late 1980s and early 1990s, a period that witnessed the collapse of Communism, radical changes in American politics and society, and the birth of new nations. These large subjects—along with lively riffs on dozens of topics, both timely and timeless, both everyday and strange—are treated with Codrescu's inimitable wit, insight, and candor.Included here are "Seven Embryos for Seven Lawyers," "Dali in Vegas," "Culture Vultures and Casserole Widows," and other classics.
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Ethan Gilsdorf - 2009
Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.
Geek Wisdom: The Sacred Teachings of Nerd Culture
Stephen H. Segal - 2011
Clearly, geeks know something about life in the 21st century that other folks don’t—something we all can learn from. Geek Wisdom takes as gospel some 200 of the most powerful and oft-cited quotes from movies (“Where we’re going, we don’t need roads”), television (“Now we know—and knowing is half the battle”), literature (“All that is gold does not glitter”), games, science, the Internet, and more. Now these beloved pearls of modern-day culture have been painstakingly interpreted by a diverse team of hardcore nerds with their imaginations turned up to 11. Yes, this collection of mini-essays is by, for, and about geeks—but it’s just so surprisingly profound, the rest of us would have to be dorks not to read it. So say we all.
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.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
The Spider Network: The Wild Story of a Math Genius, a Gang of Backstabbing Bankers, and One of the Greatest Scams in Financial History
David Enrich - 2017
Tom Hayes, a brilliant but troubled mathematician, became the lynchpin of a wild alliance that included a prickly French trader nicknamed “Gollum”; the broker “Abbo,” who liked to publicly strip naked when drinking; a nervous Kazakh chicken farmer known as “Derka Derka”; a broker known as “Village” (short for “Village Idiot”) who racked up huge expense account bills; an executive called “Clumpy” because of his patchwork hair loss; and a broker uncreatively nicknamed “Big Nose” who had once been a semi-professional boxer. This group generated incredible riches —until it all unraveled in spectacularly vicious, backstabbing fashion.With exclusive access to key characters and evidence, The Spider Network is not only a rollicking account of the scam, but also a provocative examination of a financial system that was crooked throughout.
A History of Video Games in 64 Objects
World Video Game Hall of Fame - 2018
Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!
Final Fantasy X: The Official Strategy Guide
Piggyback - 2002
Includes exclusive artwork, detailed walkthrough, side quests, etc.
World of Warcraft Cataclysm - Signature Series Guide
Joe Branger - 2010
In this high-fantasy guide, you will be introduced to two new races, the Worgen and Goblins, and learn all about the unique races and classes that will help you complete your quests. You'll also discover how to battle enemies for gear and glory and how to join guilds with other players. There is a dedicated step-by-step guide, designed for brand-new players, to help you start your journey into World of Warcraft game. This "World of Warcraft: Cataclysm Signature Series Guide" features official artwork, designed for beauty and ease-of-use. It's a must-have guide for any World of Warcraft player.
Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of
Stuart Ashen - 2017
You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.
Playing With Power: Nintendo NES Classics
Garitt Rocha - 2016
3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!
Hanging Out with the Dream King
Joe McCabe - 2005
by VariousThe most intimate look yet into the life and mind of Neil Gaiman! Artists, writers, editors, musicians, and over two-dozen creators share their thoughts on working with Gaiman to present a unique mosaic portrait of the writer whose name has become synonymous with modern fantasy.
One Man's America: The Pleasures and Provocations of Our Singular Nation
George F. Will - 2008
Moving far beyond the strict confines of politics, George F. Will offers a fascinating look at the people, stories, and events–often unheralded–that make the American drama so endlessly entertaining and instructive. With Will’s signature erudition and wry wit always on display, One Man’s America chronicles a spectacular, eclectic procession of figures who have shaped our cultural landscape–from Playboy founder Hugh Hefner to National Review founder William F. Buckley Jr., from Victorian poet Henry Wadsworth Longfellow to Beat poet Lawrence Ferlinghetti, from cotton picker— turned—country singer Buck Owens to actor-turned-president Ronald Reagan. Will crisscrosses the country to illuminate what it is that makes America distinctive. He visits the USS Arizona memorial in Pearl Harbor and ponders its enduring links to the present. He travels to Milwaukee to celebrate the hundredth anniversary of an iconic brand, Harley-Davidson. In Los Angeles he finds the inspiring future of education, while in New York he confronts the dispiriting didacticism of the avant-garde. He ventures to the Civil War battlefields of Virginia to explore what we risk when we efface our own history. And on the outskirts of Chicago he investigates one of the darkest chapters in American history, only to discover a shining example of resilience and grace–the best the country has to offer. Will’s wide lens takes in much more as well–everything from the “most emblematic novel of the 1930s” (and no, it is not about the Joads) to the cult of ESPN to Brooks Brothers and Ben & Jerry’s. And of course, One Man’s America would not be complete without the author’s insights on the national pastime, baseball–the icons and the cheats, the hapless and the greats. Finally, in a personal and reflective turn, Will writes movingly of his thirty-five-year-old son Jon, born with Down syndrome, and pays loving and poignant tribute to his mother, who died at the age of ninety-eight after a long struggle with dementia. The essays in One Man’s America, even when critiquing American culture, reflect Will’s deep affection and regard for our nation. After all, he notes, when America falls short, it does so only as compared to “the uniquely high standards it has set for itself.” In the end, this brilliantly informative and entertaining book reminds us of the enduring value of “the simple virtues and decencies that can make communities flourish and that have made America great and exemplary.”
Service Games: The Rise and Fall of SEGA: Enhanced Edition
Sam Pettus - 2012
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.