Battle: A History of Combat and Culture


John A. Lynn - 2003
    Drawing its examples from Europe, the Middle East, South Asia, East Asia, and America, John A. Lynn challenges the belief that technology has been the dominant influence on combat from ancient times to the present day. In battle, ideas can be more far more important than bullets or bombs. Clausewitz proclaimed that war is politics, but even more basically, war is culture. The hard reality of armed conflict is formed by -- and, in turn, forms -- a culture's values, assumptions, and expectations about fighting. The author examines the relationship between the real and the ideal, arguing that feedback between the two follows certain discernable paths. Battle rejects the currently fashionable notion of a "Western way of warfare" and replaces it with more nuanced concepts of varied and evolving cultural patterns of combat. After considering history, Lynn finally asks how the knowledge gained might illuminate our understanding of the war on terrorism.

Brian Eno: His Music And The Vertical Color Of Sound


Eric Tamm - 1989
    Best known in recent years for producing U2's sensational albums, Eno began his career as a synthesizer player for Roxy Music. He has since released many solo albums, both rock and ambient, written music for film and television soundtracks, and collaborated with David Bowie, David Byrne, Robert Fripp, and classical and experimental composers. His pioneering ambient sound has been enormously influential, and without him today's rock would have a decidedly different sound. Drawing on Eno's own words to examine his influences and ideas, this book—featuring a new afterword and an updated discography and bibliography—will long remain provocative and definitive.

Eurogames: The Design, Culture and Play of Modern European Board Games


Stewart Woods - 2012
    Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

Superstrings And The Search For The Theory Of Everything


F. David Peat - 1988
    David Peat explains the development and meaning of this Superstring Theory in a thoroughly readable, dramatic manner accessible to lay readers with no knowledge of mathematics. The consequences of the Superstring Theory are nothing less than astonishing.

Historical Thinking and Other Unnatural Acts: Charting the Future of Teaching the Past


Sam Wineburg - 2001
    This book demolishes the conventional notion that there is one true history and one best way to teach it.

Addiction by Design: Machine Gambling in Las Vegas


Natasha Dow Schüll - 2012
    "Addiction by Design" takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward.Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schull shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible--even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schull describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems--all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two."Addiction by Design" is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life.

Ecology Without Nature: Rethinking Environmental Aesthetics


Timothy Morton - 2007
    Ecological writers propose a new worldview, but their very zeal to preserve the natural world leads them away from the "nature" they revere. The problem is a symptom of the ecological catastrophe in which we are living. Morton sets out a seeming paradox: to have a properly ecological view, we must relinquish the idea of nature once and for all."Ecology without Nature" investigates our ecological assumptions in a way that is provocative and deeply engaging. Ranging widely in eighteenth-century through contemporary philosophy, culture, and history, he explores the value of art in imagining environmental projects for the future. Morton develops a fresh vocabulary for reading "environmentality" in artistic form as well as content, and traces the contexts of ecological constructs through the history of capitalism. From John Clare to John Cage, from Kierkegaard to Kristeva, from "The Lord of the Rings" to electronic life forms, "Ecology without Nature" widens our view of ecological criticism, and deepens our understanding of ecology itself. Instead of trying to use an idea of nature to heal what society has damaged, Morton sets out a radical new form of ecological criticism: "dark ecology."

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

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.

High Score!: The Illustrated History of Electronic Games


Rusel DeMaria - 2002
    Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

On the Internet


Hubert L. Dreyfus - 2001
    Drawing on recent studies of the isolation experienced by many internet users, Dreyfus shows how the internet's privatisation of experience ignores essential human capacities such as trust, moods, risk, shared local concerns and commitment. On the Internet is essential reading for anyone on line and all those interested in our place in the e-revolution.

Bad English: A History of Linguistic Aggravation


Ammon Shea - 2014
    English is a glorious mess of a language, cobbled together from a wide variety of sources and syntaxes, and changing over time with popular usage. Many of the words and usages we embrace as standard and correct today were at first considered slang, impolite, or just plain wrong. Filled with historic and contemporary examples, the book chronicles the long and entertaining history of language mistakes, and features some of our most common words and phrases. This is a book that will settle arguments among word lovers—and it’s sure to start a few, too.

Cybertext: Perspectives on Ergodic Literature


Espen J. Aarseth - 1997
    Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.

Ambient Findability: What We Find Changes Who We Become


Peter Morville - 2005
    Written by Peter Morville, author of the groundbreaking Information Architecture for the World Wide Web, the book defines our current age as a state of unlimited findability. In other words, anyone can find anything at any time. Complete navigability.Morville discusses the Internet, GIS, and other network technologies that are coming together to make unlimited findability possible. He explores how the melding of these innovations impacts society, since Web access is now a standard requirement for successful people and businesses. But before he does that, Morville looks back at the history of wayfinding and human evolution, suggesting that our fear of being lost has driven us to create maps, charts, and now, the mobile Internet.The book's central thesis is that information literacy, information architecture, and usability are all critical components of this new world order. Hand in hand with that is the contention that only by planning and designing the best possible software, devices, and Internet, will we be able to maintain this connectivity in the future. Morville's book is highlighted with full color illustrations and rich examples that bring his prose to life.Ambient Findability doesn't preach or pretend to know all the answers. Instead, it presents research, stories, and examples in support of its novel ideas. Are we truly at a critical point in our evolution where the quality of our digital networks will dictate how we behave as a species? Is findability indeed the primary key to a successful global marketplace in the 21st century and beyond. Peter Morville takes you on a thought-provoking tour of these memes and more -- ideas that will not only fascinate but will stir your creativity in practical ways that you can apply to your work immediately.