Book picks similar to
A Composer's Guide to Game Music by Winifred Phillips
music
non-fiction
games
game-design
The Power of Babel: A Natural History of Language
John McWhorter - 2001
While laying out how languages mix and mutate over time, linguistics professor John McWhorter reminds us of the variety within the species that speaks them, and argues that, contrary to popular perception, language is not immutable and hidebound, but a living, dynamic entity that adapts itself to an ever-changing human environment.Full of humor and imaginative insight, The Power of Babel draws its illustrative examples from languages around the world, including pidgins, Creoles, and nonstandard dialects.
50 Mathematical Ideas You Really Need to Know
Tony Crilly - 2007
Who invented zero? Why are there 60 seconds in a minute? Can a butterfly's wings really cause a storm on the far side of the world? In 50 concise essays, Professor Tony Crilly explains the mathematical concepts that allow use to understand and shape the world around us.
The Art of Invisibility: The World's Most Famous Hacker Teaches You How to Be Safe in the Age of Big Brother and Big Data
Kevin D. Mitnick - 2017
Consumer's identities are being stolen, and a person's every step is being tracked and stored. What once might have been dismissed as paranoia is now a hard truth, and privacy is a luxury few can afford or understand.In this explosive yet practical book, Kevin Mitnick illustrates what is happening without your knowledge--and he teaches you "the art of invisibility." Mitnick is the world's most famous--and formerly the Most Wanted--computer hacker. He has hacked into some of the country's most powerful and seemingly impenetrable agencies and companies, and at one point he was on a three-year run from the FBI. Now, though, Mitnick is reformed and is widely regarded as the expert on the subject of computer security. He knows exactly how vulnerabilities can be exploited and just what to do to prevent that from happening. In THE ART OF INVISIBILITY Mitnick provides both online and real life tactics and inexpensive methods to protect you and your family, in easy step-by-step instructions. He even talks about more advanced "elite" techniques, which, if used properly, can maximize your privacy. Invisibility isn't just for superheroes--privacy is a power you deserve and need in this modern age.
The Unwritten Rules of Ph.D. Research
Gordon Rugg - 2004
I did the basic research for my PhD in about twelve months, then spent two years writing up the results - and producing possibly too much. It succeeded, but I think I might have made a better job of it if I had read a book like this first. But they didn't exist in those days." Mantex This book looks at things the other books don’t tell you about doing a PhD - what it’s really like and how to come through it with a happy ending! It covers all the things you wish someone had told you before you started: What a PhD is really about, and how to do one well The "unwritten rules" of research and of academic writing What your supervisor actually means by terms like "good referencing" and "clean research question" How to write like a skilled researcher How academic careers really work An ideal resource if someone you care about (including yourself!) is undergoing or considering a PhD. This book turns lost, clueless students back into people who know what they are doing, and who can enjoy life again.
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Arguing with Idiots: How to Stop Small Minds and Big Government
Glenn Beck - 2009
FRIGHTENING. TRUE. It happens to all of us: You're minding your own business, when some idiot informs you that guns are evil, the Prius will save the planet, or the rich have to finally start paying their fair share of taxes. Just go away! you think to yourself -- but they only become more obnoxious. Your heart rate quickens. You start to sweat. You can't get away. Your only hope is...this book. Glenn Beck, author of the #1 New York Times bestsellers An Inconvenient Book and Glenn Beck's Common Sense, has stumbled upon the secret formula to winning arguments against people with big mouths but small minds: knowing the facts. And this book is full of them. The next time your Idiot Friends tell you how gun control prevents gun violence, you'll tell them all about England's handgun ban (see page 53). When they tell you that we should copy the UK's health-care system, you'll recount the horrifying facts you read on page 244. And the next time an idiot tells you that vegetable prices will skyrocket without illegal workers, you'll stop saying "no, they won't" and you'll start saying, "actually, eliminating all illegal labor will cause us to spend just $8 a year more on produce." (See page 139.) Idiots can't be identified through voting records, they can be found only by looking for people who hide behind stereotypes, embrace partisanship, and believe that bumper sticker slogans are a substitute for common sense. If you know someone who fits the bill, then Arguing with Idiots will help you silence them once and for all with the ultimate weapon: the truth.
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.