Book picks similar to
Fun Inc.: Why games are the 21st Century's most serious business by Tom Chatfield
non-fiction
games
video-games
business
Writing on the Wall: Social Media - The First 2,000 Years
Tom Standage - 2013
Indeed, as Tom Standage reveals in his scintillating new book, social media is anything but a new phenomenon.From the papyrus letters that Roman statesmen used to exchange news across the Empire to the advent of hand-printed tracts of the Reformation to the pamphlets that spread propaganda during the American and French revolutions, Standage chronicles the increasingly sophisticated ways people shared information with each other, spontaneously and organically, down the centuries. With the rise of newspapers in the nineteenth century, then radio and television, “mass media” consolidated control of information in the hands of a few moguls. However, the Internet has brought information sharing full circle, and the spreading of news along social networks has reemerged in powerful new ways.A fresh, provocative exploration of social media over two millennia, Writing on the Wall reminds us how modern behavior echoes that of prior centuries-the Catholic Church, for example, faced similar dilemmas in deciding whether or how to respond to Martin Luther's attacks in the early sixteenth century to those that large institutions confront today in responding to public criticism on the Internet. Invoking the likes of Thomas Paine and Vinton Cerf, co-inventor of the Internet, Standage explores themes that have long been debated: the tension between freedom of expression and censorship; whether social media trivializes, coarsens or enhances public discourse; and its role in spurring innovation, enabling self-promotion, and fomenting revolution. As engaging as it is visionary, Writing on the Wall draws on history to cast new light on today's social media and encourages debate and discussion about how we'll communicate in the future.
Rise of the Robots: Technology and the Threat of a Jobless Future
Martin Ford - 2015
In Rise of the Robots, Silicon Valley entrepreneur Martin Ford argues that this is absolutely not the case. As technology continues to accelerate and machines begin taking care of themselves, fewer people will be necessary. Artificial intelligence is already well on its way to making “good jobs” obsolete: many paralegals, journalists, office workers, and even computer programmers are poised to be replaced by robots and smart software. As progress continues, blue and white collar jobs alike will evaporate, squeezing working- and middle-class families ever further. At the same time, households are under assault from exploding costs, especially from the two major industries—education and health care—that, so far, have not been transformed by information technology. The result could well be massive unemployment and inequality as well as the implosion of the consumer economy itself.In Rise of the Robots, Ford details what machine intelligence and robotics can accomplish, and implores employers, scholars, and policy makers alike to face the implications. The past solutions to technological disruption, especially more training and education, aren't going to work, and we must decide, now, whether the future will see broad-based prosperity or catastrophic levels of inequality and economic insecurity. Rise of the Robots is essential reading for anyone who wants to understand what accelerating technology means for their own economic prospects—not to mention those of their children—as well as for society as a whole.
The Culture Code: An Ingenious Way to Understand Why People Around the World Buy and Live as They Do
Clotaire Rapaille - 2006
His groundbreaking revelations shed light not just on business but on the way every human being acts and lives around the world. Rapaille’s breakthrough notion is that we acquire a silent system of Codes as we grow up within our culture. These Codes—the Culture Code—are what make us American, or German, or French, and they invisibly shape how we behave in our personal lives, even when we are completely unaware of our motives. What’s more, we can learn to crack the Codes that guide our actions and achieve new understanding of why we do the things we do. Rapaille has used the Culture Code to help Chrysler build the PT Cruiser—the most successful American car launch in recent memory. He has used it to help Procter & Gamble design its advertising campaign for Folger’s coffee – one of the longest-lasting and most successful campaigns in the annals of advertising. He has used it to help companies as diverse as GE, AT&T, Boeing, Honda, Kellogg, and L’Oréal improve their bottom line at home and overseas. And now, in The Culture Code, he uses it to reveal why Americans act distinctly like Americans, and what makes us different from the world around us. In The Culture Code, Dr. Rapaille decodes two dozen of our most fundamental archetypes—ranging from sex to money to health to America itself—to give us “a new set of glasses” with which to view our actions and motivations. Why are we so often disillusioned by love? Why is fat a solution rather than a problem? Why do we reject the notion of perfection? Why is fast food in our lives to stay? The answers are in the Codes. Understanding the Codes gives us unprecedented freedom over our lives. It lets us do business in dramatically new ways. And it finally explains why people around the world really are different, and reveals the hidden clues to understanding us all.
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
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.
Bad Pharma: How Drug Companies Mislead Doctors and Harm Patients
Ben Goldacre - 2012
We like to imagine that it’s based on evidence and the results of fair tests. In reality, those tests are often profoundly flawed. We like to imagine that doctors are familiar with the research literature surrounding a drug, when in reality much of the research is hidden from them by drug companies. We like to imagine that doctors are impartially educated, when in reality much of their education is funded by industry. We like to imagine that regulators let only effective drugs onto the market, when in reality they approve hopeless drugs, with data on side effects casually withheld from doctors and patients.All these problems have been protected from public scrutiny because they’re too complex to capture in a sound bite. But Dr. Ben Goldacre shows that the true scale of this murderous disaster fully reveals itself only when the details are untangled. He believes we should all be able to understand precisely how data manipulation works and how research misconduct on a global scale affects us. In his own words, “the tricks and distortions documented in these pages are beautiful, intricate, and fascinating in their details.” With Goldacre’s characteristic flair and a forensic attention to detail, Bad Pharma reveals a shockingly broken system and calls for something to be done. This is the pharmaceutical industry as it has never been seen before.
Microtrends: The Small Forces Behind Tomorrow's Big Changes
Mark J. Penn - 2007
One million people can create new market for a business, spark a social movement, or effect political change. In 1996, a microtrend identified by Penn ("soccer moms") was crucial in re-electing President Clinton. With years of experience as one of world's most highly regarded pollsters, Mark Penn identifies the new microtrends sweeping the world: *Single women by choice: More often than ever before, they aren't waiting for Mr. Right. They are raising children by themselves and buying their own homes.*Splitters: A growing number of middle-class residents are shuttling between two homes, creating new communities and dynamics in the real estate market.*Sun Haters: Environmentalists, skin cancer survivors, and parents concerned about the impact the sun is having on our health.*Philo-semites: A growing number of people want to date Jewish men and women.*Classical Music Dads: Older men who are fathers in their 40's and 50's and taking on a larger role in the nurturing of their children and becoming an important factor in consumer culture for kids. Penn highlights everything from religion to politics, from leisure pursuits to relationships. MICROTRENDS will take the reader deep into the worlds of polling, targeting, and psychographic analysis, reaching tantalizing conclusions through engaging analysis.
The Price of Civilization
Jeffrey D. Sachs - 2010
Sachs has been at the forefront of international problem solving. But Sachs turns his attention back home in 'The Price of Civilization,' a book that is essential reading for every American. In a forceful, impassioned, and personal voice, he offers not only a searing and incisive diagnosis of our country's economic ills but also an urgent call for Americans to restore the virtue of fairness, honesty, and foresight as the foundations of national prosperity." Inside book cover comments.
The Dark Net: Inside the Digital Underworld
Jamie Bartlett - 2014
A world that is as creative and complex as it is dangerous and disturbing. A world that is much closer than you think.The dark net is an underworld that stretches from popular social media sites to the most secretive corners of the encrypted web. It is a world that frequently appears in newspaper headlines, but one that is little understood, and rarely explored. The Dark Net is a revelatory examination of the internet today, and of its most innovative and dangerous subcultures: trolls and pornographers, drug dealers and hackers, political extremists and computer scientists, Bitcoin programmers and self-harmers, libertarians and vigilantes.Based on extensive first-hand experience, exclusive interviews and shocking documentary evidence, The Dark Net offers a startling glimpse of human nature under the conditions of freedom and anonymity, and shines a light on an enigmatic and ever-changing world.
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.
The 33 Strategies of War
Robert Greene - 2005
In The 33 Strategies of War, Greene has crafted an important addition to this ruthless and unique series.Spanning world civilizations, synthesizing dozens of political, philosophical, and religious texts and thousands of years of violent conflict, The 33 Strategies of War is a comprehensive guide to the subtle social game of everyday life informed by the most ingenious and effective military principles in war. Structured in Greene’s trademark style, The 33 Strategies of War is the I-Ching of conflict, the contemporary companion to Sun Tzu’s The Art of War.Abundantly illustrated with examples from history, including the folly and genius of everyone from Napoleon to Margaret Thatcher, Shaka the Zulu to Lord Nelson, Hannibal to Ulysses S. Grant, as well as movie moguls, Samurai swordsmen, and diplomats, each of the thirty-three chapters outlines a strategy that will help you win life’s wars. Learn the offensive strategies that require you to maintain the initiative and negotiate from a position of strength, or the defensive strategies designed to help you respond to dangerous situations and avoid unwinnable wars. The great warriors of battlefields and drawing rooms alike demonstrate prudence, agility, balance, and calm, and a keen understanding that the rational, resourceful, and intuitive always defeat the panicked, the uncreative, and the stupid. An indispensable book, The 33 Strategies of War provides all the psychological ammunition you need to overcome patterns of failure and forever gain the upper hand.
The Medici Effect: What Elephants and Epidemics Can Teach Us about Innovation
Frans Johansson - 2004
And it was an astronomer who finally explained what happened to the dinosaurs.Frans Johansson's The Medici Effect shows how breakthrough ideas most often occur when we bring concepts from one field into a new, unfamiliar territory, and offers examples how we can turn the ideas we discover into path-breaking innovations.
50 Popular Beliefs That People Think Are True
Guy P. Harrison - 2011
Or perhaps you're trying to find a nice way of dissuading someone from wasting money on a homeopathy cure. Or you met someone at a party who insisted the Holocaust never happened or that no one ever walked on the moon. How do you find a gently persuasive way of steering people away from unfounded beliefs, bogus cures, conspiracy theories, and the like? This down-to-earth, entertaining exploration of commonly held extraordinary claims will help you set the record straight. The author, a veteran journalist, has not only surveyed a vast body of literature, but has also interviewed leading scientists, explored "the most haunted house in America," frolicked in the inviting waters of the Bermuda Triangle, and even talked to a "contrite Roswell alien." He is not out simply to debunk unfounded beliefs. Wherever possible, he presents alternative scientific explanations, which in most cases are even more fascinating than the wildest speculation. For example, stories about UFOs and alien abductions lack good evidence, but science gives us plenty of reasons to keep exploring outer space for evidence that life exists elsewhere in the vast universe. The proof for Bigfoot or the Loch Ness Monster may be nonexistent, but scientists are regularly discovering new species, some of which are truly stranger than fiction.Stressing the excitement of scientific discovery and the legitimate mysteries and wonder inherent in reality, this book invites readers to share the joys of rational thinking and the skeptical approach to evaluating our extraordinary world.
Designing Games
Tynan Sylvester - 2013
You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.