Book picks similar to
Play Like a Feminist. by Shira Chess


nonfiction
non-fiction
feminism
game-studies

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

L.E.O.: The True Stories of Lt. Wayne Cotes


Wayne Cotes - 2018
    Some of his tales will seem far fetched, unless you're a cop and then you know that anything can happen - and just when you think you've seen it all, someone will surprise you.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Confessions of a Call Centre Worker


Izabelle Winter - 2017
    Could you keep your cool while talking to all levels of stupid? Would you be able to wear a headset all day without wanting to throw it out of the window? All calls are recorded, analysed and timed to the second. Average handling time (AHT) is discussed as if it's the very meaning of life and managers are always coming up with new ways to shave milliseconds from each call. Is it acceptable to only have a total eight minutes a day for visits to the toilet or coffee machine? Imagine not being allowed to hang up on someone who is screaming abuse down the line at you. Welcome to the Call Centre! Izabelle worked in call centres for many years; from insurance to home shopping, from selling advertising to discussing loans. Finally in the early hours one morning, she decided enough was in fact far too much and left her final call centre job the same day, never to return. On her way out of the door for the final time she vowed she would write a book about life in a call centre. Here is that book. Read about call centres in general, memorable customers and staff. How do staff stay sane? What is Big Red? Are cranberries the true meaning of Christmas? Why would you have leather trousers round your ankles in a lift? How not to impress your boss. Izabelle shares these and many other true tales from her years of incarceration in UK call centres.

The Art of Failure: An Essay on the Pain of Playing Video Games


Jesper Juul - 2013
    When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

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.

Finding Suzy: The Hunt for Missing Estate Agent Suzy Lamplugh and 'Mr Kipper'


David Videcette - 2021
    However, the Crown Prosecution Service refused to charge him, citing a lack of evidence.High-profile searches were conducted, yet Suzy’s body was never found; the trail that might lead investigators to her, long since lost.Haunted by another missing person case, investigator and former Scotland Yard detective, David Videcette, has spent five years painstakingly reinvestigating Suzy’s cold case disappearance.Through a series of incredible new witness interviews and fresh groundbreaking analysis, he uncovers piece by piece what happened to Suzy and why the case was never solved.People don't just disappear...

Clipping Through: One Mad Week In Video Games


Leigh Alexander - 2014
    The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Painting as a Pastime (Winston Churchill's Essays and Other Works Collection Book 1)


RosettaBooks - 2014
    Throughout his life, Churchill painted to relieve his mind from the demands of leadership—and to stave off depression. Included in this volume are Churchill’s meditations on painting as a salve for the spirit and an important method of relaxation—particularly for people under considerable stress over a long period of time. In addition, it includes 18 reprints of Churchill’s original work in oil, giving the reader a window into the little-known creative and artistic talent of this prominent figure in contemporary history. ABOUT THE AUTHOR Sir Winston Churchill was awarded the Nobel Prize in Literature in 1953 “for his mastery of historical and biographical description as well as for brilliant oratory in defending exalted human values.” Over a 64-year span, Churchill published over 40 books, many multi-volume definitive accounts of historical events to which he was a witness and participant. All are beautifully written and as accessible and relevant today as when first published. During his fifty-year political career, Churchill served twice as Prime Minister in addition to other prominent positions—including President of the Board of Trade, First Lord of the Admiralty, Chancellor of the Exchequer, and Home Secretary. In the 1930s, Churchill was one of the first to recognize the danger of the rising Nazi power in Germany and to campaign for rearmament in Britain. His leadership and inspired broadcasts and speeches during World War II helped strengthen British resistance to Adolf Hitler—and played an important part in the Allies’ eventual triumph. One of the most inspiring wartime leaders of modern history, Churchill was also an orator, a historian, a journalist, and an artist. All of these aspects of Churchill are fully represented in this collection of his works. ABOUT THE SERIES When the Conservative government was defeated in Britain’s 1929 general election, Winston Churchill was exiled from the party—chiefly because of his disagreements with party leaders over Indian Home Rule and protective tariffs, as well as his connections with financiers, press barons, and others who were not trusted by Conservative leadership. This period, between 1929 and 1939, came to be known as Churchill’s “wilderness years.” During this time, he focused on his writing—and served as an important voice for British armament against the rise of Hitler. Many of his works published during this time—including collections of newspaper articles and one very rare short story—are considered lost classics in the Churchill canon.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.