Book picks similar to
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds by J.C. Herz
history
non-fiction
nonfiction
gaming
Hey! Listen!: A journey through the golden era of video games
Steve McNeil - 2019
He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!
The Code Book: The Science of Secrecy from Ancient Egypt to Quantum Cryptography
Simon Singh - 1999
From Mary, Queen of Scots, trapped by her own code, to the Navajo Code Talkers who helped the Allies win World War II, to the incredible (and incredibly simple) logisitical breakthrough that made Internet commerce secure, The Code Book tells the story of the most powerful intellectual weapon ever known: secrecy.Throughout the text are clear technical and mathematical explanations, and portraits of the remarkable personalities who wrote and broke the world’s most difficult codes. Accessible, compelling, and remarkably far-reaching, this book will forever alter your view of history and what drives it. It will also make you wonder how private that e-mail you just sent really is.
Dragon Age: The World of Thedas Volume 1
David Gaider - 2013
The definitive guide!
The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit
Philip E. Orbanes - 2003
Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Idea Man
Paul Allen - 2011
In 2007 and 2008, Time named Paul Allen, the cofounder of Microsoft, one of the hundred most influential people in the world. Since he made his fortune, his impact has been felt in science, technology, business, medicine, sports, music, and philanthropy. His passion, curiosity, and intellectual rigor-combined with the resources to launch and support new initiatives-have literally changed the world. In 2009 Allen discovered that he had lymphoma, lending urgency to his desire to share his story for the first time. In this long-awaited memoir, Allen explains how he has solved problems, what he's learned from his many endeavors-both the triumphs and the failures-and his compelling vision for the future. He reflects candidly on an extraordinary life. The book also features previously untold stories about everything from the true origins of Microsoft to Allen's role in the dawn of private space travel (with SpaceShipOne) and in discoveries at the frontiers of brain science. With honesty, humor, and insight, Allen tells the story of a life of ideas made real.
Ethics in Information Technology
George W. Reynolds - 2002
This book offers an excellent foundation in ethical decision-making for current and future business managers and IT professionals.
Obedience to Authority
Stanley Milgram - 1974
Some system of authority is a requirement of all communal living, and it is only the man dwelling in isolation who is not forced to respond, through defiance or submission, to the commands of others. Obedience, as a determinant of behavior is of particular relevance to our time. It has been reliably established that from 1933 to 1945 millions of innocent people were systematically slaughtered on command. Gas chambers were built, death camps were guarded, daily quotas of corpses were produced with the same efficiency as the manufacture of appliances. These inhumane policies may have originated in the mind of a single person, but they could only have been carried out on a massive scale if a very large number of people obeyed orders.Obedience is the psychological mechanism that links individual action to political purpose. It is the dispositional cement that binds men to systems of authority. Facts of recent history and observation in daily life suggest that for many people obedience may be a deeply ingrained behavior tendency, indeed, a prepotent impulse overriding training in ethics, sympathy, and moral conduct. C. P. Snow (1961) points to its importance when he writes:When you think of the long and gloomy history of man, you will find more hideous crimes have been committed in the name of obedience than have ever been committed in the name of rebellion. If you doubt that, read William Sbirer's 'Rise and Fall of the Third Reich.' The German Officer Corps were brought up in the most rigorous code of obedience . . . in the name of obedience they were party to, andassisted in, the most wicked large scale actions in the history of the world. (p. 24)The Nazi extermination of European Jews is the most extremeinstance of abhorrent immoral acts carried out by thousands ofpeople in the name of obedience. Yet in lesser degree this type ofthing is constantly recurring: ordinary citizens are ordered todestroy other people, and they do so because they consider ittheir duty to obey orders. Thus, obedience to authority, longpraised as a virtue, takes on a new aspect when it serves amalevolent cause; far from appearing as a virtue, it is transformedinto a heinous sin. Or is it?The moral question of whether one should obey when commands conflict with conscience was argued by Plato, dramatized in "Antigone," and treated to philosophic analysis in every historical epoch Conservative philosophers argue that the very fabric of society is threatened by disobedience, and even when the act prescribed by an authority is an evil one, it is better to carry out the act than to wrench at the structure of authority. Hobbes stated further that an act so executed is in no sense the responsibility of the person who carries it out but only of the authority that orders it. But humanists argue for the primacy of individual conscience in such matters, insisting that the moral judgments of the individual must override authority when the two are in conflict.The legal and philosophic aspects of obedience are of enormous import, but an empirically grounded scientist eventually comes to the point where he wishes to move from abstract discourse to the careful observation of concrete instances. In order to take a close look at the act of obeying, I set up a simple experimentat Yale University. Eventually, the experiment was to involve more than a thousand participants and would be repeated at several universities, but at the beginning, the conception was simple. A person comes to a psychological laboratory and is told to carry out a series of acts that come increasingly into conflict with conscience. The main question is how far the participant will comply with the experimenter's instructions before refusing to carry out the actions required of him.But the reader needs to know a little more detail about the experiment. Two people come to a psychology laboratory to take part in a study of memory and learning. One of them is designated as a "teacher" and the other a "learner." The experimenter explains that the study is concerned with the effects of punishment on learning. The learner is conducted into a room, seated in a chair, his arms strapped to prevent excessive movement, and an electrode attached to his wrist. He is told that he is to learn a list of word pairs; whenever he makes an error, be will receive electric shocks of increasing intensity.The real focus of the experiment is the teacher. After watching the learner being strapped into place, he is taken into the main experimental room and seated before an impressive shock generator. Its main feature is a horizontal line of thirty switches, ranging from 15 volts to 450 volts, in 15-volt increments. There are also verbal designations which range from Slight SHOCK to Danger--Severe SHOCK. The teacher is told that he is to administer the learning test to the man in the other room. When the learner responds correctly, the teacher moves on to the next item; when the other man gives an incorrectanswer, the teacher is to give him an electric shock. He is to start at the lowest shock level ( 15 volts) and to increase the level each time the man makes an error, going through 30 volts, 45 volts, and so on.The "teacher" is a genuinely naive subject who has come to the laboratory to participate in an experiment. The learner, or victim, is an actor who actually receives no shock at all. The point of the experiment is to see how far a person will proceed in a concrete and measurable situation in which he is ordered to inflict increasing pain on a protesting victim.
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO
Satoru Iwata - 2021
In my mind, I am a game developer. But in my heart, I am a gamer." —Satoru IwataSatoru Iwata was the former Global President and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.
Computers as Theatre
Brenda Laurel - 1991
It shows how similar principles can help students understand what people experience when interacting with computers. The book also describes how the user's enjoyment of a computer system should be the biggest design consideration.
The Legend of Zelda (Legends of Localization, #1)
Clyde Mandelin - 2015
Because it's a long way from Japan to the West, even for a legendary hero.
A Brief History of Video Games
Richard Stanton - 2015
Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming’s past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.
The World Is Flat: A Brief History of the Twenty-first Century
Thomas L. Friedman - 2005
With his inimitable ability to translate complex foreign policy and economic issues, Friedman explains how the flattening of the world happened at the dawn of the 21st century; what it means to countries, companies, communities and individuals; and how governments and societies can, and must, adapt.
Barbarians Led by Bill Gates: Microsoft From The Inside: How The World's Richest Corporation Wields Its Power
Jennifer Edstrom - 1998
District Judge Stanley Sporkin. Teamed with the daughter of one of Bill Gates's closest associates, thirteen-year Microsoft veteran Marlin Eller shows us what it was like at every step along Gates's route to world domination, making all that's been written before seem like a rough guess. If the Justice Department had Eller and Edstrom investigating the current-headline-making antitrust case, they would have on the record many of Microsoft's most respected developers directly contradicting the "authorized" version of events being presented in court. They would know the real scoop on how Windows was developed in the first place, shedding new light on the 1988 Apple v. Microsoft lawsuit over the alleged copying of the Mac. They would even know the real story of how Microsoft killed off Go Corporation, told for the first time by the man who did the deed, Marlin Eller himself. Revealing the smoke-and-mirror deals, the palms greased to help launch a product that didn't exist, and the boneyard of once-thriving competitors targeted by the Gates juggernaut, this book demonstrates with often hilariously damning detail the Microsoft muddle that passes for strategic direction, offset by Gates's uncanny ability to come from behind to crush whoever's on top.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.