Cognitive Surplus: Creativity and Generosity in a Connected Age


Clay Shirky - 2010
     For decades, technology encouraged people to squander their time and intellect as passive consumers. Today, tech has finally caught up with human potential. In Cognitive Surplus, Internet guru Clay Shirky forecasts the thrilling changes we will all enjoy as new digital technology puts our untapped resources of talent and goodwill to use at last. Since we Americans were suburbanized and educated by the postwar boom, we've had a surfeit of intellect, energy, and time-what Shirky calls a cognitive surplus. But this abundance had little impact on the common good because television consumed the lion's share of it-and we consume TV passively, in isolation from one another. Now, for the first time, people are embracing new media that allow us to pool our efforts at vanishingly low cost. The results of this aggregated effort range from mind expanding-reference tools like Wikipedia-to lifesaving-such as Ushahidi.com, which has allowed Kenyans to sidestep government censorship and report on acts of violence in real time. Shirky argues persuasively that this cognitive surplus-rather than being some strange new departure from normal behavior-actually returns our society to forms of collaboration that were natural to us up through the early twentieth century. He also charts the vast effects that our cognitive surplus- aided by new technologies-will have on twenty-first-century society, and how we can best exploit those effects. Shirky envisions an era of lower creative quality on average but greater innovation, an increase in transparency in all areas of society, and a dramatic rise in productivity that will transform our civilization. The potential impact of cognitive surplus is enormous. As Shirky points out, Wikipedia was built out of roughly 1 percent of the man-hours that Americans spend watching TV every year. Wikipedia and other current products of cognitive surplus are only the iceberg's tip. Shirky shows how society and our daily lives will be improved dramatically as we learn to exploit our goodwill and free time like never before.

The Hacker Crackdown: Law and Disorder on the Electronic Frontier


Bruce Sterling - 1992
    A journalist investigates the past, present, and future of computer crimes, as he attends a hacker convention, documents the extent of the computer crimes, and presents intriguing facts about hackers and their misdoings.

Spam: A Shadow History of the Internet


Finn Brunton - 2013
    Most of it is caught by filters before ever reaching an in-box. Where does it come from? As Finn Brunton explains in Spam, it is produced and shaped by many different populations around the world: programmers, con artists, bots and their botmasters, pharmaceutical merchants, marketers, identity thieves, crooked bankers and their victims, cops, lawyers, network security professionals, vigilantes, and hackers. Every time we go online, we participate in the system of spam, with choices, refusals, and purchases the consequences of which we may not understand.This is a book about what spam is, how it works, and what it means. Brunton provides a cultural history that stretches from pranks on early computer networks to the construction of a global criminal infrastructure. The history of spam, Brunton shows us, is a shadow history of the Internet itself, with spam emerging as the mirror image of the online communities it targets. Brunton traces spam through three epochs: the 1970s to 1995, and the early, noncommercial computer networks that became the Internet; 1995 to 2003, with the dot-com boom, the rise of spam's entrepreneurs, and the first efforts at regulating spam; and 2003 to the present, with the war of algorithms--spam versus anti-spam. Spam shows us how technologies, from email to search engines, are transformed by unintended consequences and adaptations, and how online communities develop and invent governance for themselves.

Dragon Age: Origins: Prima Official Game Guide


Mike Searle - 2009
    •Essentials: Over 300 pages packed with every quest, NPC, monster, and item across the world of Ferelden!• Classes: Complete ascension guides with level-by-level tips on how to maximize a warrior, mage, or rogue class!• Maps: Over 100 jam-packed maps displaying every critical piece of information! • Walkthrough: Detailed walkthroughs to master all quests, puzzles, and pivotal story choices!• Equipment: Full equipment lists to gear out your PCs!• Bestiary: Comprehensive bestiary with everything from arcane horrors to werewolves!• Combat: Expert tactics to conquer the intricacies of combat!

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.

Underground: Tales of Hacking, Madness, and Obsession on the Electronic Frontier


Suelette Dreyfus - 1997
    Spanning three continents and a decade of high level infiltration, they created chaos amongst some of the world's biggest and most powerful organisations, including NASA and the US military. Brilliant and obsessed, many of them found themselves addicted to hacking and phreaking. Some descended into drugs and madness, others ended up in jail.As riveting as the finest detective novel and meticulously researched, Underground follows the hackers through their crimes, their betrayals, the hunt, raids and investigations. It is a gripping tale of the digital underground.

Subculture: The Meaning of Style


Dick Hebdige - 1979
    Hebdige [...] is concerned with the UK's postwar, music-centred, white working-class subcultures, from teddy boys to mods and rockers to skinheads and punks.' - Rolling StoneWith enviable precision and wit Hebdige has addressed himself to a complex topic - the meanings behind the fashionable exteriors of working-class youth subcultures - approaching them with a sophisticated theoretical apparatus that combines semiotics, the sociology of devience and Marxism and come up with a very stimulating short book - Time OutThis book is an attempt to subject the various youth-protest movements of Britain in the last 15 years to the sort of Marxist, structuralist, semiotic analytical techniques propagated by, above all, Roland Barthes. The book is recommended whole-heartedly to anyone who would like fresh ideas about some of the most stimulating music of the rock era - The New York Times

Brave New World Revisited


Aldous Huxley - 1958
    Here, in one of the most important and fascinating books of his career, Aldous Huxley uses his tremendous knowledge of human relations to compare the modern-day world with his prophetic fantasy. He scrutinizes threats to humanity, such as overpopulation, propaganda, and chemical persuasion, and explains why we have found it virtually impossible to avoid them. Brave New World Revisited is a trenchant plea that humankind should educate itself for freedom before it is too late. Brave New World Revisted (first published in 1958) is not a reissue or revision of 0060850523 Brave New World. Brave New World is a novel, whereas Brave New World Revisted is a nonfiction exploration of the themes in Brave New World.

The 99% Invisible City: A Field Guide to the Hidden World of Everyday Design


Roman Mars - 2020
    The show celebrates design and architecture in all of its functional glory and accidental absurdity, with intriguing tales of both designers and the people impacted by their designs.Now, in The 99% Invisible City: A Field Guide to Hidden World of Everyday Design, host Roman Mars and coauthor Kurt Kohlstedt zoom in on the various elements that make our cities work, exploring the origins and other fascinating stories behind everything from power grids and fire escapes to drinking fountains and street signs. With deeply researched entries and beautiful line drawings throughout, The 99% Invisible City will captivate devoted fans of the show and anyone curious about design, urban environments, and the unsung marvels of the world around them.

Orality and Literacy: The Technologizing of the Word


Walter J. Ong - 1982
    Ong offers fascinating insights into oral genres across the globe and through time, and examines the rise of abstract philosophical and scientific thinking. He considers the impact of orality-literacy studies not only on literary criticism and theory but on our very understanding of what it is to be a human being, conscious of self and other.This is a book no reader, writer or speaker should be without.

Cultural Anthropology: A Problem-Based Approach


Richard H. Robbins - 1993
    The book is organized around problems rather than topics, creating a natural and integrated discussion of such traditional concerns as kinship, caste, gender roles, and religion within the context of meaningful questions, including How can people begin to understand beliefs and behaviors that are different from their own. How do societies give meaning to and justify collective violence? Why are some societies more industrially advanced that others? What can anthropology tell us about attempts to link intelligence and class?

Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web


Tim Berners-Lee - 1999
    Named one of the greatest minds of the 20th century by Time, Tim Berners-Lee is responsible for one of that century's most important advancements: the world wide web.  Now, this low-profile genius - who never personally profited from his invention - offers a compelling portrait of his invention.  He reveals the Web's origins and the creation of the now ubiquitous http and www acronyms and shares his views on such critical issues as censorship, privacy, the increasing power of software companies, and the need to find the ideal balance between commercial and social forces.  He offers insights into the true nature of the Web, showing readers how to use it to its fullest advantage.  And he presents his own plan for the Web's future, calling for the active support and participation of programmers, computer manufacturers, and social organizations to manage and maintain this valuable resource so that it can remain a powerful force for social change and an outlet for individual creativity.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Homo Deus: A History of Tomorrow


Yuval Noah Harari - 2015
    This may seem hard to accept, but, as Harari explains in his trademark style—thorough, yet riveting—famine, plague and war have been transformed from incomprehensible and uncontrollable forces of nature into manageable challenges. For the first time ever, more people die from eating too much than from eating too little; more people die from old age than from infectious diseases; and more people commit suicide than are killed by soldiers, terrorists and criminals put together. The average American is a thousand times more likely to die from binging at McDonalds than from being blown up by Al Qaeda.What then will replace famine, plague, and war at the top of the human agenda? As the self-made gods of planet earth, what destinies will we set ourselves, and which quests will we undertake? Homo Deus explores the projects, dreams and nightmares that will shape the twenty-first century—from overcoming death to creating artificial life. It asks the fundamental questions: Where do we go from here? And how will we protect this fragile world from our own destructive powers? This is the next stage of evolution. This is Homo Deus.With the same insight and clarity that made Sapiens an international hit and a New York Times bestseller, Harari maps out our future.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.