Book picks similar to
1001 Video Games You Must Play Before You Die by Tony MottMitch Krpata
video-games
non-fiction
games
videogames
The Design of Everyday Things
Donald A. Norman - 1988
It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.
The Poetics of Space
Gaston Bachelard - 1957
Bachelard takes us on a journey, from cellar to attic, to show how our perceptions of houses and other shelters shape our thoughts, memories, and dreams."A magical book. . . . The Poetics of Space is a prism through which all worlds from literary creation to housework to aesthetics to carpentry take on enhanced-and enchanted-significances. Every reader of it will never see ordinary spaces in ordinary ways. Instead the reader will see with the soul of the eye, the glint of Gaston Bachelard." -from the new foreword by John R. Stilgoe
The Art of Worldly Wisdom
Baltasar Gracián - 1647
The remarkable best-seller -- a long-lost, 300-year-old book of wisdom on how to live successfully yet responsibly in a society governed by self-interest -- as acute as Machiavelli yet as humanistic and scrupulously moral as Marcus Aurelius.
The Art of The Last of Us
Rachel Edidin - 2013
Featuring concept art, character designs, and astonishing settings and landscapes, The Art of The Last of Us provides a unique look at one of the gaming world’s most eagerly anticipated titles.
Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate
Zoe Quinn - 2017
Surely these things would never happen to you.Zoe Quinn used to feel the same way. Zoe is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. The hordes answered in the form of a so-called movement known as #gamergate--they hacked her accounts, stole nude photos of her, harassed her family, friends and colleagues, and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she has raised her voice and speaks out against this vicious online culture and for making the internet a safer place for everyone.In the several years since #Gamergate started, Quinn has helped thousands of people with her advocacy and online abuse crisis resource Crash Override Network. From locking down individuals' personal accounts and information to working with tech companies and lawmakers alike to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves--and now she wants to share that information with you.Crash Override offers an up close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Quinn uses her story--as target and as activist--to provide an accessible, personal, and human look at the ways the internet impacts our lives and culture. Through anecdotes from the eye of the storm to practical advice for keeping yourself and others safe online, Crash Override combines memoir, manifesto, and map to a better future for our online lives.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
Gaming: Essays On Algorithmic Culture
Alexander R. Galloway - 2006
Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
Dead Space: Martyr
B.K. Evenson - 2010
With his girlfriend Ada, he joins a team excavating the underwater crater, determined to find the source of the baffling message. The artifact, named "The Black Marker," possesses a mysterious power. Close proximity to the stone causes strange occurrences: visions of the dead, vivid dreams, and violent murders. When Michael secretly obtains a small piece of the marker, he too begins to dream.The Black Marker has chosen him to hear his message: You need to prove yourself worthy of eternal life, or the slate will be wiped clean on Earth.This is the story of the origin of "The Black Marker," the foundation of the Church of Unitology, and a discovery that will change the world.
The Extraordinary Works of Alan Moore
George Khoury - 2003
More than just a tribute book, The Extraordinary Works of Alan Moore tells Moore's story, as the reclusive British author speaks enthusiastically and passionately about his life and work in an extensive series of interviews.Moore displays his trademark wit and shares his unique insight on the comics that have shaped his legendary career - from his beginnings on Swamp Thing to the present day success of his own comic book universe in America's Best Comics.Within this tome, readers will find rare strips, scripts, artwork and photographs of the author, most never published before.Also features Moore's closest collaborators elaborating in comic strip form on their relationships with Moore, including Neil Gaiman (New York Times Best Selling Author of American Gods), Dave Gibbons (Artist of Watchmen), Sam Kieth (creator of MTV's The Maxx), Kevin O'Neill, Brian Bolland and others!
The Ascent of Man
Jacob Bronowski - 1973
Bronowski's exciting, illustrated investigation offers a perspective not just on science, but on civilization itself. Lower than the angelsForewordThe harvest of the seasons The grain in the stoneThe hidden structure The music of the spheresThe starry messanger The majestic clockworkThe drive for power The ladder of creation World within world Knowledge or certainty Generation upon generationThe long childhoodBibliographyIndex
The State of Play: Creators and Critics on Video Game Culture
Daniel GoldbergOla Wikander - 2015
Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.
LEGO® Minifigure Year by Year: A Visual History
Daniel Lipkowitz - 2013
Fans will learn little-known facts about their favorite minifigures in this first-ever publishing of the evolution of the famous LEGO minifigure.
My Tiny Life: Crime and Passion in a Virtual World
Julian Dibbell - 1999
Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
Cooking for Geeks: Real Science, Great Cooks, and Good Food
Jeff Potter - 2007
Author and cooking geek Jeff Potter helps you apply curiosity, inspiration, and invention to the food you prepare. Why do we bake some things at 350°F / 175°C and others at 375°F / 190°C? Why is medium-rare steak so popular? And just how quickly does a pizza cook if you “overclock” an oven to 1,000°F / 540°C? This expanded new edition provides in-depth answers, and lets you experiment with several labs and more than 100 recipes— from the sweet (a patent-violating chocolate chip cookie) to the savory (pulled pork under pressure).When you step into the kitchen, you’re unwittingly turned into a physicist and a chemist. This excellent and intriguing resource is for inquisitive people who want to increase their knowledge and ability to cook.• Discover what type of cook you are and learn how to think about flavor• Understand how protein denaturation, Maillard reactions, caramelization, and otherreactions impact the foods we cook• Gain firsthand insights from interviews with researchers, food scientists, knife experts, chefs, and writers—including science enthusiast Adam Savage, chef Jaques Pépin, and chemist Hervé This
Ico: Castle in the Mist
Miyuki Miyabe - 2004
But in the castle, Ico meets a young girl named Yorda imprisoned in its halls. Alone they will die, but together Ico and Yorda might just be able to defy their destinies and escape the magic of the castle. Based on the video game filmmaker Guillemo del Toro (Hellboy, Pan's Labyrinth) called a "masterpiece", Japan's leading fantasist Miyuki Miyabe has crafted a tale of magic, loss, and love that will never be forgotten.