Book picks similar to
Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler
video-games
non-fiction
gaming
games
An Ugly Truth: Inside Facebook's Battle for Domination
Sheera Frenkel - 2021
Once one of Silicon Valley’s greatest success stories, Facebook has been under constant fire for the past five years, roiled by controversies and crises. It turns out that while the tech giant was connecting the world, they were also mishandling users’ data, spreading fake news, and amplifying dangerous, polarizing hate speech. The company, many said, had simply lost its way. But the truth is far more complex. Leadership decisions enabled, and then attempted to deflect attention from, the crises. Time after time, Facebook’s engineers were instructed to create tools that encouraged people to spend as much time on the platform as possible, even as those same tools boosted inflammatory rhetoric, conspiracy theories, and partisan filter bubbles. And while consumers and lawmakers focused their outrage on privacy breaches and misinformation, Facebook solidified its role as the world’s most voracious data-mining machine, posting record profits, and shoring up its dominance via aggressive lobbying efforts. Drawing on their unrivaled sources, Sheera Frenkel and Cecilia Kang take readers inside the complex court politics, alliances and rivalries within the company to shine a light on the fatal cracks in the architecture of the tech behemoth. Their explosive, exclusive reporting led them to a shocking conclusion: The missteps of the last five years were not an anomaly but an inevitability—this is how Facebook was built to perform. In a period of great upheaval, growth has remained the one constant under the leadership of Mark Zuckerberg and Sheryl Sandberg. Both have been held up as archetypes of uniquely 21st century executives—he the tech “boy genius” turned billionaire, she the ultimate woman in business, an inspiration to millions through her books and speeches. But sealed off in tight circles of advisers and hobbled by their own ambition and hubris, each has stood by as their technology is coopted by hate-mongers, criminals and corrupt political regimes across the globe, with devastating consequences. In An Ugly Truth, they are at last held accountable.
The Atomic Chef: And Other True Tales of Design, Technology, and Human Error
Steven Casey - 2006
The 20 stand-alone chapters of this new work describe how technological failures result from the incompatibilities between the way things are designed and the way people actually perceive, think, and act. New technologies will succeed or fail based on our ability to minimize these incompatibilities between the characteristics of people and the characteristics of the things we create and use.This book is the quintessential 'must read' for all those who deal with technology in any fashion. From the frustration of an awkward ATM machine to the threat of accidental, nuclear Armageddon, Casey shows how the same crucial factors come into play told through the very eyes of those people who saw and experienced these things. No student of design, psychology, behavioral science, or technology should be without this book, and neither should any intelligent member of society who wants to know what goes on with the successes and failures of modern technology.Sit ringside to the action where compelling events unfold. The stories in this book will take you to airports and airline cabins, an amusement park, a fertility clinic, a pharmaceutical plant, an emergency dispatch center, the Olympic games, and a bank; to hospitals, spacecraft, ships, and cars. From the coasts of Peru and Monterey, in orbit aboard the International Space Station, the freeways of Southern California and the back roads of France, the battlefields of Afghanistan, and a nuclear fuel plant in Japan this is The Atomic Chef.
Desert Oath
Oliver Bowden - 2017
Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.
Story: Substance, Structure, Style, and the Principles of Screenwriting
Robert McKee - 1997
Quincy Jones, Diane Keaton, Gloria Steinem, Julia Roberts, John Cleese and David Bowie are just a few of his celebrity alumni. Writers, producers, development executives and agents all flock to his lecture series, praising it as a mesmerizing and intense learning experience. In Story, McKee expands on the concepts he teaches in his $450 seminars (considered a must by industry insiders), providing readers with the most comprehensive, integrated explanation of the craft of writing for the screen. No one better understands how all the elements of a screenplay fit together, and no one is better qualified to explain the "magic" of story construction and the relationship between structure and character than Robert McKee.
Droidmaker: George Lucas and the Digital Revolution
Michael Rubin - 2005
In the process they made computer history.
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.
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
From Gutenberg to Zuckerberg: What You Really Need to Know About the Internet
John Naughton - 2011
In the process we've been remarkably incurious about its meaning, significance or cultural implications. Most people have no idea how the network works, nor any conception of its architecture; and few can explain why it has been - and continues to be - so uniquely disruptive in social, economic and cultural contexts. In other words, our society has become dependent on a utility that it doesn't really understand. John Naughton has distilled the noisy chatter surrounding the internet's relentless evolution into nine clear-sighted and accessible areas of understanding. In doing so he affords everyone the requisite knowledge to make better use of the technologies and networks around us, and see lucidly into their future implications. Along the way FROM GUTENBERG TO ZUCKERBERG covers areas as diverse as the science of complexity, the economics of abundance, the appeal of disruption and the problematic nature of intellectual property. FROM GUTENBERG TO ZUCKERBERG gives you all the basic, conceptual equipment you need to understand the Internet phenomenon.
Physics for Game Developers
David M. Bourg - 2001
Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. "Physics for Game Developers" serves as the starting point for those who want to enrich games with physics-based realism.Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: The trajectory of rockets and missiles, including the effects of fuel burn offThe collision of objects such as billiard ballsThe stability of cars racing around tight curvesThe dynamics of boats and other waterborne vehiclesThe flight path of a baseball after being struck by a batThe flight characteristics of airplanesYou don't need to be a physics expert to learn from "Physics for Game Developers, " but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins
Garry Kasparov - 2017
It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his astonishing side of the story for the first time. He describes how it felt to strategize against an implacable, untiring opponent with the whole world watching, and recounts the history of machine intelligence through the microcosm of chess, considered by generations of scientific pioneers to be a key to unlocking the secrets of human and machine cognition. Kasparov uses his unrivaled experience to look into the future of intelligent machines and sees it bright with possibility. As many critics decry artificial intelligence as a menace, particularly to human jobs, Kasparov shows how humanity can rise to new heights with the help of our most extraordinary creations, rather than fear them. Deep Thinking is a tightly argued case for technological progress, from the man who stood at its precipice with his own career at stake.
100 Things We've Lost to the Internet
Pamela Paul - 2021
NAMED ONE OF THE TEN BEST BOOKS OF THE YEAR BY CHICAGO TRIBUNE AND THE DALLAS MORNING NEWS - "A deft blend of nostalgia, humor and devastating insights."--PeopleRemember all those ingrained habits, cherished ideas, beloved objects, and stubborn preferences from the pre-Internet age? They're gone.To some of those things we can say good riddance. But many we miss terribly. Whatever our emotional response to this departed realm, we are faced with the fact that nearly every aspect of modern life now takes place in filtered, isolated corners of cyberspace--a space that has slowly subsumed our physical habitats, replacing or transforming the office, our local library, a favorite bar, the movie theater, and the coffee shop where people met one another's gaze from across the room. Even as we've gained the ability to gather without leaving our house, many of the fundamentally human experiences that have sustained us have disappeared.In one hundred glimpses of that pre-Internet world, Pamela Paul, editor of The New York Times Book Review, presents a captivating record, enlivened with illustrations, of the world before cyberspace--from voicemails to blind dates to punctuation to civility. There are the small losses: postcards, the blessings of an adolescence largely spared of documentation, the Rolodex, and the genuine surprises at high school reunions. But there are larger repercussions, too: weaker memories, the inability to entertain oneself, and the utter demolition of privacy.100 Things We've Lost to the Internet is at once an evocative swan song for a disappearing era and, perhaps, a guide to reclaiming just a little bit more of the world IRL.