Book picks similar to
The History of Nintendo (1889-1980) - From Playing Cards to Game & Watch by Florent Gorges
video-games
videogames
non-fiction
games
Play Between Worlds: Exploring Online Game Culture
T.L. Taylor - 2006
L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
Killing Is Harmless: A Critical Reading of Spec Ops: The Line
Brendan Keogh - 2012
EarthBound
Ken Baumann - 2014
An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
The Encyclöpedia öf Heavy Metal
Daniel Bukszpan - 2003
Not a single sub-genre or band goes uncovered. Well-researched and fact-filled, the witty text befits the raucous bands that push musical-and all other-boundaries. From obscure groups like Armored Saint and Norway's Mayhem to pioneers Grand Funk Railroad and Iron Maiden to megastars like Ozzy Osbourne, Alice Cooper, Lita Ford, Van Halen, Joan Jett, and Marilyn Manson, each entry contains vital statistics: a description of the band's history and sound; an essential discography; the most current, comprehensive, popular compilations; and much more. Special features cover such important details as "Metal Fashion" and the various metal genres. Def Leppard, Faith No More, Guns n' Roses, Judas Priest, Metallica, AC/DC, Nine-Inch Nails, Poison, Rage Against the Machine, and Japan's Loudness: all of the favorite (and not so favorite) adrenaline-pumped, bizarre bands that make heavy metal the unique form it is appear in all their glory.
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
How to Talk about Videogames
Ian Bogost - 2015
Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
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.
Fun Inc.: Why games are the 21st Century's most serious business
Tom Chatfield - 2010
Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.
Modern Music: A Concise History
Paul Griffiths - 1978
The various paths are made clear by a concentration on the major works and turningpoints in the music of our time: the new rhythmic force that came in with The Rite of Spring, the unbounded universe of Schoenberg's atonality, the undreamed-of possibilities opened up by electronics, the role of chance in the music of John Cage and the astonishing diversity of minimalism.
The River of Consciousness
Oliver Sacks - 2017
He was also a memoirist who wrote with honesty and humor about the remarkable and strange encounters and experiences that shaped him (Uncle Tungsten, On the Move, Gratitude). Sacks, an Oxford-educated polymath, had a deep familiarity not only with literature and medicine but with botany, animal anatomy, chemistry, the history of science, philosophy, and psychology. The River of Consciousness is one of two books Sacks was working on up to his death, and it reveals his ability to make unexpected connections, his sheer joy in knowledge, and his unceasing, timeless project to understand what makes us human.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Pointers from Nisargadatta Maharaj
Ramesh S. Balsekar - 1982
He encouraged to inquire into the origin of consciousness and the illusory nature of arising phenomena. The primary reason for the book’s effectiveness is that the author enjoys a profound intuition of his teacher's realization."This sequel to I am That and Seeds of Consciousness continues the moving account of a genuine master of Advaita Vedanta."-David Diaman (The Laughing Man)
Star Wars: The Old Republic: Encyclopedia
Ian Ryan - 2012
Now comes the ultimate in-depth guide to the turbulent and fascinating world featured in the game — The Old Republic.Created in full collaboration with LucasArts, this in-depth companion covers the spectrum of characters, weapons, vehicles, events, and planets of Star Wars: The Old Republic. More than just an encyclopedia, it is the ultimate guided tour of the dangerous and mysterious universe found in a galaxy far, far away.© 2012 Lucasfilm Ltd. ® & ™ All Rights Reserved. Used Under Authorization.
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them
Jamie Madigan - 2015
They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
FreeDarko Presents: The Undisputed Guide to Pro Basketball History
Bethlehem Shoals - 2010
Yet the game's history cuts much deeper than that. The bottom line, the record books and retired jerseys, can never fully do justice to this wild, chaotic, and energetic game. In between the championships, there's the sight of Earl Monroe, spinning and cajoling his way to every corner of the court; or Allen Iverson, driving headlong into players twice his size.The real history of the game is not its championships, which are indisputable, but the personalities of its heroes, which are, at least, undisputed. It's in the larger-than-life pathos of Wilt, the secret ties that bind Larry Bird to the flashy ABA, and Michael Jordan when he flew a little too high. From the prehistoric teachings of Dr. James Naismith to pioneering superstars such as LeBron James and Kevin Durant, you'll never see roundball the same way again.