Book picks similar to
The History of Nintendo (1889-1980) - From Playing Cards to Game & Watch by Florent Gorges
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Designing Games
Tynan Sylvester - 2013
You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
Parental Advisory: Music Censorship in America
Eric Nuzum - 2001
The vilification of popular music by government and individuals has been going on for decades. Now, for the first time, Parental Advisory offers a thorough and complete chronicle of the music that has been challenged or suppressed -- by the people or the government -- in the United States.From Dean Martin's "Wham, Bam, Thank you Ma'am" to Marilyn Manson's Antichrist Superstar; from freedom fighters such as Frank Zappa and in-your-face rappers such a N.W.A. to crusaders such as Tipper Gore, this intelligent and entertaining book shows how censorship has crossed sexual, class, and ethnic lines, and how many see it as a de facto form of racism. With nearly one hundred fascinating photographs of musicians, record burning, and controversial cover art; illuminating sidebars; and a decade-by-decade timeline of important moments in censorship history, Parental Advisory is by turns frightening and hilarious -- but always revealing.
The Cinematic Art of World of Warcraft: The Wrath of the Lich King
Blizzard Entertainment - 2009
Now, they can experience Northrend’s icy steppes and uncharted mountains through the art and imagination of the creative team behind this epic game. Containing more than 150 drawings, concept art pieces, and final renders, as well as secrets of game mythology and development stories, this mesmerizing book reveals how Blizzard Entertainment’s acclaimed series gets made. In addition to a behind-the-scenes technical look at the game cinematics and developmental art, Fans learn how Blizzard updated Arthas the Death Knight to be even more evil than in Warcraft III and how a new central character, Sindragosa the Frost Wyrm, was developed. Other features explore technical dimensions and Blizzard’s influence on the game world and beyond. EACH BOOK COMES WITH: Two 8” x 10” original art cards in vellum sleeve and a 12-page illustrated storybook on the creation of the frostwyrm Sindragosa, that make this a must-have for any WoW fan.
The Complete Guide to Asterix
Peter Kessler - 1997
It contains information about the books, from the challenge of translating them to the history of Dogmatix.
Conceptual Art
Tony Godfrey - 1998
It can take many forms: photographs, videos, posters, billboards, charts, plans and, in particular, language itself. Tony Godfrey has written the first ever clear, extensive, concise and informative account of this fascinating phenomenon.
Inside Apple
Adam Lashinsky - 2011
Based on numerous interviews, this book reveals exclusive new information about how Apple innovates, deals with its suppliers, and is handling the transition into the post Jobs era.
Bobby Fischer Goes to War: How the Soviets Lost the Most Extraordinary Chess Match of All Time
David Edmonds - 2003
Their showdown in Reykjavik, Iceland, held the world spellbound for two months with reports of psychological warfare, ultimatums, political intrigue, cliffhangers, and farce to rival a Marx Brothers film.Thirty years later, David Edmonds and John Eidinow have set out to reexamine the story we recollect as the quintessential cold war clash between a lone American star and the Soviet chess machine - a machine that had delivered the world title to the Kremlin for decades. Drawing upon unpublished Soviet and U.S. records, the authors reconstruct the full and incredible saga, one far more poignant and layered than hitherto believed.The authors chronicle how Fischer, a manipulative, dysfunctional genius, risked all to seize control of the contest as the organizers maneuvered frantically to save it - under the eyes of the world's press. They can now tell the inside story of Moscow's response, and the bitter tensions within the Soviet camp as the anxious and frustrated apparatchiks strove to prop up Boris Spassky, the most un-Soviet of their champions - fun-loving, sensitive, and a free spirit. Edmonds and Eidinow follow this careering, behind-the-scenes confrontation to its climax: a clash that displayed the cultural differences between the dynamic, media-savvy representatives of the West and the baffled, impotent Soviets. Try as they might, even the KGB couldn't help.
Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova - 2005
People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Death and Fame: Last Poems, 1993-1997
Allen Ginsberg - 2000
Famous for energizing the Beat Generation literary movement upon his historic encounter with Gregory Corso, Jack Kerouac, and William Burroughs in mid-century New York City, Ginsberg influenced several generations of writers, musicians, and poets. When he died on April 5, 1997, we lost one of the greatest figures of twentieth-century American literary and cultural history. This singular volume of final poems commemorated the anniversary of Ginsberg's death, and includes the verses he wrote in the years shortly before he died.
Masculine Domination
Pierre Bourdieu - 1998
Pierre Bourdieu’s analysis of Kabyle society provides instruments to help us understand the most concealed aspects of the relations between the sexes in our own societies, and to break the bonds of deceptive familiarity that tie us to our own tradition.Bourdieu analyzes masculine domination as a prime example of symbolic violence—the kind of gentle, invisible, pervasive violence exercised through the everyday practices of social life. To understand this form of domination we must also analyze the social mechanisms and institutions—family, school, church, and state—that transform history into nature and eternalize the arbitrary. Only in this way can we open up the possibilities for a kind of political action that can put history in motion again by neutralizing the mechanisms that have naturalized and dehistoricized the relations between the sexes.This new book by Pierre Bourdieu—which has been a bestseller in France—will be essential reading for anyone concerned with questions of gender and sexuality and with the structures that shape our social, political, and personal lives.
Monster Manual II: Dungeons & Dragons Accessory
Ed Bonny - 2002
Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign. This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, "Monster Manual II" provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives. To use this supplement, a Dungeon Master also needs the "Player's Handbook" and the "Dungeon Master""'s Guide." A player needs only the "Player's Handbook."
Death in the Afternoon
Ernest Hemingway - 1932
It reflects Hemingway's conviction that bullfighting was more than mere sport and reveals a rich source of inspiration for his art. The unrivaled drama of bullfighting, with its rigorous combination of athleticism and artistry, and its requisite display of grace under pressure, ignited Hemingway's imagination. Here he describes and explains the technical aspects of this dangerous ritual and "the emotional and spiritual intensity and pure classic beauty that can be produced by a man, an animal, and a piece of scarlet serge draped on a stick." Seen through his eyes, bullfighting becomes a richly choreographed ballet, with performers who range from awkward amateurs to masters of great elegance and cunning.A fascinating look at the history and grandeur of bullfighting, Death in the Afternoon is also a deeper contemplation of the nature of cowardice and bravery, sport and tragedy, and is enlivened throughout by Hemingway's sharp commentary on life and literature.
The Void
Frank Close - 2007
Readers will find an enlightening history of the vacuum: how the efforts to make a better vacuum led to the discovery of the electron; the understanding that the vacuum is filled with fields; the ideas of Newton, Mach, and Einstein on the nature of space and time; the mysterious aether and how Einstein did away with it; and the latest ideas that the vacuum is filled with the Higgs field. The story ranges from the absolute zero of temperature and the seething vacuum of virtual particles and anti-particles that fills space, to the extreme heat and energy of the early universe. It compares the ways that substances change from gas to liquid and solid with the way that the vacuum of our universe has changed as the temperature dropped following the Big Bang. It covers modern ideas that there may be more dimensions to the void than those that we currently are aware of and even that our universe is but one in a multiverse. The Void takes us inside a field of science that may ultimately provide answers to some of cosmology's most fundamental questions: what lies outside the universe, and, if there was once nothing, then how did the universe begin?
The Tipping Point: How Little Things Can Make a Big Difference
Malcolm Gladwell - 2000
Just as a single sick person can start an epidemic of the flu, so too can a small but precisely targeted push cause a fashion trend, the popularity of a new product, or a drop in the crime rate. This widely acclaimed bestseller, in which Malcolm Gladwell explores and brilliantly illuminates the tipping point phenomenon, is already changing the way people throughout the world think about selling products and disseminating ideas.Gladwell introduces us to the particular personality types who are natural pollinators of new ideas and trends, the people who create the phenomenon of word of mouth. He analyzes fashion trends, smoking, children's television, direct mail, and the early days of the American Revolution for clues about making ideas infectious, and visits a religious commune, a successful high-tech company, and one of the world's greatest salesmen to show how to start and sustain social epidemics.
Destiny Grimoire Anthology, Volume I: Dark Mirror
Bungie Inc. - 2018
The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.