Finite and Infinite Games: A Vision of Life as Play and Possibility


James P. Carse - 1986
    Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin

Connections


James Burke - 1978
    He untangles the pattern of interconnecting events, the accidents of time, circumstance, and place that gave rise to major inventions of the world. Says Burke, "My purpose is to acquaint the reader with some of the forces that have caused change in the past, looking in particular at eight innovations - the computer, the production line, telecommunications, the airplane, the atomic bomb, plastics, the guided rocket, and television - which may be most influential in structuring our own futures.... Each one of these is part of a family of similar devices, and is the result of a sequence of closely connected events extending from the ancient world until the present day. Each has enormous potential for humankind's benefit - or destruction."

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.

Simulacra and Simulation


Jean Baudrillard - 1981
    Moving away from the Marxist/Freudian approaches that had concerned him earlier, Baudrillard developed in this book a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure.Baudrillard uses the concepts of the simulacra—the copy without an original—and simulation. These terms are crucial to an understanding of the postmodern, to the extent that they address the concept of mass reproduction and reproduceability that characterizes our electronic media culture.Baudrillard's book represents a unique and original effort to rethink cultural theory from the perspective of a new concept of cultural materialism, one that radically redefines postmodern formulations of the body.Sheila Glaser is an editor at Artforum magazine.

The Meme Machine


Susan Blackmore - 1999
    The meme is also one of the most important--and controversial--concepts to emerge since 'The Origin of the Species' appeared nearly 150 years ago.In 'The Meme Machine' Susan Blackmore boldly asserts: "Just as the design of our bodies can be understood only in terms of natural selection, so the design of our minds can be understood only in terms of memetic selection." Indeed, Blackmore shows that once our distant ancestors acquired the crucial ability to imitate, a second kind of natural selection began, a survival of the fittest amongst competing ideas and behaviors. Ideas and behaviors that proved most adaptive - making tools, for example, or using language--survived and flourished, replicating themselves in as many minds as possible. These memes then passed themselves on from generation to generation by helping to ensure that the genes of those who acquired them also survived and reproduced. Applying this theory to many aspects of human life, Blackmore offers brilliant explanations for why we live in cities, why we talk so much, why we can't stop thinking, why we behave altruistically, how we choose our mates, and much more.With controversial implications for our religious beliefs, our free will, our very sense of "self," 'The Meme Machine' offers a provocative theory everyone will soon be talking about.

Ethnography and Virtual Worlds: A Handbook of Method


Tom Boellstorff - 2012
    Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results.Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongameDraws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of WarcraftProvides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issuesGuides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research resultsAddresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Mindstorms: Children, Computers, And Powerful Ideas


Seymour Papert - 1980
    We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers.

Playing to Win: Becoming the Champion


David Sirlin - 2005
    This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

Atari Inc.: Business is Fun


Marty Goldberg - 2012
    - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!

Work: A History of How we spend our Time


James Suzman - 2020
    It determines our status, and dictates how, where, and with whom we spend most of our time. It mediates our self-worth and molds our values. But are we hard-wired to work as hard as we do? Did our Stone Age ancestors also live to work and work to live? And what might a world where work plays a far less important role look like?To answer these questions, James Suzman charts a grand history of "work" from the origins of life on Earth to our ever more automated present, challenging some of our deepest assumptions about who we are. Drawing insights from anthropology, archaeology, evolutionary biology, zoology, physics, and economics, he shows that while we have evolved to find joy meaning and purpose in work, for most of human history our ancestors worked far less and thought very differently about work than we do now. He demonstrates how our contemporary culture of work has its roots in the agricultural revolution ten thousand years ago. Our sense of what it is to be human was transformed by the transition from foraging to food production, and, later, our migration to cities. Since then, our relationships with one another and with our environments, and even our sense of the passage of time, have not been the same.Arguing that we are in the midst of a similarly transformative point in history, Suzman shows how automation might revolutionize our relationship with work and in doing so usher in a more sustainable and equitable future for our world and ourselves.

Our Final Invention: Artificial Intelligence and the End of the Human Era


James Barrat - 2013
    Corporations & government agencies around the world are pouring billions into achieving AI’s Holy Grail—human-level intelligence. Once AI has attained it, scientists argue, it will have survival drives much like our own. We may be forced to compete with a rival more cunning, more powerful & more alien than we can imagine. Thru profiles of tech visionaries, industry watchdogs & groundbreaking AI systems, James Barrat's Our Final Invention explores the perils of the heedless pursuit of advanced AI. Until now, human intelligence has had no rival. Can we coexist with beings whose intelligence dwarfs our own? Will they allow us to?

Imagined Communities: Reflections on the Origin and Spread of Nationalism


Benedict Anderson - 1983
    In this widely acclaimed work, Benedict Anderson examines the creation and global spread of the 'imagined communities' of nationality.Anderson explores the processes that created these communities: the territorialization of religious faiths, the decline of antique kingship, the interaction between capitalism and print, the development of vernacular languages-of-state, and changing conceptions of time. He shows how an originary nationalism born in the Americas was modularly adopted by popular movements in Europe, by the imperialist powers, and by the anti-imperialist resistances in Asia and Africa.This revised edition includes two new chapters, one of which discusses the complex role of the colonialist state's mindset in the develpment of Third World nationalism, while the other analyses the processes by which, all over the world, nations came to imagine themselves as old.

Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed


James C. Scott - 1998
    Why do well-intentioned plans for improving the human condition go tragically awry?In this wide-ranging and original book, James C. Scott analyzes failed cases of large-scale authoritarian plans in a variety of fields. Centrally managed social plans misfire, Scott argues, when they impose schematic visions that do violence to complex interdependencies that are not—and cannot—be fully understood. Further, the success of designs for social organization depends upon the recognition that local, practical knowledge is as important as formal, epistemic knowledge. The author builds a persuasive case against "development theory" and imperialistic state planning that disregards the values, desires, and objections of its subjects. He identifies and discusses four conditions common to all planning disasters: administrative ordering of nature and society by the state; a "high-modernist ideology" that places confidence in the ability of science to improve every aspect of human life; a willingness to use authoritarian state power to effect large- scale interventions; and a prostrate civil society that cannot effectively resist such plans.

Grouped: How Small Groups of Friends Are the Key to Influence on the Social Web


Paul Adams - 2011
    It is moving away from its current structure of documents and pages linked together, and towards a new structure that is built around people. This is a profound change that will affect how we create business strategy, design, marketing, and advertising. The reason for this shift is simple. For tens of thousands of years we've been social animals. The web, which is only 20 years old, is simply catching up with offline life.From travel to news to commerce, smart businesses are reorienting their efforts around people-around the social behavior of their customers and potential customers. In order to be successful, businesses will need to understand how people are connected, how their social network influences them, how the people closest to them influence them the most, and how it's more important for marketers to focus on small, connected groups of friends rather than looking for overly influential individuals.This book pulls together the latest research from leading universities and technology companies to describe how people are connected, and how ideas and brand messages spread through social networks. It shows readers how to rebuild their business around social behavior, and create products that people tell their friends about.

The Culture of Make Believe


Derrick Jensen - 2002
    What begins as an exploration of the lines of thought and experience that run between the massive lynchings in early twentieth-century America to today's death squads in South America soon explodes into an examination of the very heart of our civilization. The Culture of Make Believe is a book that is as impeccably researched as it is moving, with conclusions as far-reaching as they are shocking.