Book picks similar to
How to Talk about Videogames by Ian Bogost
non-fiction
games
video-games
nonfiction
A Brief History of the Paradox: Philosophy and the Labyrinths of the Mind
Roy Sorensen - 2003
Now Roy Sorensen offers the first narrative history of paradoxes, a fascinating and eye-opening account that extends from the ancient Greeks, through the Middle Ages, the Enlightenment, and into the twentieth century. When Augustine asked what God was doing before He made the world, he wastold: Preparing hell for people who ask questions like that. A Brief History of the Paradox takes a close look at questions like that and the philosophers who have asked them, beginning with the folk riddles that inspired Anaximander to erect the first metaphysical system and ending with suchthinkers as Lewis Carroll, Ludwig Wittgenstein, and W.V. Quine. Organized chronologically, the book is divided into twenty-four chapters, each of which pairs a philosopher with a major paradox, allowing for extended consideration and putting a human face on the strategies that have been taken towardthese puzzles. Readers get to follow the minds of Zeno, Socrates, Aquinas, Ockham, Pascal, Kant, Hegel, and many other major philosophers deep inside the tangles of paradox, looking for, and sometimes finding, a way out. Filled with illuminating anecdotes and vividly written, A Brief History of the Paradox will appeal to anyone who finds trying to answer unanswerable questions a paradoxically pleasant endeavor.
New Perspectives on Historical Writing
Peter Burke - 1991
For this new edition, the book has been thoroughly revised and updated and includes an entirely new chapter on environmental history.Peter Burke is joined here by a distinguished group of internationally renowned historians, including Robert Darnton, Ivan Gaskell, Richard Grove, Giovanni Levi, Roy Porter, Gwyn Prins, Joan Scott, Jim Sharpe, Richard Tuck, and Henk Wesseling. The contributions examine a wide range of interdisciplinary areas of historical research, including women's history, history from below, the history of reading, oral history, the history of the body, microhistory, the history of events, the history of images, and political history.
Patient Zero and the Making of the AIDS Epidemic
Richard A. McKay - 2017
Yet the term itself did not exist before the emergence of the HIV/AIDS epidemic in the 1980s. How did this idea so swiftly come to exert such a strong grip on the scientific, media, and popular consciousness? In Patient Zero, Richard A. McKay interprets a wealth of archival sources and interviews to demonstrate how this seemingly new concept drew upon centuries-old ideas—and fears—about contagion and social disorder. McKay presents a carefully documented and sensitively written account of the life of Gaétan Dugas, a gay man whose skin cancer diagnosis in 1980 took on very different meanings as the HIV/AIDS epidemic developed—and who received widespread posthumous infamy when he was incorrectly identified as patient zero of the North American outbreak. McKay shows how investigators from the US Centers for Disease Control inadvertently created the term amid their early research into the emerging health crisis; how an ambitious journalist dramatically amplified the idea in his determination to reframe national debates about AIDS; and how many individuals grappled with the notion of patient zero—adopting, challenging and redirecting its powerful meanings—as they tried to make sense of and respond to the first fifteen years of an unfolding epidemic. With important insights for our interconnected age, Patient Zero untangles the complex process by which individuals and groups create meaning and allocate blame when faced with new disease threats. What McKay gives us here is myth-smashing revisionist history at its best.
Natural Symbols: Explorations in Cosmology
Mary Douglas - 1970
Each person treats his body as an image of society and Mary Douglas examines the varieties of ritual and symbolic expression and the patterns of social ritual in which they are embodied.Natural Symbols is a book about religion, and less directly, about style. It concerns our own society at least as much as any other, and it has stimulated new insights into religious and political movements and has provoked re-appraisals of current progressive orthodoxies in many fields.
Vietnam Perkasie: A Combat Marine Memoir
W.D. Ehrhart - 1983
Ehrhart: "As a poet and editor, Bill Ehrhart is clearly one of the major figures in Vietnam War literature." This autobiographical account of the war, the author's first extended prose work, demonstrates Ehrhart's abilities as a writer of prose as well. Vietnam-Perkasie is grim, comical, disturbing, and accurate. The presentation is novelistic—truly, a "page-turner"—but the events are all real, the atmosphere intensely evocative.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Life Beside Itself: Imagining Care in the Canadian Arctic
Lisa Stevenson - 2014
Along the way, Stevenson troubles our commonsense understanding of what life is and what it means to care for the life of another. Through close attention to the images in which we think and dream and through which we understand the world, Stevenson describes a world in which life is beside itself: the name-soul of a teenager who dies in a crash lives again in his friend’s newborn baby, a young girl shares a last smoke with a dead friend in a dream, and the possessed hands of a clock spin uncontrollably over its face. In these contexts, humanitarian policies make little sense because they attempt to save lives by merely keeping a body alive. For the Inuit, and perhaps for all of us, life is "somewhere else," and the task is to articulate forms of care for others that are adequate to that truth.
The Untold History of Japanese Game Developers: Gold Edition
John Szczepaniak - 2014
Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO
Searching for Black Confederates: The Civil War’s Most Persistent Myth (Civil War America)
Kevin M. Levin - 2019
But as Kevin M. Levin argues in this carefully researched book, such claims would have shocked anyone who served in the army during the war itself. Levin explains that imprecise contemporary accounts, poorly understood primary-source material, and other misrepresentations helped fuel the rise of the black Confederate myth. Moreover, Levin shows that belief in the existence of black Confederate soldiers largely originated in the 1970s, a period that witnessed both a significant shift in how Americans remembered the Civil War and a rising backlash against African Americans' gains in civil rights and other realms.Levin also investigates the roles that African Americans actually performed in the Confederate army, including personal body servants and forced laborers. He demonstrates that regardless of the dangers these men faced in camp, on the march, and on the battlefield, their legal status remained unchanged. Even long after the guns fell silent, Confederate veterans and other writers remembered these men as former slaves and not as soldiers, an important reminder that how the war is remembered often runs counter to history.
Readings in Ancient Greek Philosophy: From Thales to Aristotle
C.D.C. Reeve - 1995
Republic is also featured in its entirety.
Felt Time: The Psychology of How We Perceive Time
Marc Wittmann - 2012
Children have trouble waiting for anything. (“Are we there yet?”) Boredom is often connected to our sense of time passing (or not passing). As people grow older, time seems to speed up, the years flitting by without a pause. How does our sense of time come about? In Felt Time, Marc Wittmann explores the riddle of subjective time, explaining our perception of time—whether moment by moment, or in terms of life as a whole. Drawing on the latest insights from psychology and neuroscience, Wittmann offers a new answer to the question of how we experience time.Wittmann explains, among other things, how we choose between savoring the moment and deferring gratification; why impulsive people are bored easily, and why their boredom is often a matter of time; whether each person possesses a personal speed, a particular brain rhythm distinguishing quick people from slow people; and why the feeling of duration can serve as an “error signal,” letting us know when it is taking too long for dinner to be ready or for the bus to come. He considers the practice of mindfulness, and whether it can reduce the speed of life and help us gain more time, and he describes how, as we grow older, subjective time accelerates as routine increases; a fulfilled and varied life is a long life. Evidence shows that bodily processes—especially the heartbeat—underlie our feeling of time and act as an internal clock for our sense of time. And Wittmann points to recent research that connects time to consciousness; ongoing studies of time consciousness, he tells us, will help us to understand the conscious self.
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Anna Anthropy - 2013
We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand
The Good Doctor: A Father, a Son, and the Evolution of Medical Ethics
Barron H. Lerner - 2014
Barron Lerner thought he had heard it all. But in the mid-1990s, his father, an infectious diseases physician, told him a stunning story: he had physically placed his body over an end-stage patient who had stopped breathing, preventing his colleagues from performing cardiopulmonary resuscitation, even though CPR was the ethically and legally accepted thing to do. Over the next few years, the senior Dr. Lerner tried to speed the deaths of his seriously ill mother and mother-in-law to spare them further suffering.These stories angered and alarmed the younger Dr. Lerner—an internist, historian of medicine and bioethicist—who had rejected physician-based paternalism in favor of informed consent and patient autonomy. The Good Doctor is a fascinating and moving account of how Dr. Lerner came to terms with two very different images of his father: a revered clinician, teacher and researcher who always put his patients first, but also a physician willing to “play God,” opposing the very revolution in patients' rights that his son was studying and teaching to his own medical students.But the elder Dr. Lerner’s journals, which he had kept for decades, showed his son how his outdated paternalism had grown out of a fierce devotion to patient-centered medicine that was rapidly disappearing in a world of managed care, spiraling costs and health care reform. And they raised questions: Are paternalistic doctors just relics or should their expertise be used to overrule patients and families that make ill-advised choices? Does the growing use of personalized medicine—in which specific interventions may be best for specific patients—change the calculus between autonomy and paternalism? And how can we best use technologies that were invented to save lives but now too often prolong death? In an era of high-technology medicine, spiraling costs and healthcare reform, these questions could not be more relevant. As his father slowly died of Parkinson’s disease, Dr. Lerner faced these questions both personally and professionally. He found himself being pulled into his dad’s medical care, even though he had criticized his father for making medical decisions for his relatives. Did playing God—at least in some situations—actually make sense? Did doctors sometimes “know best?” A timely and compelling story of one family’s engagement with medicine over the last half century, The Good Doctor is an important book for those who treat illness—and those who struggle to overcome it.
The Orwell Reader: Fiction, Essays, and Reportage
George Orwell - 1956
The selections in this anthology show how Orwell developed as writer and as thinker; inevitably, too, they reflect and illuminate the history of the time of troubles in which he lived and worked. “A magnificent tribute to the probity, consistency and insight of Orwell’s topical writings” (Alfred Kazin). Introduction by Richard H. Rovere.