The Toddler in Chief: What Donald Trump Teaches Us about the Modern Presidency


Daniel W. Drezner - 2020
    . . . And we are trying to do what’s right even when Donald Trump won’t.”—An anonymous senior administrative official in an op-ed published in a New York Times op-ed, September 5, 2018 Every president faces criticism and caricature. Donald Trump, however, is unique in that he is routinely characterized in ways more suitable for a toddler. What’s more, it is not just Democrats, pundits, or protestors who compare the president to a child; Trump’s staffers, subordinates, and allies on Capitol Hill also describe Trump like a small, badly behaved preschooler.            In April 2017, Daniel W. Drezner began curating every example he could find of a Trump ally describing the president like a toddler. So far, he’s collected more than one thousand tweets—a rate of more than one a day. In The Toddler-in-Chief, Drezner draws on these examples to take readers through the different dimensions of Trump’s infantile behavior, from temper tantrums to poor impulse control to the possibility that the President has had too much screen time. How much damage can really be done by a giant man-baby? Quite a lot, Drezner argues, due to the winnowing away of presidential checks and balances over the past fifty years. In these pages, Drezner follows his theme—the specific ways in which sharing some of the traits of a toddler makes a person ill-suited to the presidency—to show the lasting, deleterious impact the Trump administration will have on American foreign policy and democracy.            The “adults in the room” may not be able to rein in Trump’s toddler-like behavior, but, with the 2020 election fast approaching, the American people can think about whether they want the most powerful office turned into a poorly run political day care facility. Drezner exhorts us to elect a commander-in-chief, not a toddler-in-chief. And along the way, he shows how we must rethink the terrifying powers we have given the presidency.

Scatter, Adapt, and Remember: How Humans Will Survive a Mass Extinction


Annalee Newitz - 2013
    And we know that another global disaster is eventually headed our way. Can we survive it? How?As a species, Homo sapiens is at a crossroads. Study of our planet’s turbulent past suggests that we are overdue for a catastrophic disaster, whether caused by nature or by human interference.It’s a frightening prospect, as each of the Earth’s past major disasters—from meteor strikes to bombardment by cosmic radiation—resulted in a mass extinction, where more than 75 percent of the planet’s species died out. But in Scatter, Adapt, and Remember, Annalee Newitz, science journalist and editor of the science Web site io9.com explains that although global disaster is all but inevitable, our chances of long-term species survival are better than ever. Life on Earth has come close to annihilation—humans have, more than once, narrowly avoided extinction just during the last million years—but every single time a few creatures survived, evolving to adapt to the harshest of conditions.      This brilliantly speculative work of popular science focuses on humanity’s long history of dodging the bullet, as well as on new threats that we may face in years to come. Most important, it explores how scientific breakthroughs today will help us avoid disasters tomorrow. From simulating tsunamis to studying central Turkey’s ancient underground cities; from cultivating cyanobacteria for “living cities” to designing space elevators to make space colonies cost-effective; from using math to stop pandemics to studying the remarkable survival strategies of gray whales, scientists and researchers the world over are discovering the keys to long-term resilience and learning how humans can choose life over death.     Newitz’s remarkable and fascinating journey through the science of mass extinctions is a powerful argument about human ingenuity and our ability to change. In a world populated by doomsday preppers and media commentators obsessively forecasting our demise, Scatter, Adapt, and Remember is a compelling voice of hope. It leads us away from apocalyptic thinking into a future where we live to build a better world—on this planet and perhaps on others. Readers of this book will be equipped scientifically, intellectually, and emotionally to face whatever the future holds.

Fifty Key Contemporary Thinkers: From Structuralism to Postmodernity


John Lechte - 1994
    The reader is guided through structuralism, semiotics, post-Marxism and Annales history, on to modernity and postmodernity. With its comprehensive biographical and bibliographical information, this book provides a vital reference work of the last fifty years.

Ultimate Questions


Bryan Magee - 2016
    We have a fundamental need to understand who we are and the world we live in. Reason takes us a long way, but mystery remains. When our minds and senses are baffled, faith can seem justified--but faith is not knowledge. In Ultimate Questions, acclaimed philosopher Bryan Magee provocatively argues that we have no way of fathoming our own natures or finding definitive answers to the big questions we all face.With eloquence and grace, Magee urges us to be the mapmakers of what is intelligible, and to identify the boundaries of meaningfulness. He traces this tradition of thought to his chief philosophical mentors--Locke, Hume, Kant, and Schopenhauer--and shows why this approach to the enigma of existence can enrich our lives and transform our understanding of the human predicament. As Magee puts it, There is a world of difference between being lost in the daylight and being lost in the dark.The crowning achievement to a distinguished philosophical career, Ultimate Questions is a deeply personal meditation on the meaning of life and the ways we should live and face death.

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

Men, Women, and Chain Saws: Gender in the Modern Horror Film


Carol J. Clover - 1992
    Carol Clover argues, however, that these films work mainly to engage the viewer in the plight of the victim-hero - the figure, often a female, who suffers pain and fright but eventually rises to vanquish the forces of oppression.

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Tendencies


Eve Kosofsky Sedgwick - 1993
    Combining poetry, wit, polemic, and dazzling scholarship with memorial and autobiography, these essays have set new standards of passion and truthfulness for current theoretical writing.The essays range from Diderot, Oscar Wilde, and Henry James to queer kids and twelve-step programs; from "Jane Austen and the Masturbating Girl" to a performance piece on Divine written with Michael Moon; from political correctness and the poetics of spanking to the experience of breast cancer in a world ravaged and reshaped by AIDS. What unites Tendencies is a vision of a new queer politics and thought that, however demanding and dangerous, can also be intent, inclusive, writerly, physical, and sometimes giddily fun.