Book picks similar to
The Secret History of Mac Gaming by Richard Moss
technology
non-fiction
computer-history
history
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...
Grand Theft Auto V Limited Edition Strategy Guide
Tim Bogenn - 2013
We provide strategy for every action-packed mission.Learn everything there is to know about the three playable characters, Michael, Franklin, and Trevor. Each character has his own personality, motivations, and skillsets.Mission maps identify key objectives, specify targets, and chart the fastest path to success.Complete coverage of all off-mission activities and sophisticated mini-games.Our maps cover every square mile of this enormous world that’s bigger than Red Dead Redemption, Grand Theft Auto IV, and Grand Theft Auto: San Andreas combined.
Exploding the Phone: The Untold Story of the Teenagers and Outlaws Who Hacked Ma Bell
Phil Lapsley - 2013
Starting with Alexander Graham Bell's revolutionary "harmonic telegraph," by the middle of the twentieth century the phone system had grown into something extraordinary, a web of cutting-edge switching machines and human operators that linked together millions of people like never before. But the network had a billion-dollar flaw, and once people discovered it, things would never be the same.Exploding the Phone tells this story in full for the first time. It traces the birth of long-distance communication and the telephone, the rise of AT&T's monopoly, the creation of the sophisticated machines that made it all work, and the discovery of Ma Bell's Achilles' heel. Phil Lapsley expertly weaves together the clandestine underground of "phone phreaks" who turned the network into their electronic playground, the mobsters who exploited its flaws to avoid the feds, the explosion of telephone hacking in the counterculture, and the war between the phreaks, the phone company, and the FBI.The product of extensive original research, Exploding the Phone is a ground-breaking, captivating book.
Where Wizards Stay Up Late: The Origins of the Internet
Katie Hafner - 1996
Today, twenty million people worldwide are surfing the Net. Where Wizards Stay Up Late is the exciting story of the pioneers responsible for creating the most talked about, most influential, and most far-reaching communications breakthrough since the invention of the telephone. In the 1960's, when computers where regarded as mere giant calculators, J.C.R. Licklider at MIT saw them as the ultimate communications devices. With Defense Department funds, he and a band of visionary computer whizzes began work on a nationwide, interlocking network of computers. Taking readers behind the scenes, Where Wizards Stay Up Late captures the hard work, genius, and happy accidents of their daring, stunningly successful venture.
For the Win
Kevin Werbach - 2012
The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business.For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming
Paul "ReDeYe" Chaloner - 2020
Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.
Ray Tracing in One Weekend (Ray Tracing Minibooks Book 1)
Peter Shirley - 2016
Each mini-chapter adds one feature to the ray tracer, and by the end the reader can produce the image on the book cover. Details of basic ray tracing code architecture and C++ classes are given.
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
Breathing Machine: A Memoir of Computers
Leigh Alexander - 2014
From the surrealism of early video games to raw connections made over primitive newsgroups, from sex bots to Sailor Moon, Alexander intimately captures a dark frontier age.Leigh Alexander writes about video games, interactive entertainment, and various other things. As longtime editor-at-large for game industry site Gamasutra, she contributes editorial, criticism, trend analysis and interviews with developers. Her monthly column in Edge magazine deals with cultural issues surrounding the business of games and the people who play them. Her column at Kotaku is weirder. In a good way, probably.Her features appear at Polygon and Boing Boing, and she likes to write about feelings and social media at Thought Catalog. She used to be NYLON Guys’ games editor, did a biweekly column at Vice’s Creators Project focused on neat trends in independent game development, and has contributed to Slate, The New Inquiry, Wired, The New Statesman, The Guardian, the Columbia Journalism Review, Paste, Rock Paper Shotgun, and numerous others.She frequently speaks at conferences with particular attention to games for social good, feminism and increased diversity in tech spaces, where she usually talks with an excess of speed. She swears it’s driven by enthusiasm. Back in the day she once led an entire conference summit on avatar-based interaction in virtual spaces.
Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements
Brian S. McWilliams - 2004
This year alone, five trillion spam messages will clog Internet users in-boxes, costing society an estimated $10-billion in lost productivity, filtering software, and other expenses.Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements is the first book to expose the shadowy world of the people responsible for the junk email problem. Author and veteran investigative journalist Brian S. McWilliams delivers a compelling account of the cat-and-mouse game played by spam entrepreneurs in search of easy fortunes and those who are trying to stop them.Spam Kings chronicles the evolution of Davis Wolfgang Hawke, a notorious neo-Nazi leader (Jewish-born) who got into junk email in 1999. Using Hawke as a case study, Spam Kings traces the twenty-year-old neophyte's rise in the spam trade to his emergence as a major player in the lucrative penis pill market--a business that would eventually make him a millionaire and the target of lawsuits from AOL and others.Spam Kings also tells the parallel story of Susan Gunn, a computer novice in California who is reluctantly drawn into the spam wars and eventually joins a group of anti-spam activists. Her volunteer sleuth work puts her on a collision course with Hawke and other spammers, who try to wreak revenge on the antis. You'll also meet other cyber-vigilantes who have taken up the fight against spammers as well as the cast of quirky characters who comprise Hawke's business associates.The book sheds light on the technical sleight-of-hand--forged headers, open relays, harvesting tools, and bulletproof hosting--and other sleazy business practices that spammers use; the work of top anti-spam attorneys; the surprising new partnership developing between spammers and computer hackers; and the rise of a new breed of computer viruses designed to turn the PCs of innocent bystanders into secret spam factories.
iCon: Steve Jobs, the Greatest Second Act in the History of Business
Jeffrey S. Young - 2005
Drawing on a wide range of sources, Jeffrey Young and William Simon provide new perspectives on the legendary creation of Apple, detail Jobs's meteoric rise, and the devastating plunge that left him not only out of Apple, but out of the computer-making business entirely. This unflinching and completely unauthorized portrait reveals both sides of Jobs's role in the remarkable rise of the Pixar animation studio, also re-creates the acrimony between Jobs and Disney's Michael Eisner, and examines Jobs's dramatic his rise from the ashes with his recapture of Apple. The authors examine the takeover and Jobs's reinvention of the company with the popular iMac and his transformation of the industry with the revolutionary iPod. iCon is must reading for anyone who wants to understand how the modern digital age has been formed, shaped, and refined by the most influential figure of the age-a master of three industries: movies, music, and computers.
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
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.