Book picks similar to
Critical Play: Radical Game Design by Mary Flanagan
game-design
games
non-fiction
design
No Logo
Naomi Klein - 2000
First published before the World Trade Organization protests in Seattle, this is an infuriating, inspiring, and altogether pioneering work of cultural criticism that investigates money, marketing, and the anti-corporate movement.As global corporations compete for the hearts and wallets of consumers who not only buy their products but willingly advertise them from head to toe—witness today's schoolbooks, superstores, sporting arenas, and brand-name synergy—a new generation has begun to battle consumerism with its own best weapons. In this provocative, well-written study, a front-line report on that battle, we learn how the Nike swoosh has changed from an athletic status-symbol to a metaphor for sweatshop labor, how teenaged McDonald's workers are risking their jobs to join the Teamsters, and how "culture jammers" utilize spray paint, computer-hacking acumen, and anti-propagandist wordplay to undercut the slogans and meanings of billboard ads (as in "Joe Chemo" for "Joe Camel").No Logo will challenge and enlighten students of sociology, economics, popular culture, international affairs, and marketing."This book is not another account of the power of the select group of corporate Goliaths that have gathered to form our de facto global government. Rather, it is an attempt to analyze and document the forces opposing corporate rule, and to lay out the particular set of cultural and economic conditions that made the emergence of that opposition inevitable." —Naomi Klein, from her Introduction
Chromophobia
David Batchelor - 2000
This is apparent in the many attempts to purge colour from art, literature and architecture, either by making it the property of some "foreign" body - the oriental, the feminine, the infantile the vulgar or the pathological - or by relegating it to the realm of the superficial, the inessential or the cosmetic, which in many cases amounts to the same thing. In Chromophobia, David Batchelor analyzes the history of, and motivations behind, chromophobia, from its beginnings through examples of nineteenth-century literature, twentieth-century architecture and film, to Pop art, minimalism and the art and architecture of the present day. Batchelor suggests how colour fits, or fails to fit, into the cultural imagination of the West, exploring such diverse themes as Melville's "great white whale," Le Corbusier's "journey to the East," Huxley's experiments with mescaline. Dorothy's travels in the Land of Oz and the implication of modern artists' experiments with industrial paints and materials.
Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy
Cathy O'Neil - 2016
Increasingly, the decisions that affect our lives--where we go to school, whether we can get a job or a loan, how much we pay for health insurance--are being made not by humans, but by machines. In theory, this should lead to greater fairness: Everyone is judged according to the same rules.But as mathematician and data scientist Cathy O'Neil reveals, the mathematical models being used today are unregulated and uncontestable, even when they're wrong. Most troubling, they reinforce discrimination--propping up the lucky, punishing the downtrodden, and undermining our democracy in the process.
The PlayStation Dreamworld
Alfie Bown - 2017
The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Why We Make Things and Why It Matters: The Education of a Craftsman
Peter Korn - 2013
This is not a "how-to" book in any sense. Korn wants to get at the why of craft, in particular, and at the satisfactions of creative work, in general to understand their essential nature. How does the making of objects both reflect and refine our own identities? What is it about craft and creative work that makes them so rewarding? What is the nature of those rewards? How do the products of creative work inform society?
Storyteller: Writing Lessons & More from 27 Years of the Clarion Writers' Workshop
Kate Wilhelm - 2005
Includes writing exercises and advice. A Hugo and Locus award winner.
Code Craft: The Practice of Writing Excellent Code
Pete Goodliffe - 2006
But not all know how to craft great code - code that is well written and easy to understand. Code Craft teaches programmers how to move beyond writing correct code to writing great code. The book covers code writing concerns, including code presentation style, variable naming, error handling, and security; and the wider issues of programming in the real world, such as good teamwork, development processes, and documentation. Code Craft presents language-agnostic advice that is relevant to all developers, from an author with loads of practical experience. A Q&A section at the end of each chapter helps readers to review the material and makes the book suited for academic use as well.
Literary Theory: An Introduction
Terry Eagleton - 1983
It could not anticipate what was to come after, neither could it grasp what had happened in literary theory in the light of where it was to lead.
Manual for Survival: An Environmental History of the Chernobyl Disaster
Kate Brown - 2019
Efforts to gain access to the site of catastrophic radiation damage were denied, and the residents of Chernobyl were given no answers as their lives hung in the balance. Drawing on a decade of archival research and on-the-ground interviews in Ukraine, Russia, and Belarus, Kate Brown unveils the full breadth of the devastation and the whitewash that followed. Her findings make clear the irreversible impact of man-made radioactivity on every living thing; and hauntingly, they force us to confront the untold legacy of decades of weapons-testing and other catastrophic nuclear incidents.
Semiotics: The Basics
Daniel Chandler - 2002
Along the way, the reader will find out: * What is a sign?* Which codes do we take for granted?* What is a text?* How can semiotics be used in textual analysis?* Who were Saussure, Peirce, Barthes and Jakobson - and why are they important?Features include a glossary of key terms and realistic suggestions for further reading. There is also a highly-developed and long-established online version of the book at: www.aber.ac.uk/media/Documents/S4B.
The Spirit Level: Why More Equal Societies Almost Always Do Better
Richard G. Wilkinson - 2009
Why do we mistrust people more in the UK than in Japan? Why do Americans have higher rates of teenage pregnancy than the French? What makes the Swedish thinner than the Greeks? The answer: inequality. This groundbreaking book, based on years of research, provides hard evidence to show how almost everything—-from life expectancy to depression levels, violence to illiteracy-—is affected not by how wealthy a society is, but how equal it is. Urgent, provocative and genuinely uplifting, The Spirit Level has been heralded as providing a new way of thinking about ourselves and our communities, and could change the way you see the world.
On Collective Memory
Maurice Halbwachs - 1925
This volume, the first comprehensive English-language translation of Halbwach's writings on the social construction of memory, fills a major gap in the literature on the sociology of knowledge.Halbwachs' primary thesis is that human memory can only function within a collective context. Collective memory, Halbwachs asserts, is always selective; various groups of people have different collective memories, which in turn give rise to different modes of behavior. Halbwachs shows, for example, how pilgrims to the Holy Land over the centuries evoked very different images of the events of Jesus' life; how wealthy old families in France have a memory of the past that diverges sharply from that of the nouveaux riches; and how working class construction of reality differ from those of their middle-class counterparts.With a detailed introduction by Lewis A. Coser, this translation will be an indispensable source for new research in historical sociology and cultural memory.Lewis A. Coser is Distinguished Professor of Sociology Emeritus at the State University of New York and Adjunct Professor of Sociology at Boston College.
Complete Kobold Guide to Game Design
Wolfgang Baur - 2012
The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory
The Game Console: A Photographic History from Atari to Xbox
Evan Amos - 2018
You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.
Replay: The History of Video Games
Tristan Donovan - 2010
Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.