Book picks similar to
Games: Agency as Art by C Thi Nguyen
philosophy
non-fiction
games
nonfiction
The Constitution of Knowledge: A Defense of Truth
Jonathan Rauch - 2021
Trolling. Conspiracies. Social media pile-ons. Campus intolerance. On the surface, these recent additions to our daily vocabulary appear to have little in common. But together, they are driving an epistemic crisis: a multi-front challenge to America's ability to distinguish fact from fiction and elevate truth above falsehood.In 2016 Russian trolls and bots nearly drowned the truth in a flood of fake news and conspiracy theories, and Donald Trump and his troll armies continued to do the same. Social media companies struggled to keep up with a flood of falsehoods, and too often didn't even seem to try. Experts and some public officials began wondering if society was losing its grip on truth itself. Meanwhile, another new phenomenon appeared: "cancel culture." At the push of a button, those armed with a cellphone could gang up by the thousands on anyone who ran afoul of their sanctimony.In this pathbreaking book, Jonathan Rauch reaches back to the parallel eighteenth-century developments of liberal democracy and science to explain what he calls the "Constitution of Knowledge"--our social system for turning disagreement into truth.By explicating the Constitution of Knowledge and probing the war on reality, Rauch arms defenders of truth with a clearer understanding of what they must protect, why they must do--and how they can do it. His book is a sweeping and readable description of how every American can help defend objective truth and free inquiry from threats as far away as Russia and as close as the cellphone.
Itchy, Tasty: An Unofficial History of Resident Evil
Alex Aniel - 2021
Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.
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.
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them
Jamie Madigan - 2015
They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
The Art Of Computer Game Design
Chris Crawford
The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.
Wired to Create: Unraveling the Mysteries of the Creative Mind
Scott Barry Kaufman - 2015
Revealing the latest findings in neuroscience and psychology, along with engaging examples of artists and innovators throughout history, the book shines a light on the practices and habits of mind that promote creative thinking. Kaufman and Gregoire untangle a series of paradoxes— like mindfulness and daydreaming, seriousness and play, openness and sensitivity, and solitude and collaboration – to show that it is by embracing our own contradictions that we are able to tap into our deepest creativity. Each chapter explores one of the ten attributes and habits of highly creative people: Imaginative Play * Passion * Daydreaming * Solitude * Intuition * Openness to Experience * Mindfulness * Sensitivity * Turning Adversity into Advantage * Thinking Differently With insights from the work and lives of Pablo Picasso, Frida Kahlo, Marcel Proust, David Foster Wallace, Thomas Edison, Josephine Baker, John Lennon, Michael Jackson, musician Thom Yorke, chess champion Josh Waitzkin, video-game designer Shigeru Miyamoto, and many other creative luminaries, Wired to Create helps us better understand creativity – and shows us how to enrich this essential aspect of our lives.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Gamify: How Gamification Motivates People to Do Extraordinary Things
Brian Burke - 2014
Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.
Gamify
shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
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.
Uncertainty in Games
Greg Costikyan - 2013
Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
Rewire: Digital Cosmopolitans in the Age of Connection
Ethan Zuckerman - 2013
This increasingly ubiquitous, immensely powerful technology often leads us to assume that as the number of people online grows, it inevitably leads to a smaller, more cosmopolitan world. We’ll understand more, we think. We’ll know more. We’ll engage more and share more with people from other cultures. In reality, it is easier to ship bottles of water from Fiji to Atlanta than it is to get news from Tokyo to New York.In Rewire, media scholar and activist Ethan Zuckerman explains why the technological ability to communicate with someone does not inevitably lead to increased human connection. At the most basic level, our human tendency to “flock together” means that most of our interactions, online or off, are with a small set of people with whom we have much in common. In examining this fundamental tendency, Zuckerman draws on his own work as well as the latest research in psychology and sociology to consider technology’s role in disconnecting ourselves from the rest of the world.For those who seek a wider picture—a picture now critical for survival in an age of global economic crises and pandemics—Zuckerman highlights the challenges, and the headway already made, in truly connecting people across cultures. From voracious xenophiles eager to explore other countries to bridge figures who are able to connect one culture to another, people are at the center of his vision for a true kind of cosmopolitanism. And it is people who will shape a new approach to existing technologies, and perhaps invent some new ones, that embrace translation, cross-cultural inspiration, and the search for new, serendipitous experiences.Rich with Zuckerman’s personal experience and wisdom, Rewire offers a map of the social, technical, and policy innovations needed to more tightly connect the world.
The Tiny MBA: 100 Very Short Lessons about the Long Game of Business
Alex Hillman - 2020
Please find the Paperback or Kindle-compatible Ebook at stackingthebricks.com/tinymba/You don't need an MBA or fancy investors to succeed in business. Use the 100 ideas in this tiny book to evaluate your current situation: your advantages, your relationships, your potential choices, and the most likely outcomes.BONUS! If you enjoy The Tiny MBA and want to go deeper on the topics lessons and themes in the book, check out the Tiny MBA Podcast Tour with the author! In each episode, Alex visits with the host of a different podcast or livestream to dig deeper into that hosts favorite pages of the book, and explore specific examples or stories rooted in these lessons.Check it out now at stackingthebricks.com/podcast/ and subscribe to get new episodes every week.
The Art of Doing Science and Engineering: Learning to Learn
Richard Hamming - 1996
By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.