The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit


Philip E. Orbanes - 2003
    Parker started with only fifty dollars and a dream. In The Game Makers, Philip E. Orbanes, a game historian and former Parker Brothers executive, explores the often whimsical origins of popular games and toys - from the Monopoly Game to the Nerf ball to Ping-Pong to Sorry! - and reveals how generations of determined entrepreneurs built a family business empire." Through an engaging narrative based on extensive research - including the never-before-published personal archives of George S. Parker and interviews with his successors - Orbanes takes us on a journey through the birth and maturation of the toy industry as seen through the eyes of one of its greatest legends. Sprung from Parker's fervent belief that games were meant to last and be fun, this tiny family firm would grow into a brand powerhouse that reflected - and ultimately helped shape - the culture of a nation. Through world wars and the Great Depression, through natural disasters and family tragedies, Parker Brothers succeeded in bringing smiles to the faces of millions by connecting them to - or helping them forget - the events taking place around them.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Practical Ethics


Peter Singer - 1979
    For this second edition the author has revised all the existing chapters, added two new ones, and updated the bibliography. He has also added an appendix describing some of the deep misunderstanding of and consequent violent reaction to the book in Germany, Austria, and Switzerland where the book has tested the limits of freedom of speech. The focus of the book is the application of ethics to difficult and controversial social questions.

You Are Not a Gadget


Jaron Lanier - 2010
    Now, in his first book, written more than two decades after the web was created, Lanier offers this provocative and cautionary look at the way it is transforming our lives for better and for worse.The current design and function of the web have become so familiar that it is easy to forget that they grew out of programming decisions made decades ago. The web’s first designers made crucial choices (such as making one’s presence anonymous) that have had enormous—and often unintended—consequences. What’s more, these designs quickly became “locked in,” a permanent part of the web’s very structure. Lanier discusses the technical and cultural problems that can grow out of poorly considered digital design and warns that our financial markets and sites like Wikipedia, Facebook, and Twitter are elevating the “wisdom” of mobs and computer algorithms over the intelligence and judgment of individuals. Lanier also shows:How 1960s antigovernment paranoia influenced the design of the online world and enabled trolling and trivialization in online discourseHow file sharing is killing the artistic middle class;How a belief in a technological “rapture” motivates some of the most influential technologistsWhy a new humanistic technology is necessary. Controversial and fascinating, You Are Not a Gadget is a deeply felt defense of the individual from an author uniquely qualified to comment on the way technology interacts with our culture.

Teaching as a Subversive Activity


Neil Postman - 1969
    A no-holds-barred assault on outdated teaching methods--with dramatic & practical proposals on how education can be made relevant to today's world.IntroductionCrap detecting The medium is the message, of course The inquiry method Pursuing relevance What's worth knowing?Meaning making Languaging New teachersCity schoolsNew languages: the media-Two alternatives So what do you do now? Strategies for survival

What Philosophy Can Do


Gary Gutting - 2015
    Along the way, he introduces readers to powerful philosophical tools, from inductive and deductive logic to the Principle of Charity, which they can use to make better sense of current debates. Interweaving his discussion of contemporary issues with philosophical concepts from Aristotle to Michel Foucault and John Rawls, Gutting shows how philosophy can enrich public discussions about our most urgent issues.

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?

Status Anxiety


Alain de Botton - 2004
    For in its pages, a master explicator of our civilization and its discontents turns his attention to the insatiable quest for status, a quest that has less to do with material comfort than with love. To demonstrate his thesis, de Botton ranges through Western history and thought from St. Augustine to Andrew Carnegie and Machiavelli to Anthony Robbins.Whether it’s assessing the class-consciousness of Christianity or the convulsions of consumer capitalism, dueling or home-furnishing, Status Anxiety is infallibly entertaining. And when it examines the virtues of informed misanthropy, art appreciation, or walking a lobster on a leash, it is not only wise but helpful.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

The Human Condition


Hannah Arendt - 1958
    In her study of the state of modern humanity, Hannah Arendt considers humankind from the perspective of the actions of which it is capable. The problems Arendt identified then--diminishing human agency and political freedom; the paradox that as human powers increase through technological and humanistic inquiry, we are less equipped to control the consequences of our actions—continue to confront us today.

Seven Games: A Human History


Oliver Roeder - 2022
    Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable.Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones.Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself.Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

The Story of Philosophy: A Concise Introduction to the World's Greatest Thinkers and Their Ideas


Bryan Magee - 1998
    Discover the great thinkers in their historical contexts and learn the influences that shaped their lives and work. Each philosophical movement includes profiles of key philosophers and their important works, historical contexts and influences, important quotes, and other related people and ideas. Full-color photographs, artworks, and illustrations illuminate every page."The Story of Philosophy" gives you the information you need to think about life's greatest questions, opening up the world of philosophical ideas in a way that can be easily understood by students and by anyone fascinated by the ways we form our social, political, and ethical ideas.

not a book


NOT A BOOK - 2018
    And, although novels and short stories built the foundations of science fiction, film and television have emerged as equally powerful, experimental, and enjoyable ways to experience the genre. Even as far back as the silent era, films like Fritz Lang’s Metropolis have used science fiction to tell stories that explore many facets of human experience.In Sci-Phi: Science Fiction as Philosophy, Professor of Philosophy David Kyle Johnson of King’s College takes you on a 24-lecture exploration of the final frontiers of philosophy across several decades of science fiction in film and television. From big-budget blockbusters to television series featuring aliens in rubber masks, Professor Johnson finds food for philosophical thought in a wide range of stories. By looking at serious questions through astonishing tales and astounding technologies, you will see how science fiction allows us to consider immense, vital—and sometimes controversial—ideas with a rare combination of engagement and critical distance.The Future Is NowScience fiction is often concerned with the future, being used not only as a tool of prediction—humans are notoriously bad at accurately predicting the future—but also as one of extrapolation and interrogation. Rather than simply asking what the future will look like, the futuristic visions of sci-fi TV, like Star Trek, Firefly, and even the animated comedy Futurama, offer compelling statements about humanity’s hopes, dreams, and fears. We can, therefore, use fictionalized futures to better understand today’s world.Setting a story in the future—or in an alternate reality, or on a faraway planet—also allows sci-fi creators to open up the realm of possibility beyond what our current world offers, while also looking at very real scientific possibilities. As you look at sci-fi films like Arrival and Interstellar, Professor Johnson highlights the kinds of issues worth considering if contact with extraterrestrial life or time travel became part of our real-life experience. And even if these experiences remain in the realm of fiction, considering them still provides insight into important philosophical questions. Indeed, throughout the lectures of Sci-Phi, you will ponder many questions that have concerned philosophers for centuries, including:Do humans truly have free will?Could machines one day be conscious? Or be sentient?Could we actually be living in a simulated world?How will humanity confront a future of diminished resources and advancing technology?Are science and religion compatible?When, if ever, is war justified?How do we know what information to trust and what to dismiss?Exploring Reality through FictionStaples of science fiction like time travel, alternate universes, and extraterrestrial life are endlessly fascinating ideas to explore. Yet, despite the insights they can give us, they may not seem very relevant to everyday life. Even our conception of reality—what is real and what isn’t—can have little bearing on the more mundane aspects of living from day to day. But science fiction, for all its futurism and outlandish flourishes, is not limited to these theoretical concepts; it is also a window into crucial discussions about the here and now, questions concerning ethics, power, religion, tolerance, social justice, politics, and the many practical dimensions of living in a world that is constantly changing and forever presenting humans with fresh new dilemmas to solve. And by removing us from reality, sci-fi can also remove our biases and make us see such issues anew.Indeed, as Professor Johnson makes clear, stories of simulated worlds and artificial intelligence can seem far-fetched, but they actually offer valuable insights into social and ethical issues that may be more immediate and relevant than they first appear. By looking at them through fiction, we can take a step back and get a clearer picture of the larger implications. For instance, by looking at characters like Commander Data in Star Trek: The Next Generation or the Cylons in Battlestar Galactica, we are forced to wonder: If we create artificial intelligence that achieves true sentience, how will we treat these man-made beings? Will we repeat the sins of the past by enslaving them or will we embrace them as our equals? If we are ever able to re-create a convincing version of the world via computers, as films like The Matrix and The Thirteenth Floor suggest, do the lives lived in those simulations mean less than those in the “real” world? The answers to these questions—and many others—speak volumes about human values and, given our ever-evolving technology, may require answers sooner rather than later.You may be surprised to see how often a science fiction story can “trick” you into thinking about questions and concepts you may have never considered. Shows like The Twilight Zone and Black Mirror overtly present questions and issues for audiences to ponder. However, while other films and television shows may seem to focus more on the adventure and entertainment value of science fiction, they still often have deep philosophical dimensions. Consider the long-running British TV series Doctor Who. A beloved icon of science fiction, the show has always been framed as simply the exciting weekly adventures of a time-traveling alien; yet, throughout its decades on television, it has explored issues of autonomy, sentience, pacifism, colonialism, racism, grief, morality, and much more.A Unique View of PhilosophyWhile each lecture of Sci-Phi focuses on a few key films or television episodes, you will also explore dozens of other movies and TV episodes along the way. Likewise, each philosophical concept you explore opens the door to further discovery. Throughout the lectures, you will be introduced to the ideas of great thinkers like Descartes, Hobbes, Locke, Marx, Nietzsche, Sartre, Turing, Baudrillard, and many others; and through these ideas, you will better understand the different ways philosophy examines the big questions, from metaphysics and epistemology to existentialism and ethics.Fans of the genre will find their experience of sci-fi stories enriched by layers of philosophical inquiry that reveal each story to be much more than just entertainment. Similarly, those who are looking for a thrilling and accessible introduction to philosophy will be equally rewarded by Professor Johnson’s breadth of knowledge, as well as his deep and abiding love for both science fiction storytelling and philosophical exploration. As you engage with philosophy by way of sci-fi stories for screens both large and small, it is important to keep in mind that Professor Johnson will not shy away from revealing key plot points in many of the stories he explores throughout the lectures; so, although it is not required, watching the films and TV episodes at the heart of each lecture is recommended. Presented as a one-on-one conversation and enlivened by fun visual references to many of the stories you will encounter, Sci-Phi: Science Fiction as Philosophy is a philosophy course unlike any other.Whether telling stories of far-flung futures or investigating the here and now, science fiction is an invaluable source of intellectual and imaginative exploration. From the genre-defining classics like Star Wars, Doctor Who, 2001: A Space Odyssey, and The Twilight Zone to a new wave of speculative tales like Transcendence, Snowpiercer, Westworld, and The Hunger Games, sci-fi stories offer a uniquely engaging and incisive way to ask serious questions about the world we live in, even when those stories are set in a galaxy far, far away. Philosophy is the search for truth. Sometimes that truth is best revealed through fiction.

Irrationality


Stuart Sutherland - 1992
    In this iconoclastic book Stuart Sutherland analyses causes of irrationality and examines why we are irrational, the different kinds of irrationality, the damage it does us and the possible cures.