Book picks similar to
The Legend of Zelda (Legends of Localization, #1) by Clyde Mandelin
non-fiction
nonfiction
gaming
video-games
Between You & Me: Confessions of a Comma Queen
Mary Norris - 2015
Now she brings her vast experience, good cheer, and finely sharpened pencils to help the rest of us in a boisterous language book as full of life as it is of practical advice.Between You & Me features Norris's laugh-out-loud descriptions of some of the most common and vexing problems in spelling, punctuation, and usage—comma faults, danglers, "who" vs. "whom," "that" vs. "which," compound words, gender-neutral language—and her clear explanations of how to handle them. Down-to-earth and always open-minded, she draws on examples from Charles Dickens, Emily Dickinson, Henry James, and the Lord's Prayer, as well as from The Honeymooners, The Simpsons, David Foster Wallace, and Gillian Flynn. She takes us to see a copy of Noah Webster's groundbreaking Blue-Back Speller, on a quest to find out who put the hyphen in Moby-Dick, on a pilgrimage to the world's only pencil-sharpener museum, and inside the hallowed halls of The New Yorker and her work with such celebrated writers as Pauline Kael, Philip Roth, and George Saunders.Readers—and writers—will find in Norris neither a scold nor a softie but a wise and witty new friend in love with language and alive to the glories of its use in America, even in the age of autocorrect and spell-check. As Norris writes, "The dictionary is a wonderful thing, but you can't let it push you around."
My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft
Bonnie Nardi - 2010
My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."—Julian Dibbell, Wired"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.”—Lisa Nakamura, University of IllinoisWorld of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.Cover art by Jessica Damsky
You Are Here: Around the World in 92 Minutes
Chris Hadfield - 2014
. .In You Are Here, bestselling author and celebrated astronaut Chris Hadfield creates a virtual orbit of Earth, giving us the really big picture: this is our home, from space. The millions of us who followed Hadfield's news-making Twitter feed from the ISS thought we knew what we were looking at when we first saw his photos. But we may have caught the beauty and missed the full meaning. Now, through photographs - many of which have never been shared - Hadfield unveils a fresh and insightful look at our planet. He sees astonishing detail and importance in these images, not just because he's spent months in space but because his in-depth knowledge of geology, geography and meteorology allows him to reveal the photos' mysteries.Featuring Hadfield's favourite images, You Are Here is divided by continent and represents one (idealized) orbit of the ISS. This planetary photo tour - surprising, playful, thought-provoking and visually delightful - provides a breathtakingly beautiful perspective on the wonders of the world. You Are Here opens a singular window on our planet, using remarkable photographs to illuminate the history and consequences of human settlement, the magnificence of newly uncovered landscapes, and the power of the natural forces shaping our world and the future of our species.
Anime: from Akira to Princess Mononoke, Experiencing Contemporary Japanese Animation
Susan J. Napier - 2001
However, anime is much more than children's cartoons. It runs the gamut from historical epics to sci-fi sexual thrillers. Often dismissed as fanciful entertainment, anime is actually quite adept at portraying important social and cultural issues like alienation, gender inequality, and teenage angst. This book investigates the ways that anime presents these issues in an in-depth and sophisticated manner, uncovering the identity conflicts, fears over rapid technological advancement, and other key themes present in much of Japanese animation.
Embed with Games: A Year on the Couch with Game Developers
Cara Ellison - 2015
The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Adobe Lightroom 6 / CC Video Book: Training for Photographers
Tony Northrup - 2015
Tony goes beyond teaching you how to use Lightroom. Tony shows you why and when to use each feature to create stunning, natural photos. When Lightroom isn t the best tool, Tony suggests better alternatives. Combining the benefits of video training and book learning, this video book gives you over 14 hours of video and dozens of free presets and raw images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. If you prefer reading, the book is concise and practical, and each chapter links to relevant videos when you want to understand a topic more deeply or see it used in the real world. Tony covers every aspect of Lightroom in-depth, but structures his teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll be organizing and editing your pictures in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Lightroom, watch the videos and read the book from start to finish.
The Art of Cuphead
Eli Cymet - 2020
Take a gander at the game's traditional hand-drawn frame-by-frame animation. Peek at the early concepts, production work, and early ideas that went into the making of Cuphead's characters, bosses, stages and more including never-before-seen content from the upcoming DLC!Relive the most cherished and challenging moments of Cuphead and Mugman's adventure to reclaim their souls from The Devil, all in a way you've never seen before! Guided by personal insights from game directors Chad and Jared Moldenhauer, take a one-of-a-kind trip through the Inkwell Isles and discover an all-new appreciation for Cuphead's animation style and challenging retro gameplay.Dark Horse Books and Studio MDHR are thrilled to present The Art of Cuphead! This vintage-style art extravaganza is the perfect book for fans of Cuphead!
Yosemite and the Range of Light
Ansel Adams - 1979
Full page B&W photos
Homo Ludens: A Study of the Play Element in Culture
Johan Huizinga - 1938
Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
Tim Gunn's Fashion Bible: The Fascinating History of Everything in Your Closet
Tim Gunn - 2012
Crinolines and ruffs. Chain mailand corsets. What do these antiquated items have to do with the oh-so-twenty-first-century skinny jeans, graphic tee, and sexy pumps you slipped into this morning? Everything! Fashion begets fashion, and life—from economics to politics, weather to warfare, practicality to the utterly impractical—is reflected in the styles of any given era, evolving into the threads you buy and wear today. With the candidness, intelligence, and charm that made him a household name on Project Runway, Tim Gunn reveals the fascinating story behind each article of clothing dating back to ancient times, in a book that reads like a walking tour from museum to closet with Tim at your side. From Cleopatra’s crown to Helen of Troy’s sandals, from Queen Victoria’s corset to Madonna’s cone bra, Dynasty’s power suits to Hillary Clinton’s pantsuits, Tim Gunn’s Fashion Bible takes you on a runway-ready journey through the highs and lows of fashion history. Drawing from his exhaustive knowledge and intensive research to offer cutting-edge insights into modern style, Tim explains how the 1960s ruined American underwear, how Beau Brummell created the look men have worn for more than a century, why cargo capri pants are a plague on our nation, and much more. He will make you see your wardrobe in a whole new way. Prepare to be inspired as you change your thinking about the past, present, and future of fashion!
It's Saturday Morning!: A Look Back at Four Decades of Animation, Pop Culture, and Tradition
Joe Garner - 2018
Broadcasting into family living rooms from the 1960s to the 1990s, this wildly creative art form wrought a beloved rite of passage. From the hours of 8 a.m. to 12 p.m., parents could sleep in while their children plopped on the couch to consume cartoons galore. From The Bugs Bunny Show, The Jetsons, and Jonny Quest to The Smurfs, He-Man, and Animaniacs, this window of time promised pure entertainment and an experience that united generations. With concept art, archival images, and all-new interviews, this collection is a celebration and exploration of the shows, characters, songs, and TV commercials that made Saturday morning cartoons a pop culture event. This highly produced package is perfect for artists and illustrators, pop culture fanatics, or anyone who loves a heaping portion of nostalgia.
Shady Characters: The Secret Life of Punctuation, Symbols & Other Typographical Marks
Keith Houston - 2013
Whether investigating the asterisk (*) and dagger (†)--which alternately illuminated and skewered heretical verses of the early Bible--or the at sign (@), which languished in obscurity for centuries until rescued by the Internet, Keith Houston draws on myriad sources to chart the life and times of these enigmatic squiggles, both exotic (¶) and everyday (&).From the Library of Alexandria to the halls of Bell Labs, figures as diverse as Charlemagne, Vladimir Nabokov, and George W. Bush cross paths with marks as obscure as the interrobang (‽) and as divisive as the dash (--). Ancient Roman graffiti, Venetian trading shorthand, Cold War double agents, and Madison Avenue round out an ever more diverse set of episodes, characters, and artifacts.Richly illustrated, ranging across time, typographies, and countries, Shady Characters will delight and entertain all who cherish the unpredictable and surprising in the writing life.
Marx at the Arcade: Consoles, Controllers, and Class Struggle
Jamie Woodcock - 2019
In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.