Book picks similar to
Video Gamers by Garry Crawford


games
video-games
non-fiction
digital-media

No Wrong Turns: Cycling the World, Part One: Paris to Sydney


Chris Pountney - 2017
    It is the start of an ambitious attempt to become perhaps the first person ever to circumnavigate the planet using only a bicycle and boats. With a list of seven challenges to guide him (but no real map), he heads east towards Asia and Australia. The Sydney Opera House is his goal. The story follows Chris as he tackles snowy mountain passes in Turkey, wades across rivers in Tajikistan, eats strange cheeses in Mongolia, and meets with incredible kindness just about everywhere he goes. He lives a simple life - sleeping in a tent, talking to his bike, consuming a really unbelievable number of biscuits, and all the time stubbornly refusing to have anything whatsoever to do with motor vehicles (or escalators). But can he overcome all of the visa deadlines, the breakdowns, the bad roads, the headwinds, the kamikaze kangaroos, and the surprisingly frequent danger of being distracted by members of the opposite sex, to successfully pedal all of the way to Sydney?

Stoicism: A Detailed Breakdown of Stoicism Philosophy and Wisdom from the Greats: A Complete Guide To Stoicism


George Tanner - 2017
    Where some accounts of human nature and the particularly human good fall short by the reduction of human being to physical or psychical phenomena, Stoicism’s power lies in engaging with the whole range of human experience, addressing rationality, emotion, piety, will, and both inner and outer impressions, each on their own terms, in language that treats each as significant in its own right. Stoicism is an active philosophy. That means that it is not enough to know its doctrines, one must also live them, develop habits that expand on and complete their ideas in practice. Practice, therefore, is also the focus of this book. The development of the reader’s inner and outer life, that they may follow their own path and discover what it means to “live life in accordance with nature.”   This book is a general introduction to Stoicism that pulls no punches when faced with the more complex aspects of Stoic doctrine. Topics addressed include: The history of the ancient Stoics. The nature of good and evil, virtue and vice, and positive and negative externals. The difference between those things in our control and those things not in our control. Stoic Logic and practical reasoning. Stoicism’s role in the development of cognitive behavioral therapy (CBT). Stoic exercises and daily practice. Theology’s role in Stoicism and Stoic cosmology. And much more! Grab your copy of a detailed guide on stoicism philosphy and wisdom!

The World of the Witcher


Marcin Batylda - 2015
    This gorgeous, illustrated hardbound volume contains in-depth knowledge about the locales, the deadly beasts that inhabit them, and the lethal weapons used to put them down.

Electronic Dreams: How 1980s Britain Learned to Love the Computer


Tom Lean - 2016
    In those heady early days of computing, Britannia very much ruled the digital waves.Electronic Dreams looks back at how Britain embraced the home computer, and at the people who drove the boom: entrepreneurs such as Clive Sinclair and Alan Sugar seeking new markets; politicians proclaiming economic miracles; bedroom programmers with an unhealthy fascination with technology; and millions of everyday folk who bought into the electronic dream and let the computer into their lives. It is a history of home computers such as the Commodore VIC20, BBC Micro, and ZX Spectrum; classic computer games like Manic Miner and Elite; the early information networks that first put the home online; and the transformation of the computer into an everyday object in the British home.Based on interviews with key individuals, archive sources, and study of vintage hardware and software, and with a particular focus on the computer's place in social history, Electronic Dreams is a nostalgic look at how a depressed 1980s Britain got over its fear of microchips and embraced the computer as a “passport to the future.”

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

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...

The Tetris Effect: The Game that Hypnotized the World


Dan Ackerman - 2016
    But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Puzzle Baron's Logic Puzzles


Puzzle Baron - 2010
    Unlike other logic puzzle books, every puzzle includes statistics - such as the average completion time, the record completion time, and the percentage of people to complete the puzzle - to bring out the competitor in each puzzler and better inform them on how easy or difficult each puzzle is.?Features 200 grid-based logic puzzles?Includes puzzles statistics for added excitement?Ideal for kids and adults

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

Just Between You And Me: A Memoir


Myles Goodwyn - 2016
    He is the only remaining original member of the group since the inception of April Wine in 1969. Goodwyn grew up poor and is the classic “small-town kid makes good” success story. As a young teen, Goodwyn honed his skills, playing in bands such as East Gate Sanctuary and Woody’s Termites. From the very beginning, Goodwyn plotted the course of the band. His unique but classic rock voice gives April Wine a distinct and immediately recognizable sound. Ranging from hard rock classics to soulful ballads, his vocal range and style can really grab a hold of you. His songwriting skills are prolific. He has penned virtually every April Wine song. He has a knack with words and seems to have an ability to write a catchy tune at will. Through the ups and downs and changing faces of the band, the one thing that has remained constant is Myles Goodwyn. Even today and with their latest release and shift in direction, his voice is as strong and apparent as ever. Now in its fourth decade, April Wine continues to charge ahead as one of Canada’s very best rock bands. And as far as rock history goes, Myles Goodwyn is already a living legend (especially in the annals of Canadian rock history), being known as one of the all-time greats.In Just Between You and Me, Goodwyn shares the story of his upbringing, first at home in rural New Brunswick and then in the music business as the lead singer of one of Canada’s most popular bands ever, April Wine.

Undertale: Overworld: (An Unofficial Undertale Book)


Tony Frisk - 2016
    Innocent curiosity had brought that day a lot faster than either of you had planned for. *** Read It FREE With Kindle Unlimited Or Prime Membership! Don't have a Kindle device? No worries! Read it on your PC, Mac, Tablet Or Smartphone! ***

Star Wars The Old Republic Explorer's Guide: Prima Official Game Guide


Mike Searle - 2011
    This spoiler-free atlas will help you navigate every planet while you experience your story on your terms. The Star Wars The Old Republic Explorer's Guide includes:• Comprehensive atlases for all planets: Alderaan, Coruscant, Hoth, Tatooine, and more• No walkthrough means no spoliers• Locations of hidden Datacrons to augment your stats• Hundreds of maps packed with critical information to guide you through your adventure• Enemy locations and levels revealed so you can better prepare to explore every planet• Learn about every basic class and pick one that is right for you• Exclusive concept art

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More


Dustin Hansen - 2016
    Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound


Scott Rigby - 2011
    It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory.Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.