Book picks similar to
Expressive Processing: Digital Fictions, Computer Games, and Software Studies by Noah Wardrip-Fruin
games
non-fiction
game-studies
technology
Play Between Worlds: Exploring Online Game Culture
T.L. Taylor - 2006
L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
Content Strategy for the Web
Kristina Halvorson - 2009
Redesigning your home page won't help. Investing in a new content management system won't fix it, either. So, where do you start? Without meaningful content, your website isn't worth much to your key audiences. But creating (and caring for) "meaningful" content is far more complicated than we're often willing to acknowledge. Content Strategy for the Web explains how to create and deliver useful, usable content for your online audiences, when and where they need it most. It also shares content best practices so you can get your next website redesign right, on time and on budget. For the first time, you'll: See content strategy (and its business value) explained in plain languageFind out why so many web projects implode in the content development phase ... and how to avoid the associated, unnecessary costs and delaysLearn how to audit and analyze your contentMake smarter, achievable decisions about which content to create and howFind out how to maintain consistent, accurate, compelling content over timeGet solid, practical advice on staffing for content-related roles and responsibilities "
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook
Best Books of 2013: Reader's Guide
Amazon Books - 2013
This free Kindle book features interviews, essays, excerpts, and other fun extras about the year’s top 20 titles: Donna Tartt talks about her eating habits while writing The Goldfinch; Khaled Hosseini’s publicist discusses what it’s like to be on a national tour with him; David Finkel discusses the emotional impact following the 2-16 infantry battalion in Thank You for Your Service; and much more.
13 Things That Don't Make Sense: The Most Baffling Scientific Mysteries of Our Time
Michael Brooks - 2008
The effects of homeopathy don’t go away under rigorous scientific conditions. The laws of nature aren’t what they used to be. Thirty years on, no one has an explanation for a seemingly intelligent signal received from outer space. The US Department of Energy is re-examining cold fusion because the experimental evidence seems too solid to ignore. The placebo effect is put to work in medicine while doctors can’t agree whether it even exists.In an age when science is supposed to be king, scientists are beset by experimental results they simply can’t explain. But, if the past is anything to go by, these anomalies contain the seeds of future revolutions. While taking readers on an entertaining tour d’horizon of the strangest of scientific findings – involving everything from our lack of free will to Martian methane that offers new evidence of life on the planet – Michael Brooks argues that the things we don’t understand are the key to what we are about to discover.This mind-boggling but entirely accessible survey of the outer limits of human knowledge is based on a short article by Michael Brooks for New Scientist magazine. It became the sixth most circulated story on the internet in 2005, and provoked widespread comment and compliments (Google “13 things that do not make sense” to see).Michael Brooks has now dug deeply into those mysteries, with extraordinary results.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
Design Thinking Methodology Book
Emrah Yayici - 2016
It includes easily applicable design thinking techniques, such as - HMW questions, - personas, - mind mapping - empathy mapping, - affinity diagram, - value-proposition canvas, - storyboard, - cause-and-effect diagram, - brainstorming, - brain dumps, - reverse brainstorming, - benchmarking, - journey map, and - prototyping. A real-life case study is used to introduce design thinking methodology and techniques in a more practical way to a broad range of practitioners, including - project managers and IT specialists, - innovation teams, - marketing professionals and brand managers, - product managers, - designers, - consultants, - strategic planning experts, - entrepreneurs, - C-level executives, and architects. The book explains how artful thinking perspectives can be applied to enhance design thinking skills, such as - creativity, - thinking out of the box, - empathy, - visual thinking, - observation, - asking the right questions, and - pattern recognition. It also describes how to apply design thinking and lean and agile methodologies together.
The Full Tilt Poker Strategy Guide: Tournament Edition
Michael CraigTed Forrest - 2007
Their accomplishments are unparalleled, with countless World Series of Poker and World Poker Tour championships to their names and well in excess of $100 million in winnings in private games. Now, this group of poker legends has banded together to create The Full Tilt Poker Strategy Guide, which will stand as an instant classic of the genre and is sure to become the industry standard.
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
Free: The Future of a Radical Price
Chris Anderson - 2009
Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.
The C# Programming Yellow Book
Rob Miles - 2010
With jokes, puns, and a rigorous problem solving based approach. You can download all the code samples used in the book from here: http://www.robmiles.com/s/Yellow-Book...
Reader, Come Home: The Reading Brain in a Digital World
Maryanne Wolf - 2018
Since then, the ways we process written language have changed dramatically with many concerned about both their own changes and that of children. New research on the reading brain chronicles these changes in the brains of children and adults as they learn to read while immersed in a digitally dominated medium.Drawing deeply on this research, this book comprises a series of letters Wolf writes to us—her beloved readers—to describe her concerns and her hopes about what is happening to the reading brain as it unavoidably changes to adapt to digital mediums. Wolf raises difficult questions, including:Will children learn to incorporate the full range of "deep reading" processes that are at the core of the expert reading brain?Will the mix of a seemingly infinite set of distractions for children’s attention and their quick access to immediate, voluminous information alter their ability to think for themselves?With information at their fingertips, will the next generation learn to build their own storehouse of knowledge, which could impede the ability to make analogies and draw inferences from what they know?Will all these influences, in turn, change the formation in children and the use in adults of "slower" cognitive processes like critical thinking, personal reflection, imagination, and empathy that comprise deep reading and that influence both how we think and how we live our lives?Will the chain of digital influences ultimately influence the use of the critical analytical and empathic capacities necessary for a democratic society?How can we preserve deep reading processes in future iterations of the reading brain?Who are the "good readers" of every epoch?Concerns about attention span, critical reasoning, and over-reliance on technology are never just about children—Wolf herself has found that, though she is a reading expert, her ability to read deeply has been impacted as she has become, inevitably, increasingly dependent on screens.Wolf draws on neuroscience, literature, education, technology, and philosophy and blends historical, literary, and scientific facts with down-to-earth examples and warm anecdotes to illuminate complex ideas that culminate in a proposal for a biliterate reading brain. Provocative and intriguing, Reader, Come Home is a roadmap that provides a cautionary but hopeful perspective on the impact of technology on our brains and our most essential intellectual capacities—and what this could mean for our future.
Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous
Gabriella Coleman - 2014
She ended up becoming so closely connected to Anonymous that the tricky story of her inside–outside status as Anon confidante, interpreter, and erstwhile mouthpiece forms one of the themes of this witty and entirely engrossing book.The narrative brims with details unearthed from within a notoriously mysterious subculture, whose semi-legendary tricksters—such as Topiary, tflow, Anachaos, and Sabu—emerge as complex, diverse, politically and culturally sophisticated people. Propelled by years of chats and encounters with a multitude of hackers, including imprisoned activist Jeremy Hammond and the double agent who helped put him away, Hector Monsegur, Hacker, Hoaxer, Whistleblower, Spy is filled with insights into the meaning of digital activism and little understood facets of culture in the Internet age, including the history of “trolling,” the ethics and metaphysics of hacking, and the origins and manifold meanings of “the lulz.”
Stokes Beginner's Guide to Birds: Eastern Region
Donald Stokes - 1996
Is that butterfly outside your window a Monarch or a Giant Swallowtail? What's the best kind of feeder for attracting birds to your backyard? This pocket-size, brilliantly colorful, simple-to-use guide is an ideal introduction to the birds of the Eastern United States. It contains dozens of full-color photographs that enable readers of all ages to identify the most common species; range maps; tips on attracting and observing birds; information on habitat needs, life cycle, food preferences; and much more. Special features include:Coverage of 100 speicesUnique organization by birds' plumage colorsUser-friendly color tab index for quick referenceBrilliant full-color photographs of each species, plus separate images of male and female when plumage differsUseful tips for attracting birdsInformation on voice, habitat, nest, eggs, incubation time, population trends, behavior, birdhouse and feeder preferences, and much more