Book picks similar to
Gaming: Essays On Algorithmic Culture by Alexander R. Galloway
non-fiction
games
nonfiction
game-studies
Shop Class as Soulcraft: An Inquiry Into the Value of Work
Matthew B. Crawford - 2009
On both economic and psychological grounds, author Matthew B. Crawford questions the educational imperative of turning everyone into a "knowledge worker," based on a misguided separation of thinking from doing. Using his own experience as an electrician and mechanic, Crawford presents a wonderfully articulated call for self-reliance and a moving reflection on how we can live concretely in an ever more abstract world.
Liveness: Performance in a Mediatized Culture
Philip Auslander - 1999
This provocative book tackles some of the enduring 'sacred truths' surrounding the high cultural status of the live event.
Designing Games
Tynan Sylvester - 2013
You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
Surveillance Valley: The Rise of the Military-Digital Complex
Yasha Levine - 2018
This idea--using computers to spy on people and groups perceived as a threat, both at home and abroad--drove ARPA to develop the internet in the 1960s, and continues to be at the heart of the modern internet we all know and use today. As Levine shows, surveillance wasn't something that suddenly appeared on the internet; it was woven into the fabric of the technology.But this isn't just a story about the NSA or other domestic programs run by the government. As the book spins forward in time, Levine examines the private surveillance business that powers tech-industry giants like Google, Facebook, and Amazon, revealing how these companies spy on their users for profit, all while doing double duty as military and intelligence contractors. Levine shows that the military and Silicon Valley are effectively inseparable: a military-digital complex that permeates everything connected to the internet, even coopting and weaponizing the antigovernment privacy movement that sprang up in the wake of Edward Snowden.With deep research, skilled storytelling, and provocative arguments, Surveillance Valley will change the way you think about the news--and the device on which you read it.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
The Coming Insurrection
The Invisible Committee - 2007
We have to see that the economy is itself the crisis. It's not that there's not enough work, it's that there is too much of it. The Coming Insurrection is an eloquent call to arms arising from the recent waves of social contestation in France and Europe. Written by the anonymous Invisible Committee in the vein of Guy Debord—and with comparable elegance—it has been proclaimed a manual for terrorism by the French government (who recently arrested its alleged authors). One of its members more adequately described the group as “the name given to a collective voice bent on denouncing contemporary cynicism and reality.” The Coming Insurrection is a strategic prescription for an emergent war-machine capable of “spreading anarchy and live communism.” Written in the wake of the riots that erupted throughout the Paris suburbs in the fall of 2005 and presaging more recent riots and general strikes in France and Greece, The Coming Insurrection articulates a rejection of the official Left and its reformist agenda, aligning itself instead with the younger, wilder forms of resistance that have emerged in Europe around recent struggles against immigration control and the “war on terror.” Hot-wired to the movement of '77 in Italy, its preferred historical reference point, The Coming Insurrection formulates an ethics that takes as its starting point theft, sabotage, the refusal to work, and the elaboration of collective, self-organized life forms. It is a philosophical statement that addresses the growing number of those—in France, in the United States, and elsewhere—who refuse the idea that theory, politics, and life are separate realms.
My Tiny Life: Crime and Passion in a Virtual World
Julian Dibbell - 1999
Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
Rogue Leaders: The Story of LucasArts
Rob Smith - 2008
Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.
Glitch Feminism
Legacy Russell - 2020
What must we do to work out who we are, and where we belong? How do we find the space to grow, unite and confront the systems of oppression? This conflict can be found in the fissures between the body, gender and identity. Too often, the glitch is considered a mistake, a faulty overlaying, a bug in the system; in contrast, Russell compels us to find liberation here. In a radical call to arms Legacy Russell argues that we need to embrace the glitch in order to break down the binaries and limitations that define gender, race, sexuality.Glitch Feminism is a vital new chapter in cyberfeminism, one that explores the relationship between gender, technology and identity. In an urgent manifesto, Russell reveals the many ways that the Glitch performs and transforms: how it refuses, throws shade, ghosts, errs, encrypt, mobilizes and survives. Developing the argument through memoir, art and critical theory, Russell also looks at the work of contemporary artists who travel through the glitch in their work. Timely and provocative, Glitch Feminism shows how the error can be a revolution.
In Praise of Shadows
Jun'ichirō Tanizaki - 1933
The book also includes descriptions of laquerware under candlelight, and women in the darkness of the house of pleasure.
From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism
Fred Turner - 2006
Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s—and the dawn of the Internet—computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. Fred Turner here traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book Award–winning Whole Earth Catalog, the computer conferencing system known as WELL, and, ultimately, the launch of the wildly successful Wired magazine, Brand and his colleagues brokered a long-running collaboration between San Francisco flower power and the emerging technological hub of Silicon Valley. Thanks to their vision, counterculturalists and technologists alike joined together to reimagine computers as tools for personal liberation, the building of virtual and decidedly alternative communities, and the exploration of bold new social frontiers. Shedding new light on how our networked culture came to be, this fascinating book reminds us that the distance between the Grateful Dead and Google, between Ken Kesey and the computer itself, is not as great as we might think.
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
The Spectacle of the Void
David Peak - 2014
A new reality—a "horror reality”—has taken hold. David Peak’s The Spectacle of the Void examines the boundaries of the irreal and the beyond, exploring horror’s singular ability to communicate the unknown through language and image. It is also a speculative work that gazes unflinchingly at the inevitable extinction of mankind, questioning whether or not the burden of our knowing we will someday cease to exist is a burden after all, or rather the very notion that will set us free.
An Archive of Feelings: Trauma, Sexuality, and Lesbian Public Cultures
Ann Cvetkovich - 2003
She argues for the importance of recognizing---and archiving---accounts of trauma that belong as much to the ordinary and everyday as to the domain of catastrophe. Cvetkovich contends that the field of trauma studies, limited by too strict a division between the public and the private, has overlooked the experiences of women and queers. Rejecting the pathologizing understandings of trauma that permeate medical and clinical discourses on the subject, she develops instead a sex-positive approach missing even from most feminist work on trauma. An Archive of Feelings challenges the field to engage more fully with sexual trauma and the wide range of feelings in its vicinity, including those associated with butch-femme sex and AIDS activism and caretaking.An Archive of Feelings brings together oral histories from lesbian activists involved in act/up New York; readings of literature by Dorothy Allison, Leslie Feinberg, Cherrie Moraga, and Shani Mootoo; videos by Jean Carlomusto and Pratibha Parmar; and performances by Lisa Kron, Carmelita Tropicana, and the bands Le Tigre and Tribe 8. Cvetkovich reveals how these cultural formations---activism, performance, and literature---give rise to public cultures that both work through trauma and transform the conditions producing it. By looking closely at connections between sexuality, trauma, and the creation of lesbian public cultures, Cvetkovich makes those experiences that have been pushed to the peripheries of trauma culture the defining principles of a new construction of sexual trauma-one in which trauma catalyzes the creation of cultural archives and political communities.About the Author: Ann Cvetkovich is Associate Professor of English at the University of Texas at Austin. She is the author of Mixed Feelings: Feminism, Mass Culture, and Victorian Sensationalism.
Perspective as Symbolic Form
Erwin Panofsky - 1927
Finally available in English, this unrivaled example of Panofsky's early method places him within broader developments in theories of knowledge and cultural change.Here, drawing on a massive body of learning that ranges over ancient philosophy, theology, science, and optics as well as the history of art, Panofsky produces a type of "archaeology" of Western representation that far surpasses the usual scope of art historical studies.Perspective in Panofsky's hands becomes a central component of a Western "will to form," the expression of a schema linking the social, cognitive, psychological, and especially technical practices of a given culture into harmonious and integrated wholes. He demonstrates how the perceptual schema of each historical culture or epoch is unique and how each gives rise to a different but equally full vision of the world.Panofsky articulates these distinct spatial systems, explicating their particular coherence and compatibility with the modes of knowledge, belief, and exchange that characterized the cultures in which they arose. Our own modernity, Panofsky shows, is inseparable from its peculiarly mathematical expression of the concept of the infinite, within a space that is both continuous and homogenous.