Book picks similar to
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games by Lizzie Stark
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Pitch Perfect: The Quest for Collegiate A Cappella Glory
Mickey Rapkin - 2008
But what had been largely an Ivy League phenomenon has, in the past fifteen years, exploded. And it's not what you think. There are now more than 1,200 a cappella groups at colleges across the country. The very best of these collegiate groups square off in the annual International Championship of Collegiate A Cappella showdown marked by wrenching close calls and exhilarating triumphs. And, really, where else can you hear Michael Jackson's Bad in four-part harmony? In Pitch Perfect, GQ editor Mickey Rapkin follows a season in a cappella through all its twists and turns, covering the breathtaking displays of vocal talent, the groupies (yes, a cappella singers have groupies), the rockstar partying (and run-ins with the law), and all the bitter rivalries. Along the way are encounters with boldfaced names such as President George W. Bush, Prince, David Letterman, Barack Obama, Barbra Streisand, Hillary Clinton, Marisa Tomei, Amanda Bynes, Nick Lachey, Merv Griffin, Jim Carrey, Microsoft's Paul Allen, John Legend, and Jessica Biel. At the heart of the narrative are three a cappella groups whose interactions are anything but harmonious: the historic Tufts Beelzebubs, founded more than forty years ago with 40,000 albums sold since, and struggling to record a new album that lives up to the hype; Divisi of the University of Oregon, a relatively new, all-female group attempting to overcome a loss in the 2005 championship; and the University of Virginia Hullabahoos, the so-called bad boys of collegiate a cappella, who will attempt to compete on a higher level this year while retaining their casual soul. Bringing a lively new twist to America's fascination with talent showdowns and peerless performers, Pitch Perfect is sure to strike a chord with readers.
Time Travel: A History
James Gleick - 2016
Gleick's story begins at the turn of the twentieth century with the young H. G. Wells writing and rewriting the fantastic tale that became his first book, an international sensation, The Time Machine. A host of forces were converging to transmute the human understanding of time, some philosophical and some technological the electric telegraph, the steam railroad, the discovery of buried civilizations, and the perfection of clocks. Gleick tracks the evolution of time travel as an idea in the culture from Marcel Proust to Doctor Who, from Woody Allen to Jorge Luis Borges. He explores the inevitable looping paradoxes and examines the porous boundary between pulp fiction and modern physics. Finally, he delves into a temporal shift that is unsettling our own moment: the instantaneous wired world, with its all-consuming present and vanishing future.
Pulphead
John Jeremiah Sullivan - 2011
Simultaneously channeling the gonzo energy of Hunter S. Thompson and the wit and insight of Joan Didion, Sullivan shows us—with a laidback, erudite Southern charm that’s all his own—how we really (no, really) live now. In his native Kentucky, Sullivan introduces us to Constantine Rafinesque, a nineteenth-century polymath genius who concocted a dense, fantastical prehistory of the New World. Back in modern times, Sullivan takes us to the Ozarks for a Christian rock festival; to Florida to meet the alumni and straggling refugees of MTV’s Real World, who’ve generated their own self-perpetuating economy of minor celebrity; and all across the South on the trail of the blues. He takes us to Indiana to investigate the formative years of Michael Jackson and Axl Rose and then to the Gulf Coast in the wake of Katrina—and back again as its residents confront the BP oil spill. Gradually, a unifying narrative emerges, a story about this country that we’ve never heard told this way. It’s like a fun-house hall-of-mirrors tour: Sullivan shows us who we are in ways we’ve never imagined to be true. Of course we don’t know whether to laugh or cry when faced with this reflection—it’s our inevitable sob-guffaws that attest to the power of Sullivan’s work.
Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line
Ken Williams - 2020
The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.
Going Clear: Scientology, Hollywood, and the Prison of Belief
Lawrence Wright - 2013
Based on more than two hundred personal interviews with both current and former Scientologists--both famous and less well known--and years of archival research, Lawrence Wright uses his extraordinary investigative skills to uncover for us the inner workings of the Church of Scientology: its origins in the imagination of science-fiction writer L. Ron Hubbard; its struggles to find acceptance as a legitimate (and legally acknowledged) religion; its vast, secret campaign to infiltrate the U.S. government; and its dramatic efforts to grow and prevail after the death of Hubbard.At the book's center, two men whom Wright brings vividly to life, showing how they have made Scientology what it is today: The darkly brilliant L. Ron Hubbard--whose restless, expansive mind invented a new religion tailor-made to prosper in the spiritually troubled post-World War II era. And his successor, David Miscavige--tough and driven, with the unenviable task of preserving the church in the face of ongoing scandals and continual legal assaults.We learn about Scientology's esoteric cosmology; about the auditing process that determines an inductee's state of being; about the Bridge to Total Freedom, through which members gain eternal life. We see the ways in which the church pursues celebrities, such as Tom Cruise and John Travolta, and how young idealists who joined the Sea Org, the church's clergy, whose members often enter as children, signing up with a billion-year contract and working with little pay in poor conditions. We meet men and women "disconnected" from friends and family by the church's policy of shunning critical voices. And we discover, through many firsthand stories, the violence that has long permeated the inner sanctum of the church.In Going Clear, Wright examines what fundamentally makes a religion a religion, and whether Scientology is, in fact, deserving of the constitutional protections achieved in its victory over the IRS. Employing all his exceptional journalistic skills of observations, understanding, and synthesis, and his ability to shape a story into a compelling narrative, Lawrence Wright has given us an evenhanded yet keenly incisive book that goes far beyond an immediate exposé and uncovers the very essence of what makes Scientology the institution it is.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Desert Oath
Oliver Bowden - 2017
Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.
Press Start to Play
Daniel H. WilsonSeanan McGuire - 2015
The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
Play Dirty
John Wick - 2006
It was seen by some as revolutionary and dismissed by others as outright dangerous.Collected here for the first time are all eleven episodes including "Hit 'em Where it Hurts" (the Gaming Outpost article that served as a prelude to the mayhem that was to come), a new introduction closing statements by the author.
Joss Whedon: The Biography
Amy Pascale - 2014
This biography follows his development from a creative child and teenager who spent years away from his family at an elite English public school, through his early successes—which often turned into frustrating heartbreak in both television (Roseanne) and film (Buffy the Vampire Slayer)—to his breakout turn as the creator, writer, and director of the Buffy television series. Extensive, original interviews with Whedon’s family, friends, collaborators, and stars—and with the man himself—offer candid, behind-the-scenes accounts of the making of groundbreaking series such as Buffy, Angel, Firefly, and Dollhouse, as well as new stories about his work with Pixar writers and animators during the creation of Toy Story. Most importantly, however, these conversations present an intimate and revealing portrait of a man whose creativity and storytelling ability have manifested themselves in comics, online media, television, and film.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Complete Book of Gnomes & Halflings
Douglas Niles - 1993
Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!
Coffee at Luke's: An Unauthorized Gilmore Girls Gabfest
Jennifer Crusie - 2007
With the show in its seventh season on the fledgling CW, Coffee at Luke's is the perfect look at what has made the show such a clever, beloved part of the television landscape for so long.What are the risks of having your mother be your best friend? How is Gilmore Girls anti-family, at least in the traditional sense? What’s a male viewer to do when he finds both mother and daughter attractive? And how is creator Amy Sherman-Palladino like Emily Gilmore? From the show’s class consciousness to the way the characters are shaped by the books they read, the music they listen to and the movies they watch, Coffee at Luke's looks at the sometimes hilarious, sometimes heartbreaking underpinnings of smart viewer’s Tuesday night television staple, and takes them further into Stars Hollow than they’ve ever been before.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.