Book picks similar to
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games by Lizzie Stark
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nonfiction
gaming
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Seinfeldia: How a Show About Nothing Changed Everything
Jennifer Keishin Armstrong - 2016
NBC executives didn’t think anyone would watch either, but they bought it anyway, hiding it away in the TV dead zone of summer. But against all odds, viewers began to watch, first a few and then many, until nine years later nearly forty million Americans were tuning in weekly.In Seinfeldia, acclaimed TV historian and entertainment writer Jennifer Keishin Armstrong celebrates the creators and fans of this American television phenomenon, bringing readers behind-the-scenes of the show while it was on the air and into the world of devotees for whom it never stopped being relevant, a world where the Soup Nazi still spends his days saying “No soup for you!”, Joe Davola gets questioned every day about his sanity, Kenny Kramer makes his living giving tours of New York sights from the show, and fans dress up in Jerry’s famous puffy shirt, dance like Elaine, and imagine plotlines for Seinfeld if it were still on TV.
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
I Like to Watch: Arguing My Way Through the TV Revolution
Emily Nussbaum - 2019
In this collection, including two never-before-published essays, Nussbaum writes about her passion for television that began with stumbling upon "Buffy the Vampire Slayer"—a show that was so much more than it appeared—while she was a graduate student studying Victorian literature. What followed was a love affair with television, an education, and a fierce debate about whose work gets to be called “great” that led Nussbaum to a trailblazing career as a critic whose reviews said so much more about our culture than just what’s good on television. Through these pieces, she traces the evolution of female protagonists over the last decade, the complex role of sexual violence on TV, and what to do about art when the artist is revealed to be a monster. And she explores the links between the television antihero and the rise of Donald Trump.The book is more than a collection of essays. With each piece, Nussbaum recounts her fervent search, over fifteen years, for a new kind of criticism that resists the false hierarchy that elevates one form of culture over another. It traces her own struggle to punch through stifling notions of “prestige television,” searching for a wilder and freer and more varied idea of artistic ambition—one that acknowledges many types of beauty and complexity, and that opens to more varied voices. It’s a book that celebrates television as television, even as each year warps the definition of just what that might mean.
You Play the Girl: And Other Vexing Stories That Tell Women Who They Are
Carina Chocano - 2017
Dutifully absorbing all the conflicting information the culture has to offer on how to be a woman, Chocano grappled with sexed-up sidekicks, princesses waiting to be saved, and morally infallible angels who seemed to have no opinions of their own. She learned that "the girl" is not a person, but a man's idea of what a woman should be—she’s whatever the hero needs her to be in order to become himself. It wasn't until she spent five years as a movie critic and was laid off just after her daughter was born that she really came to understand how the stories the culture tells us about what it means to be female limit our lives and shape our destinies. She resolved to rewrite her own story.In You Play the Girl, Chocano blends formative personal stories with insightful and emotionally powerful analysis. Moving from Bugs Bunny to Playboy Bunnies, from Flashdance to "Frozen," from the progressive ’70s through the backlash ’80s, the glib ’90s, and the pornified aughts—and at stops in between—she explains how growing up in the shadow of “the girl” taught her to think about herself and the world and what it means to raise a daughter in the face of these contorted reflections. In the tradition of Roxane Gay, Rebecca Solnit, and Susan Sontag, Chocano brilliantly shows that our identities are more fluid than we think, and certainly more complex than anything we see on any kind of screen.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
How to Survive a Horror Movie
Seth Grahame-Smith - 2007
Be Very Afraid.From ghosts, vampires, and zombies to serial killers, cannibalistic hillbillies, and haunted Japanese videocassettes, How to Survive a Horror Movie shows how to defeat every obstacle found in scary films. Readers will discover:- How to Perform an Exorcism - What to Do If You Did Something Last Summer - How to Persuade the Skeptical Local Sheriff - How to Vanquish a Murderous Doll - How to Survive an Alien Invasion - How to Tell If You've Been Dead Since the Beginning of the Movieand much, much more. Complete with useful instructions, insane illustrations, and a list of 100 important films to study, How to Survive a Horror Movie is essential reading for prom queens, jocks, teenage babysitters, and anyone employed by a summer camp.
Why Buffy Matters: The Art of Buffy the Vampire Slayer
Rhonda V. Wilcox - 2005
Wilcox argues that Buffy is enduring as art by exploring its excellence in both long-term story arc construction and in producing individual episodes that are powerful on their own. She examines the larger patterns that extend through all seven seasons: the hero myth, imagery of light, naming symbolism, Buffy's relationship with Spike, sex, and redemption. Wilcox also focuses on acclaimed and noteworthy episodes, including the musical "Once More, with Feeling," the largely silent and wordless "Hush," and the dream episode "Restless." She examines Buffy's literary narrative, symbolism, visual imagery, and sound. Combining great intelligence and wit, written for fans, this is the worthy companion to the show that has claimed and kept the minds and hearts of watchers worldwide.
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.
Sick in the Head: Conversations About Life and Comedy
Judd Apatow - 2015
At fifteen, he took a job washing dishes in a local comedy club—just so he could watch endless stand-up for free. At sixteen, he was hosting a show for his local high school radio station in Syosset, Long Island—a show that consisted of Q&As with his comedy heroes, from Garry Shandling to Jerry Seinfeld. They talked about their careers, the science of a good joke, and their dreams of future glory (turns out, Shandling was interested in having his own TV show one day and Steve Allen had already invented everything).Thirty years later, Apatow is still that same comedy nerd—and he’s still interviewing funny people about why they do what they do.Sick in the Head gathers Apatow’s most memorable and revealing conversations into one hilarious, wide-ranging, and incredibly candid collection that spans not only his career but his entire adult life. Here are the comedy legends who inspired and shaped him, from Mel Brooks to Steve Martin. Here are the contemporaries he grew up with in Hollywood, from Spike Jonze to Sarah Silverman. And here, finally, are the brightest stars in comedy today, many of whom Apatow has been fortunate to work with, from Seth Rogen to Amy Schumer. And along the way, something kind of magical happens: What started as a lifetime’s worth of conversations about comedy becomes something else entirely. It becomes an exploration of creativity, ambition, neediness, generosity, spirituality, and the joy that comes from making people laugh.Loaded with the kind of back-of-the-club stories that comics tell one another when no one else is watching, this fascinating, personal (and borderline-obsessive) book is Judd Apatow’s gift to comedy nerds everywhere.Praise for Sick in the Head“I can’t stop reading it. . . . I don’t want this book to end.”—Jimmy Fallon “An essential for any comedy geek.”—Entertainment Weekly “Fascinating . . . a collection of interviews with many of the great figures of comedy in the latter half of the twentieth century.”
—The Washington Post
“Open this book anywhere, and you’re bound to find some interesting nugget from someone who has had you in stitches many, many times.”—Janet Maslin, The New York Times “An amazing read, full of insights and connections both creative and interpersonal.”—The New Yorker “Fascinating and revelatory.”
—Chicago Tribune
“For fans of stand-up, Sick in the Head is a Bible of sorts.”—Newsweek“These are wonderful, expansive interviews—at times brutal, at times breathtaking—with artists whose wit, intelligence, gaze, and insights are all sharp enough to draw blood.”—Michael Chabon “Anyone even remotely interested in comedy or humanity should own this book. It is hilarious and informative and it contains insightful interviews with the greatest comics, comedians, and comediennes of our time. My representatives assure me I will appear in a future edition.”—Will FerrellFrom the Hardcover edition.
The Lost Art of Reading: Why Books Matter in a Distracted Time
David L. Ulin - 2010
In The Lost Art of Reading, David L. Ulin asks a number of timely questions - why is literature important? What does it offer, especially now? Blending commentary with memoir, Ulin addresses the importance of the simple act of reading in an increasingly digital culture. Reading a book, flipping through hard pages, or shuffling them on screen - it doesn't matter. The key is the act of reading, and it's seriousness and depth. Ulin emphasizes the importance of reflection and pause allowed by stopping to read a book, and the accompanying focus required to let the mind run free in a world that is not one's own. Are we willing to risk our collective interest in contemplation, nuanced thinking, and empathy? Far from preaching to the choir, The Lost Art of Reading is a call to arms, or rather, to pages.
Halo: The Fall of Reach
Eric S. Nylund - 2001
the desperate, take-no-prisoners struggle that led humanity to Halo--the fall of the planet Reach. Now, brought to life for the first time, here is the full story of that glorious, doomed conflict.While the brutal Covenant juggernaut sweeps inexorably through space, intent on wiping out humankind, only one stronghold remains--the planet Reach. Practically on Earth's doorstep, it is the last military fortress to defy the onslaught. But the personnel here have another, higher priority: to prevent the Covenant from discovering the location of Earth.Outnumbered and outgunned, the soldiers seem to have little chance against the Covenant, but Reach holds a closely guarded secret. It is the training ground for the very first "super soldiers." Code-named SPARTANs, these highly advanced warriors, specially bioengineered and technologically augmented, are the best in the universe--quiet, professional, and deadly.Now, as the ferocious Covenant attack begins, a handful of SPARTANs stand ready to wage ultimate war. They will kill, they will be destroyed, but they will never surrender. And at least one of them--the SPARTAN known as Master Chief--will live to fight another day on a mysterious and ancient, artificial world called Halo...
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
Final Fantasy X-2 Official Strategy Guide
Dan Birlew - 2003
The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.
The Lady from the Black Lagoon: Hollywood Monsters and the Lost Legacy of Milicent Patrick
Mallory O'Meara - 2019
But for someone who should have been hailed as a pioneer in the genre there was little information available. For, as O’Meara soon discovered, Patrick’s contribution had been claimed by a jealous male colleague, her career had been cut short and she soon after had disappeared from film history. No one even knew if she was still alive.As a young woman working in the horror film industry, O’Meara set out to right the wrong, and in the process discovered the full, fascinating story of an ambitious, artistic woman ahead of her time. Patrick’s contribution to special effects proved to be just the latest chapter in a remarkable, unconventional life, from her youth growing up in the shadow of Hearst Castle, to her career as one of Disney’s first female animators. And at last, O’Meara discovered what really had happened to Patrick after The Creature’s success, and where she went.A true-life detective story and a celebration of a forgotten feminist trailblazer, Mallory O’Meara’s The Lady from the Black Lagoon establishes Patrick in her rightful place in film history while calling out a Hollywood culture where little has changed since.
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.