Book picks similar to
A Brief History of Video Games by Richard Stanton
non-fiction
video-games
history
gaming
24/7: Late Capitalism and the Ends of Sleep
Jonathan Crary - 2013
The marketplace now operates through every hour of the clock, pushing us into constant activity and eroding forms of community and political expression, damaging the fabric of everyday life.Jonathan Crary examines how this interminable non-time blurs any separation between an intensified, ubiquitous consumerism and emerging strategies of control and surveillance. He describes the ongoing management of individual attentiveness and the impairment of perception within the compulsory routines of contemporary technological culture. At the same time, he shows that human sleep, as a restorative withdrawal that is intrinsically incompatible with 24/7 capitalism, points to other more formidable and collective refusals of world-destroying patterns of growth and accumulation.
Vanished Kingdoms: The History of Half-Forgotten Europe
Norman Davies - 2011
We habitually think of the European past as the history of countries which exist today - France, Germany, Britain, Russia and so on - but often this actually obstructs our view of the past, and blunts our sensitivity to the ever-changing political landscape. Europe's history is littered with kingdoms, duchies, empires and republics which have now disappeared but which were once fixtures on the map of their age - 'the Empire of Aragon' which once dominated the western Mediterranean; the Grand Duchy of Lithuania, for a time the largest country in Europe; the successive kingdoms (and one duchy) of Prussia, much of whose history is now half-remembered at best. This book shows the reader how to peer through the cracks of mainstream history writing and listen to the echoes of lost realms across the centuries.
Distrust That Particular Flavor
William Gibson - 2012
"Wired" magazine sent him to Singapore to report on one of the world's most buttoned-up states. "The New York Times Magazine" asked him to describe what was wrong with the Internet. Rolling Stone published his essay on the ways our lives are all "soundtracked" by the music and the culture around us. And in a speech at the 2010 Book Expo, he memorably described the interactive relationship between writer and reader.These essays and articles have never been collected-until now. Some have never appeared in print at all. In addition, "Distrust That Particular Flavor" includes journalism from small publishers, online sources, and magazines no longer in existence. This volume will be essential reading for any lover of William Gibson's novels. "Distrust That Particular Flavor" offers readers a privileged view into the mind of a writer whose thinking has shaped not only a generation of writers but our entire culture.
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
Stamping Grounds
Charlie Connelly - 2002
Drawn in a group with Israel, Bosnia-Herzegovina, Austria and mighty Spain, it was hard to see the principality's part-time players scoring even one goal, never mind adding to its meagre international points total. So what motivates a nation of 30,000 people and eleven villages to keep plugging away despite the inevitability of defeat? Travelling to all of Liechenstein's qualifying matches, Charlie Connelly examines what motivates a team to take the field dressed proudly in the shirts of Liechtenstein despite the knowledge that they are, with notably few exceptions, in for a damn good hiding.Sampling the delights of Liechtenstein's capital, Vaduz, such as the Postage Stamp Museum, the State Art Museum and, er, the Postage Stamp Museum again, Connelly provides an evocative and witty account of the land where every year on National Day the sovereign invites the entire population into his garden for a glass of wine.