The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

Pure Invention: How Japan Made the Modern World


Matt Alt - 2020
    Then a catastrophic 1990 stock-market crash ushered in what the Japanese call their "lost decades." The end of the boom times should have plunged Japan into irrelevance. But in Pure Invention, Matt Alt argues that's precisely when things got interesting--when once again, Japan got to the future a little ahead of the rest of us.Japan made itself rich after the Second World War by selling the world what it needed, in the form of better cars, appliances, and microprocessors. But it conquered hearts through wildly creative pop culture that responded to modern life in new ways. As social compacts and safety nets evaporated, in rushed a revolution of geeky gadgets, gizmos, and flights of fancy. Hello Kitty, the Nintendo Entertainment System, and illustrated entertainment empires like Pokemon and Dragon Ball Z were more than marketing hits. They transformed Japan into the world's forge of fantasies, and they transformed us as we consumed them: karaoke making everyone a star, emoji rewriting the rules of human communication, virtual game-worlds offering escapes from reality and new perspectives on it.By turns a nostalgia trip and a secret history, Pure Invention is the story of an indelible group of Japanese craftsmen, artists, businesspeople, geniuses, and oddballs. It is also an unsung chapter of globalization, in which Japanese dreams formed a new blueprint for global pop culture--and may have created the modern world as we know it.

Everything Bad is Good for You


Steven Johnson - 2005
    In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author. Steven Johnson's newest book, How We Got to Now, is now available from Riverhead Books.

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Tetris: The Games People Play


Box Brown - 2016
    Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.

Swinging '73: The Incredible Year Baseball Got the Designated Hitter, Wife-Swapping Pitchers, and Willie Mays Said Goodbye to America


Matthew Silverman - 2013
    Stuck in a rut, baseball was dying. Then Steinbrenner bought the Yankees, a second-division club with wife-swapping pitchers, leaving the House That Ruth Built not with a slam but a simper. He vowed not to interfere—before soon changing his mind. Across town, Tom Seaver led the Mets’ stellar pitching line-up, and iconic outfielder Willie Mays was preparing to say goodbye. For months, the Mets, under Yogi Berra, couldn’t get it right. Meanwhile, the A’s were breaking a ban on facial hair while maverick owner Charlie Finley was fighting to keep them underpaid. But beneath the muttonchops and mayhem, lay another world. Elvis commanded a larger audience than the Apollo landings. A Dodge Dart cost $2,800, gas was a quarter per gallon. A fiscal crisis loomed; Vietnam had ended, the vice president resigned, and Watergate had taken over. It was one of the most exciting years in the game’s history, the first with the designated hitter and the last before arbitration and free agency. The two World Series opponents went head-to-head above the baby steps of a dynasty that soon dwarfed both league champions. It was a turbulent time for the country and the game, neither of which would ever be the same again.

Tribal: College Football and the Secret Heart of America


Diane Roberts - 2015
    Same as many big time collegiate sports programs. Seems no matter how the team transgresses off the field, if they excel on the field, everyone forgives them. Writer, professor and conflicted Seminole Diane Roberts looks at the problems plaguing her campus in Tallahassee, examining them within the context of college football itself and its significance in American life, and explores how the game shapes our culture.

The Disappearing Act


Florence de Changy - 2021
    In a world defined by advanced technology and interconnectedness, how could an entire aircraft become untraceable? Had the flight been subject to a perfect hijack? Perhaps the pilots lost control? And if the plane did crash, where was the wreckage?Writing for Le Monde in the days and months after the plane’s disappearance, journalist Florence de Changy closely documented the chaotic international investigation that followed, uncovering more questions than answers. Riddled with inconsistencies, contradictions and a lack of basic communication between authorities, the mystery surrounding flight MH370 only deepened.Now, de Changy offers her own explanation. Drawing together countless eyewitness testimonies, press releases, independent investigative reports and expert opinion, The Disappearing Act offers an eloquent and deeply unnerving narrative of what happened to the missing aircraft.An incredible feat of investigative journalism and a testament to de Changy’s tenacity and resolve, this book is an exhaustive, gripping account into one of the most profound mysteries of the 21st century.

Top of the Rock: Inside the Rise and Fall of Must See TV


Warren Littlefield - 2012
    From 1993 through 1998, NBC exploded every conventional notion of what a broadcast network could accomplish with the greatest prime-time line-up in television history. On Thursday nights, a cavalcade of groundbreaking comedies and dramas streamed into homes, attracting a staggering 75 million viewers and generating more revenue than all other six nights of programming combined. The road to success, however, was a rocky one. How do you turn a show like Seinfeld, one of the lowest testing pilots of all time, into a hit when the network overlords are constantly warring, or worse, drowning in a bottle of vodka?   Top of the Rock is an addictively readable account of the risky business decisions, creative passion, and leaps of faith that made Must See TV possible. Chock full of delicious behind-the-scenes anecdotes that run the gamut from hilarious casting and programming ploys to petty jealousies and drug interventions, you’re in for a juicy, unputdownable read.

In the Aeroplane Over the Sea


Kim Cooper - 2005
    It includes a dozen rare images, most never before seen.

The Future Was Here: The Commodore Amiga


Jimmy Maher - 2012
    The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

The Medium is the Massage


Marshall McLuhan - 1967
    Using a layout style that was later copied by Wired, McLuhan and coauthor/designer Quentin Fiore combine word and image to illustrate and enact the ideas that were first put forward in the dense and poorly organized Understanding Media. McLuhan's ideas about the nature of media, the increasing speed of communication, and the technological basis for our understanding of who we are come to life in this slender volume. Although originally printed in 1967, the art and style in The Medium is the Massage seem as fresh today as in the summer of love, and the ideas are even more resonant now that computer interfaces are becoming gateways to the global village.

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

The Great Beanie Baby Bubble: Mass Delusion and the Dark Side of Cute


Zac Bissonnette - 2014
    With no advertising or big-box distribution, creator Ty Warner - an eccentric college dropout - become a billionaire in just three years. And it was all thanks to collectors.The end of the craze was just as swift and extremely devastating, with "rare" Beanie Babies deemed worthless as quickly as they'd once been deemed priceless.Bissonnette draws on hundreds of interviews (including a visit to a man who lives with his 40,000 Ty products and an in-prison interview with a guy who killed a coworker over a Beanie Baby debt) for the first book on the most extraordinary craze of the 1990s.

Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution


Dean Takahashi - 2002
    It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.