Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous


Gabriella Coleman - 2014
    She ended up becoming so closely connected to Anonymous that the tricky story of her inside–outside status as Anon confidante, interpreter, and erstwhile mouthpiece forms one of the themes of this witty and entirely engrossing book.The narrative brims with details unearthed from within a notoriously mysterious subculture, whose semi-legendary tricksters—such as Topiary, tflow, Anachaos, and Sabu—emerge as complex, diverse, politically and culturally sophisticated people. Propelled by years of chats and encounters with a multitude of hackers, including imprisoned activist Jeremy Hammond and the double agent who helped put him away, Hector Monsegur, Hacker, Hoaxer, Whistleblower, Spy is filled with insights into the meaning of digital activism and little understood facets of culture in the Internet age, including the history of “trolling,” the ethics and metaphysics of hacking, and the origins and manifold meanings of “the lulz.”

Just a Geek: Unflinchingly Honest Tales of the Search for Life, Love, and Fulfillment Beyond the Starship Enterprise


Wil Wheaton - 2004
    Despite early stardom through his childhood role in the motion picture "Stand By Me," and growing up on television as Wesley Crusher on "Star Trek: The Next Generation," Wil left Hollywood in pursuit of happiness, purpose, and a viable means of paying the bills. In the oddest of places, Topeka, Kansas, Wil discovered that despite his claims to fame, he was at heart "Just a Geek." In this bestselling book, Wil shares his deeply personal and difficult journey to find himself. You'll understand the rigors, and joys, of Wil's rediscovering of himself, as he comes to terms with what it means to be famous, or, ironically, famous for once having been famous. Writing with honesty and disarming humanity, Wil touches on the frustrations associated with his acting career, his inability to distance himself from Ensign Crusher in the public's eyes, the launch of his incredibly successful web site, wilwheaton.net, and the joy he's found in writing. Through all of this, Wil shares the ups and downs he encountered along the journey, along with the support and love he discovered from his friends and family. The stories in "Just a Geek" include: Wil's plunge from teen star to struggling actor, discovering the joys of HTML, blogging, Linux, and web design, the struggle between Wesley Crusher, Starfleet ensign, and Wil Wheaton, author and blogger, gut-wrenching reactions to the 9-11 disaster, moving tales of Wil's relationships with his wife, step-children, and extended family, and the transition from a B-list actor to an A-list author.Wil Wheaton—celebrity, blogger, and geek—writes for the geek in all of us. Engaging, witty, and pleasantly self-deprecating, "Just a Geek" will surprise you and make you laugh.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Gamelife: A Memoir


Michael W. Clune - 2015
    So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.

The Geek Feminist Revolution


Kameron Hurley - 2016
    The Geek Feminist Revolution also features several entirely new essays written specifically for this volume.Unapologetically outspoken, Hurley has contributed essays to The Atlantic, Locus, Tor.com, and elsewhere on the rise of women in genre, her passion for science fiction and fantasy, and the diversification of publishing.

Smoke Gets in Your Eyes & Other Lessons from the Crematory


Caitlin Doughty - 2014
    Thrown into a profession of gallows humor and vivid characters (both living and very dead), Caitlin learned to navigate the secretive culture of those who care for the deceased.Smoke Gets in Your Eyes tells an unusual coming-of-age story full of bizarre encounters and unforgettable scenes. Caring for dead bodies of every color, shape, and affliction, Caitlin soon becomes an intrepid explorer in the world of the dead. She describes how she swept ashes from the machines (and sometimes onto her clothes) and reveals the strange history of cremation and undertaking, marveling at bizarre and wonderful funeral practices from different cultures.Her eye-opening, candid, and often hilarious story is like going on a journey with your bravest friend to the cemetery at midnight. She demystifies death, leading us behind the black curtain of her unique profession. And she answers questions you didn’t know you had: Can you catch a disease from a corpse? How many dead bodies can you fit in a Dodge van? What exactly does a flaming skull look like?Honest and heartfelt, self-deprecating and ironic, Caitlin's engaging style makes this otherwise taboo topic both approachable and engrossing. Now a licensed mortician with an alternative funeral practice, Caitlin argues that our fear of dying warps our culture and society, and she calls for better ways of dealing with death (and our dead).

Border: A Journey to the Edge of Europe


Kapka Kassabova - 2017
    When she was a child, the border zone was rumored to be an easier crossing point into the West than the Berlin Wall, and it swarmed with soldiers and spies. On holidays in the “Red Riviera” on the Black Sea, she remembers playing on the beach only miles from a bristling electrified fence whose barbs pointed inward toward the enemy: the citizens of the totalitarian regime.Kassabova discovers a place that has been shaped by successive forces of history: the Soviet and Ottoman empires, and, older still, myth and legend. Her exquisite portraits of fire walkers, smugglers, treasure hunters, botanists, and border guards populate the book. There are also the ragged men and women who have walked across Turkey from Syria and Iraq. But there seem to be nonhuman forces at work here too: This densely forested landscape is rich with curative springs and Thracian tombs, and the tug of the ancient world, of circular time and animism, is never far off.Border is a scintillating, immersive travel narrative that is also a shadow history of the Cold War, a sideways look at the migration crisis troubling Europe, and a deep, witchy descent into interior and exterior geographies.

Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb


William Poundstone - 1992
    Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.

Sane New World: Taming The Mind


Ruby Wax - 2013
    Ruby Wax - comedian, writer and mental health campaigner - shows us how our minds can jeopardize our sanity. With her own periods of depression and now a Masters from Oxford in Mindfulness-based Cognitive Therapy to draw from, she explains how our busy, chattering, self-critical thoughts drive us to anxiety and stress. If we are to break the cycle, we need to understand how our brains work, rewire our thinking and find calm in a frenetic world. Helping you become the master, not the slave, of your mind, here is the manual to saner living

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

You Are Not a Gadget


Jaron Lanier - 2010
    Now, in his first book, written more than two decades after the web was created, Lanier offers this provocative and cautionary look at the way it is transforming our lives for better and for worse.The current design and function of the web have become so familiar that it is easy to forget that they grew out of programming decisions made decades ago. The web’s first designers made crucial choices (such as making one’s presence anonymous) that have had enormous—and often unintended—consequences. What’s more, these designs quickly became “locked in,” a permanent part of the web’s very structure. Lanier discusses the technical and cultural problems that can grow out of poorly considered digital design and warns that our financial markets and sites like Wikipedia, Facebook, and Twitter are elevating the “wisdom” of mobs and computer algorithms over the intelligence and judgment of individuals. Lanier also shows:How 1960s antigovernment paranoia influenced the design of the online world and enabled trolling and trivialization in online discourseHow file sharing is killing the artistic middle class;How a belief in a technological “rapture” motivates some of the most influential technologistsWhy a new humanistic technology is necessary. Controversial and fascinating, You Are Not a Gadget is a deeply felt defense of the individual from an author uniquely qualified to comment on the way technology interacts with our culture.

Sunshine State: Essays


Sarah Gerard - 2017
    There she meets its founder, who once modeled with a pelican on his arm for a Dewar’s Scotch campaign but has since declined into a pit of fraud and madness. He becomes our embezzling protagonist whose tales about the birds he “rescues” never quite add up. Gerard’s personal stories are no less eerie or poignant: An essay that begins as a look at Gerard’s first relationship becomes a heart-wrenching exploration of acquaintance rape and consent. An account of intimate female friendship pivots midway through, morphing into a meditation on jealousy and class.Sunshine State offers a unique look at Florida, a state whose economically and environmentally imperiled culture serves as a lens through which we can examine some of the most pressing issues haunting our nation.BFF --Mother-father God --Going diamond --Records --The mayor of Williams Park --Sunshine state --Rabbit --Before: an inventory

The Hacker Crackdown: Law and Disorder on the Electronic Frontier


Bruce Sterling - 1992
    A journalist investigates the past, present, and future of computer crimes, as he attends a hacker convention, documents the extent of the computer crimes, and presents intriguing facts about hackers and their misdoings.

Slouching Towards Bethlehem


Joan Didion - 1968
    The first nonfiction work by one of the most distinctive prose stylists of our era, Joan Didion's Slouching Towards Bethlehem remains, decades after its first publication, the essential portrait of America—particularly California—in the sixties.It focuses on such subjects as John Wayne and Howard Hughes, growing up a girl in California, ruminating on the nature of good and evil in a Death Valley motel room, and, especially, the essence of San Francisco's Haight-Ashbury, the heart of the counterculture.

Embed with Games: A Year on the Couch with Game Developers


Cara Ellison - 2015
    The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.