Book picks similar to
Go! More Than a Game by Peter Shotwell
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non-fiction
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gaming
Animal Crossing: New Horizons Official Companion Guide
Jade Bacalso - 2020
Your one-stop guide to a perfect island vacation is right here!Animal Crossing™: New Horizons takes you to a deserted island and lets you craft it into your own personal paradise inhabited by a unique, character-filled community. This premium book is both the perfect guide for getting the most out of island life, and the ultimate reference for anyone who insists on having it all.
Cybersecurity and Cyberwar: What Everyone Needs to Know(r)
P.W. Singer - 2013
Today, our entire modern way of life, from communication to commerce to conflict, fundamentally depends on the Internet. And the cybersecurity issues that result challenge literally everyone: politicians wrestling with everything from cybercrime to online freedom; generals protecting the nation from new forms of attack, while planning new cyberwars; business executives defending firms from once unimaginable threats, and looking to make money off of them; lawyers and ethicists building new frameworks for right and wrong. Most of all, cybersecurity issues affect us as individuals. We face new questions in everything from our rights and responsibilities as citizens of both the online and real world to simply how to protect ourselves and our families from a new type of danger. And yet, there is perhaps no issue that has grown so important, so quickly, and that touches so many, that remains so poorly understood.In Cybersecurity and CyberWar: What Everyone Needs to Know�, New York Times best-selling author P. W. Singer and noted cyber expert Allan Friedman team up to provide the kind of easy-to-read, yet deeply informative resource book that has been missing on this crucial issue of 21st century life. Written in a lively, accessible style, filled with engaging stories and illustrative anecdotes, the book is structured around the key question areas of cyberspace and its security: how it all works, why it all matters, and what can we do? Along the way, they take readers on a tour of the important (and entertaining) issues and characters of cybersecurity, from the "Anonymous" hacker group and the Stuxnet computer virus to the new cyber units of the Chinese and U.S. militaries. Cybersecurity and CyberWar: What Everyone Needs to Know� is the definitive account on the subject for us all, which comes not a moment too soon.What Everyone Needs to Know� is a registered trademark of Oxford University Press.
The Well-Educated Mind: A Guide to the Classical Education You Never Had
Susan Wise Bauer - 2003
In her previous book, The Well-Trained Mind, the author provided a road map of classical education for parents wishing to home-school their children, and that book is now the premier resource for home-schoolers. In this new book, Bauer takes the same elements and techniques and adapts them to the use of adult readers who want both enjoyment and self-improvement from the time they spend reading.The Well-Educated Mind offers brief, entertaining histories of five literary genres—fiction, autobiography, history, drama, and poetry—accompanied by detailed instructions on how to read each type. The annotated lists at the end of each chapter—ranging from Cervantes to A. S. Byatt, Herodotus to Laurel Thatcher Ulrich—preview recommended reading and encourage readers to make vital connections between ancient traditions and contemporary writing.The Well-Educated Mind reassures those readers who worry that they read too slowly or with below-average comprehension. If you can understand a daily newspaper, there's no reason you can't read and enjoy Shakespeare's Sonnets or Jane Eyre. But no one should attempt to read the "Great Books" without a guide and a plan. Susan Wise Bauer will show you how to allocate time to your reading on a regular basis; how to master a difficult argument; how to make personal and literary judgments about what you read; how to appreciate the resonant links among texts within a genre—what does Anna Karenina owe to Madame Bovary?—and also between genres. Followed carefully, the advice in The Well-Educated Mind will restore and expand the pleasure of the written word.
A Pattern Language: Towns, Buildings, Construction
Christopher W. Alexander - 1977
It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.
Assassin's Creed: The Complete Visual History
Matthew Miller - 2015
A sweeping and visually rich narrative covering the Crusades in medieval Jerusalem, the pirate-infested oceans of the Caribbean, the height of the French Revolution, and more, Assassin’s Creed immerses fans in the most dramatic periods in human history and brings to life some of its most intriguing and influential characters. This comprehensive book explores the history and legacy of Assassin’s Creed, its rich mythology, and the vivid artwork of the entire franchise, including works created for the graphic novels and downloadable content. With never-before-seen concept and character art, Assassin’s Creed: The Complete Visual History reveals the creative process behind the immersive historical settings as well as the development of such iconic characters as Altair, Ezio, Connor, and Arno, to name a few, chronicling how the franchise has evolved over the years while retaining its bold, signature look. Written by gaming journalist Matthew Miller and featuring commentary from key Ubisoft developers and artists, this comprehensive visual history offers unparalleled insight into one of the industry’s most acclaimed franchises. The ultimate word on the blockbuster gaming phenomenon, Assassin’s Creed: The Complete Visual History is a must read for fans of the franchise and those interested in discovering the astounding artistry behind the creation of a major contemporary video game series.
The Best Old Movies for Families: A Guide to Watching Together
Ty Burr - 2007
Ty Burr has come up with a winning prescription for children brought up on Hollywood junk food. FOR THE LITTLE ONES (Ages 3—6): Fast-paced movies that are simple without being unsophisticated, plainspoken without being dumbed down. Singin’ in the Rain and Bringing Up Baby are perfect.FOR THE ONES IN BETWEEN (Ages 7—12): “Killer stories,” placing easily grasped characters in situations that start simply and then throw curveballs. The African Queen and Some Like It Hot do the job well.FOR THE OLDER ONES (Ages 13+): Burr recommends relating old movies to teens’ contemporary favorites: without Hitchcock, there could be no The Texas Chainsaw Massacre, without Brando, no Johnny Depp.
Emily Post's Etiquette
Peggy Post - 1922
Features twenty new chapters that cover such areas as Internet behavior, raising well-mannered children, dating, post-September 11 travel etiquette, tipping, and observing religious ceremonies.
Learn You a Haskell for Great Good!
Miran Lipovača - 2011
Learn You a Haskell for Great Good! introduces programmers familiar with imperative languages (such as C++, Java, or Python) to the unique aspects of functional programming. Packed with jokes, pop culture references, and the author's own hilarious artwork, Learn You a Haskell for Great Good! eases the learning curve of this complex language, and is a perfect starting point for any programmer looking to expand his or her horizons. The well-known web tutorial on which this book is based is widely regarded as the best way for beginners to learn Haskell, and receives over 30,000 unique visitors monthly.
How to Travel the World on $50 a Day: Travel Cheaper, Longer, Smarter
Matt Kepnes - 2013
You can start packing your bags for that trip you’ve been dreaming a lifetime about.For more than half a decade, Matt Kepnes (aka Nomadic Matt) has been showing readers of his enormously popular travel blog that traveling isn’t expensive and that it’s affordable to all. He proves that as long as you think out of the box and travel like locals, your trip doesn’t have to break your bank, nor do you need to give up luxury.How to Travel the World on $50 a Day reveals Nomadic Matt’s tips, tricks, and secrets to comfortable budget travel based on his experience traveling the world without giving up the sushi meals and comfortable beds he enjoys. Offering a blend of advice ranging from travel hacking to smart banking, you’ll learn how to:* Avoid paying bank fees anywhere in the world* Earn thousands of free frequent flyer points* Find discount travel cards that can save on hostels, tours, and transportation* Get cheap (or free) plane ticketsWhether it’s a two-week, two-month, or two-year trip, Nomadic Matt shows you how to stretch your money further so you can travel cheaper, smarter, and longer.
Euclid's Elements
Euclid
Heath's translation of the thirteen books of Euclid's Elements. In keeping with Green Lion's design commitment, diagrams have been placed on every spread for convenient reference while working through the proofs; running heads on every page indicate both Euclid's book number and proposition numbers for that page; and adequate space for notes is allowed between propositions and around diagrams. The all-new index has built into it a glossary of Euclid's Greek terms.Heath's translation has stood the test of time, and, as one done by a renowned scholar of ancient mathematics, it can be relied upon not to have inadvertantly introduced modern concepts or nomenclature. We have excised the voluminous historical and scholarly commentary that swells the Dover edition to three volumes and impedes classroom use of the original text. The single volume is not only more convenient, but less expensive as well.
13 Things That Don't Make Sense: The Most Baffling Scientific Mysteries of Our Time
Michael Brooks - 2008
The effects of homeopathy don’t go away under rigorous scientific conditions. The laws of nature aren’t what they used to be. Thirty years on, no one has an explanation for a seemingly intelligent signal received from outer space. The US Department of Energy is re-examining cold fusion because the experimental evidence seems too solid to ignore. The placebo effect is put to work in medicine while doctors can’t agree whether it even exists.In an age when science is supposed to be king, scientists are beset by experimental results they simply can’t explain. But, if the past is anything to go by, these anomalies contain the seeds of future revolutions. While taking readers on an entertaining tour d’horizon of the strangest of scientific findings – involving everything from our lack of free will to Martian methane that offers new evidence of life on the planet – Michael Brooks argues that the things we don’t understand are the key to what we are about to discover.This mind-boggling but entirely accessible survey of the outer limits of human knowledge is based on a short article by Michael Brooks for New Scientist magazine. It became the sixth most circulated story on the internet in 2005, and provoked widespread comment and compliments (Google “13 things that do not make sense” to see).Michael Brooks has now dug deeply into those mysteries, with extraordinary results.
Go in Action
William Kennedy - 2014
The book begins by introducing the unique features and concepts of Go. Then, you'll get hands-on experience writing real-world applications including websites and network servers, as well as techniques to manipulate and convert data at speeds that will make your friends jealous.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
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.
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.