Book picks similar to
The Works of Fumito Ueda: A Different Perspective on Video Games by Damien Mecheri
non-fiction
nonfiction
videogames
games
Fuck Yeah, Video Games: The Life and Extra Lives of a Professional Nerd
Daniel Hardcastle
Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.
Minecraft: Guide to Survival
Mojang AB - 2020
Previously published as Guide to Exploration, the revised and updated Guide to Survival has even more insider info and tips from the experts at game-creator Mojang, making this is the definitive, fully illustrated guide to survival in Minecraft.The mysterious world of Minecraft is just waiting to be explored. But danger lurks around every corner and survival can prove difficult for even the bravest adventurer.Learn how to find resources, craft equipment, and protect yourself. Discover which biomes to avoid when starting out, how to build a mob-proof shelter, where to look for naturally-generated structures laden with loot, and so much more.Collect all of the official Minecraft books: Minecraft: The IslandMinecraft: The CrashMinecraft: The Lost JournalsMinecraft: The Survivors' Book of SecretsMinecraft: Exploded Builds: Medieval FortressMinecraft: Guide to ExplorationMinecraft: Guide to CreativeMinecraft: Guide to the Nether & the EndMinecraft: Guide to RedstoneMinecraft: MobestiaryMinecraft: Guide to Enchantments & PotionsMinecraft: Guide to PVP MinigamesMinecraft: Guide to FarmingMinecraft: Let's Build! Theme Park AdventureMinecraft for BeginnersMinecraft: Guide to Ocean SurvivalMinecraft: Guide to Survival
Dealing: The Cleveland Indians New Ballgame: Inside the Front Office and the Process of Rebuilding a Contender
Terry Pluto - 2006
Granted unprecedented access to the team's top management and financial data, Pluto delivers an up-close account of how decisions were made to radically reshape the franchise. Indians fans grew accustomed to winning in the mid-1990s. They had an owner with deep pockets, a brand-new ballpark, and a team of high-priced all stars who delivered a division championship nearly every year. But that glorious ride ended with a jolt of reality after savvy owner Richard Jacobs sold the franchise at the top of the market in 2000. New owners Larry and Paul Dolan and new general manager Mark Shapiro faced a challenge: an aging team, a mounting payroll, and a shrinking budget. First they made mistakes. Then they made bold changes. Stars such as Manny Ramirez, Roberto Alomar, and Jim Thome were gone, replaced with roster of unproven youngsters and veteran rehab projects. Fans were alarmed and dismayed. Then, in 2002, Shapiro boldly predicted that the Indians would return to contend for the playoffs after just three years of rebuilding. Critics scoffed. Yet at the end of the 2005 season, the Indians were indeed back in contention, one tantalizing game away from a return to the playoffs. The core of an exciting young team was beginning to take shape, and Shapiro was voted American League Executive of the Year as his team won an impressive 93 games despite a payroll ranked in baseball's bottom five. How was it done? In his familiar clear writing style, Pluto carefully explains the manyrisky moves made by management and tells which ones have paid off, which ones haven?t, and why. This rare behind-the-scenes look at a modern front office will intrigue fantasy leaguers and fans fascinated by baseball dealmaking. It will be an eye-opener for Indians fans who may still be wondering, What happened to my team?
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them
Jamie Madigan - 2015
They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
Silver Lining
Elizabeth Beisel - 2020
When Elizabeth Beisel watched the Olympics on television for the first time, she was seven years old in her parents’ living room. She decided right then and there she would compete at the Olympic Games one day. Eight years later, she made her first of three Olympic Teams as a fifteen-year-old. Despite her huge success in the sport, Elizabeth struggled with doubts, failures, and injuries throughout her entire swimming career. In Silver Lining, she he gives a compelling look inside the pressures that come with being an Olympian, and how she mentally conquered the stress of competing at the highest level for over a decade. From a small-town girl with a dream, to winning Olympic medals, Elizabeth gives you a glimpse inside her life as you’ve never seen it before. She is relatable, open, and honest, and her storytelling in Silver Lining> will leave you feeling emotional and inspired to pursue your own dreams, no matter who you are. Reviews “Silver Lining is a story of amazing perseverance of one of the greatest leaders in our sports history.” – Rowdy Gaines “You will be inspired, and also discover why Elizabeth is one of the most respected athletes to grace a pool deck for Team USA.” –
Katie Ledecky
“Elizabeth wonderfully captures what it means to be an elite athlete. Silver Lining shows how perseverance, dedication, and a support team can help one overcome life’s biggest obstacles.”
– Caeleb Dressel
About the Author Elizabeth Beisel is a three-time Olympic swimmer and two-time Olympic medalist for the United States of America. Visit her at www.elizabethbeisel.com.
The Dresden Dolls Companion
Amanda Palmer - 2006
This Boston-based alternative pop/German-like cabaret duo hand-designed this book which includes art, photos, commentary and 11 songs from their 2004 release. Songs included are: Bad Habit * Coin Operated Boy * Girl Anachronism * Good Day * Gravity * Half Jack * The Jeep Song * Missed Me *Perfect Fit * Slide * Truce.
Death by Video Game: Tales of Obsession from the Virtual Frontline
Simon Parkin - 2015
In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing?Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2.Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.
The Art of Plants vs. Zombies
Philip R. Simon - 2014
Zombies from the zombies' point of view! The Art of Plants vs. Zombies is part zombie memoir, part celebration of zombie triumphs, and part anti-plant screed, as well as a treasure trove of rare concept art, sketches, and more covering Plants vs. Zombies, Plants vs. Zombies 2, Plants vs. Zombies Adventures, and Plants vs. Zombies Garden Warfare. It's a must-have for any fan and an insider's view of zombies with some Wall-nutty surprises and never-before-seen awesome art. Even Crazy Dave wants a copy - if only to learn more about his fun-dead foes!
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Okami Official Complete Works
Capcom - 2006
The Okami Official Complete Works art book will take you behind the scenes to the amazing artwork that defines the wonderful world of this beautiful video game! The 288 full color pages are filled with character and location designs, concept sketches and production notes from the creators giving you an in-depth look at the fantasy world of Okami! A truly inspiring book, translated into English for the first time!
The Game Console: A Photographic History from Atari to Xbox
Evan Amos - 2018
You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
The Lost Soul Companion: A Book of Comfort and Constructive Advice for Black Sheep, Square Pegs, Struggling Artists, and Other Free Spirits
Susan M. Brackney - 2000
The ultimate survival guide for starving artists, writers, performers — and anyone whose dreams can’t be contained by an office cubicle.Filled with down-to-earth advice and sustenance for your most far-flung dreams, The Lost Soul Companion is the perfect guide for anyone grappling with the darker side of creativity.A source of support when your day job gets you down, a refreshing reservoir of humor when you’re knee-deep in rejection slips, this remarkable little book offers both inspiration and compassion, plus surefire strategies for surviving in what can sometimes seem like “a world of meanies.”From the anti-procrastination “chopstick plan,” to the importance of staying well nourished (toaster-oven-snack recipes included), The Lost Soul Companion will speak to anyone with big dreams and creative spirit who nonetheless finds it tough some days just to get out of bed.
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.