Book picks similar to
A History of Video Games in 64 Objects by World Video Game Hall of Fame
non-fiction
nonfiction
video-games
history
This Gaming Life: Travels in Three Cities
Jim Rossignol - 2008
Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of
A Theory of Fun for Game Design
“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Hello World: Being Human in the Age of Algorithms
Hannah Fry - 2018
It’s time we stand face-to-digital-face with the true powers and limitations of the algorithms that already automate important decisions in healthcare, transportation, crime, and commerce. Hello World is indispensable preparation for the moral quandaries of a world run by code, and with the unfailingly entertaining Hannah Fry as our guide, we’ll be discussing these issues long after the last page is turned.
Fun Inc.: Why games are the 21st Century's most serious business
Tom Chatfield - 2010
Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.
Supercade: A Visual History of the Videogame Age, 1971-1984
Van Burnham - 2001
From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
A Life in Parts
Bryan Cranston - 2016
Acting was clearly the boy’s destiny, until one day his father disappeared. Destiny suddenly took a backseat to survival. Now, in his riveting memoir, Cranston maps his zigzag journey from abandoned son to beloved star by recalling the many odd parts he’s played in real life—paperboy, farmhand, security guard, dating consultant, murder suspect, dock loader, lover, husband, father. Cranston also chronicles his evolution on camera, from soap opera player trying to master the rules of show business to legendary character actor turning in classic performances as Seinfeld dentist Tim Whatley, “a sadist with newer magazines,” and Malcolm in the Middle dad Hal Wilkerson, a lovable bumbler in tighty-whities. He also gives an inspiring account of how he prepared, physically and mentally, for the challenging role of President Lyndon Johnson, a tour de force that won him a Tony to go along with his four Emmys. Of course, Cranston dives deep into the grittiest details of his greatest role, explaining how he searched inward for the personal darkness that would help him create one of the most memorable performances ever captured on screen: Walter White, chemistry teacher turned drug kingpin. Discussing his life as few men do, describing his art as few actors can, Cranston has much to say about creativity, devotion, and craft, as well as innate talent and its challenges and benefits and proper maintenance. But ultimately A Life in Parts is a story about the joy, the necessity, and the transformative power of simple hard work.
Ritz and Escoffier: The Hotelier, the Chef, and the Rise of the Leisure Class
Luke Barr - 2018
It's a charming tale of success, scandal, and redemption--complete with an unexpected villain.
Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy
Cathy O'Neil - 2016
Increasingly, the decisions that affect our lives--where we go to school, whether we can get a job or a loan, how much we pay for health insurance--are being made not by humans, but by machines. In theory, this should lead to greater fairness: Everyone is judged according to the same rules.But as mathematician and data scientist Cathy O'Neil reveals, the mathematical models being used today are unregulated and uncontestable, even when they're wrong. Most troubling, they reinforce discrimination--propping up the lucky, punishing the downtrodden, and undermining our democracy in the process.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Manual for Survival: An Environmental History of the Chernobyl Disaster
Kate Brown - 2019
Efforts to gain access to the site of catastrophic radiation damage were denied, and the residents of Chernobyl were given no answers as their lives hung in the balance. Drawing on a decade of archival research and on-the-ground interviews in Ukraine, Russia, and Belarus, Kate Brown unveils the full breadth of the devastation and the whitewash that followed. Her findings make clear the irreversible impact of man-made radioactivity on every living thing; and hauntingly, they force us to confront the untold legacy of decades of weapons-testing and other catastrophic nuclear incidents.
Critical Play: Radical Game Design
Mary Flanagan - 2009
Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.
Kingpin: How One Hacker Took Over the Billion-Dollar Cybercrime Underground
Kevin Poulsen - 2011
Max 'Vision' Butler was a white-hat hacker and a celebrity throughout the programming world, even serving as a consultant to the FBI. But there was another side to Max. As the black-hat 'Iceman', he'd seen the fraudsters around him squabble, their ranks riddled with infiltrators, their methods inefficient, and in their dysfunction was the ultimate challenge: he would stage a coup and steal their ill-gotten gains from right under their noses.Through the story of Max Butler's remarkable rise, KINGPIN lays bare the workings of a silent crime wave affecting millions worldwide. It exposes vast online-fraud supermarkets stocked with credit card numbers, counterfeit cheques, hacked bank accounts and fake passports. Thanks to Kevin Poulsen's remarkable access to both cops and criminals, we step inside the quiet,desperate battle that law enforcement fights against these scammers. And learn that the boy next door may not be all he seems.
I'll Have What She's Having: How Nora Ephron's Three Iconic Films Saved the Romantic Comedy
Erin Carlson - 2017
With a cast of famous faces including Rob Reiner, Tom Hanks, Meg Ryan, and Billy Crystal, Carlson takes readers on a rollicking, revelatory trip to Ephron's New York City, where reality took a backseat to romance and Ephron--who always knew what she wanted and how she wanted it--ruled the set with an attention to detail that made her actors feel safe but sometimes exasperated crew members. Along the way, Carlson examines how Ephron explored in the cinema answers to the questions that plagued her own romantic life and how she regained faith in love after one broken engagement and two failed marriages. Carlson also explores countless other questions Ephron's fans have wondered about: What sparked Reiner to snap out of his bachelor blues during the making of When Harry Met Sally? Why was Ryan, a gifted comedian trapped in the body of a fairytale princess, not the first choice for the role? After she and Hanks each separatel balked at playing Mail's Kathleen Kelly and Sleepless' Sam Baldwin, what changed their minds? And perhaps most importantly: What was Dave Chappelle doing ... in a turtleneck? An intimate portrait of a one of America's most iconic filmmakers and a look behind the scenes of her crowning achievements, I'll Have What She's Having is a vivid account of the days and nights when Ephron, along with assorted cynical collaborators, learned to show her heart on the screen.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.
Trust Me, I'm Lying: Confessions of a Media Manipulator
Ryan Holiday - 2012
A malicious online rumor costs a company millions. A political sideshow derails the national news cycle and destroys a candidate. Some product or celebrity zooms from total obscurity to viral sensation. What you don't know is that someone is responsible for all this. Usually, someone like me.I'm a media manipulator. In a world where blogs control and distort the news, my job is to control blogs--as much as any one person can. In today's culture... 1) Blogs like "Gawker," "Buzzfeed" and the "Huffington Post" drive the media agenda. 2) Bloggers are slaves to money, technology, and deadlines. 3) Manipulators wield these levers to shape everything you read, see and watch--online and off.Why am I giving away these secrets? Because I'm tired of a world where blogs take indirect bribes, marketers help write the news, reckless journalists spread lies, and no one is accountable for any of it. I'm pulling back the curtain because I don't want anyone else to get blindsided. I'm going to explain exactly how the media "really" works. What you choose to do with this information is up to you.