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
The Ghosts of Eden Park: The Bootleg King, the Women Who Pursued Him, and the Murder That Shocked Jazz-Age America
Karen Abbott - 2019
Within two years he's a multimillionaire. The press calls him "King of the Bootleggers," writing breathless stories about the Gatsby-esque events he and his glamorous second wife, Imogene, host at their Cincinnati mansion, with party favors ranging from diamond jewelry for the men to brand new Pontiacs for the women. By the summer of 1921, Remus owns 35 percent of all the liquor in the United States.Pioneering prosecutor Mabel Walker Willebrandt is determined to bring him down. Willebrandt's bosses at the U.S. Attorney's office hired her right out of law school, assuming she'd pose no real threat to the cozy relationship they maintain with Remus. Eager to prove them wrong, she dispatches her best investigator, Franklin Dodge, to look into his empire. It's a decision with deadly consequences: With Remus behind bars, Dodge and Imogene begin an affair and plot to ruin him, sparking a bitter feud that soon reaches the highest levels of government--and that can only end in murder.
Pandora's Lab: Seven Stories of Science Gone Wrong
Paul A. Offit - 2017
These are today's sins of science—as deplorable as mistaken past ideas about advocating racial purity or using lobotomies as a cure for mental illness. These unwitting errors add up to seven lessons both cautionary and profound, narrated by renowned author and speaker Paul A. Offit. Offit uses these lessons to investigate how we can separate good science from bad, using some of today's most controversial creations—e-cigarettes, GMOs, drug treatments for ADHD—as case studies. For every "Aha!" moment that should have been an "Oh no," this book is an engrossing account of how science has been misused disastrously—and how we can learn to use its power for good.
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
Brad King - 2003
D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.
The Wasp That Brainwashed the Caterpillar: Evolution's Most Unbelievable Solutions to Life's Biggest Problems
Matt Simon - 2016
To find a meal, the female bolas spider releases pheromones that mimic a female moth, luring male moths into her sticky lasso web. The Glyptapanteles wasp injects a caterpillar with her young, which feed on the victim, erupt out of it, then mind-control the poor (and somehow still living) schmuck into protecting them from predators.These are among the curious critters of The Wasp That Brainwashed the Caterpillar, a jaunt through evolution’s most unbelievable, most ingenious solutions to the problems of everyday life, from trying to get laid to finding food. Join Wired science writer Matt Simon as he introduces you to the creatures that have it figured out, the ones that joust with their mustaches or choke sharks to death with snot, all in a wild struggle to survive and, of course, find true love.
The State of Play: Creators and Critics on Video Game Culture
Daniel GoldbergOla Wikander - 2015
Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.
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.
Speccy Nation
Dan Whitehead - 2012
The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.
The End of Everything (Astrophysically Speaking)
Katie Mack - 2020
With the Big Bang, it went from a state of unimaginable density to an all-encompassing cosmic fireball to a simmering fluid of matter and energy, laying down the seeds for everything from dark matter to black holes to one rocky planet orbiting a star near the edge of a spiral galaxy that happened to develop life. But what happens at the end of the story? In billions of years, humanity could still exist in some unrecognizable form, venturing out to distant space, finding new homes and building new civilizations. But the death of the universe is final. What might such a cataclysm look like? And what does it mean for us? Dr. Katie Mack has been contemplating these questions since she was eighteen, when her astronomy professor first informed her the universe could end at any moment, setting her on the path toward theoretical astrophysics. Now, with lively wit and humor, she unpacks them in The End of Everything, taking us on a mind-bending tour through each of the cosmos’ possible finales: the Big Crunch; the Heat Death; Vacuum Decay; the Big Rip; and the Bounce. In the tradition of Neil DeGrasse’s bestseller Astrophysics for People in a Hurry, Mack guides us through major concepts in quantum mechanics, cosmology, string theory, and much more, in a wildly fun, surprisingly upbeat ride to the farthest reaches of everything we know.
Future Crimes
Marc Goodman - 2015
Hackers can activate baby monitors to spy on families, thieves are analyzing social media posts to plot home invasions, and stalkers are exploiting the GPS on smart phones to track their victims’ every move. We all know today’s criminals can steal identities, drain online bank accounts, and wipe out computer servers, but that’s just the beginning. To date, no computer has been created that could not be hacked—a sobering fact given our radical dependence on these machines for everything from our nation’s power grid to air traffic control to financial services. Yet, as ubiquitous as technology seems today, just over the horizon is a tidal wave of scientific progress that will leave our heads spinning. If today’s Internet is the size of a golf ball, tomorrow’s will be the size of the sun. Welcome to the Internet of Things, a living, breathing, global information grid where every physical object will be online. But with greater connections come greater risks. Implantable medical devices such as pacemakers can be hacked to deliver a lethal jolt of electricity and a car’s brakes can be disabled at high speed from miles away. Meanwhile, 3-D printers can produce AK-47s, bioterrorists can download the recipe for Spanish flu, and cartels are using fleets of drones to ferry drugs across borders. With explosive insights based upon a career in law enforcement and counterterrorism, Marc Goodman takes readers on a vivid journey through the darkest recesses of the Internet. Reading like science fiction, but based in science fact, Future Crimes explores how bad actors are primed to hijack the technologies of tomorrow, including robotics, synthetic biology, nanotechnology, virtual reality, and artificial intelligence. These fields hold the power to create a world of unprecedented abundance and prosperity. But the technological bedrock upon which we are building our common future is deeply unstable and, like a house of cards, can come crashing down at any moment. Future Crimes provides a mind-blowing glimpse into the dark side of technological innovation and the unintended consequences of our connected world. Goodman offers a way out with clear steps we must take to survive the progress unfolding before us. Provocative, thrilling, and ultimately empowering, Future Crimes will serve as an urgent call to action that shows how we can take back control over our own devices and harness technology’s tremendous power for the betterment of humanity—before it’s too late.From the Hardcover edition.
Lab Rats: How Silicon Valley Made Work Miserable for the Rest of Us
Dan Lyons - 2018
Why did work become so miserable? Who is responsible? And does any company have a model for doing it right?For two years, Lyons ventured in search of answers. From the innovation-crazed headquarters of the Ford Motor Company in Detroit, to a cult-like "Holocracy" workshop in San Francisco, and to corporate trainers who specialize in ... Legos, Lyons immersed himself in the often half-baked and frequently lucrative world of what passes for management science today. He shows how new tools, workplace practices, and business models championed by tech's empathy-impaired power brokers have shattered the social contract that once existed between companies and their employees. These dystopian beliefs--often masked by pithy slogans like "We're a Team, Not a Family"--have dire consequences: millions of workers who are subject to constant change, dehumanizing technologies--even health risks. A few companies, however, get it right. With Lab Rats, Lyons makes a passionate plea for business leaders to understand this dangerous transformation, showing how profit and happy employees can indeed coexist.
Endgame: Bobby Fischer's Remarkable Rise and Fall—From America's Brightest Prodigy to the Edge of Madness
Frank Brady - 2011
and remarkable powers of concentration, Bobby memorized hundreds of chess books in several languages, and he was only 13 when he became the youngest chess master in U.S. history. But his strange behavior started early. In 1972, at the historic Cold War showdown in Reykjavik, Iceland, where he faced Soviet champion Boris Spassky, Fischer made headlines with hundreds of petty demands that nearly ended the competition. It was merely a prelude to what was to come. Arriving back in the United States to a hero’s welcome, Bobby was mobbed wherever he went—a figure as exotic and improbable as any American pop culture had yet produced. No player of a mere “board game” had ever ascended to such heights. Commercial sponsorship offers poured in, ultimately topping $10 million—but Bobby demurred. Instead, he began tithing his limited money to an apocalyptic religion and devouring anti-Semitic literature. After years of poverty and a stint living on Los Angeles’ Skid Row, Bobby remerged in 1992 to play Spassky in a multi-million dollar rematch—but the experience only deepened a paranoia that had formed years earlier when he came to believe that the Soviets wanted him dead for taking away “their” title. When the dust settled, Bobby was a wanted man—transformed into an international fugitive because of his decision to play in Montenegro despite U.S. sanctions. Fearing for his life, traveling with bodyguards, and wearing a long leather coat to ward off knife attacks, Bobby lived the life of a celebrity fugitive – one drawn increasingly to the bizarre. Mafiosi, Nazis, odd attempts to breed an heir who could perpetuate his chess-genius DNA—all are woven into his late-life tapestry. And yet, as Brady shows, the most notable irony of Bobby Fischer’s strange descent – which had reached full plummet by 2005 when he turned down yet another multi-million dollar payday—is that despite his incomprehensible behavior, there were many who remained fiercely loyal to him. Why that was so is at least partly the subject of this book—one that at last answers the question: “Who was Bobby Fischer?”
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.
We Keep the Dead Close: A Murder at Harvard and a Half Century of Silence
Becky Cooper - 2020
government. You have to remember because Harvard doesn't let you forget.1969: the height of counterculture and the year universities would seek to curb the unruly spectacle of student protest; the winter that Harvard University would begin the tumultuous process of merging with Radcliffe, its all-female sister school; and the year that Jane Britton, an ambitious twenty-three-year-old graduate student in Harvard's Anthropology Department and daughter of Radcliffe Vice President J. Boyd Britton, would be found bludgeoned to death in her Cambridge, Massachusetts apartment. Forty years later, Becky Cooper a curious undergrad, will hear the first whispers of the story. In the first telling the body was nameless. The story was this: a Harvard student had had an affair with her professor, and the professor had murdered her in the Peabody Museum of Archaeology and Ethnology because she'd threatened to talk about the affair. Though the rumor proves false, the story that unfolds, one that Cooper will follow for ten years, is even more complex: a tale of gender inequality in academia, a 'cowboy culture' among empowered male elites, the silencing effect of institutions, and our compulsion to rewrite the stories of female victims. We Keep the Dead Close is a memoir of mirrors, misogyny, and murder. It is at once a rumination on the violence and oppression that rules our revered institutions, a ghost story reflecting one young woman's past onto another's present, and a love story for a girl who was lost to history.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
I Am C-3PO: The Inside Story
Anthony Daniels - 2019
Abrams, Director of Star Wars: The Rise of Skywalker"The odds of me ever writing a book were approximately... Oh, never mind. My golden companion worries about such things - I don't. I have indeed now written a book - telling my story, in my voice, not his - recognising that our voices and our stories are inextricably intertwined." When Star Wars burst on to the big screen in 1977, an unfailingly polite golden droid called C-3PO captured imaginations around the globe. But C-3PO wasn't an amazing display of animatronics with a unique and unforgettable voiceover. Inside the metal costume was an actor named Anthony Daniels.In this deeply personal memoir, Anthony Daniels recounts his experiences of the epic cinematic adventure that has influenced pop culture for more than 40 years. For the very first time, he candidly describes his most intimate memories as the only actor to appear in every Star Wars film - from his first meeting with George Lucas to the final, emotional days on the set of Star Wars: The Rise of Skywalker.With a foreword by J.J. Abrams and never-before-seen photography, this book is a nostalgic look back at the Skywalker saga as it comes to a close. I Am C-3PO: The Inside Story reveals Anthony Daniels' vulnerability, how he established his role and what he accomplished, and takes readers on a journey that just happens to start in a galaxy far, far away.