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
Everything Bad is Good for You
Steven Johnson - 2005
In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author. Steven Johnson's newest book, How We Got to Now, is now available from Riverhead Books.
Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate
Zoe Quinn - 2017
Surely these things would never happen to you.Zoe Quinn used to feel the same way. Zoe is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. The hordes answered in the form of a so-called movement known as #gamergate--they hacked her accounts, stole nude photos of her, harassed her family, friends and colleagues, and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she has raised her voice and speaks out against this vicious online culture and for making the internet a safer place for everyone.In the several years since #Gamergate started, Quinn has helped thousands of people with her advocacy and online abuse crisis resource Crash Override Network. From locking down individuals' personal accounts and information to working with tech companies and lawmakers alike to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves--and now she wants to share that information with you.Crash Override offers an up close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Quinn uses her story--as target and as activist--to provide an accessible, personal, and human look at the ways the internet impacts our lives and culture. Through anecdotes from the eye of the storm to practical advice for keeping yourself and others safe online, Crash Override combines memoir, manifesto, and map to a better future for our online lives.
Forensics: What Bugs, Burns, Prints, DNA and More Tell Us About Crime
Val McDermid - 2014
To the right listener, they tell us all about themselves: where they came from, how they lived, how they died - and who killed them. Forensic scientists can unlock the mysteries of the past and help justice to be done using the messages left by a corpse, a crime scene or the faintest of human traces. Forensics uncovers the secrets of forensic medicine, drawing on interviews with top-level professionals, ground-breaking research and Val McDermid's own experience to lay bare the secrets of this fascinating science. And, along the way, she wonders at how maggots collected from a corpse can help determine time of death, how a DNA trace a millionth the size of a grain of salt can be used to convict a killer and how a team of young Argentine scientists led by a maverick American anthropologist uncovered the victims of a genocide.In her crime novels, Val McDermid has been solving complex crimes and confronting unimaginable evil for years. Now, she's looking at the people who do it for real, and real crime scenes. It's a journey that will take her to war zones, fire scenes and autopsy suites, and bring her into contact with extraordinary bravery and wickedness, as she traces the history of forensics from its earliest beginnings to the cutting-edge science of the modern day.
A Brief History of Everyone Who Ever Lived: The Stories in Our Genes
Adam Rutherford - 2016
It is the history of who you are and how you came to be. It is unique to you, as it is to each of the 100 billion modern humans who have ever drawn breath. But it is also our collective story, because in every one of our genomes we each carry the history of our species births, deaths, disease, war, famine, migration, and a lot of sex. Since scientists first read the human genome in 2001, it has been subject to all sorts of claims, counterclaims, and myths. In fact, as Adam Rutherford explains, our genomes should be read not as instruction manuals, but as epic poems. DNA determines far less than we have been led to believe about us as individuals, but vastly more about us as a species. In this captivating journey through the expanding landscape of genetics, Adam Rutherford reveals what our genes now tell us about history, and what history tells us about our genes. From Neanderthals to murder, from redheads to race, dead kings to plague, evolution to epigenetics, this is a demystifying and illuminating new portrait of who we are and how we came to be."
How to Do Things with Videogames
Ian Bogost - 2011
Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Unthinkable: What the World's Most Extraordinary Brains Can Teach Us About Our Own
Helen Thomson - 2018
We take for granted that we can remember, feel emotion, navigate, empathize, and understand the world around us, but how would our lives change if these abilities were dramatically enhanced--or disappeared overnight?Helen Thomson has spent years traveling the world, tracking down incredibly rare brain disorders. In Unthinkable she tells the stories of nine extraordinary people she encountered along the way. From the man who thinks he's a tiger to the doctor who feels the pain of others just by looking at them to a woman who hears music that’s not there, their experiences illustrate how the brain can shape our lives in unexpected and, in some cases, brilliant and alarming ways.Story by remarkable story, Unthinkable takes us on an unforgettable journey through the human brain. Discover how to forge memories that never disappear, how to grow an alien limb, and how to make better decisions. Learn how to hallucinate and how to make yourself happier in a split second. Find out how to avoid getting lost, how to see more of your reality, even how exactly you can confirm you are alive. Think the unthinkable.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Game Over, Press Start to Continue: How Nintendo Conquered the World
David Sheff - 1993
Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.
Hell's Princess: The Mystery of Belle Gunness, Butcher of Men
Harold Schechter - 2018
She was the rarest of female psychopaths, a woman who engaged in wholesale slaughter, partly out of greed but mostly for the sheer joy of it. Between 1902 and 1908, she lured a succession of unsuspecting victims to her Indiana “murder farm.” Some were hired hands. Others were well-to-do bachelors. All of them vanished without a trace. When their bodies were dug up, they hadn’t merely been poisoned, like victims of other female killers. They’d been butchered.Hell’s Princess is a riveting account of one of the most sensational killing sprees in the annals of American crime: the shocking series of murders committed by the woman who came to be known as Lady Bluebeard. The only definitive book on this notorious case and the first to reveal previously unknown information about its subject, Harold Schechter’s gripping, suspenseful narrative has all the elements of a classic mystery—and all the gruesome twists of a nightmare.
The Untold History of Japanese Game Developers: Gold Edition
John Szczepaniak - 2014
Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO
LEGO: A Love Story
Jonathan Bender - 2010
While reconsidering his childhood dream of becoming a master model builder for The LEGO Group, he discovers the men and women who are skewing the averages with collections of hundreds of thousands of LEGO bricks. What is it about the ubiquitous, brightly colored toys that makes them so hard for everyone to put down?In search of answers and adventure, Jonathan Bender sets out to explore the quirky world of adult fans of LEGO (AFOLs) while becoming a builder himself. As he participates in challenges at fan conventions, searches for the largest private collection in the United States, and visits LEGO headquarters (where he was allowed into the top secret set vault), he finds his LEGO journey twinned with a second creative endeavor—to have a child. His two worlds intertwine as he awaits the outcome: Will he win a build competition or bring a new fan of LEGO into the world? Like every really good love story, this one has surprises—and a happy ending.Explores the world of adult fans of LEGO, from rediscovering the childhood joys of building with LEGO to evaluating LEGO's place in culture and artTakes an inside look at LEGO conventions, community taboos, and build challenges and goes behind-the-scenes at LEGO headquarters and LEGOLANDTells a warm and personal story about the attempt to build with LEGO and build a familyWhether you're an avid LEGO freak or a onetime fan who now shares LEGO bricks with your children, this book will appeal to the inner builder in you and reignite a love for all things LEGO.
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Anna Anthropy - 2012
Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences. Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
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.
You Have the Right to Remain Innocent
James Duane - 2016
Duane became a viral sensation thanks to a 2008 lecture outlining the reasons why you should never agree to answer questions from the police—especially if you are innocent and wish to stay out of trouble with the law. In this timely, relevant, and pragmatic new book, he expands on that presentation, offering a vigorous defense of every citizen’s constitutionally protected right to avoid self-incrimination. Getting a lawyer is not only the best policy, Professor Duane argues, it’s also the advice law-enforcement professionals give their own kids.Using actual case histories of innocent men and women exonerated after decades in prison because of information they voluntarily gave to police, Professor Duane demonstrates the critical importance of a constitutional right not well or widely understood by the average American. Reflecting the most recent attitudes of the Supreme Court, Professor Duane argues that it is now even easier for police to use your own words against you. This lively and informative guide explains what everyone needs to know to protect themselves and those they love.
A Life on Our Planet: My Witness Statement and a Vision for the Future
David Attenborough - 2020
Then make it better.I am 94. I've had an extraordinary life. It's only now that I appreciate how extraordinary.As a young man, I felt I was out there in the wild, experiencing the untouched natural world - but it was an illusion. The tragedy of our time has been happening all around us, barely noticeable from day to day - the loss of our planet's wild places, its biodiversity.I have been witness to this decline. A Life on Our Planet is my witness statement, and my vision for the future. It is the story of how we came to make this, our greatest mistake - and how, if we act now, we can yet put it right.We have one final chance to create the perfect home for ourselves and restore the wonderful world we inherited.All we need is the will to do so.