Book picks similar to
Understanding Video Game Music by Tim Summers
games
music
musicology
nonfiction
Motherless Child: The Definitive Biography of Eric Clapton
Paul Scott - 2015
From the 1960s graffiti proclaiming 'Clapton is God', to his seminal work in supergroup Cream and his phenomenally successful solo career, Eric Clapton has achieved the status of bona fide living legend and enduring icon.Now in his sixth decade in the music business, he occupies an exulted position at the pinnacle of the rock world thanks to songs like Layla, Wonderful Tonight and Tears In Heaven, and for many is considered the greatest guitarist who ever lived.This book will chart his rise to stardom in the 60s and his unparalleled success since walking out of the Yardbirds as a 20-year-old to follow his chosen path of the blues with John Mayall's Bluesbreakers and later with Jack Bruce and Ginger Baker in supergroup Cream, as well as his successful solo career. However, his success has come at a price. Once a happy well-adjusted boy, the young Clapton was devastated by the realisation at the age of nine that the woman he thought was his sister was in fact his mother, and that the couple he thought were his parents were his maternal grandparents. His treatment by his mother was also to shape his future turbulent relationships with the women in his life, including his failed first marriage to model Pattie Boyd, who was married to Clapton's close friend George Harrison when he fell for her. Motherless Child also chronicles his battles with the demons of drugs and alcohol, his successful journey to sobriety, and examines his legacy as one of the most influential musicans of his generation.This is essential reading for any Clapton fan.
Small Victories: The True Story of Faith No More
Adrian Harte - 2018
But I have to give credit where it is due, it’s a quality piece. The man has done his research and it shows. It provided me with more than a few revelations … and I’m in the band.’ — Bill Gould, Faith No MoreSmall Victories: The True Story of Faith No More is the definitive biography of one of the most intriguing bands of the late twentieth century. Written with the participation of the group’s key members, it tells how such a heterogeneous group formed, flourished, and fractured, and how Faith No More helped redefine rock, metal and alternative music. The book chronicles the creative and personal tensions that defined and fueled the band, forensically examines the band’s beginnings in San Francisco’s post-punk wasteland, and charts the factors behind the group’s ascent to MTV-era stardom.Small Victories strips away the mythology and misinformation behind their misanthropic masterpiece Angel Dust, explores the rationale behind the frequent hiring and firing of band members, and traces the unraveling of the band in the mid-1990s. It also examines the band’s breakup and hiatus, explores their unwelcome legacy as nu-metal godfathers, and gives a behind-the-scenes view of their rebirth. Based on meticulous research and hundreds of interviews with current and former band members and other key figures, Small Victories combines a fan’s passion with a reporter’s perspicacity.
The Grand Illusion: Love, Lies, and My Life with Styx
Chuck Panozzo - 2007
With four consecutive triple-platinum albums and 54 million records sold, their tours continue to sell out and classic songs like "Lady," "Renegade," "Come Sail Away," and "The Grand Illusion" have earned them a whole new generation of fans. At the height of their fame, they were living the ultimate rock 'n' roll fantasy -- an odyssey of groupies, drugs, and music that most musicians only dream of. As a band, Styx seemed invincible. But their founding member and bass player, Chuck Panozzo, was about to hit rock bottom. His seemingly debauched life as the ultimate rocker was a lie -- and the truth was about to catch up with him.The Grand Illusion is a no-holds-barred, backstage pass to the journey of one of the world's most revered bands, and the true story of Chuck Panozzo's 50-year struggle to reconcile his public life as a rock star with his private life as a gay man. Beginning with the birth of Styx in Chicago and their meteoric rise, The Grand Illusion is a revealing look at the triumphs and tragedies that surrounded Panozzo's life. He chronicles life on the road, the break-up of the band, his struggle to help his twin brother and bandmate John Panozzo battle addiction, as well as his split with Dennis De Young, and finally coming to terms with his HIV positive status. Illuminating and unflinching, The Grand Illusion will captivate the band's legions of devoted fans, as well as music lovers everywhere.
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
DSLR Photography for Beginners: Best Way to Learn Digital Photography, Master Your DSLR Camera & Improve Your Digital SLR Photography Skills
Brian Black - 2013
From enthusiasts to those who have just been introduced to the beautiful world of photography, knowing the craft and equipment is essential. This little comprehensive guide for beginners will take you on an amazing journey of discovering how wonderful Digital Photography is and how mesmerizing the art can be. From the advantages of SLR and the importance of shutter speed, to the types of lenses and the significance of good lighting, you will soon be on your journey to capturing the most stunning pictures and a kaleidoscope of dazzling sights to be eternalized. Technology is ever changing and now with Digital Photography, the world can be seen in vivid colors through your art. Begin your journey right here, right now.
Onboard French: Learn a language before you land
Eton Institute - 2013
Learn the Alphabet and pronunciation as well as useful phrases in 8 categories, such as greetings, travel and directions, making friends to business and emergencies. Download, read and enjoy your vacation like never before.
Fundamentals of Game Design
Ernest Adams - 2006
For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Creative Writing: Four Genres in Brief
David Starkey - 2008
How can students with widely varied levels of literary experience learn to write poetry, fiction, creative nonfiction, and drama — over the course of only one semester? In Creative Writing: Four Genres in Brief, David Starkey offers some solutions to the challenges of teaching the introductory creative writing course: (1) concise, accessible instruction in literary basics; (2) short models of literature to analyze, admire and emulate; (3) inventive and imaginative assignments that inspire and motivate.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them
Matt Gaffney - 2006
Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.
Pinball Wizards: Jackpots, Drains, and the Cult of the Silver Ball
Adam Ruben - 2017
The strangest thing about pinball is that it persists, and not just as nostalgia. Pinball didn’t just stick around—it grew and continues to evolve with the times. Somehow, in today’s iPhone world, a three-hundred-pound monstrosity of wood and cables has survived to enjoy yet another renaissance. Pinball is more to humor writer Adam Ruben than a fascinating book topic—it’s a lifelong obsession. Ruben played competitive pinball for years, rising as high as the 80th-ranked player in the world. Then he had children. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world’s best players, the real wizards, so good. Along the way, Ruben examines the bigger story of pinball's invention, ascent, near defeat, resurgence, near defeat again, and struggle to find its niche in modern society.
Essentials of Management Information Systems
Kenneth C. Laudon - 1994
http://wps.pearsoned.co.uk/ema_ge_lau...
Real Men Don't Rehearse
Justin Locke - 2005
It is filled with dozens of humorous tales of musician antics and concert meltdowns. Outsiders are rarely allowed such access, but at last you can have your own personal tour of the mystical and magical realm of professional orchestras and the people who play in them. "Real Men Don't Rehearse" was written by Justin Locke, who spent 18 seasons as a professional freelance double bassist in Boston. He played with the Boston Symphony and the Boston Pops, as well as for ballets, operas, and Broadway shows. He is also well known in the symphonic world as the author of "Peter VS. the Wolf" and "The Phantom of the Orchestra," which are internationally acclaimed programs for orchestra family concerts. This is the perfect gift for your favorite music lover! This is a book no musical library should be without!