Book picks similar to
Stay Awhile and Listen: Book II - Heaven, Hell, and Secret Cow Levels by David L. Craddock
games
video-games
nonfiction
4-aq-pay
Make: Wearable Electronics: Design, Prototype, and Wear Your Own Interactive Garments
Kate Hartman - 2013
Whether it be for fashion, function, or human connectedness, wearable electronics can be used to design interactive systems that are intimate and engaging.Make: Wearable Electronics is intended for those with an interest in physical computing who are looking to create interfaces or systems that live on the body. Perfect for makers new to wearable tech, this book introduces you to the tools, materials, and techniques for creating interactive electronic circuits and embedding them in clothing and other things you can wear.Each chapter features experiments to get you comfortable with the technology and then invites you to build upon that knowledge with your own projects. Fully illustrated with step-by-step instructions and images of amazing creations made by artists and professional designers, this book offers a concrete understanding of electronic circuits and how you can use them to bring your wearable projects from concept to prototype.
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
101 Things® to Do with a Cake Mix
Stephanie Ashcraft - 2002
Move over Betty Crocker--101 Things to Do With a Cake Mix will amaze your friends and leave them Jell-O green with envy! From Snickers Surprise Cookies to Christmas Rainbow Poke Cake, it's the best thing to happen in the kitchen since your last romantic rendezvous! So what are you waiting for? Grab a cake mix, whip up some goodies, and throw some flour on your face so it looks like you spent days in the kitchen.
The G Ring: How the IUD Escaped the Nazis
Rebecca Tuhus-Dubrow - 2020
Ernst Gräfenberg was among the most sought-after gynecologists in pre-World War II Germany. The creator of the first IUD, known as the Gräfenberg ring, he was posthumously credited with identifying the eponymous "Gräfenberg spot" or G-spot. He was also a Jew in Nazi Germany, and by 1938 he had been stripped of his practice, his possessions, and his freedom and was languishing in a Nazi prison. After being allegedly ransomed from confinement by Planned Parenthood founder Margaret Sanger, Gräfenberg fled to America, where he eventually became the only male doctor at Sanger's birth control clinic.In this bracing essay, Rebecca Tuhus-Dubrow rescues from near obscurity the pioneering inventor of a contraceptive device that unleashed decades of controversy. And as we see efforts to roll back reproductive rights, it is also a cautionary tale as relevant today as it was nearly a century ago.RUNNING TIME ➼ 1hr. and 9mins.©2020 Rebecca Tuhus-Dubrow (P)2019 Brilliance, Publishing, Inc., all rights reserved.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
Broetry Poetry for Dudes
Brian McGackin - 2011
Who can speak for Everyman? Who will articulate his love for Xbox 360, for Mama Celeste's frozen pizza, for the cinematic oeuvre of Bruce Willis? Enter Broetry--a stunning debut from a dazzling new literary voice. "Broet Laureate" Brian McGackin goes where no poet has gone before--to Star Wars conventions, to frat parties, to video game tournaments, and beyond. With poems like "Ode to That Girl I Dated for, Like, a Month Sophomore Year" and "My Friends Who Don't Have Student Loans," we follow the Bro from his high school graduation and college experience through a "quarter-life crisis" and beyond.
Press Reset: Ruin and Recovery in the Video Game Industry
Jason Schreier - 2021
In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.
EarthBound
Ken Baumann - 2014
An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
Act Natural: A Cultural History of Misadventures in Parenting
Jennifer Traig - 2019
The result is Act Natural, hilarious and deft dissection of the history of Western parenting, written with the signature biting wit and deep insights Traig has become known for.Moving from ancient Rome to Puritan New England to the Dr. Spock craze of mid-century America, Traig cheerfully explores historic and present-day parenting techniques ranging from the misguided, to the nonsensical, to the truly horrifying. Be it childbirth, breastfeeding, or the ways in which we teach children how to sleep, walk, eat, and talk, she leaves no stone unturned in her quest for answers: Have our techniques actually evolved into something better? Or are we still just scrambling in the dark?
Real World Mindfulness for Beginners: Navigate Daily Life One Practice at a Time
Brenda Salgado - 2016
Endorsed by the National Institute for the Clinical Application of Behavioral Medicine, mindfulness is a simple way to gently help you become more present with the challenges you face and navigate difficulties with more clarity and courage.The guidance presented in Real-World Mindfulness for Beginners has been praised by today’s leading voices on mindfulness. Particularly helpful to those who are new to mindfulness, Real-World Mindfulness for Beginners offers knowledge that is easy to understand and techniques that can be applied immediately. Each chapter offers mindfulness practices that are specific to common challenges such as dealing with anxiety and stress, managing anger and hurt, and coping with grief and loss. In Real-World Mindfulness for Beginners, you’ll find:
Mindfulness practices that are most applicable to your current need
Easy mindfulness practices that take only minutes or even seconds
Tips that modify mindfulness practices to inspire new experiences
Through the practices in Real-World Mindfulness for Beginners you’ll unearth the quiet strength within to handle life’s curve balls as they come, wherever you may be.
Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of
Stuart Ashen - 2017
You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.
Destiny Limited Edition Strategy Guide
Phillip Marcus - 2014
Deluxe print treatments create a must-have collectible for Destiny fans.Two Exclusive Lithographs - Each LE guide includes two high-quality lithographs depicting Destiny artwork produced by artists at Bungie, both enclosed in a custom linen-textured sleeve.Strategy Guide FeaturesThe Mission - Your guide to the missions, patrols, public events, and strikes within the solar system of Destiny. Reclaim hidden chests and Ghosts.The Field Manual - Learn the best ways to outfit your Guardian to suit your playstyle. Tips and strategies for creating your build and maximizing your performance in both player-vs.-player and player-vs.-environment gametypes.The Armory - Discover the hidden values associated with all types of in-game gear. Equip yourself with the best gear for your playstyle and learn how each item mod affects your weapons and armor.The Multiplayer Crucible - Tips and tactics learned on site at Bungie. Learn how to adjust your Guardian’s abilities and gear to dish out maximum carnage in multiplayer games.Bonus - Includes access to a digital version of the strategy guide!