Book picks similar to
Half-Real: Video Games Between Real Rules and Fictional Worlds by Jesper Juul
games
game-design
non-fiction
video-games
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Tom Boellstorff - 2008
Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe.Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group.Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.
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
Practices of Looking: An Introduction to Visual Culture
Marita Sturken - 2001
It looks at painting, photography, film, television, and new media across the realms of art, advertising, news, science, and law. Authors Marita Sturken and Lisa Cartwright present the diverse ranges of approaches to visual analysis that have emerged in the last few decades, and lead the reader through the key theories of visual culture in an accessible and highly readable approach. Including over 180 images, this truly interdisciplinary and beautifully designed book aims to be a comprehensive introduction for anyone interested in images, and the key text for courses across a range of disciplines including media and film studies, art history, photography, and communication.
The Media and Modernity: A Social Theory of the Media
John Brookshire Thompson - 1995
He argues that the development of communication media has transformed the spatial and temporal constitution of social life, creating new forms of action and interaction which are no longer linked to the sharing of a common locale. The consequences of this transformation are far-reaching and impinge on many aspects of our lives, from the most intimate aspects of personal experience and self-formation to the changing nature of power and visibility in the public domain.Combining breadth of vision with sensitivity to detail, this book situates the study of the media where it belongs: among a set of disciplines concerned with the emergence, development and structural characteristics of modern societies and their futures.
The Art of Strategy: A Game Theorist's Guide to Success in Business and Life
Avinash K. Dixit - 1991
It's the art of anticipating your opponent's next moves, knowing full well that your rival is trying to do the same thing to you. Though parts of game theory involve simple common sense, much is counterintuitive, and it can only be mastered by developing a new way of seeing the world. Using a diverse array of rich case studies—from pop culture, TV, movies, sports, politics, and history—the authors show how nearly every business and personal interaction has a game-theory component to it. Are the winners of reality-TV contests instinctive game theorists? Do big-time investors see things that most people miss? What do great poker players know that you don't? Mastering game theory will make you more successful in business and life, and this lively book is the key to that mastery.
Decoding Advertisements: Ideology and Meaning in Advertising
Judith Williamson - 1978
The overt economic function of this appeal is to make us buy things. Its ideological function, however, is to involve us as 'individuals' in perpetuating the ideas which endorse the economic basis of our society. If it is economic conditions which make ideology necessary, it is ideology which makes those conditions seem necessary.If society is to be changed, this vicious circle of necessity and ideas must be broken. Decoding Advertisements is an attempt to undo one link in the chain which we ourselves help to forge, in our acceptance not only of the images and values of advertising, but of the 'transparent' forms and structures in which they are embodied. It provides not an answer, but a set of tools which we can use to alter our own perceptions of one of society's subtlest and most complex forms of propaganda.Other books by Judith Williamson published by Marion Boyars are Consuming Passions: the Dynamics of Popular Culture and Deadline at Dawn: Film Criticism 1980-1990.
The Psychology of Zelda: Linking Our World to the Legend of Zelda Series
Anthony M. Bean - 2019
Today, it is one of the most beloved video game franchises around the globe. Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. In The Psychology of Zelda, psychologists who love the games ask:
How do Link’s battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies?
What lessons about pursuing life’s greater meaning can we take away from Link’s quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)?
What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria’s spirited melody in the Lost Woods, or the iconic main theme on the title screen?
How do the obstacles throughout Majora’s Mask represent the Five Stages of Grief?
What can Link’s journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression?
Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline?
Think you’ve completed the quest? The Psychology of Zelda gives you new, thrilling dungeons to explore and even more puzzles to solve.
The PlayStation Dreamworld
Alfie Bown - 2017
The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
My Tiny Life: Crime and Passion in a Virtual World
Julian Dibbell - 1999
Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
Visual Explanations
Edward R. Tufte - 1997
Through computers, the Internet, the media, and even our daily newspapers, we are awash in a seemingly endless stream of charts, maps, infographics, diagrams, and data. Visual Explanations is a navigational guide through this turbulent sea of information. The book is an essential reference for anyone involved in graphic, web, or multimedia design, as well as for educators and lecturers who use graphics in presentations or classes.Jacket design: Dmitry Krasny.Other artwork by Bonnie Scranton, Dmitry Krasny, and Weilin Wu.
Gametek: The Math and Science of Gaming
Geoffrey Engelstein - 2018
Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Nick MontfortMark Sample - 2012
The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
Into the Universe of Technical Images
Vilém Flusser - 1985
First published in German in 1985 and now available in English for the first time, Into the Universe of Technical Images outlines the history of communication technology as a process of increasing abstraction.Flusser charts how communication evolved from direct interaction with the world to mediation through various technologies. The invention of writing marked one significant shift; the invention of photography marked another, heralding the current age of the technical image. The automation of the processing of technical images carries both promise and threat: the promise of freeing humans to play and invent and the threat for networks of automation to proceed independently of humans.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.