Book picks similar to
Arcade Mania: The Turbo-Charged World of Japan's Game Centers by Brian Ashcraft
video-games
gaming
non-fiction
games
Sex and the City and Us: How Four Single Women Changed the Way We Think, Live, and Love
Jennifer Keishin Armstrong - 2018
But her struggles with singlehood struck a chord, making her a citywide—and soon nationwide—sensation.Beverly Hills, 90210 creator Darren Star brought Bushnell’s vision to an even wider audience when he adapted the column for an HBO series. His four main characters: Carrie, Charlotte, Miranda, and Samantha, forever branded the actresses that took on the roles, redefined women’s relationship to sex, and elevated the perception of singlehood. With their fashion-forward lifestyle, they launched a barrage of trends, from fabric flower accessories to Manolo Blahnik shoes to Cosmopolitan cocktails.Sex and the City and Us is the story of how a columnist, two gay men—Darren Star and fellow executive producer Michael Patrick King—and a writers’ room full of women used their own poignant, hilarious, and humiliating stories to launch a cultural phenomenon, pushing the boundaries of television and ignited a national conversation about single women and sex in the process. While the show’s feminist merits continue to fuel debate, it taught viewers—male and female, gay and straight—about sex, and demonstrated that single women could support each other through life’s tribulations, even as men came and went.Featuring exclusive new interviews with the cast and writers, including star Sarah Jessica Parker, creator Darren Star, executive producer Michael Patrick King, and author Candace Bushnell, Sex and the City and Us brings us behind-the-scenes for a nostalgic look at a TV series that changed the way women everywhere see themselves.
Final Fantasy Ultimania Archive Volume 1
Yoshitaka Amano - 2018
Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.
Sex, Lies, and Headlocks: The Real Story of Vince McMahon and the World Wrestling Federation
Shaun Assael - 2002
How it got that way is not a pretty picture, but it’s one that is painted in more detail than ever before in Sex, Lies, and Headlocks, the first in-depth, journalistic look at the world of wrestling. At the heart of the story is Vince McMahon, the mercurial owner of the World Wrestling Federation. The authors trace his beginnings as the forgotten son of a second-generation wrestling czar who left rural North Carolina to stake his own claim to the family business. They detail his early, ruthless genius in declaring war on the old territory czars who had grown fat and lazy. And they show how his first brush with fame in the 1980s with Hulk Hogan and Cyndi Lauper sowed the seeds for the drug and sex scandals that nearly toppled his empire in the 1990s. They also tell us the inside story of McMahon’s blood feud with Ted Turner, adding some surprising details about the two men’s quests to ruin each other. Throughout the book, the authors examine the appeal of the industry’s biggest stars—including Ed “Strangler” Lewis, Gorgeous George, Bruno Sammartino, Ric Flair, and, most recently, Stone Cold Steve Austin and The Rock. In doing so, they show us that while WWF stock is traded to the public on Wall Street, wrestling remains a shadowy world guided by a century-old code that stresses secrecy and loyalty. Sex, Lies, and Headlocks is the ultimate behind-the-scenes look at the history, personalities, back-stabbing, scandals, and high-stakes gambles that have made Vince McMahon the king of the ring and wrestling an enduring television phenomenon.
A Geek in Japan: Discovering the Land of Manga, Anime, Zen, and the Tea Ceremony
Hector Garcia Puigcerver - 2011
Designed to appeal to the generations of Westerners who grew up on Pokemon, manga and video games, A Geek in Japan reinvents the culture guide for readers in the Internet age.Spotlighting the originality and creativity of the Japanese, debunking myths about them, and answering nagging questions like why they're so fond of robots, author Hector Garcia has created the perfect book for the growing ranks of Japanophiles in this inspired, insightful and highly informative guide.
The Craftsman
Richard Sennett - 2008
The computer programmer, the doctor, the artist, and even the parent and citizen all engage in a craftsman’s work. In this thought-provoking book, Sennett explores the work of craftsmen past and present, identifies deep connections between material consciousness and ethical values, and challenges received ideas about what constitutes good work in today’s world. The Craftsman engages the many dimensions of skill—from the technical demands to the obsessive energy required to do good work. Craftsmanship leads Sennett across time and space, from ancient Roman brickmakers to Renaissance goldsmiths to the printing presses of Enlightenment Paris and the factories of industrial London; in the modern world he explores what experiences of good work are shared by computer programmers, nurses and doctors, musicians, glassblowers, and cooks. Unique in the scope of his thinking, Sennett expands previous notions of crafts and craftsmen and apprises us of the surprising extent to which we can learn about ourselves through the labor of making physical things.
Marx at the Arcade: Consoles, Controllers, and Class Struggle
Jamie Woodcock - 2019
In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.
Understanding Video Games: The Essential Introduction
Simon Egenfeldt-Nielsen - 2007
This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
And Now...An Oral History of "Late Night with David Letterman," 1982-1993
Brian Abrams - 2014
In this definitive oral history of "Late Night," Letterman’s NBC 12:30 am talk show that aired from 1982 to 1993, writers, producers, executives and actors share revealing stories — from the origins of the "Top 10" lists and "Stupid Pet Tricks" to the battle over who would replace Letterman’s mentor, Johnny Carson, as host of "The Tonight Show," to Letterman’s final days at 30 Rock before moving to CBS for "The Late Show." Brian Abrams has been described as "the Ken Burns of presidential alcoholism." His first book, "Party Like a President: True Tales of Inebriation, Lechery, and Mischief from the Oval Office" (Workman Publishing), is scheduled for release in February 2015. He has written for Playboy, Heeb, High Times, Mental_Floss and other publications, and has contributed to the books "I’m a Lebowski, You’re a Lebowski: Life, The Big Lebowski, and What Have You" and "Reefer Movie Madness: The Ultimate Stoner Film Guide." He lives in New York City. Cover design by Adil Dara.
Paper: Paging Through History
Mark Kurlansky - 2016
For the past two millennia, the ability to produce it in ever more efficient ways has supported the proliferation of literacy, media, religion, education, commerce, and art; it has formed the foundation of civilizations, promoting revolutions and restoring stability. One has only to look at history’s greatest press run, which produced 6.5 billion copies of Máo zhuxí yulu, Quotations from Chairman Mao Tse-tung (Zedong)—which doesn’t include editions in 37 foreign languages and in braille—to appreciate the range and influence of a single publication, in paper. Or take the fact that one of history’s most revered artists, Leonardo da Vinci, left behind only 15 paintings but 4,000 works on paper. And though the colonies were at the time calling for a boycott of all British goods, the one exception they made speaks to the essentiality of the material; they penned the Declaration of Independence on British paper.Now, amid discussion of “going paperless”—and as speculation about the effects of a digitally dependent society grows rampant—we’ve come to a world-historic juncture. Thousands of years ago, Socrates and Plato warned that written language would be the end of “true knowledge,” replacing the need to exercise memory and think through complex questions. Similar arguments were made about the switch from handwritten to printed books, and today about the role of computer technology. By tracing paper’s evolution from antiquity to the present, with an emphasis on the contributions made in Asia and the Middle East, Mark Kurlansky challenges common assumptions about technology’s influence, affirming that paper is here to stay. Paper will be the commodity history that guides us forward in the twenty-first century and illuminates our times.
Playing to Win: Becoming the Champion
David Sirlin - 2005
This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
The Otaku Encyclopedia: An Insider's Guide to the Subculture of Cool Japan
Patrick W. Galbraith - 2009
Originates from a polite second-person pronoun meaning "your home" in Japanese. Since the 1980s it's been used to refer to people who are really into Japanese pop-culture, such as anime, manga, and videogames. A whole generation, previously marginalized with labelssuch as geek and nerd, are now calling themselves otaku with pride.The Otaku Encyclopedia offers fascinating insight into the subculture of Cool Japan. With over 600 entries, including common expressions, people, places, and moments of otaku history, this is the essential A to Z of facts every Japanese pop-culture fan needs to know. Author Patrick W. Galbraith hasspent several years researching deep into the otaku heartland and his intimate knowledge of the subject gives the reader an insider's guide to words such as mo�, doujinshi, cosplay and maid caf�s. In-depth interviews with such key players as Takashi Murakami, otaku expert Okada Toshio, and J-popidol Shoko Nakagawa are interspersed with the entries, offering an even more penetrating look into the often misunderstood world of otaku. Dozens of lively, colorful images--from portraits of the interview subjects to manga illustrations, film stills and photos of places mentioned in the text--popup throughout the book, making The Otaku Encyclopedia as entertaining to read as it is informative.
Meet Me in the Bathroom: Rebirth and Rock and Roll in New York City 2001-2011
Lizzy Goodman - 2017
But as the end of the millennium neared, cutting-edge bands began emerging from Seattle, Austin, and London, pushing New York further from the epicenter. The behemoth music industry, too, found itself in free fall, under siege from technology. Then 9/11/2001 plunged the country into a state of uncertainty and war—and a dozen New York City bands that had been honing their sound and style in relative obscurity suddenly became symbols of glamour for a young, web-savvy, forward-looking generation in need of an anthem.Meet Me in the Bathroom charts the transformation of the New York music scene in the first decade of the 2000s, the bands behind it—including The Strokes, The Yeah Yeah Yeahs, LCD Soundsystem, Interpol, and Vampire Weekend—and the cultural forces that shaped it, from the Internet to a booming real estate market that forced artists out of the Lower East Side to Williamsburg. Drawing on 200 original interviews with James Murphy, Julian Casablancas, Karen O, Ezra Koenig, and many others musicians, artists, journalists, bloggers, photographers, managers, music executives, groupies, models, movie stars, and DJs who lived through this explosive time, journalist Lizzy Goodman offers a fascinating portrait of a time and a place that gave birth to a new era in modern rock-and-roll.
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
The Psychology of Survivor: Leading Psychologists Take an Unauthorized Look at the Most Elaborate Psychological Experiment Ever Conducted . . . Survivor!
Richard J. Gerrig - 2007
What has this pop culture phenomenon shown us — by placing a few hundred people on islands around the world — about the psychological make-up of the average American? In Psychology of Survivor, the third installment of BenBella Books's Psychology of Popular Culture series, leading psychologists — and fans of Survivor — unite to offer up their expertise on the show that started the reality show craze. From why macho alpha males rarely win to stress and body image, from situational ethics to the dreaded Rob Cestaries factor, Psychology of Survivor is a broad look at cutting-edge psychological issues through the lens of Survivor. The tribe has spoken — Psychology of Survivor is the best book for Survivor fans and psychology enthusiasts alike!
Game Engine Black Book, Wolfenstein 3D
Fabien Sanglard - 2017
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.