Lost in the Wilderness


Mair Rubin - 2015
    The men who live through the plane crash must make their way toward the mountains separating NWT from the Yukon Territory while surviving off the land, facing tragedy and the wild, and uncompromising land and animals they come across. This is a story of extreme survival, and a rescue attempt that is beyond belief.

This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming


Paul "ReDeYe" Chaloner - 2020
    Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Harry Anderson's Games You Can't Lose: A Guide for Suckers


Harry Anderson - 1989
    Now, Harry shares many of his hilarious insider tips.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

World of Warcraft Cataclysm - Signature Series Guide


Joe Branger - 2010
    In this high-fantasy guide, you will be introduced to two new races, the Worgen and Goblins, and learn all about the unique races and classes that will help you complete your quests. You'll also discover how to battle enemies for gear and glory and how to join guilds with other players. There is a dedicated step-by-step guide, designed for brand-new players, to help you start your journey into World of Warcraft game. This "World of Warcraft: Cataclysm Signature Series Guide" features official artwork, designed for beauty and ease-of-use. It's a must-have guide for any World of Warcraft player.

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.

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.

STOP! 10 Things Good Poker Players Don't Do


Ed Miller - 2015
    They use plays that are outdated, they make the same mistakes over and over, and they leave heaps of money on the table. This book was written to help you STOP! making those same mistakes. STOP! making the same mistakes as your opponents. STOP! getting crushed in your game. STOP! leaving stacks of chips on the table.

Spark


Patricia Leavy - 2019
    One day an invitation arrives. Peyton has been selected to attend a luxurious all-expense-paid seminar in Iceland, where participants, billed as some of the greatest thinkers in the world, will be charged with answering one perplexing question. Meeting her diverse teammates--two neuroscientists, a philosopher, a dance teacher, a collage artist, and a farmer--Peyton wonders what she could ever have to contribute. The ensuing journey of discovery will transform the characters' work, their biases, and themselves. This suspenseful novel shows that the answers you seek can be found in the most unlikely places. It can be read for pleasure, is a great choice for book clubs, and can be used as unique and inspiring reading in qualitative research and other courses in education, sociology, social work, psychology, and communication.

Marriages & Families: Changes, Choices, and Constraints


Nijole V. Benokraitis - 1993
    The text's major theme "Changes, Choices, and Constraints" explores: Contemporary "changes "in families and their structure Impacts on the "choices "that are available to family members ""Constraints ""that often limit our choices Through this approach, students are better able to understand what the research and statistics mean "for themselves"! Marriages and Families balances theoretical and empirical discussions with practical examples and applications. It highlights important contemporary changes in society and the family. This text is written from a sociological perspective and incorporates material from other disciplines: history, economics, social work, psychology, law, biology, medicine, family studies, women's studies, and anthropology. "More about the themes: " "Changes"Examines how recent profound structural and attitudinal changes affect family forms, interpersonal relationships, and raising children. It reaches beyond the traditional discussions to explore racial-ethnic families, single-parent families and gay families as well as the recent scholarship by and about men, fathers, and grandfathers. Contemporary American marriages and families vary greatly in structure, dynamics, and cultural heritage. Thus, discussions of gender roles, social class, race, ethnicity, age, and sexual orientation are integrated throughout this book. To further strengthen students understanding of the growing diversity among today's families, the author included a series of boxes that focus on families from many cultures. "Choices"On the individual level, family members have many more choices today than ever before. People feel freer to postpone marriage, to cohabit, or to raise children as single parents. As a result, household forms vary greatly, ranging from commuter marriages to those in which several generations live together under the same roof. "Constraints"Although family members choices are more varied today, we also face greater macro- level constraints. Our options are increasingly limited, for example, by government policies. Economic changes often shape family life and not vice versa. Political and legal institutions also have a major impact on most families in tax laws, welfare reform, and even in defining what a family is. Because laws, public policies, and religious groups affect our everyday lives, the author has framed many discussions of individual choices within the larger picture of the institutional constraints that limit our choices.To learn more about the new edition, click here to visit the showcase site.

Truth Imagined


Eric Hoffer - 1983
    At eighteen, fate would take his remaining family, sending him on the road with three hundred dollars and into the life of a Depression Era migrant worker, but his appetite for knowledge--history, science, mankind--remained and became the basis for his insights on human nature. Filled with timeless aphorisms and entertaining stories, Truth Imagined tracks Hoffer's years on the road, which served as the breeding ground for his most fertile thoughts.