Book picks similar to
Supercade: A Visual History of the Videogame Age, 1971-1984 by Van Burnham
video-games
games
history
non-fiction
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
The German Genius: Europe's Third Renaissance, the Second Scientific Revolution, and the Twentieth Century
Peter Watson - 2010
From Bach, Goethe, and Schopenhauer to Nietzsche, Freud, and Einstein, from the arts and humanities to science and philosophy, The German Genius is a lively and accessible review of over 250 years of German intellectual history. In the process, it explains the devastating effects of World War II, which transformed a vibrant and brilliantly artistic culture into a vehicle of warfare and destruction, and it shows how the German culture advanced in the war’s aftermath.
War of the Foxes
Richard Siken - 2015
In this restless, swerving book simple questions—such as, Why paint a bird?—are immediately complicated by concerns of morality, human capacity, and the ways we look to art for meaning and purpose while participating in its—and our own—invention.
Science: The Definitive Visual Guide
Adam Hart-Davis - 2009
This remarkable reference book reveals the story of scientific progress from the invention of the wheel to 21st-century climate solutions, including everything from ancient Greek geometry and quantum physics to the worldwide web. Explore every key moment of scientific discovery and find out how the concepts, inventions and the individuals behind them have changed our world. With stunning artworks and authoritative information this makes even complex scientific subjects easily comprehensible.
Wall and Piece
Banksy - 2005
Not only did he smuggle his pieces into four of New York City's major art museums, he's also "hung" his work at London's Tate Gallery and adorned Israel's West Bank barrier with satirical images. Banksy's identity remains unknown, but his work is unmistakable with prints selling for as much as $45,000.
Not for Profit: Why Democracy Needs the Humanities
Martha C. Nussbaum - 2010
Historically, the humanities have been central to education because they have rightly been seen as essential for creating competent democratic citizens. But recently, Nussbaum argues, thinking about the aims of education has gone disturbingly awry both in the United States and abroad. Anxiously focused on national economic growth, we increasingly treat education as though its primary goal were to teach students to be economically productive rather than to think critically and become knowledgeable and empathetic citizens. This shortsighted focus on profitable skills has eroded our ability to criticize authority, reduced our sympathy with the marginalized and different, and damaged our competence to deal with complex global problems. And the loss of these basic capacities jeopardizes the health of democracies and the hope of a decent world. In response to this dire situation, Nussbaum argues that we must resist efforts to reduce education to a tool of the gross national product. Rather, we must work to reconnect education to the humanities in order to give students the capacity to be true democratic citizens of their countries and the world. Drawing on the stories of troubling--and hopeful--educational developments from around the world, Nussbaum offers a manifesto that should be a rallying cry for anyone who cares about the deepest purposes of education.
Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide
Howard Grossman - 2013
Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes: • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts • Complete charts showing all information and metamorphous of each familiar • Breakdown for all spells, alchemy formulas, and items • Solve every puzzle, defeat every boss, and find all hidden treasures • Features a hard cover with unique treatments for collectability.
The Information Diet: A Case for Conscious Consumption
Clay A. Johnson - 2011
Not eating, but gorging on information ceaselessly spewed from the screens and speakers we hold dear. Just as we have grown morbidly obese on sugar, fat, and flour—so, too, have we become gluttons for texts, instant messages, emails, RSS feeds, downloads, videos, status updates, and tweets.We're all battling a storm of distractions, buffeted with notifications and tempted by tasty tidbits of information. And just as too much junk food can lead to obesity, too much junk information can lead to cluelessness. The Information Diet shows you how to thrive in this information glut—what to look for, what to avoid, and how to be selective. In the process, author Clay Johnson explains the role information has played throughout history, and why following his prescribed diet is essential for everyone who strives to be smart, productive, and sane.In The Information Diet, you will:Discover why eminent scholars are worried about our state of attention and general intelligenceExamine how today’s media—Big Info—give us exactly what we want: content that confirms our beliefsLearn to take steps to develop data literacy, attention fitness, and a healthy sense of humorBecome engaged in the economics of information by learning how to reward good information providersJust like a normal, healthy food diet, The Information Diet is not about consuming less—it’s about finding a healthy balance that works for you
Introducing Postmodernism
Richard Appignanesi - 1995
Has the 21st century resolved the question of postmodernism or are we more than ever ensnared in its perplexities? Postmodernism seemed to promise an end to the grim Cold War era of nuclear confrontation and oppressive ideologies. Fukuyama's notoriously proclaimed end of history, the triumph of liberal democracy over Communist tyranny, has proved an illusion. We awoke in the anxious grip of globalization, unpredictable terrorism and unforeseen war. Introducing Postmodernism traces the pedigrees of postmodernism in art, theory, science and history, providing an urgent guide to the present. Derrida, Baudrillard, Foucault and many other icons of postmodern complexity are brilliantly elucidated by Richard Appignanesi and enlivened by the Guardian's Biff cartoonist Chris Garratt.
The Dangerous Book for Boys
Conn Iggulden - 2006
This is a wonderful collection of all things that make being young, or young at heart, fun. Audio includes: Questions About the World, How to Play Stickball, The Rules of Soccer, Fishing, Famous Battles, Extraordinary Stories, Girls, First Aid, The Seven Wonders of the Ancient World, Seven Modern Wonders of the World The perfect book for every boy from eight to eighty.
The Art of Alice: Madness Returns
Dave Marshall - 2011
Eleven years later, McGee returns with a sequel just as groundbreaking as his critically acclaimed classic - Alice: Madness Returns!Just in time for Alice: Madness Returns, Dark Horse and Spicy Horse Games invite Alice fans to take a journey through the wonderland of American McGee's imagination for an unprecedented look at this creation of this magnificent and disturbing world. Featuring an introduction by McGee, The Art of Alice: Madness Returns offers an intimate look into the stunning and terrifying artwork behind this blockbuster reinterpretation of Lewis Carroll's enduring masterpiece.