This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

John Coltrane


Bill Cole - 1976
    By experimenting with new concepts of time, integrating Eastern philosophies into Western music, and exploring multiphonics and other new sounds on his saxophone, he opened avenues of expression that influenced musicians and composers from jazz to rock to avant-garde.Bill Cole focuses on two aspects of John Coltrane in this provocative study: Coltrane the musician and Coltrane the religious person. Deeply interrelated, both aspects are bound up with Coltrane's identification as an African- American. Coltrane accepted the traditional African belief in the magical powers of sound and connected his music to its African roots via a devout religiosity. Cole shows how Coltrane's influences extended from tribal tone languages to speeches by Martin Luther King, Jr. -- he even adapted King's rhythmic inflections into a saxophone solo.Bill Cole offers a lengthy musical analysis of Coltrane's career; it also includes a detailed discography with recording data and personnel and over two dozen photographs. Cole draws on quotes from Coltrane himself, transcriptions of his improvisations, analyses of his music, research into West African religion, and his own personal reminiscences of the man, to offer a stimulating perspective on Coltrane's music, life, and thought.

Bobby Fischer Teaches Chess


Bobby Fischer - 1966
    The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.

A Fistful of Love


Om Swami - 2015
    After a couple of drinks, he asked his friends, "Do you love me?" "Of course, we do," they replied. "So do you know what I need?" No one answered. "If you don't know what I need then how can you say you love me?" To love and to be loved is the most basic human need. No wonder we are attracted to people who give us attention, care about us, and love us. Yet, love also remains the greatest challenge in most relationships. Why? A Fistful of Love is a collection of insightful, thought-provoking nuggets of wisdom appreciated by millions around the world. This book is full of humour and narratives most beautifully woven into learnings of life that will make you stop and think. A must read. Om Swami is a mystic living in the Himalayan foothills. He has a bachelor's degree in business and an MBA from Sydney, Australia. Prior to renunciation, he founded and ran a multi-million dollar software company successfully. He is the author of the best-seller If Truth Be Told: A Monk's Memoir, and a soon-to-be-released book on Kundalini.

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.

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.

Gita Wisdom: Krishna’s Teachings on the Yoga of Love


Joshua M. Greene - 2009
    In Gita Wisdom, Joshua Greene retells this timeless text in a completely new way, revealing that it is, in essence, a heart-to-heart talk between two friends about the meaning of life. As Krishna and his friend Arjuna reminisce on a battlefield known as Kurukshetra, readers learn that the two played together as children, were close as young men, and became family when Arjuna married Krishna’s sister. In later life the men shared extraordinary adventures, including a journey to places outside the known universe. Like all great literature, the Gita explores the human condition: who we are, where we came from, and why we’re here. With a helpful glossary that lists names, terms, and places, this accessible, enlightening retelling is the perfect introduction to the Gita’s venerable wisdom.

CIA Super Pilot Spills The Beans: Flying Helicopters in Laos for Air America


Bill Collier - 2017
    Captain Collier teamed up with his best Vietnam helicopter pilot buddy, Gary, and the two rascals shared enough true adventure to make any novel seem lame. Flying combat in mountainous and weather-hostile Laos was some of the most challenging ever experienced by any pilot, any time, any war. Making fabulous money and having airline benefits allowed them to live an exotic lifestyle, to travel the world on their monthly R&Rs, and to chase and capture more than a few stewardesses from several different airlines.War correspondent Anne Darling described the helicopter pilots for AIR AMERICA as "CIA Super Pilots" Captain Bill Collier was one of those "Super Pilots." This is his story.

Red Dead Redemption 2: The Complete Official Guide Collector's Edition


Piggyback - 2018
    Red Dead Redemption 2 Complete Official Guide Collector's EditionYour essential companion to the furthest corners of the deepest and most detailed Rockstar world yet, the Red Dead Redemption 2 Complete Official Guide Collector's Edition is packed with information about every aspect of Rockstar Games’ epic tale of outlaw life in America's unforgiving heartland.Published by Piggyback and available for pre-order now!The premium hardcover Collector’s Edition is printed on superior quality art paper, and also includes an exclusive character art gallery. Packed with essential information about every mission, character and feature of this vast and detailed world, the Collector's Edition includes an at-a-glance walkthrough, dedicated maps chapter, comprehensive reference sections, and an all-encompassing index.

The Mental Equivalent


Emmet Fox - 2006
    How do you do it? You build in the mental equivalents by thinking quietly, constantly, and persistently of the kind of thing you want, and by thinking that has two qualities: clearness or definiteness, and interest. If you want to build anything into your life-if you want to bring health, right activity, your true place, inspiration; if you want to bring right companionship, and above all if you want understanding of God-form a mental equivalent of the thing which you want by thinking about it a great deal, by thinking clearly and with interest. Remember clarity and interest; those are the two poles. Wilder Publications is a green publisher. All of our books are printed to order. This reduces waste and helps us keep prices low while greatly reducing our impact on the environment.

Everything Bad is Good for You


Steven Johnson - 2005
    In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author. Steven Johnson's newest book, How We Got to Now, is now available from Riverhead Books.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

Liveness: Performance in a Mediatized Culture


Philip Auslander - 1999
    This provocative book tackles some of the enduring 'sacred truths' surrounding the high cultural status of the live event.

Notes and Tones: Musician-to-Musician Interviews (Expanded Edition)


Arthur Taylor - 1977
    As a black musician himself, Arthur Taylor was able to ask his subjects hard questions about the role of black artists in a white society. Free to speak their minds, these musicians offer startling insights into their music, their lives, and the creative process itself. This expanded edition is supplemented with previously unpublished interviews with Dexter Gordon and Thelonious Monk, a new introduction by the author, and new photographs.Notes and Tones consists of twenty-nine no-holds-barred conversations which drummer Arthur Taylor held with the most influential jazz musicians of the ’60s and ’70s—including: