Book picks similar to
A Play of Bodies: How We Perceive Videogames by Brendan Keogh
games
non-fiction
game
on-the-shelf
Understanding Privacy
Daniel J. Solove - 2008
Offering a comprehensive overview of the difficulties involved in discussions of privacy and ultimately providing a provocative resolution, the author argues that no single definition can be workable, but rather that there are multiple forms of privacy, related to one another by family resemblances.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Laura Mulvey, Visual Pleasure and Narrative Cinema
Carolina Hein - 2006
These changes can be seen in every field of life. For instance, the way of supplying basic needs or the way how to make own life better, but also certain norms and values are quite different today. Instead of visiting a theatre in order to be entertained, people can watch TV or use the internet. If a man and a woman live together unmarried, hardly anybody will be shocked about that fact. But often certain attitudes are anchored in society and can hardly be changed. One example is the determination which individual role men and women are likely to play as members of a society and how their image appears in every culture. It is especially interesting to see how the media represent women, the so called -weaker sex-. The following pages respond with the representation of women through the years. Additionally, they deal with problems and consequences coming up because of the difference between men and women.
The Ant and the Ferrari
Kerry Spackman - 2012
this is one of those rare books that will change your beliefs - and in doing so will change your life. tHE ANt AND tHE FERRARI offers readers a clear, navigable path through the big questions that confront us all today. What is the meaning of life? Can we be ethical beings in today's world? Can we know if there is life after death? Is there such a thing as Absolute truth? What caused the Big Bang and why should you care?
Orality and Literacy: The Technologizing of the Word
Walter J. Ong - 1982
Ong offers fascinating insights into oral genres across the globe and through time, and examines the rise of abstract philosophical and scientific thinking. He considers the impact of orality-literacy studies not only on literary criticism and theory but on our very understanding of what it is to be a human being, conscious of self and other.This is a book no reader, writer or speaker should be without.
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
Greg Toppo - 2015
Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
The Postmodern Condition: A Report on Knowledge
Jean-François Lyotard - 1979
Many definitions of postmodernism focus on its nature as the aftermath of the modern industrial age when technology developed. This book extends that analysis to postmodernism by looking at the status of science, technology, and the arts, the significance of technocracy, and the way the flow of information is controlled in the Western world.
Black Sun: Depression and Melancholia
Julia Kristeva - 1987
She describes the depressive as one who perceives the sense of self as a crucial pursuit and a nearly unattainable goal and explains how the love of a lost identity of attachment lies at the very core of depression's dark heart.In her discussion she analyzes Holbein's controversial 1522 painting "The Body of the Dead Christ in the Tomb," and has revealing comments on the works of Marguerite Duras, Dostoyevsky and Nerval. Black Sun takes the view that depression is a discourse with a language to be learned, rather than just strictly a pathology to be treated.
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
A Thousand Plateaus: Capitalism and Schizophrenia
Gilles Deleuze - 1980
He is a key figure in poststructuralism, and one of the most influential philosophers of the twentieth century. Felix Guattari (1930-1992) was a psychoanalyst at the la Borde Clinic, as well as being a major social theorist and radical activist. A Thousand Plateaus is part of Deleuze and Guattari's landmark philosophical project, Capitalism and Schizophrenia - a project that still sets the terms of contemporary philosophical debate. A Thousand Plateaus provides a compelling analysis of social phenomena and offers fresh alternatives for thinking about philosophy and culture. Its radical perspective provides a toolbox for nomadic thought and has had a galvanizing influence on today's anti-capitalist movement.Translated by Brian Massumi
Change Your Brain
Timothy Leary - 2000
Known throughout the world as the guru who encouraged an entire generation to "turn on, tune in, and drop out," he draws on wit, humor, and skepticism to debunk the power of psychotherapy and to advocate reprogramming the brain with psychedelics. Discussing how various drugs affect the brain, how to change behavior, and how to develop creativity, he also delves into psychopharmacological catalyzing, fear of potential, symbol and language imprinting, and brain reimprinting with Hinduism, Buddhism, and LSD.
Retromania: Pop Culture's Addiction to Its Own Past
Simon Reynolds - 2010
Band re-formations and reunion tours, expanded reissues of classic albums and outtake-crammed box sets, remakes and sequels, tribute albums and mash-ups . . . But what happens when we run out of past? Are we heading toward a sort of culturalecological catastrophe where the archival stream of pop history has been exhausted?Simon Reynolds, one of the finest music writers of his generation, argues that we have indeed reached a tipping point, and that although earlier eras had their own obsessions with antiquity—the Renaissance with its admiration for Roman and Greek classicism, the Gothic movement's invocations of medievalism—never has there been a society so obsessed with the cultural artifacts of its own immediate past. Retromania is the first book to examine the retro industry and ask the question: Is this retromania a death knell for any originality and distinctiveness of our own?