Synthetic Worlds: The Business and Culture of Online Games


Edward Castronova - 2005
    People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

The Legend of Zelda: Hyrule Historia


NintendoHeidi Plechl - 2011
    This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

Everything I Need to Know I Learned from Dungeons & Dragons - One Woman's Quest to Trade Self-Help for Elf-Help


Shelly Mazzanoble - 2011
    With tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.

Life on the Screen


Sherry Turkle - 1995
    We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. "Life on the Screen" traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity-- as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people's experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Living by your own Rules


Devdutt Pattanaik - 2016
    His profound management sutras are derived from his bestselling books on business and management. They show how individuals can realize their potential, create wealth and achieve lasting success by following uniquely Indian principles (based on Hindu, Jain and Buddhist mythology) of goal setting, strategic thinking and decision-making.

Notes to Each Other


Hugh Prather - 1990
    Prather subtitled the book, "My struggle to become a person." It was the deeply felt record of his journey to a state of heightened self-knowledge and spiritual flowering. It became a perennial best-seller, and continues to enlighten, comfort, and amuse to this day.Notes to Each Other bravely explores the heart of a relationship that has lasted for 35 years—the relationship between Hugh and Gayle Prather. With remarkable candor, one couple traces the emotional route traveled to reach the coveted place where genuine communication, cooperation, and compassion dwell. First published 10 years ago, the book has here been updated and enlarged by the greater wisdom that comes with the experience of raising children and growing older together.Although drawn from two hearts, the book speaks with one voice, asking the questions all couples ask, from "Did I choose the right person?" to "How can you stand me?" Let it speak to you.

The Upside of Being an Introvert


Brian Walsh - 2015
    From classrooms built around group learning to open-plan offices that encourage endless meetings, it sometimes seems that the 21st century is designed for the extroverted. This TIME Spotlight Story explores the Upside of Being an Introvert.

Crappy to Happy


Cassandra Dunn - 2019
    But the cliché is true: happiness truly is in the journey, not the destination.Psychologist Cassandra Dunn believes that happiness is available to all of us – and not just in some picture-perfect ideal life. Cass has helped thousands of people get from Crappy to Happy with her hit podcast. In this book Cass expands on those conversations and provides even more information and practical tools, helping you learn to let go, to find your people, to determine your direction and more.Your journey to living your best life begins right here and now.

Vitamin H


Abhishek Vipul Thakkar - 2020
    It aims to elevate the lives of people by fostering inner confidence and strengthening their faith. In a turbulent and chaotic world, people are in dire need of words of motivation and inspiration. Vitamin H provides the much needed therapy which will successfully cure the diseases such as negativity, pessimism, cynicism and envy. It will awaken the dreamer within you and help you achieve the seemingly impossible.

Game Boys: Professional Videogaming's Rise from the Basement to the Big Time


Michael Kane - 2008
    Red Sox. Lakers vs. Celtics. And now . . . Team 3D vs. CompLexity. That would be America’s next celebrated rivalry if the men in Game Boys had their way. 3D and CompLexity are two of the top professional “e-sports” teams in the U.S. Their battle for dominance, as juicy as any feud in “real” sports, leads the action in Michael Kane’s engaging and lively chronicle of the lifestyle and business of gaming. We’ve come a long way since Pac-Man. Today’s games are more elaborate, popular, and addictive than ever. For the elite players, gaming is a full-fledged career that pays big money in prizes and corporate sponsorships. Gamers win, lose, strategize, fight, sign with rival teams, get berated by sideline-pacing coaches. Some use performance-enhancing drugs. And now they’re going on TV. Are they really the “athletes” of tomorrow? They act like they are. Game Boys is a pioneering narrative of the rivalries, quirks, and dramas of a subculture on the cusp of big things. At its most personal, it’s a classic sports tale of victory and defeat, punched up for the millennial generation. It’s also an engrossing business-meets-popculture narrative that reveals the entrepreneurial ingenuity involved in bringing gaming onto broadcast TV, in the vein of the X-Games or televised poker. Game Boys is an engrossing read for technophiles, gamers, parents, and anyone interested in the business of sports and trends in pop culture.

The Legend of Zelda and Theology


Jonathan L. Walls - 2011
    Far from stopping there, The Legend of Zelda series has continued to release top-shelf games adored by critics and fans alike. Zelda, like all of our greatest fairy tales, legends and myths, presents that elusive and exclusive kind of enlightenment that only the fantastic can provide. In this collection, various contributors explore the connections between this cultural zeitgeist and theology.

The Paleblood Hunt


Redgrave
    Redgrave first introduced this document on Reddit and it has since been revised, and finalized. He closely examines the information available to the player in order to build up the hidden story of the game. Both facts and Redgrave's own speculations are provided and a clear distinction is made between the two in order to allow the reader room to disagree with his conclusions and make up their own minds based on the evidence presented.

Connecting with Students Online: Strategies for Remote Teaching & Learning


Jennifer Serravallo - 2020
    Now that you're making the shift to online teaching, it's time to answer your biggest questions about remote, digitally based instruction:How do I build and nurture relationships with students and their at-home adults from afar? How do I adapt my best teaching to an online setting? How do I keep a focus on students and their needs when they aren't in front of me? Jennifer Serravallo's Connecting with Students Online gives you concise, doable answers based on her own experiences and those of the teachers, administrators, and coaches she has communicated with during the pandemic. Focusing on the vital importance of the teacher-student connection, Jen guides you to:effectively prioritize what matters most during remote, online instruction schedule your day and your students' to maximize teaching and learning (and avoid burnout) streamline curricular units and roll them out digitally record highly engaging short lessons that students will enjoy and learn from confer, working with small groups, and drive learning through independent practice partner with the adults in a student's home to support your work with their child. Featuring simplified, commonsense suggestions, 55 step-by-step teaching strategies, and video examples of Jen conferring and working with small groups, Connecting with Students Online helps new teachers, teachers new to technology, or anyone who wants to better understand the essence of effective online instruction. Along the way Jen addresses crucial topics including assessment and progress monitoring, student engagement and accountability, using anchor charts and visuals, getting books into students' hands, teaching subject-area content, and avoiding teacher burnout.During this pandemic crisis turn to one of education's most trusted teaching voices to help you restart or maintain students' progress. Jennifer Serravallo's Connecting with Students Online is of-the-moment, grounded in important research, informed by experience, and designed to get you teaching well-and confidently-as quickly as possible. Jen will be donating a portion of the proceeds from Connecting with Students Online to organizations that help children directly impacted by COVID-19.