The Mansion of Happiness: A History of Life and Death


Jill Lepore - 2012
    How does life begin? What does it mean? What happens when we die? “All anyone can do is ask,” Lepore writes. “That's why any history of ideas about life and death has to be, like this book, a history of curiosity.” Lepore starts that history with the story of a seventeenth-century Englishman who had the idea that all life begins with an egg and ends it with an American who, in the 1970s, began freezing the dead. In between, life got longer, the stages of life multiplied, and matters of life and death moved from the library to the laboratory, from the humanities to the sciences. Lately, debates about life and death have determined the course of American politics. Each of these debates has a history. Investigating the surprising origins of the stuff of everyday life—from board games to breast pumps—Lepore argues that the age of discovery, Darwin, and the Space Age turned ideas about life on earth topsy-turvy. “New worlds were found,” she writes, and “old paradises were lost.” As much a meditation on the present as an excavation of the past, The Mansion of Happiness is delightful, learned, and altogether beguiling.

Mapping Murder: The Secrets of Geographical Profiling


David Canter - 2003
    The technique of geographical profiling reveals the secrets criminals are trying to hide, and what their unfolding criminal aspirations are likely to be. Renowned criminal psychologist Professor David Canter believes the roots of murder can be better understood by careful consideration of the parallels between the criminal's psychological journey and the actual paths he follows. His groundbreaking work in this field has enabled police departments across the world to solve a number of high-profile cases, including that of the vicious 'railway rapist' and murderer John Duffy. From first-hand experience of applying his techniques, Canter tells a number of engrossing stories of serious crimes and their detection. He expands on his theories of criminal types, getting deep into the twisted logic of the 'marauders and commuters' - whose confused and lazy attempts to satisfy their brutal desires led to their capture. An in-depth study is also made of those like Fred and Rose West, Marc Dutroux and Dennis Nielsen - who construct 'spiders' webs' and 'black hol

So You've Been Publicly Shamed


Jon Ronson - 2015
    The shamed are people like us - people who, say, made a joke on social media that came out badly, or made a mistake at work. Once their transgression is revealed, collective outrage circles with the force of a hurricane and the next thing they know they're being torn apart by an angry mob, jeered at, demonized, sometimes even fired from their job. People are using shame as a form of social control.

Fallout 4 Vault Dweller's Survival Guide


Prima Games - 1997
    As the sole survivor of Vault 111, you enter the world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. This staggeringly complete guide is stuffed with all the information you'll need to survive and thrive in Fallout 4.Your ultimate Wasteland companion: walkthroughs and detailed maps give you all the strategies, locations, items and loot. Plus specs and reference data for all the perks, armour, weapons, items and creatures you'll encounter and complete crafting and workshop references detail the thousands of items you can collect, upgrade and build.Includes a free mobile-friendly eGuide optimized for a second-screen experience.

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound


Scott Rigby - 2011
    It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory.Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Epic


Conor Kostick - 2004
    Society is governed and conflicts are resolved in the arena of a fantasy computer game, Epic. Everyone plays. If you win, you have the chance to go to university, get more supplies for your community, and fulfill your dreams; if you lose, your life both in and out of the game is worth nothing. When Erik, seeking revenge for the unjust treatment of his parents, dares to subvert the rules of Epic, he and his friends find themselves up against with the ultimate masters of the game: the Committee. If Erik and his friends win, they may have the key to destroying Epic's tyranny over New Earth. But if they lose . . . With its setting of a fantasy MMORPG, Epic is an early example of LitRPG

Bonk: The Curious Coupling of Science and Sex


Mary Roach - 2008
    Can a person think herself to orgasm? Why doesn't Viagra help women-or, for that matter, pandas? Can a dead man get an erection? Is vaginal orgasm a myth? Mary Roach shows us how and why sexual arousal and orgasm-two of the most complex, delightful, and amazing scientific phenomena on earth-can be so hard to achieve and what science is doing to make the bedroom a more satisfying place.

When Hitler Took Cocaine and Lenin Lost His Brain: History's Unknown Chapters


Giles Milton - 2016
    There's the man who survived the atomic bomb in both Hiroshima and Nagasaki. And there's many, many more.Covering everything from adventure, war, murder and slavery to espionage, including the stories of the female Robinson Crusoe, Hitler's final hours, Japan's deadly balloon bomb and the emperor of the United States, these tales deserve to be told.

Wicked Plants: The Weed That Killed Lincoln's Mother and Other Botanical Atrocities


Amy Stewart - 2009
    In Wicked Plants, Stewart takes on over two hundred of Mother Nature’s most appalling creations. It’s an A to Z of plants that kill, maim, intoxicate, and otherwise offend. You’ll learn which plants to avoid (like exploding shrubs), which plants make themselves exceedingly unwelcome (like the vine that ate the South), and which ones have been killing for centuries (like the weed that killed Abraham Lincoln's mother). Menacing botanical illustrations and splendidly ghastly drawings create a fascinating portrait of the evildoers that may be lurking in your own backyard. Drawing on history, medicine, science, and legend, this compendium of bloodcurdling botany will entertain, alarm, and enlighten even the most intrepid gardeners and nature lovers.

Coal: A Human History


Barbara Freese - 2003
    Prized as “the best stone in Britain” by Roman invaders who carved jewelry out of it, coal has transformed societies, expanded frontiers, and sparked social movements, and still powers our electric grid. Yet coal’s world-changing power has come at a tremendous price, including centuries of blackening our skies and lungs—and now the dangerous warming of our global climate. Ranging from the “great stinking fogs” of London to the rat-infested coal mines of Pennsylvania, from the impoverished slums of Manchester to the toxic streets of Beijing, Coal is a captivating narrative about an ordinary substance with an extraordinary impact on human civilization.

The Song Machine: Inside the Hit Factory


John Seabrook - 2015
    The Song Machine goes behind the scenes to offer an insider’s look at the global hit factories manufacturing the songs that have everyone hooked. Full of vivid, unexpected characters—alongside industry heavy-hitters like Katy Perry, Rihanna, Max Martin, and Ester Dean—this fascinating journey into the strange world of pop music reveals how a new approach to crafting smash hits is transforming marketing, technology, and even listeners’ brains. You’ll never think about music the same way again.A Wall Street Journal Best Business Book

Drawing the Vote: An Illustrated Guide to Voting in America


Tommy Jenkins - 2020
    Throughout the book, the author, Tommy Jenkins, identifies events and trends that led to the unprecedented results of the 2016 presidential election that left American political parties more estranged than ever. To balance these complex ideas and statistics, Kati Lacker’s original artistic style makes the book accessible for readers of all ages. At a time when many citizens are experiencing challenges and apathy about voting and skepticism concerning our bitterly divided government, Drawing the Vote seeks to offer some explanation for how we got here and how every American can take action to make their vote count.

Atari Inc.: Business is Fun


Marty Goldberg - 2012
    - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!

The Future Was Here: The Commodore Amiga


Jimmy Maher - 2012
    The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

The Secret Life of Pronouns: What Our Words Say About Us


James W. Pennebaker - 2011
    In the last fifty years, we've zoomed through radically different forms of communication, from typewriters to tablet computers, text messages to tweets. We generate more and more words with each passing day. Hiding in that deluge of language are amazing insights into who we are, how we think, and what we feel.In The Secret Life of Pronouns, social psychologist and language expert James W. Pennebaker uses his groundbreaking research in computational linguistics-in essence, counting the frequency of words we use-to show that our language carries secrets about our feelings, our self-concept, and our social intelligence. Our most forgettable words, such as pronouns and prepositions, can be the most revealing: their patterns are as distinctive as fingerprints.Using innovative analytic techniques, Pennebaker X-rays everything from Craigslist advertisements to the Federalist Papers-or your own writing, in quizzes you can take yourself-to yield unexpected insights. Who would have predicted that the high school student who uses too many verbs in her college admissions essay is likely to make lower grades in college? Or that a world leader's use of pronouns could reliably presage whether he led his country into war? You'll learn why it's bad when politicians use "we" instead of "I," what Lady Gaga and William Butler Yeats have in common, and how Ebenezer Scrooge's syntax hints at his self-deception and repressed emotion. Barack Obama, Sylvia Plath, and King Lear are among the figures who make cameo appearances in this sprightly, surprising tour of what our words are saying-whether we mean them to or not.