Book picks similar to
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More by Dustin Hansen
nonfiction
non-fiction
history
video-games
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
Spice: The History of a Temptation
Jack Turner - 2004
It was in search of the fabled Spice Islands and their cloves that Magellan charted the first circumnavigation of the globe. Vasco da Gama sailed the dangerous waters around Africa to India on a quest for Christians--and spices. Columbus sought gold and pepper but found the New World. By the time these fifteenth- and sixteenth-century explorers set sail, the aromas of these savory, seductive seeds and powders had tempted the palates and imaginations of Europe for centuries. "Spice: The History of a Temptation "is a history of the spice trade told not in the conventional narrative of politics and economics, nor of conquest and colonization, but through the intimate human impulses that inspired and drove it. Here is an exploration of the centuries-old desire for spice in food, in medicine, in magic, in religion, and in sex--and of the allure of forbidden fruit lingering in the scents of cinnamon, pepper, ginger, nutmeg, mace, and clove. We follow spices back through time, through history, myth, archaeology, and literature. We see spices in all their diversity, lauded as love potions and aphrodisiacs, as panaceas and defenses against the plague. We journey from religious rituals in which spices were employed to dispel demons and summon gods to prodigies of gluttony both fantastical and real. We see spices as a luxury for a medieval king's ostentation, as a mummy's deodorant, as the last word in haute cuisine. Through examining the temptations of spice we follow in the trails of the spice seekers leading from the deserts of ancient Syria to thrill-seekers on the Internet. We discover howspice became one of the first and most enduring links between Asia and Europe. We see in the pepper we use so casually the relic of a tradition linking us to the appetites of Rome, Elizabethan England, and the pharaohs. And we capture the pleasure of spice not only at the table but in every part of life. "Spice "is a delight to be savored.
Reader, Come Home: The Reading Brain in a Digital World
Maryanne Wolf - 2018
Since then, the ways we process written language have changed dramatically with many concerned about both their own changes and that of children. New research on the reading brain chronicles these changes in the brains of children and adults as they learn to read while immersed in a digitally dominated medium.Drawing deeply on this research, this book comprises a series of letters Wolf writes to us—her beloved readers—to describe her concerns and her hopes about what is happening to the reading brain as it unavoidably changes to adapt to digital mediums. Wolf raises difficult questions, including:Will children learn to incorporate the full range of "deep reading" processes that are at the core of the expert reading brain?Will the mix of a seemingly infinite set of distractions for children’s attention and their quick access to immediate, voluminous information alter their ability to think for themselves?With information at their fingertips, will the next generation learn to build their own storehouse of knowledge, which could impede the ability to make analogies and draw inferences from what they know?Will all these influences, in turn, change the formation in children and the use in adults of "slower" cognitive processes like critical thinking, personal reflection, imagination, and empathy that comprise deep reading and that influence both how we think and how we live our lives?Will the chain of digital influences ultimately influence the use of the critical analytical and empathic capacities necessary for a democratic society?How can we preserve deep reading processes in future iterations of the reading brain?Who are the "good readers" of every epoch?Concerns about attention span, critical reasoning, and over-reliance on technology are never just about children—Wolf herself has found that, though she is a reading expert, her ability to read deeply has been impacted as she has become, inevitably, increasingly dependent on screens.Wolf draws on neuroscience, literature, education, technology, and philosophy and blends historical, literary, and scientific facts with down-to-earth examples and warm anecdotes to illuminate complex ideas that culminate in a proposal for a biliterate reading brain. Provocative and intriguing, Reader, Come Home is a roadmap that provides a cautionary but hopeful perspective on the impact of technology on our brains and our most essential intellectual capacities—and what this could mean for our future.
Halo Mythos: A Guide to the Story of Halo
343 Industries - 2016
The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.
Killing Is Harmless: A Critical Reading of Spec Ops: The Line
Brendan Keogh - 2012
God: A Human History
Reza Aslan - 2017
In his new book, Aslan takes on a subject even more immense: God, writ large. In layered prose and with thoughtful, accessible scholarship, Aslan narrates the history of religion as a remarkably cohesive attempt to understand the divine by giving it human traits and emotions. According to Aslan, this innate desire to humanize God is hardwired in our brains, making it a central feature of nearly every religious tradition. As Aslan writes, “Whether we are aware of it or not, and regardless of whether we’re believers or not, what the vast majority of us think about when we think about God is a divine version of ourselves.” But this projection is not without consequences. We bestow upon God not just all that is good in human nature—our compassion, our thirst for justice—but all that is bad in it: our greed, our bigotry, our penchant for violence. All these qualities inform our religions, cultures, and governments. More than just a history of our understanding of God, this book is an attempt to get to the root of this humanizing impulse in order to develop a more universal spirituality. Whether you believe in one God, many gods, or no god at all, God: A Human History will challenge the way you think about the divine and its role in our everyday lives.Praise for God “Breathtaking in its scope and controversial in its claims, God: A Human History shows how humans from time immemorial have made God in their own image, and argues that they should now stop. Writing with all the verve and brilliance we have come to expect from his pen, Reza Aslan has once more produced a book that will prompt reflection and shatter assumptions.”—Bart D. Ehrman, author of How Jesus Became God “Reza Aslan offers so much to relish in his excellent ‘human history’ of God. In tracing the commonalities that unite religions, Aslan makes truly challenging arguments that believers in many traditions will want to mull over, and to explore further. This rewarding book is very ambitious in its scope, and it is thoroughly grounded in an impressive body of reading and research.”—Philip Jenkins, author of Crucible of Faith
Speccy Nation
Dan Whitehead - 2012
The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.
Supercade: A Visual History of the Videogame Age, 1971-1984
Van Burnham - 2001
From Pong to Pac-Man, Asteroids to Zaxxon - more than 50 million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
How to Invent Everything: A Survival Guide for the Stranded Time Traveler
Ryan North - 2018
. . and then broke? How would you survive? Could you improve on humanity's original timeline? And how hard would it be to domesticate a giant wombat? With this book as your guide, you'll survive--and thrive--in any period in Earth's history. Bestselling author and time-travel enthusiast Ryan North shows you how to invent all the modern conveniences we take for granted--from first principles. This illustrated manual contains all the science, engineering, art, philosophy, facts, and figures required for even the most clueless time traveler to build a civilization from the ground up. Deeply researched, irreverent, and significantly more fun than being eaten by a saber-toothed tiger, How to Invent Everything will make you smarter, more competent, and completely prepared to become the most important and influential person ever.
The Revenge of Analog: Real Things and Why They Matter
David Sax - 2016
We've begun to fall back in love with the very analog goods and ideas the tech gurus insisted that we no longer needed. Businesses that once looked outdated, from film photography to brick-and-mortar retail, are now springing with new life. Notebooks, records, and stationery have become cool again. Behold the Revenge of Analog. David Sax has uncovered story after story of entrepreneurs, small business owners, and even big corporations who've found a market selling not apps or virtual solutions but real, tangible things. As e-books are supposedly remaking reading, independent bookstores have sprouted up across the country. As music allegedly migrates to the cloud, vinyl record sales have grown more than ten times over the past decade. Even the offices of tech giants like Google and Facebook increasingly rely on pen and paper to drive their brightest ideas. Sax's work reveals a deep truth about how humans shop, interact, and even think. Blending psychology and observant wit with first-rate reportage, Sax shows the limited appeal of the purely digital life-and the robust future of the real world outside it.
Minecraft: Guide to Survival
Mojang AB - 2020
Previously published as Guide to Exploration, the revised and updated Guide to Survival has even more insider info and tips from the experts at game-creator Mojang, making this is the definitive, fully illustrated guide to survival in Minecraft.The mysterious world of Minecraft is just waiting to be explored. But danger lurks around every corner and survival can prove difficult for even the bravest adventurer.Learn how to find resources, craft equipment, and protect yourself. Discover which biomes to avoid when starting out, how to build a mob-proof shelter, where to look for naturally-generated structures laden with loot, and so much more.Collect all of the official Minecraft books: Minecraft: The IslandMinecraft: The CrashMinecraft: The Lost JournalsMinecraft: The Survivors' Book of SecretsMinecraft: Exploded Builds: Medieval FortressMinecraft: Guide to ExplorationMinecraft: Guide to CreativeMinecraft: Guide to the Nether & the EndMinecraft: Guide to RedstoneMinecraft: MobestiaryMinecraft: Guide to Enchantments & PotionsMinecraft: Guide to PVP MinigamesMinecraft: Guide to FarmingMinecraft: Let's Build! Theme Park AdventureMinecraft for BeginnersMinecraft: Guide to Ocean SurvivalMinecraft: Guide to Survival
Traffic: Why We Drive the Way We Do and What It Says About Us
Tom Vanderbilt - 2008
Based on exhaustive research and interviews with driving experts and traffic officials around the globe, Traffic gets under the hood of the everyday activity of driving to uncover the surprisingly complex web of physical, psychological, and technical factors that explain how traffic works, why we drive the way we do, and what our driving says about us. Vanderbilt examines the perceptual limits and cognitive underpinnings that make us worse drivers than we think we are. He demonstrates why plans to protect pedestrians from cars often lead to more accidents. He shows how roundabouts, which can feel dangerous and chaotic, actually make roads safer and reduce traffic in the bargain. He uncovers who is more likely to honk at whom, and why. He explains why traffic jams form, outlines the unintended consequences of our quest for safety, and even identifies the most common mistake drivers make in parking lots. The car has long been a central part of American life; whether we see it as a symbol of freedom or a symptom of sprawl, we define ourselves by what and how we drive. As Vanderbilt shows, driving is a provocatively revealing prism for examining how our minds work and the ways in which we interact with one another. Ultimately, Traffic is about more than driving: it s about human nature. This book will change the way we see ourselves and the world around us. And who knows? It may even make us better drivers."
How to Watch the Olympics: The Essential Guide to the Rules, Statistics, Heroes, and Zeroes of Every Sport
David Goldblatt - 2011
Yet while it's easy to be fascinated by agile gymnasts, poised equestrians, and perfectly synchronized swimmers, few of us know the real width of a balance beam, the intricate regulations of dressage, or the origin of those crowd-pleasing legs-in-the-air swimming formations. Luckily, David Goldblatt and Johnny Acton have created this utterly thorough and always fun guide to the rules, strategy, and history of each sport. With witty, detailed descriptions and clever illustrations, How to Watch the Olympics will help anyone grasp handball, archery, wrestling, fencing, and every other Olympic event like a true pro.
i am 8-bit: Art Inspired by Classic Videogames of the '80s
Jon M. Gibson - 2006
Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.
The Immortal Game: A History of Chess, or How 32 Carved Pieces on a Board Illuminated Our Understanding of War, Art, Science and the Human Brain
David Shenk - 2006
Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams. In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.From the Hardcover edition.