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
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.
Trigger Happy: Videogames and the Entertainment Revolution
Steven Poole - 2000
Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Minecraft: Construction Handbook
Matthew Needler - 2014
You'll learn how to construct houses, bridges, ships, floating islands and rollercoasters of the highest quality.
Brainiac: Adventures in the Curious, Competitive, Compulsive World of Trivia Buffs
Ken Jennings - 2006
Brainiac traces his rise from anonymous computer programmer to nerd folk icon. But along the way, it also explores his newly conquered kingdom: the world of trivia itself.Jennings had always been minutiae-mad, poring over almanacs and TV Guide listings at an age when most kids are still watching Elmo and putting beans up their nose. But trivia, he has found, is centuries older than his childhood obsession with it. Whisking us from the coffeehouses of seventeenth-century London to the Internet age, Jennings chronicles the ups and downs of the trivia fad: the quiz book explosion of the Jazz Age; the rise, fall, and rise again of TV quiz shows; the nostalgic campus trivia of the 1960s; and the 1980s, when Trivial Pursuit® again made it fashionable to be a know-it-all.Jennings also investigates the shadowy demimonde of today’s trivia subculture, guiding us on a tour of trivia hotspots across America. He goes head-to-head with the blowhards and diehards of the college quiz-bowl circuit, the slightly soused faithful of the Boston pub trivia scene, and the raucous participants in the annual Q&A marathon in Stevens Point, Wisconsin, “The World’s Largest Trivia Contest.” And, of course, he takes us behind the scenes of his improbable 75-game run on Jeopardy!But above all, Brainiac is a love letter to the useless fact. What marsupial has fingerprints that are indistinguishable from human ones?* What planet has a crater on it named after Laura Ingalls Wilder?** What comedian had the misfortune to be born with the name “Albert Einstein”?*** Jennings also ponders questions that are a little more philosophical: What separates trivia from meaningless facts? Is being good at trivia a mark of intelligence? And is trivia just a waste of time, or does it serve some not-so-trivial purpose after all?Uproarious, silly, engaging, and erudite, this book is an irresistible celebration of nostalgia, curiosity, and nerdy obsession–in a word, trivia.* The koala** Venus*** Albert BrooksFrom the Hardcover edition.
How to Talk about Videogames
Ian Bogost - 2015
Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
Anna Anthropy - 2012
Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences. Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
The Comic Book Story of Video Games: The Incredible History of the Electronic Gaming Revolution
Jonathan Hennessey - 2017
Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything
Daniel Goldberg - 2011
Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in.Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Girl Sleuth: Nancy Drew and the Women Who Created Her
Melanie Rehak - 2005
Eighty million books later, Nancy Drew has survived the Depression, World War II, and the sixties (when she was taken up with a vengeance by women’s libbers) to enter the pantheon of American girlhood. As beloved by girls today as she was by their grandmothers, Nancy Drew has both inspired and reflected the changes in her readers’ lives. Here, in a narrative with all the vivid energy and page-turning pace of Nancy’s adventures, Melanie Rehak solves an enduring literary mystery: Who created Nancy Drew? And how did she go from pulp heroine to icon? The brainchild of children’s book mogul Edward Stratemeyer, Nancy was brought to life by two women: Mildred Wirt Benson, a pioneering journalist from Iowa, and Harriet Stratemeyer Adams, a well-bred wife and mother who took over as CEO after her father died. In this century-spanning story, Rehak traces their roles—and Nancy’s—in forging the modern American woman.
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
Paper: Paging Through History
Mark Kurlansky - 2016
For the past two millennia, the ability to produce it in ever more efficient ways has supported the proliferation of literacy, media, religion, education, commerce, and art; it has formed the foundation of civilizations, promoting revolutions and restoring stability. One has only to look at history’s greatest press run, which produced 6.5 billion copies of Máo zhuxí yulu, Quotations from Chairman Mao Tse-tung (Zedong)—which doesn’t include editions in 37 foreign languages and in braille—to appreciate the range and influence of a single publication, in paper. Or take the fact that one of history’s most revered artists, Leonardo da Vinci, left behind only 15 paintings but 4,000 works on paper. And though the colonies were at the time calling for a boycott of all British goods, the one exception they made speaks to the essentiality of the material; they penned the Declaration of Independence on British paper.Now, amid discussion of “going paperless”—and as speculation about the effects of a digitally dependent society grows rampant—we’ve come to a world-historic juncture. Thousands of years ago, Socrates and Plato warned that written language would be the end of “true knowledge,” replacing the need to exercise memory and think through complex questions. Similar arguments were made about the switch from handwritten to printed books, and today about the role of computer technology. By tracing paper’s evolution from antiquity to the present, with an emphasis on the contributions made in Asia and the Middle East, Mark Kurlansky challenges common assumptions about technology’s influence, affirming that paper is here to stay. Paper will be the commodity history that guides us forward in the twenty-first century and illuminates our times.
Power-Up: How Japanese Video Games Gave the World an Extra Life
Chris Kohler - 2004
Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.
Women In Sports: 50 Fearless Athletes Who Played to Win
Rachel Ignotofsky - 2017
Keeping girls interested in sports has never been more important: research suggests that girls who play sports get better grades and have higher self-esteem--but girls are six times more likely to quit playing sports than boys and are unlikely to see female athlete role models in the media. A fascinating collection full of striking, singular art, Women in Sports features 50 profiles and illustrated portraits of women athletes from the 1800s to today including trailblazers, Olympians, and record-breakers in more than 40 different sports. The book also contains infographics about relevant topics such as muscle anatomy, a timeline of women's participation in sports, statistics about women in athletics, and influential female teams.