The Nineties


Chuck Klosterman - 2022
    It was long ago, but not as long as it seems: The Berlin Wall fell and the Twin Towers collapsed. In between, one presidential election was allegedly decided by Ross Perot while another was plausibly decided by Ralph Nader. In the beginning, almost every name and address was listed in a phone book, and everyone answered their landlines because you didn't know who it was. By the end, exposing someone's address was an act of emotional violence, and nobody picked up their new cell phone if they didn't know who it was. The '90s brought about a revolution in the human condition we're still groping to understand. Happily, Chuck Klosterman is more than up to the job. Beyond epiphenomena like Cop Killer and Titanic and Zima, there were wholesale shifts in how society was perceived: the rise of the internet, pre-9/11 politics, and the paradoxical belief that nothing was more humiliating than trying too hard. Pop culture accelerated without the aid of a machine that remembered everything, generating an odd comfort in never being certain about anything. On a '90s Thursday night, more people watched any random episode of Seinfeld than the finale of Game of Thrones. But nobody thought that was important; if you missed it, you simply missed it. It was the last era that held to the idea of a true, hegemonic mainstream before it all began to fracture, whether you found a home in it or defined yourself against it. In The Nineties, Chuck Klosterman makes a home in all of it: the film, the music, the sports, the TV, the politics, the changes regarding race and class and sexuality, the yin/yang of Oprah and Alan Greenspan. In perhaps no other book ever written would a sentence like, "The video for 'Smells Like Teen Spirit' was not more consequential than the reunification of Germany" make complete sense. Chuck Klosterman has written a multi-dimensional masterpiece, a work of synthesis so smart and delightful that future historians might well refer to this entire period as Klostermanian.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

Cultish: The Language of Fanaticism


Amanda Montell - 2021
    We secretly want to know: could it happen to me? Amanda Montell’s argument is that, on some level, it already has . . .Our culture tends to provide pretty flimsy answers to questions of cult influence, mostly having to do with vague talk of “brainwashing.” But the true answer has nothing to do with freaky mind-control wizardry or Kool-Aid. In Cultish, Montell argues that the key to manufacturing intense ideology, community, and us/them attitudes all comes down to language. In both positive ways and shadowy ones, cultish language is something we hear—and are influenced by—every single day.Through juicy storytelling and cutting original research, Montell exposes the verbal elements that make a wide spectrum of communities “cultish,” revealing how they affect followers of groups as notorious as Heaven’s Gate, but also how they pervade our modern start-ups, Peloton leaderboards, and Instagram feeds. Incisive and darkly funny, this enrapturing take on the curious social science of power and belief will make you hear the fanatical language of “cultish” everywhere.

Burning the Books: A History of the Deliberate Destruction of Knowledge


Richard Ovenden - 2020
    Today the knowledge they safeguard faces purposeful destruction and willful neglect; deprived of funding, libraries are fighting for their very existence. Burning the Books recounts the history that brought us to this point.Richard Ovenden describes the deliberate destruction of knowledge held in libraries and archives from ancient Alexandria to contemporary Sarajevo, from smashed Assyrian tablets in Iraq to the destroyed immigration documents of the United Kingdom’s Windrush generation. He examines both the motivations for these acts—political, religious, and cultural—and the broader themes that shape this history. He also looks at attempts to prevent and mitigate attacks on knowledge, exploring the efforts of librarians and archivists to preserve information, often risking their own lives in the process.More than simply repositories for knowledge, libraries and archives inspire and inform citizens. In preserving notions of statehood recorded in such historical documents as the Declaration of Independence, libraries support the state itself. By preserving records of citizenship and records of the rights of citizens as enshrined in legal documents such as the Magna Carta and the decisions of the United States Supreme Court, they support the rule of law. In Burning the Books, Ovenden takes a polemical stance on the social and political importance of the conservation and protection of knowledge, challenging governments in particular, but also society as a whole, to improve public policy and funding for these essential institutions.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

The History of Sonic the Hedgehog


William Audureau - 2012
    You'll also find character profiles, promotional artwork, rare concept art, and a detailed look at the origins of the "Blue Blur".

Service Games: The Rise and Fall of SEGA: Enhanced Edition


Sam Pettus - 2012
     Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Paperback Crush: The Totally Radical History of '80s and '90s Teen Fiction


Gabrielle Moss - 2018
    The pink covers, the flimsy paper, the zillion volumes in the series that kept you reading for your entire adolescence. Spurred by the commercial success of Sweet Valley High and The Babysitters Club, these were not the serious-issue YA novels of the 1970s, nor were they the blockbuster books of the Harry Potter and Twilight ilk. They were cheap, short, and utterly beloved.PAPERBACK CRUSH dives in deep to this golden age with affection, history, and a little bit of snark. Readers will discover (and fondly remember) girl-centric series on everything from correspondence (Pen Pals and Dear Diary) to sports (The Pink Parrots, Cheerleaders, and The Gymnasts) to a newspaper at an all-girls Orthodox Jewish middle school (The B.Y. Times) to a literal teen angel (Teen Angels: Heaven Can Wait, where an enterprising guardian angel named Cisco has to earn her wings “by helping the world’s sexist rock star.”) Some were blatant ripoffs of the successful series (looking at you, Sleepover Friends and The Girls of Canby Hall), some were sick-lit tearjerkers à la Love Story (Abby, My Love) and some were just plain perplexing (Uncle Vampire??) But all of them represent that time gone by of girl-power and endless sessions of sustained silent reading.In six hilarious chapters (Friendship, Love, School, Family, Jobs, Terror, and Tragedy), Bustle Features Editor Gabrielle Moss takes the reader on a nostalgic tour of teen book covers of yore, digging deep into the history of the genre as well as the stories behind the best-known series.

Death by Video Game: Tales of Obsession from the Virtual Frontline


Simon Parkin - 2015
    In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing?Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2.Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.

Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of


Stuart Ashen - 2017
    You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.

The Calendar


David Ewing Duncan - 1998
    The year 2000 is alternatively the year 2544 (Buddhist), 6236 (Ancient Egyptian), 5761 (Jewish) or simply the Year of the Dragon (Chinese). The story of the creation of the Western calendar, which is related in this book, is a story of emperors and popes, mathematicians and monks, and the growth of scientific calculation to the point where, bizarrely, our measurement of time by atomic pulses is now more accurate than time itself: the Earth is an elderly lady and slightly eccentric - she loses half a second a century. Days have been invented (Julius Caesar needed an extra 80 days in 46BC), lost (Pope Gregory XIII ditched ten days in 1582) and moved (because Julius Caesar had 31 in his month, Augustus determined that he should have the same, so he pinched one from February).

On Paper: The Everything of Its Two-Thousand-Year History


Nicholas A. Basbanes - 2013
    . . He makes clear that without paper, modern hygienic practice would be unimaginable; that as currency, people will do almost anything to possess it . . . that without it on which to draw designs and blueprints, the Industrial Revolution would never have happened. We see paper's crucial role in the unfolding of political scandals and sensational trials (the Dreyfus Affair and the forged memorandum known as the bordereau; Daniel Ellsberg's Pentagon Papers and Watergate). Basbanes writes of his travels to get to the source of the story--to China along the Burma Road . . . to Landover, Maryland, and the National Security Agency with its one hundred million secret documents pulped by cryptologists and recycled as pizza boxes . . . to the Crane Company paper mill of Dalton, MA, the exclusive supplier of paper for American currency since 1879; and much more . . .A masterly guide through paper's inseparability from human culture.

Whatever Happened to Pudding Pops?: The Lost Toys, Tastes, and Trends of the 70s and 80s


Gael Fashingbauer Cooper - 2011
    Whatever Happened to Pudding Pops? takes you back in time to the tastes, smells, and sounds of childhood in the '70s and '80s, when the Mystery Date board game didn't seem sexist, and exploding Pop Rocks was the epitome of candy science. But what happened to the toys, tastes, and trends of our youth? Some vanished totally, like Freakies cereal. Some stayed around, but faded from the spotlight, like Sea-Monkeys and Shrinky Dinks. Some were yanked from the market, revised, and reintroduced...but you'll have to read the book to find out which ones. So flip up the collar of that polo shirt and revisit with us the glory and the shame of those goofy decades only a native could love.

The Art of The Last of Us


Rachel Edidin - 2013
    Featuring concept art, character designs, and astonishing settings and landscapes, The Art of The Last of Us provides a unique look at one of the gaming world’s most eagerly anticipated titles.