Book picks similar to
Eurogames: The Design, Culture and Play of Modern European Board Games by Stewart Woods
games
non-fiction
game-design
nonfiction
Unbound: How Eight Technologies Made Us Human, Transformed Society, and Brought Our World to the Brink
Richard L. Currier - 2015
Over time, eight key technologies gradually freed us from the limitations of our animal origins.The fabrication of weapons, the mastery of fire, and the technologies of clothing and shelter radically restructured the human body, enabling us to walk upright, shed our body hair, and migrate out of tropical Africa. Symbolic communication transformed human evolution from a slow biological process into a fast cultural process. The invention of agriculture revolutionized the relationship between humanity and the environment, and the technologies of interaction led to the birth of civilization. Precision machinery spawned the industrial revolution and the rise of nation-states; and in the next metamorphosis, digital technologies may well unite all of humanity for the benefit of future generations.Synthesizing the findings of primatology, paleontology, archeology, history, and anthropology, Richard Currier reinterprets and retells the modern narrative of human evolution that began with the discovery of Lucy and other Australopithecus fossils. But the same forces that allowed us to integrate technology into every aspect of our daily lives have also brought us to the brink of planetary catastrophe. Unbound explains both how we got here and how human society must be transformed again to achieve a sustainable future.Technology: “The deliberate modification of any natural object or substance with forethought to achieve a specific end or to serve a specific purpose.”
Field Notes on Democracy: Listening to Grasshoppers
Arundhati Roy - 2009
. . pitch-perfect prose. . . . In language of terrible beauty, she takes India's everyday tragedies and reminds us to be outraged all over again."written in response to new developments in India that have seen the government launch a full scale war, "Operation Green Hunt," against the tribal community of Naxals defending their land in central India), and a previously unpublished essay also dealing with the government's response to the tribals' demands for greater land rights. Arundhati Roy's writings on the Naxals and her public support for their cause have led to a government investigation and threats of imprisonment, engendering worldwide petitions and outcry in her defense.
Gaming: Essays On Algorithmic Culture
Alexander R. Galloway - 2006
Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
Itchy, Tasty: An Unofficial History of Resident Evil
Alex Aniel - 2021
Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
Theories, Predictions, and Diagnoses: Part Two from What the Dog Saw
Malcolm Gladwell - 2009
Now, in What the Dog Saw, he brings together, for the first time, the best of his writing from The New Yorker over the same period. Here is the bittersweet tale of the inventor of the birth control pill, and the dazzling inventions of the pasta sauce pioneer Howard Moscowitz. Gladwell sits with Ron Popeil, the king of the American kitchen, as he sells rotisserie ovens, and divines the secrets of Cesar Millan, the "dog whisperer" who can calm savage animals with the touch of his hand. He explores intelligence tests and ethnic profiling and "hindsight bias" and why it was that everyone in Silicon Valley once tripped over themselves to hire the same college graduate. "Good writing," Gladwell says in his preface, "does not succeed or fail on the strength of its ability to persuade. It succeeds or fails on the strength of its ability to engage you, to make you think, to give you a glimpse into someone else's head." What the Dog Saw is yet another example of the buoyant spirit and unflagging curiosity that have made Malcolm Gladwell our most brilliant investigator of the hidden extraordinary.
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Sid Meier's Memoir!: A Life in Computer Games
Sid Meier - 2020
Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.
Overland
Ewen Levick - 2019
From vast deserts to an Indonesian fishing boat, a slow train through Burma to an armed confrontation in Laos, lullabies from middle-aged Chinese businessmen to a cold night on the Great Wall, wolves and reindeer herders, thieves and nomads: this is a vivid illustration of Asia and the people who live there, and of one ancient, stubborn motorcycle travelling through the world's wild places.
The Second Book of Go: What You Need to Know After You've Learned the Rules
Richard Bozulich - 1987
We have assumed that the reader understands the terms 'sente' and 'gote', that he knows what a ko is, is able to determine neutral points, and can count the score. Its aim is to give the novice an introduction to each phase of the game and to dispel a number of strategic and tactical misconceptions that often plague beginners and inhibit their progress. Beginners usually overemphasize defense, not realizing that the best way to defend is to attack. By attacking your opponent's stones, you can often defend your weak positions in the process. Understanding this concept from the very beginning of one's go career will clear the way for quick progress up through the kyu ranks. In this context, Chapters Two and Four are the most important and should be of value, especially to players who have been struggling for years to reach expert or dan level.
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Breathing Machine: A Memoir of Computers
Leigh Alexander - 2014
From the surrealism of early video games to raw connections made over primitive newsgroups, from sex bots to Sailor Moon, Alexander intimately captures a dark frontier age.Leigh Alexander writes about video games, interactive entertainment, and various other things. As longtime editor-at-large for game industry site Gamasutra, she contributes editorial, criticism, trend analysis and interviews with developers. Her monthly column in Edge magazine deals with cultural issues surrounding the business of games and the people who play them. Her column at Kotaku is weirder. In a good way, probably.Her features appear at Polygon and Boing Boing, and she likes to write about feelings and social media at Thought Catalog. She used to be NYLON Guys’ games editor, did a biweekly column at Vice’s Creators Project focused on neat trends in independent game development, and has contributed to Slate, The New Inquiry, Wired, The New Statesman, The Guardian, the Columbia Journalism Review, Paste, Rock Paper Shotgun, and numerous others.She frequently speaks at conferences with particular attention to games for social good, feminism and increased diversity in tech spaces, where she usually talks with an excess of speed. She swears it’s driven by enthusiasm. Back in the day she once led an entire conference summit on avatar-based interaction in virtual spaces.
Davos Man: How the Billionaires Devoured the World
Peter S. Goodman - 2022
The most affluent people emerged from capitalism's triumph in the Cold War to loot the peace, depriving governments of the resources needed to serve their people, and leaving them tragically unprepared for the worst pandemic in a century.Drawing on decades of experience covering the global economy, award-winning journalist Peter S. Goodman profiles five representative Davos Men-members of the billionaire class-chronicling how their shocking exploitation of the global pandemic has hastened a fifty-year trend of wealth centralization. Alongside this reporting, Goodman delivers textured portraits of those caught in Davos Man's wake, including a former steelworker in the American Midwest, a Bangladeshi migrant in Qatar, a Seattle doctor on the front lines of the fight against COVID, blue-collar workers in the tenements of Buenos Aires, an African immigrant in Sweden, a textile manufacturer in Italy, an Amazon warehouse employee in New York City, and more.Goodman's rollicking and revelatory exposé of the global billionaire class reveals their hidden impact on nearly every aspect of modern society: widening wealth inequality, the rise of anti-democratic nationalism, the shrinking opportunity to earn a livable wage, the vulnerabilities of our health-care systems, access to affordable housing, unequal taxation, and even the quality of the shirt on your back. Meticulously reported yet compulsively readable, Davos Man is an essential read for anyone concerned about economic justice, the capacity of societies to grapple with their greatest challenges, and the sanctity of representative government.The New York Times's Global Economics Correspondent masterfully reveals how billionaires' systematic plunder of the world--brazenly accelerated during the pandemic--has transformed 21st-century life and dangerously destabilized democracy. Davos Man will be read a hundred years from now as a warning. --EVAN OSNOS"Excellent. A powerful, fiery book, and it could well be an essential one. --NPR.org
Healthy Meal Prep: Time-saving plans to prep and portion your weekly meals
Stephanie Tornatore - 2017
Planning ahead is the best way to ensure success when you're trying to eat healthy, but figuring out what to make and eat each week can be overwhelming. Healthy Meal Prep does the work for you with 12 clean-eating meal plans that guide you through preparing a week's worth of wholesome, balanced meals in just a few hours. Learn simple strategies for making meal prep work for your goals, budget, and lifestyle. Stock your fridge with single-serving breakfasts, pre-portioned lunches, and ready-to eat-snacks-- and you won't be tempted to grab unhealthy meals on the go. Head-start staples and delicious prep-ahead dinners keep weeknight cooking to a minimum. Complete nutritional information for every recipe and meal plan are also included.
The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3
David Shippy - 2009
This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.
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.