Book picks similar to
Embed with Games: A Year on the Couch with Game Developers by Cara Ellison
non-fiction
games
nonfiction
video-games
Big Sur and the Oranges of Hieronymus Bosch
Henry Miller - 1957
and of the extraordinary people Miller knew there: writers (and writers who didn't write), mystics seeking truth in meditation (and the not-so-saintly looking for sex-cults or celebrity), sophisticated children and adult innocents; geniuses, cranks and the unclassifiable.Henry Miller writes with a buoyancy and brimming energy that are infectious. He has a fine touch for comedy. But this is also a serious book the testament of a free spirit who has broken through the restraints and cliches of modern life to find within himself his own kind of paradise.
The Portable Henry Rollins
Henry Rollins - 1997
punk rocker into a universal soldier. His enemies: slackers and hypocrites. His mission: to steel your soul and rock your world."Rollins was frontman for the seminal punk band Black Flag, and since 1987 has led the Rollins Band, whose ninth album, Come In and Burn, was just released by DreamWorks.As a spoken-word artist, he regularly performs at colleges and theaters worldwide and has released eight spoken-word audiotapes. His album Get in the Van won the Grammy for Best Spoken Word Album for 1995. As an actor, he has appeared in The Chase, Johnny Mnemonic, Heat, and David Lynch's forthcoming film, Lost Highway. From his days as front man for the band Black Flag and the current Rollins Band to his books and spoken-word audiotapes, Henry Rollins is the music, the attitude, and the voice that takes no prisoners. In his twelve books, he has led us on a hallucinatory journey through the decades--and his mind--with poems, essays, short stories, diary entries, and rants that exist at "the frayed edges where reality ends and imagination begins" (Publishers Weekly). For the first time, the best of his legendary, no-holds-barred writings are available. This collection includes new photos and works from such seminal Rollins books as:High Adventure in the Great OutdoorsArt to Choke HeartsBang!Black Coffee BluesGet in the VanDo I Come Here Often?SolipsistPlus never before released stories and more...
Notebook of Anton Chekhov
Anton Chekhov - 1987
Among his papers was found a series of sheets in a special cover with the inscription: "Themes, thoughts, notes, and fragments." Madame L.O. Knipper-Chekhov, Chekhov's wife, also possesses his note-book, in which he entered separate themes for his future work, quotations which he liked, etc. If he used any material, he used to strike it out in the note-book. The significance which Chekhov attributed to this material may be judged from the fact that he recopied most of it into a special copy book."
From Myst to Riven: The Creations and Inspirations
Richard Kadrey - 1997
With full-color photographs, MYST / RIVEN: The Art of the Game gives readers a behind-the-scenes look at the luminous art and fantastic creation of the world's bestselling CD-ROM phenomenon, MYST, and its stunning sequel, RIVEN.
Conversations with Kurt Vonnegut
William Rodney Allen - 1988
Make a character want something-that's how you begin." William Rodney Allen teaches English at the Louisiana School for Math, Science, and the Arts. He is the author of "Walker Percy: The Southern Wayfarer."
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.
Endgame: Bobby Fischer's Remarkable Rise and Fall—From America's Brightest Prodigy to the Edge of Madness
Frank Brady - 2011
and remarkable powers of concentration, Bobby memorized hundreds of chess books in several languages, and he was only 13 when he became the youngest chess master in U.S. history. But his strange behavior started early. In 1972, at the historic Cold War showdown in Reykjavik, Iceland, where he faced Soviet champion Boris Spassky, Fischer made headlines with hundreds of petty demands that nearly ended the competition. It was merely a prelude to what was to come. Arriving back in the United States to a hero’s welcome, Bobby was mobbed wherever he went—a figure as exotic and improbable as any American pop culture had yet produced. No player of a mere “board game” had ever ascended to such heights. Commercial sponsorship offers poured in, ultimately topping $10 million—but Bobby demurred. Instead, he began tithing his limited money to an apocalyptic religion and devouring anti-Semitic literature. After years of poverty and a stint living on Los Angeles’ Skid Row, Bobby remerged in 1992 to play Spassky in a multi-million dollar rematch—but the experience only deepened a paranoia that had formed years earlier when he came to believe that the Soviets wanted him dead for taking away “their” title. When the dust settled, Bobby was a wanted man—transformed into an international fugitive because of his decision to play in Montenegro despite U.S. sanctions. Fearing for his life, traveling with bodyguards, and wearing a long leather coat to ward off knife attacks, Bobby lived the life of a celebrity fugitive – one drawn increasingly to the bizarre. Mafiosi, Nazis, odd attempts to breed an heir who could perpetuate his chess-genius DNA—all are woven into his late-life tapestry. And yet, as Brady shows, the most notable irony of Bobby Fischer’s strange descent – which had reached full plummet by 2005 when he turned down yet another multi-million dollar payday—is that despite his incomprehensible behavior, there were many who remained fiercely loyal to him. Why that was so is at least partly the subject of this book—one that at last answers the question: “Who was Bobby Fischer?”
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Susan Sontag: The Complete Rolling Stone Interview
Jonathan Cott - 1978
. . and I don’t believe it’s true. . . . I have the impression that thinking is a form of feeling and that feeling is a form of thinking.”Susan Sontag, one of the most internationally renowned and controversial intellectuals of the latter half of the twentieth century, still provokes. In 1978 Jonathan Cott, a founding contributing editor of Rolling Stone magazine, interviewed Sontag first in Paris and later in New York. Only a third of their twelve hours of discussion ever made it to print. Now, more than three decades later, Yale University Press is proud to publish the entire transcript of Sontag’s remarkable conversation, accompanied by Cott’s preface and recollections. Sontag’s musings and observations reveal the passionate engagement and breadth of her critical intelligence and curiosities at a moment when she was at the peak of her powers. Nearly a decade after her death, these hours of conversation offer a revelatory and indispensable look at the self-described "besotted aesthete" and "obsessed moralist."“I really believe in history, and that’s something people don’t believe in anymore. I know that what we do and think is a historical creation. . . .We were given a vocabulary that came into existence at a particular moment. So when I go to a Patti Smith concert, I enjoy, participate, appreciate, and am tuned in better because I’ve read Nietzsche.”“There’s no incompatibility between observing the world and being tuned into this electronic, multimedia, multi-tracked, McLuhanite world and enjoying what can be enjoyed. I love rock and roll. Rock and roll changed my life. . . .You know, to tell you the truth, I think rock and roll is the reason I got divorced. I think it was Bill Haley and the Comets and Chuck Berry that made me decide that I had to get a divorce and leave the academic world and start a new life.”
Computers as Theatre
Brenda Laurel - 1991
It shows how similar principles can help students understand what people experience when interacting with computers. The book also describes how the user's enjoyment of a computer system should be the biggest design consideration.
The Crossroads of Should and Must: Find and Follow Your Passion
Elle Luna - 2015
We arrive at this crossroads over and over again, and every day. And we get to choose. Starting out or starting over, making a career change or making a life change, the most life-affirming thing you can do is to honor the voice inside that says your have something special to give, and then heed the call and act. Many have traveled this road before. Here’s how you can, too. #choosemust An inspirational gift book for every recent graduate, every artist, every seeker, and every career change.
The Art of the Mass Effect Universe
Casey Hudson - 2012
Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.
For the Win
Kevin Werbach - 2012
The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business.For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!
On Ugliness
Umberto Eco - 2007
What is the voyeuristic impulse behind our attraction to the gruesome and the horrible? Where does the magnetic appeal of the sordid and the scandalous come from? Is ugliness also in the eye of the beholder?Eco's encyclopedic knowledge and captivating storytelling skills combine in this ingenious study of the Ugly, revealing that what we often shield ourselves from and shun in everyday life is what we're most attracted to subliminally. Topics range from Milton's Satan to Goethe's Mephistopheles; from witchcraft and medieval torture tactics to martyrs, hermits, and penitents; from lunar births and disemboweled corpses to mythic monsters and sideshow freaks; and from Decadentism and picturesque ugliness to the tacky, kitsch, and camp, and the aesthetics of excess and vice. With abundant examples of painting and sculpture ranging from ancient Greek amphorae to Bosch, Brueghel, and Goya among others, and with quotations from the most celebrated writers and philosophers of each age, this provocative discussion explores in-depth the concepts of evil, depravity, and darkness in art and literature.
Pain, Parties, Work: Sylvia Plath in New York, Summer 1953
Elizabeth Winder - 2013
She lived at the Barbizon Hotel, attended the ballet, went to a Yankee game, and danced at the West Side Tennis Club. She was supposed to be having the time of her life. But what would follow was, in Plath’s words, twenty-six days of pain, parties, and work, that ultimately changed the course of her life.Thoughtful and illuminating, featuring line drawings and black-and-white photographs, Pain, Parties, Work: Sylvia Plath in New York, Summer 1953 offers well-researched insights as it introduces us to Sylvia Plath—before she became one of the greatest and most influential poets of the twentieth century.