Females
Andrea Long Chu - 2019
What one does with this desire is what we call gender." So begins Andrea Long Chu's investigation into gender and desire, females and bodies, radical dreams and philosophical pessimism, and feminism as a form of political suicide. Feminism, Chu argues, is an untenable claim, and "when you make an untenable claim, your desire is showing, like a shy tattoo peeking out from a sleeve." Written in a series of linked theses, this is a provocative and searching text from our most exciting new public intellectual, a self described "sad trans girl in Brooklyn." Chu wears her heart on her sleeve with wit, style, and a manic searching grace.
Somebody to Love: The Life, Death and Legacy of Freddie Mercury
Matt Richards - 2016
Including interviews from Freddie Mercury's closest friends in the last years of his life, along with personal photographs, Somebody to Love is an authoritative biography of the great man.Here are previously unknown and startling facts about the singer and his life, moving detail on his lifelong search for love and personal fulfilment, and of course his tragic contraction of a then killer disease in the mid-1980s. Woven throughout Freddie's life is the shocking story of how the HIV virus came to hold the world in its grip, was cruelly labelled 'The Gay Plague' and the unwitting few who indirectly infected thousands of men, women and children - Freddie Mercury himself being one of the most famous. The death of this vibrant and spectacularly talented rock star, shook the world of medicine as well as the world of music. Somebody to Love finally puts the record straight and pays detailed tribute to the man himself.
Ninety Percent of Everything: Inside Shipping, the Invisible Industry That Puts Clothes on Your Back, Gas in Your Car, and Food on Your Plate
Rose George - 2013
Each dot is a ship; each ship is laden with boxes; each box is laden with goods. In postindustrial economies, we no longer produce but buy. We buy, so we must ship. Without shipping there would be no clothes, food, paper, or fuel. Without all those dots, the world would not work.Freight shipping has been no less revolutionary than the printing press or the Internet, yet it is all but invisible. Away from public scrutiny, shipping revels in suspect practices, dubious operators, and a shady system of "flags of convenience." Infesting our waters, poisoning our air, and a prime culprit of acoustic pollution, shipping is environmentally indefensible. And then there are the pirates.Rose George, acclaimed chronicler of what we would rather ignore, sails from Rotterdam to Suez to Singapore on ships the length of football fields and the height of Niagara Falls; she patrols the Indian Ocean with an anti-piracy task force; she joins seafaring chaplains, and investigates the harm that ships inflict on endangered whales.Sharply informative and entertaining, Ninety Percent of Everything reveals the workings and perils of an unseen world that holds the key to our economy, our environment, and our very civilization.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Note to Self
Connor Franta - 2017
Exploring his past with humor and astounding insight, Connor reminded his fans of why they first fell in love with him on YouTube—and revealed to newcomers how he relates to his millions of dedicated followers.Now, two years later, Connor is ready to bring to light a side of himself he’s rarely shown on or off camera. In this diary-like look at his life since A Work In Progress, Connor talks about his battles with clinical depression, social anxiety, self-love, and acceptance; his desire to maintain an authentic self in a world that values shares and likes over true connections; his struggles with love and loss; and his renewed efforts to be in the moment—with others and himself.Told through short essays, letters to his past and future selves, poetry, and original photography, Note to Self is a raw, in-the-moment look at the fascinating interior life of a young creator turning inward in order to move forward.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Nick MontfortMark Sample - 2012
The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
How to Do Nothing: Resisting the Attention Economy
Jenny Odell - 2019
Here, Jenny Odell sends up a flare from the heart of Silicon Valley, delivering an action plan to resist capitalist narratives of productivity and techno-determinism, and to become more meaningfully connected in the process.
The Rules Do Not Apply
Ariel Levy - 2017
A month later, none of that was true. Levy picks you up and hurls you through the story of how she built an unconventional life and then watched it fall apart with astonishing speed. Like much of her generation, she was raised to resist traditional rules—about work, about love, and about womanhood. “I wanted what we all want: everything. We want a mate who feels like family and a lover who is exotic, surprising. We want to be youthful adventurers and middle-aged mothers. We want intimacy and autonomy, safety and stimulation, reassurance and novelty, coziness and thrills. But we can’t have it all.” In this profound and beautiful memoir, Levy chronicles the adventure and heartbreak of being “a woman who is free to do whatever she chooses.” Her own story of resilience becomes an unforgettable portrait of the shifting forces in our culture, of what has changed—and of what is eternal.
Doctor Who: The Writer's Tale
Russell T. Davies - 2008
It's a mad, sexy, sad, scary, obsessive, ruthless, joyful, and utterly, utterly personal thing. There's not the writer and then me; there's just me. All of my life connects to the writing. All of it.'A unique look into the BBC's most popular family drama, Doctor Who: The Writer's Tale is a year in the life of the hit television series, as told by the show's Head Writer and Executive Producer. A candid and in-depth correspondence between Russell T Davies and journalist Benjamin Cook, the book explores in detail Russell's work on Series Four, revealing how he plans the series and works with the show's writers; where he gets his ideas for plot, character and scenes; how actors are cast and other creative decisions are made; and how he juggles the demands of Doctor Who with the increasingly successful Torchwood and The Sarah Jane Adventures spin-offs.Russell's scripts are discussed as they develop, and Russell and Benjamin's wide-ranging discussions bring in experiences from previous series of Doctor Who as well as other shows Russell has written and created, including Queer as Folk, Bob & Rose, and The Second Coming. The reader is given total access to the show as it's created, and the writing is everything you would expect from Russell T Davies: warm, witty, insightful, and honest.Fully illustrated with never-before-seen photos and artwork - including original drawings by Russell himself - The Writer's Tale is a not only the ultimate Doctor Who book, but a celebration of great writing and great television
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!
Close to the Machine: Technophilia and Its Discontents
Ellen Ullman - 1997
We find a smart, funny bisexual torn between the pure, abstract world of programming and her involvement in San Francisco's city-wide registration system for AIDS patients.
Nature's Domain: Anne Lister and the Landscape of Desire
Jill Liddington - 2003
Betrayed once again by another woman’s marriage plans, she knew her romantic youth was over. So many of her female friends had married and settled. Anne cast around forlornly for the life-companion she had so long sought. She held melancholy spirits at bay by reading new geology and new gardening books in Shibden’s well-stocked library.
Then a chance re-acquaintance with neighbouring heiress Ann Walker changed all that. Anne Lister is best known to us as a lesbian diarist. Nature’s Domain tracks her intense courtship of Ann Walker, vividly and candidly recorded in Anne’s daily journals - and partly written in her own secret code. This influential Anne Lister book also documents how she began redesigning the Shibden landscape and playing a powerful new role in the local political tumult after the passing of the great Reform Bill. This dramatic story, hitherto unknown and never before unpublished, unfolds to New Year’s Eve 1832. It records how Anne Lister’s indomitable will enabled her to mould nature to her own powerful desires. “Nature’s Domain gives a compelling overview of a key time in Anne Lister’s remarkable life. Jill Liddington guides us knowledgeably through the diaries of 1832, offering crucial insight into Anne’s private and candour observations about love, sex, money and politics.” Laura Johansen, Cultural Destinations Manager, Halifax. Jill Liddington is co-author of One Hand Tied Behind Us (1978) which became a suffrage classic. She is author of Presenting the Past: Anne Lister of Halifax 1791-1840 (1994) and of Female Fortune: the Anne Lister diaries 1833-36 (1998). She is an Honorary Research Fellow at the University of Leeds, and lives in Mytholmroyd near Halifax. Sally Wainwright’s BBC1 drama series, Gentleman Jack was inspired by Female Fortune and Nature’s Domain
Understanding Video Games: The Essential Introduction
Simon Egenfeldt-Nielsen - 2007
This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.