Being Digital


Nicholas Negroponte - 1995
    Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.

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.

Phenomenology of Perception


Maurice Merleau-Ponty - 1945
    What makes this work so important is that it returned the body to the forefront of philosophy for the first time since Plato.

Capital: A Critique of Political Economy, Volume 1


Karl Marx - 1867
    This new translation of Volume One, the only volume to be completed and edited by Marx himself, avoids some of the mistakes that have marred earlier versions and seeks to do justice to the literary qualities of the work. The introduction is by Ernest Mandel, author of Late Capitalism, one of the only comprehensive attempts to develop the theoretical legacy of Capital.

Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Empire


Michael Hardt - 2000
    It is, as Michael Hardt and Antonio Negri demonstrate in this bold work, the new political order of globalization. It is easy to recognize the contemporary economic, cultural, and legal transformations taking place across the globe but difficult to understand them. Hardt and Negri contend that they should be seen in line with our historical understanding of Empire as a universal order that accepts no boundaries or limits. Their book shows how this emerging Empire is fundamentally different from the imperialism of European dominance and capitalist expansion in previous eras. Rather, today's Empire draws on elements of U.S. constitutionalism, with its tradition of hybrid identities and expanding frontiers. Empire identifies a radical shift in concepts that form the philosophical basis of modern politics, concepts such as sovereignty, nation, and people. Hardt and Negri link this philosophical transformation to cultural and economic changes in postmodern society--to new forms of racism, new conceptions of identity and difference, new networks of communication and control, and new paths of migration. They also show how the power of transnational corporations and the increasing predominance of postindustrial forms of labor and production help to define the new imperial global order. More than analysis, Empire is also an unabashedly utopian work of political philosophy, a new Communist Manifesto. Looking beyond the regimes of exploitation and control that characterize today's world order, it seeks an alternative political paradigm--the basis for a truly democratic global society.

Game Mechanics: Advanced Game Design


Ernest Adams - 2012
    You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design


Anna Anthropy - 2013
    We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

Open Sky


Paul Virilio - 1995
    Deepening and extending his earlier work on speed perception and political control, and applying it now to the global ‘real time’ of the information superhighways, he explores the growing danger of what he calls a “generalized accident,” provoked by the breakdown of our collective and individual relation to time, space and movement.But this is not merely a lucid and disturbing lament for the loss of real geographical spaces, distance, intimacy or democracy. Open Sky is also a call for revolt—against the insidious and accelerating manipulation of perception by the electronic media and repressive political power, against the tyranny of “real time,” and against the infantilism of cyberhype. Paul Virillo makes a powerful case for a new ethics of perception, and a new ecology, one which will not only strive to protect the natural world from pollution and destruction, but will also combat the devastation of urban communities by proliferating technologies of control and virtuality.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

The Invention of Tradition


Eric J. Hobsbawm - 1983
    This book explores examples of this process of invention - the creation of Welsh and Scottish 'national culture'; the elaboration of British royal rituals in the nineteenth and twentieth centuries; the origins of imperial ritual in British India and Africa; and the attempts by radical movements to develop counter-traditions of their own. This book addresses the complex interaction of past and present, bringing together historicans and anthropologists in a fascinating study of ritual and symbolism which possess new questions for the understanding of our history.

Theory of Games and Economic Behavior


John von Neumann - 1944
    What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper together blossomed, in 1944, when Princeton University Press published Theory of Games and Economic Behavior. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but the entirely new field of scientific inquiry it yielded--game theory--has since been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations. And it is today established throughout both the social sciences and a wide range of other sciences.This sixtieth anniversary edition includes not only the original text but also an introduction by Harold Kuhn, an afterword by Ariel Rubinstein, and reviews and articles on the book that appeared at the time of its original publication in the New York Times, tthe American Economic Review, and a variety of other publications. Together, these writings provide readers a matchless opportunity to more fully appreciate a work whose influence will yet resound for generations to come.

Violence and the Sacred


René Girard - 1972
    Here Girard explores violence as it is represented and occurs throughout history, literature and myth. Girard's forceful and thought-provoking analyses of Biblical narrative, Greek tragedy and the lynchings and pogroms propagated by contemporary states illustrate his central argument that violence belongs to everyone and is at the heart of the sacred.

After Theory


Terry Eagleton - 2003
    His clear and accessible primer on literary theory was (and is) an indispensable guide to the post-modern era in the humanities. Now Eagleton argues that the golden age of cultural theory has ended, and with characteristic wit and verve, he traces its rise and fall from structuralism to post-colonial studies and beyond. In a new era of globalization and terrorism, Eagleton warns, the bundle of ideas known as post-modernism is essentially toothless. In this eloquent synthesis of a lifetime of learning, Eagleton challenges contemporary intellectuals to engage with a range of vital topics-love, evil, death, morality, religion, and revolution-that they've ignored over the past thirty years. Lively and provocative, Eagleton's latest will engage readers inside and outside the academy who are eager for a more holistic and humane way of "reading" the world. "A rare opportunity to enjoy the art of cultural and social diagnosis at its purest! Eagleton offers a unique combination of theoretical stringency and acerbic common-sense witticism, of critical historical reflection and the ability to ask the 'big' metaphysical questions." -- Slavoj Zizek

The Sociological Imagination


C. Wright Mills - 1959
    Wright Mills is best remembered for his highly acclaimed work The Sociological Imagination, in which he set forth his views on how social science should be pursued. Hailed upon publication as a cogent and hard-hitting critique, The Sociological Imagination took issue with the ascendant schools of sociology in the United States, calling for a humanist sociology connecting the social, personal, and historical dimensions of our lives. The sociological imagination Mills calls for is a sociological vision, a way of looking at the world that can see links between the apparently private problems of the individual and important social issues.