Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound


Scott Rigby - 2011
    It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory.Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

1001 Video Games You Must Play Before You Die


Tony MottMitch Krpata - 2010
    The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.

Nevermore - Novel of Love, Loss, & Edgar Allan Poe


David Niall Wilson - 2013
    One was a young woman with the ability to see spirits trapped in trees, and stone, anchored to the earth beyond their years. Her gift was to draw them, and then, to set them free. The other was a dark man, haunted by visions that brought his stories of sadness and pain, and trapped in a life between the powers he sensed all around him, and a mundane existence attended by failure. They were Eleanore MacReady, Lenore, to her friends, and a young poet named Edgar Allen Poe, who traveled with a crow that was his secret, and almost constant companion, a bird named Grimm for the talented brothers of fairy-tale fame.Their meeting drew them together in vision, and legend, and pitted their strange powers and quick minds against the depths of the Dismal Swamp itself, ancient legends, and time.Once, upon a shoreline dreary, there was a tree. This is her story.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

The Ruskin Bond Horror Omnibus


Ruskin Bond - 2007
    And there is only one way to survive.Master your fear.This is a collection of some of the spookiest tales ever written. Terror fans will surely devour these incredible spine-chillers from masters of the genre. Featuring Bram Stoker’s ‘Dracula’s Guest’, Jerome K. Jerome’s ‘The Skeleton’, C.A. Kincaid’s ‘The Werewolf’, Thomas Burke’s ‘The Hollow Man’, and other period chillers, this volume will surprise and horrify hardcore devotees of the genre and newcomers alike.So prepare to be haunted, and retell these grisly tales to your friends to see if you can make their spines tingle.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

8-Bit Apocalypse: The Untold Story of Atari's Missile Command


Alex Rubens - 2018
    and its iconic game, Missile Command, were at the forefront of the industry’s explosion, helping usher in both the age of the video game and the gamer lifestyle. In 8-Bit Apocalypse, tech insider Alex Rubens delves into electronic history to tell of an era when arcade games were designed, written, and coded by individual designers. He interviews major figures including Atari founder Nolan Bushnell and Missile Command creator David Theurer, who suffered from frequent nightmares of nuclear holocaust as he worked on the game. The first in-depth, personal history of the era, 8-Bit Apocalypse combines Rubens’s tech industry knowledge and experience as a gaming journalist to conjure the wild silicon frontier of the ’80s.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

Spark


Anthea Sharp - 2013
    Aran Cole hacks code and sells his gaming cheats on the black market. It's barely a living, and one he's not proud of. But when he turns his skills to unlocking the secrets behind Feyland-the most exciting and immersive game on the market-he discovers power and magic beyond his wildest dreams. Spark's mission is clear; pull Aran from the clutches of the fey folk and restore the balance between the worlds. But can she risk her life for someone who refuses to be rescued?

The Game Console: A Photographic History from Atari to Xbox


Evan Amos - 2018
    You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.

Walking Towards Thunder: The true story of a whistleblowing cop who took on corruption and the Church


Peter Fox - 2019
    A police officer with 36 years' service in the Hunter region, he rose to national prominence in 2012 for his major role in speaking out for the victims of abuse within the church. He had been at the coalface fighting these heinous crimes for decades. He had worked with the victims and supported their families. He knew an enquiry was long overdue. His decision to become a whistle blower helped trigger Prime Minister Julia Gillard's historic decision to establish a far-reaching Royal Commission into the sexual abuse of children in institutions.He had no idea what speaking up would unleash. Peter's dedication and focus cost him his career, his health and also affected his wife's health. He and his family were threatened. Former friends shunned him. But the victims and the families that he supported consider him their champion. To them he is a hero.Walking Towards Thunder details the cumulative horrors our police face every day, it reveals the cover ups and the way sexual predators were moved around. It shows the backlash he faced and the lengths those in power will go to avoid facing the truth. Confronting and inspiring, this is an unforgettable story.

All About Steve


Fortune Magazine - 2011