Book picks similar to
Gametek: The Math and Science of Gaming by Geoffrey Engelstein
non-fiction
games
science
game-design
The Plenitude: Creativity, Innovation, and Making Stuff
Rich Gold - 2007
The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound--composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the Plenitude. And in this book--at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy--he tells us how to understand and live with it.Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer--all professions pursued by him, sometimes simultaneously, in the course of his career. I have spent my life making more stuff for the Plenitude, he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create.Gold illustrates these creative expressions with witty cartoons. He describes seven patterns of innovation--including The Big Kahuna, Colonization (which is illustrated by a drawing of The real history of baseball, beginning with Play for free in the backyard and ending with Pay to play interactive baseball at home), and Stuff Desires to Be Better Stuff (and its corollary, Technology Desires to Be Product). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: We should be careful to make the world we actually want to live in.
In the Beginning...Was the Command Line
Neal Stephenson - 1999
And considering that the "one man" is Neal Stephenson, "the hacker Hemingway" (Newsweek) -- acclaimed novelist, pragmatist, seer, nerd-friendly philosopher, and nationally bestselling author of groundbreaking literary works (Snow Crash, Cryptonomicon, etc., etc.) -- the word is well worth hearing. Mostly well-reasoned examination and partial rant, Stephenson's In the Beginning... was the Command Line is a thoughtful, irreverent, hilarious treatise on the cyber-culture past and present; on operating system tyrannies and downloaded popular revolutions; on the Internet, Disney World, Big Bangs, not to mention the meaning of life itself.
Quantum Mechanics: The Theoretical Minimum
Leonard Susskind - 2014
Now, physicist Leonard Susskind has teamed up with data engineer Art Friedman to present the theory and associated mathematics of the strange world of quantum mechanics.In this follow-up to The Theoretical Minimum, Susskind and Friedman provide a lively introduction to this famously difficult field, which attempts to understand the behavior of sub-atomic objects through mathematical abstractions. Unlike other popularizations that shy away from quantum mechanics’ weirdness, Quantum Mechanics embraces the utter strangeness of quantum logic. The authors offer crystal-clear explanations of the principles of quantum states, uncertainty and time dependence, entanglement, and particle and wave states, among other topics, and each chapter includes exercises to ensure mastery of each area. Like The Theoretical Minimum, this volume runs parallel to Susskind’s eponymous Stanford University-hosted continuing education course.An approachable yet rigorous introduction to a famously difficult topic, Quantum Mechanics provides a tool kit for amateur scientists to learn physics at their own pace.
The Hero With a Thousand Faces
Joseph Campbell - 1949
Examining heroic myths in the light of modern psychology, it considers not only the patterns and stages of mythology but also its relevance to our lives today--and to the life of any person seeking a fully realized existence.Myth, according to Campbell, is the projection of a culture's dreams onto a large screen; Campbell's book, like Star Wars, the film it helped inspire, is an exploration of the big-picture moments from the stage that is our world. It is a must-have resource for both experienced students of mythology and the explorer just beginning to approach myth as a source of knowledge.
The Creative Gene: How books, movies, and music inspired the creator of Death Stranding and Metal Gear Solid
Hideo Kojima - 2019
They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.
The Calculus Diaries: How Math Can Help You Lose Weight, Win in Vegas, and Survive a Zombie Apocalypse
Jennifer Ouellette - 2010
But then the English-major-turned-award-winning-science-writer had a change of heart and decided to revisit the equations and formulas that had haunted her for years. The Calculus Diaries is the fun and fascinating account of her year spent confronting her math phobia head on. With wit and verve, Ouellette shows how she learned to apply calculus to everything from gas mileage to dieting, from the rides at Disneyland to shooting craps in Vegas-proving that even the mathematically challenged can learn the fundamentals of the universal language.
Super Crunchers: Why Thinking-By-Numbers Is the New Way to Be Smart
Ian Ayres - 2007
In this lively and groundbreaking new book, economist Ian Ayres shows how today's best and brightest organizations are analyzing massive databases at lightening speed to provide greater insights into human behavior. They are the Super Crunchers. From internet sites like Google and Amazon that know your tastes better than you do, to a physician's diagnosis and your child's education, to boardrooms and government agencies, this new breed of decision makers are calling the shots. And they are delivering staggeringly accurate results. How can a football coach evaluate a player without ever seeing him play? Want to know whether the price of an airline ticket will go up or down before you buy? How can a formula outpredict wine experts in determining the best vintages? Super crunchers have the answers. In this brave new world of equation versus expertise, Ayres shows us the benefits and risks, who loses and who wins, and how super crunching can be used to help, not manipulate us.Gone are the days of solely relying on intuition to make decisions. No businessperson, consumer, or student who wants to stay ahead of the curve should make another keystroke without reading Super Crunchers.
A History of Video Games
Jeremy Parish - 2020
On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.
Journey through Genius: The Great Theorems of Mathematics
William Dunham - 1990
Now William Dunham gives them the attention they deserve.Dunham places each theorem within its historical context and explores the very human and often turbulent life of the creator — from Archimedes, the absentminded theoretician whose absorption in his work often precluded eating or bathing, to Gerolamo Cardano, the sixteenth-century mathematician whose accomplishments flourished despite a bizarre array of misadventures, to the paranoid genius of modern times, Georg Cantor. He also provides step-by-step proofs for the theorems, each easily accessible to readers with no more than a knowledge of high school mathematics.A rare combination of the historical, biographical, and mathematical, Journey Through Genius is a fascinating introduction to a neglected field of human creativity.
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.
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.
What Is Mathematics?: An Elementary Approach to Ideas and Methods
Richard Courant - 1941
Today, unfortunately, the traditional place of mathematics in education is in grave danger. The teaching and learning of mathematics has degenerated into the realm of rote memorization, the outcome of which leads to satisfactory formal ability but does not lead to real understanding or to greater intellectual independence. This new edition of Richard Courant's and Herbert Robbins's classic work seeks to address this problem. Its goal is to put the meaning back into mathematics.Written for beginners and scholars, for students and teachers, for philosophers and engineers, What is Mathematics? Second Edition is a sparkling collection of mathematical gems that offers an entertaining and accessible portrait of the mathematical world. Covering everything from natural numbers and the number system to geometrical constructions and projective geometry, from topology and calculus to matters of principle and the Continuum Hypothesis, this fascinating survey allows readers to delve into mathematics as an organic whole rather than an empty drill in problem solving. With chapters largely independent of one another and sections that lead upward from basic to more advanced discussions, readers can easily pick and choose areas of particular interest without impairing their understanding of subsequent parts.Brought up to date with a new chapter by Ian Stewart, What is Mathematics? Second Edition offers new insights into recent mathematical developments and describes proofs of the Four-Color Theorem and Fermat's Last Theorem, problems that were still open when Courant and Robbins wrote this masterpiece, but ones that have since been solved.Formal mathematics is like spelling and grammar - a matter of the correct application of local rules. Meaningful mathematics is like journalism - it tells an interesting story. But unlike some journalism, the story has to be true. The best mathematics is like literature - it brings a story to life before your eyes and involves you in it, intellectually and emotionally. What is Mathematics is like a fine piece of literature - it opens a window onto the world of mathematics for anyone interested to view.
Calculus
Dale E. Varberg - 1999
Covering various the materials needed by students in engineering, science, and mathematics, this calculus text makes effective use of computing technology, graphics, and applications. It presents at least two technology projects in each chapter.
Problem Solving 101: A Simple Book for Smart People
Ken Watanabe - 2007
His goal was to help shift the focus in Japanese education from memorization to critical thinking, by adapting some of the techniques he had learned as an elite McKinsey consultant.He was amazed to discover that adults were hungry for his fun and easy guide to problem solving and decision making. The book became a surprise Japanese bestseller, with more than 370,000 in print after six months. Now American businesspeople can also use it to master some powerful skills.Watanabe uses sample scenarios to illustrate his techniques, which include logic trees and matrixes. A rock band figures out how to drive up concert attendance. An aspiring animator budgets for a new computer purchase. Students decide which high school they will attend.Illustrated with diagrams and quirky drawings, the book is simple enough for a middleschooler to understand but sophisticated enough for business leaders to apply to their most challenging problems.
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Blake J. Harris - 2014
Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.