Tetris: The Games People Play


Box Brown - 2016
    Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.

The Woman They Could Not Silence: One Woman, Her Incredible Fight for Freedom, and the Men Who Tried to Make Her Disappear


Kate Moore - 2021
    The enemy sits across the table and sleeps in the next room. Her husband of twenty-one years is plotting against her because he feels increasingly threatened - by Elizabeth's intellect, independence, and unwillingness to stifle her own thoughts. So Theophilus makes a plan to put his wife back in her place. One summer morning, he has her committed to an insane asylum.The horrific conditions inside the Illinois State Hospital in Jacksonville, Illinois, are overseen by Dr. Andrew McFarland, a man who will prove to be even more dangerous to Elizabeth than her traitorous husband. But most disturbing is that Elizabeth is not the only sane woman confined to the institution. There are many rational women on her ward who tell the same story: they've been committed not because they need medical treatment, but to keep them in line - conveniently labeled "crazy" so their voices are ignored.No one is willing to fight for their freedom and, disenfranchised both by gender and the stigma of their supposed madness, they cannot possibly fight for themselves. But Elizabeth is about to discover that the merit of losing everything is that you then have nothing to lose...

The Woman Who Smashed Codes: A True Story of Love, Spies, and the Unlikely Heroine who Outwitted America's Enemies


Jason Fagone - 2017
    The tycoon had close ties to the U.S. government, and he soon asked Elizebeth to apply her language skills to an exciting new venture: code-breaking. There she met the man who would become her husband, groundbreaking cryptologist William Friedman. In The Woman Who Smashed Codes, Jason Fagone chronicles the life of Elizebeth Smith who played an integral role in our nation's history for forty years. After World War I, Smith used her talents to catch gangsters and smugglers during Prohibition, then accepted a covert mission to discover and expose Nazi spy rings that were spreading like wildfire across South America, advancing ever closer to the United States. As World War II raged, Elizebeth fought a highly classified battle of wits against Hitler's Reich, cracking multiple versions of the Enigma machine used by German spies. Meanwhile, inside an Army vault in Washington, William worked furiously to break Purple, the Japanese version of Enigma--and eventually succeeded, at a terrible cost to his personal life.Fagone unveils America's code-breaking history through the prism of Smith's life, bringing into focus the unforgettable events and colorful personalities that would help shape modern intelligence.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

The Nineties


Chuck Klosterman - 2022
    It was long ago, but not as long as it seems: The Berlin Wall fell and the Twin Towers collapsed. In between, one presidential election was allegedly decided by Ross Perot while another was plausibly decided by Ralph Nader. In the beginning, almost every name and address was listed in a phone book, and everyone answered their landlines because you didn't know who it was. By the end, exposing someone's address was an act of emotional violence, and nobody picked up their new cell phone if they didn't know who it was. The '90s brought about a revolution in the human condition we're still groping to understand. Happily, Chuck Klosterman is more than up to the job. Beyond epiphenomena like Cop Killer and Titanic and Zima, there were wholesale shifts in how society was perceived: the rise of the internet, pre-9/11 politics, and the paradoxical belief that nothing was more humiliating than trying too hard. Pop culture accelerated without the aid of a machine that remembered everything, generating an odd comfort in never being certain about anything. On a '90s Thursday night, more people watched any random episode of Seinfeld than the finale of Game of Thrones. But nobody thought that was important; if you missed it, you simply missed it. It was the last era that held to the idea of a true, hegemonic mainstream before it all began to fracture, whether you found a home in it or defined yourself against it. In The Nineties, Chuck Klosterman makes a home in all of it: the film, the music, the sports, the TV, the politics, the changes regarding race and class and sexuality, the yin/yang of Oprah and Alan Greenspan. In perhaps no other book ever written would a sentence like, "The video for 'Smells Like Teen Spirit' was not more consequential than the reunification of Germany" make complete sense. Chuck Klosterman has written a multi-dimensional masterpiece, a work of synthesis so smart and delightful that future historians might well refer to this entire period as Klostermanian.

The Bomber Mafia: A Dream, a Temptation, and the Longest Night of the Second World War


Malcolm Gladwell - 2021
    Most military thinkers in the years leading up to World War II saw the airplane as an afterthought. But a small band of idealistic strategists, the “Bomber Mafia,” asked: What if precision bombing could cripple the enemy and make war far less lethal? In contrast, the bombing of Tokyo on the deadliest night of the war was the brainchild of General Curtis LeMay, whose brutal pragmatism and scorched-earth tactics in Japan cost thousands of civilian lives, but may have spared even more by averting a planned US invasion. In The Bomber Mafia, Gladwell asks, “Was it worth it?” Things might have gone differently had LeMay’s predecessor, General Haywood Hansell, remained in charge. Hansell believed in precision bombing, but when he and Curtis LeMay squared off for a leadership handover in the jungles of Guam, LeMay emerged victorious, leading to the darkest night of World War II. The Bomber Mafia is a riveting tale of persistence, innovation, and the incalculable wages of war.

Breaking and Entering: The Extraordinary Story of a Hacker Called "Alien"


Jeremy N. Smith - 2019
    When she arrived at MIT in the 1990s, Alien was quickly drawn to the school’s tradition of high‑risk physical trespassing: the original “hacking.” Within a year, one of her hallmates was dead and two others were arraigned. Alien’s adventures were only just beginning. After a stint at the storied, secretive Los Alamos National Laboratory, Alien was recruited by a top cybersecurity firm where she deployed her cache of virtual weapons—and the trespassing and social engineering talents she had developed while “hacking” at MIT. The company tested its clients’ security by every means possible—not just coding, but donning disguises and sneaking past guards and secretaries into the C‑suite. Alien now runs a boutique hacking outfit that caters to some of the world’s biggest and most vulnerable institutions—banks, retailers, government agencies. Her work combines devilish charm, old‑school deception, and next generation spycraft. In Breaking and Entering, cybersecurity finally gets the rich, character‑driven, fast-paced treatment it deserves.

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.

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.

Down Along with That Devil's Bones: A Reckoning with Monuments, Memory, and the Legacy of White Supremacy


Connor Towne O'Neill - 2020
    Through the lens of these conflicts, O’Neill examines the legacy of white supremacy in America, in a sobering and fascinating work.When O’Neill first moved to Alabama, as a white Northerner, he felt somewhat removed from the racism Confederate monuments represented. Then one day in Selma, he stumbled across a group of citizens protecting a monument to Forrest, the officer who became the first Grand Wizard of the Ku Klux Klan. O’Neill sets off to visit other disputed memorials to Forrest across the South, talking with men and women who believe they are protecting their heritage, and those who have a different view of the man’s poisonous history.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Code Girls: The Untold Story of the American Women Code Breakers Who Helped Win World War II


Liza Mundy - 2017
    Army and Navy from small towns and elite colleges, more than ten thousand women served as codebreakers during World War II. While their brothers and boyfriends took up arms, these women moved to Washington and learned the meticulous work of code-breaking. Their efforts shortened the war, saved countless lives, and gave them access to careers previously denied to them. A strict vow of secrecy nearly erased their efforts from history; now, through dazzling research and interviews with surviving code girls, bestselling author Liza Mundy brings to life this riveting and vital story of American courage, service, and scientific accomplishment.

Wonderland: How Play Made the Modern World


Steven Johnson - 2016
    . . . Wonderland inspires grins and well-what-d'ya-knows" —The New York Times Book Review From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused.Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.In Wonderland, Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun.

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.

Grunt: The Curious Science of Humans at War


Mary Roach - 2016
    Mary Roach dodges hostile fire with the U.S. Marine Corps Paintball Team as part of a study on hearing loss and survivability in combat. She visits the fashion design studio of U.S. Army Natick Labs and learns why a zipper is a problem for a sniper. She visits a repurposed movie studio where amputee actors help prepare Marine Corps medics for the shock and gore of combat wounds. At Camp Lemmonier, Djibouti, in east Africa, we learn how diarrhea can be a threat to national security. Roach samples caffeinated meat, sniffs an archival sample of a World War II stink bomb, and stays up all night with the crew tending the missiles on the nuclear submarine USS Tennessee. She answers questions not found in any other book on the military: Why is DARPA interested in ducks? How is a wedding gown like a bomb suit? Why are shrimp more dangerous to sailors than sharks? Take a tour of duty with Roach, and you’ll never see our nation’s defenders in the same way again.