Book picks similar to
Generation Xbox: How Videogames Invaded Hollywood by Jamie Russell
non-fiction
video-games
gaming
videogames
Twitter and Tear Gas: The Power and Fragility of Networked Protest
Zeynep Tufekci - 2017
An incisive observer, writer, and participant in today’s social movements, Zeynep Tufekci explains in this accessible and compelling book the nuanced trajectories of modern protests—how they form, how they operate differently from past protests, and why they have difficulty persisting in their long-term quests for change. Tufekci speaks from direct experience, combining on-the-ground interviews with insightful analysis. She describes how the internet helped the Zapatista uprisings in Mexico, the necessity of remote Twitter users to organize medical supplies during Arab Spring, the refusal to use bullhorns in the Occupy Movement that started in New York, and the empowering effect of tear gas in Istanbul’s Gezi Park. These details from life inside social movements complete a moving investigation of authority, technology, and culture—and offer essential insights into the future of governance.From New York Times opinion columnist Zeynep Tufekci, an firsthand account and incisive analysis of the role of social media in modern protest“[Tufekci’s] personal experience in the squares and streets, melded with her scholarly insights on technology and communication platforms, makes [this] such an unusual and illuminating work.”—Carlos Lozada, Washington Post “Twitter and Tear Gas is packed with evidence on how social media has changed social movements, based on rigorous research and placed in historical context.”—Hannah Kuchler, Financial Times
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!
The Revolution Was Televised: The Cops, Crooks, Slingers and Slayers Who Changed TV Drama Forever
Alan Sepinwall - 2012
An experimental, violent prison unit. The death of an American city, as seen through a complex police investigation. A lawless frontier town trying to talk its way into the United States. A corrupt cop who rules his precinct like a warlord. The survivors of a plane crash trying to make sense of their disturbing new island home. A high school girl by day, monster fighter by night. A spy who never sleeps. A space odyssey inspired by 9/11. An embattled high school football coach. A polished ad exec with a secret. A chemistry teacher turned drug lord.These are the subjects of 12 shows that started a revolution in TV drama: The Sopranos. Oz. The Wire. Deadwood. The Shield. Lost. Buffy the Vampire Slayer. 24. Battlestar Galactica. Friday Night Lights. Mad Men. Breaking Bad.These 12 shows, and the many more they made possible, ushered in a new golden age of television — one that made people take the medium more seriously than ever before. Alan Sepinwall became a TV critic right before this creative revolution began, was there to chronicle this incredible moment in pop culture history, and along the way “changed the nature of television criticism,” according to Slate. The Revolution Was Televised is the story of these 12 shows, as told by Sepinwall and the people who made them, including David Chase, David Simon, David Milch, Damon Lindelof and Carlton Cuse, Vince Gilligan and more.
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Pro Git
Scott Chacon - 2009
It took the open source world by storm since its inception in 2005, and is used by small development shops and giants like Google, Red Hat, and IBM, and of course many open source projects.A book by Git experts to turn you into a Git expert. Introduces the world of distributed version control Shows how to build a Git development workflow.
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
Zero Hour for Gen X: How the Last Adult Generation Can Save America from Millennials
Matthew Hennessey - 2018
Soon Gen Xers will be the only cohort of Americans who remember life as it was lived before the arrival of the Internet. They are, as Hennessey dubs them, “the last adult generation,” the sole remaining link to a time when childhood was still a bit dangerous but produced adults who were naturally resilient. More than a decade into the social media revolution, the American public is waking up to the idea that the tech sector’s intentions might not be as pure as advertised. The mountains of money being made off our browsing habits and purchase histories are used to fund ever-more extravagant and utopian projects that, by their very natures, will corrode the foundations of free society, leaving us all helpless and digitally enslaved to an elite crew of ultra-sophisticated tech geniuses. But it’s not too late to turn the tide. There’s still time for Gen X to write its own future. A spirited defense of free speech, eye contact, and the virtues of patience, Zero Hour for Gen X is a cultural history of the last 35 years, an analysis of the current social and historical moment, and a generational call to arms.
Over The Top: How The Internet Is (Slowly But Surely) Changing The Television Industry
Alan Wolk - 2015
Given the intricacies of the industry, it's also going to be the most resistant to change. Alan Wolk, an industry veteran and longtime analyst and observer, lays out how the television industry is adapting to the digital era, explaining what's really happening in a tone that will appeal to laypeople and insiders alike. In the first section, Wolk takes us through how the industry works today, focusing on how the various players actually make money and who pays who for what. The next section deals with the changes that are taking place in the industry today–everything from time shifting to binge viewing to cord cutting–and how those changes are starting to create some seismic shifts. In the final section, Wolk reveals his predictions for the future and what the industry will look like in ten years time. Andrew Wallenstein, co-editor-in-chief of Variety says "Alan Wolk is one of the most insightful observers writing about the media business today. There's no better expert to help you navigate the confusing, complicated nexus of TV and the Internet." David Zaslav, President and CEO of Discovery Communications says "Alan Wolk has a deep understanding of the complex nature of television today… this is a fantastic primer of the business and one of the most educated perspectives on the future of our rapidly evolving industry."
Inventing the Future: Postcapitalism and a World Without Work
Nick Srnicek - 2015
Austerity is forcing millions into poverty and many more into precarious work, while the left remains trapped in stagnant political practices that offer no respite. Inventing the Future is a bold new manifesto for life after capitalism. Against the confused understanding of our high-tech world by both the right and the left, this book claims that the emancipatory and future-oriented possibilities of our society can be reclaimed. Instead of running from a complex future, Nick Srnicek and Alex Williams demand a postcapitaiist economy capable of advancing standards, liberating humanity from work and developing technologies that expand our freedoms.
The Life and Death of Classical Music
Norman Lebrecht - 2007
Lebrecht compellingly demonstrates that classical recording has reached its end point, but this is not simply an expos? of decline and fall. It is, for the first time, the full story of a minor art form, analyzing the cultural revolution wrought by Schnabel, Toscanini, Callas, Rattle, the Three Tenors, and Charlotte Church. It is the story of how stars were made and broken by the record business; how a war criminal conspired with a concentration-camp victim to create a record empire; and how advancing technology, boardroom wars, public credulity and unscrupulous exploitation shaped the musical backdrop to our modern lives. The book ends with a suitable shrine to classical recording: the author's critical selection of the 100 most important recordings, and the 20 most appalling.Filled with memorable incidents and unforgettable personalities, from Goddard Lieberson, legendary head of CBS Masterworks who signed his letters as God; to Georg Solti, who turned the Chicago Symphony into the loudest symphony on earth - this is at once the captivating story of the life and death of classical recording and an opinionated, insider's guide to appreciating the genre, now and for years to come.
Critical Path: How to Review Videogames for a Living
Dan Amrich - 2012
This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.
Eurogames: The Design, Culture and Play of Modern European Board Games
Stewart Woods - 2012
Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements
Brian S. McWilliams - 2004
This year alone, five trillion spam messages will clog Internet users in-boxes, costing society an estimated $10-billion in lost productivity, filtering software, and other expenses.Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements is the first book to expose the shadowy world of the people responsible for the junk email problem. Author and veteran investigative journalist Brian S. McWilliams delivers a compelling account of the cat-and-mouse game played by spam entrepreneurs in search of easy fortunes and those who are trying to stop them.Spam Kings chronicles the evolution of Davis Wolfgang Hawke, a notorious neo-Nazi leader (Jewish-born) who got into junk email in 1999. Using Hawke as a case study, Spam Kings traces the twenty-year-old neophyte's rise in the spam trade to his emergence as a major player in the lucrative penis pill market--a business that would eventually make him a millionaire and the target of lawsuits from AOL and others.Spam Kings also tells the parallel story of Susan Gunn, a computer novice in California who is reluctantly drawn into the spam wars and eventually joins a group of anti-spam activists. Her volunteer sleuth work puts her on a collision course with Hawke and other spammers, who try to wreak revenge on the antis. You'll also meet other cyber-vigilantes who have taken up the fight against spammers as well as the cast of quirky characters who comprise Hawke's business associates.The book sheds light on the technical sleight-of-hand--forged headers, open relays, harvesting tools, and bulletproof hosting--and other sleazy business practices that spammers use; the work of top anti-spam attorneys; the surprising new partnership developing between spammers and computer hackers; and the rise of a new breed of computer viruses designed to turn the PCs of innocent bystanders into secret spam factories.
How Star Wars Conquered the Universe: The Past, Present, and Future of a Multibillion Dollar Franchise
Chris Taylor - 2014
More than forty years and $37 billion later, Star Wars-related products outnumber human beings, a stormtrooper army spans the globe, and "Jediism" has become a religion in its own right. Lucas's creation has grown into far more than a cinematic classic; it is, quite simply, one of the most lucrative, influential, and interactive franchises of all time. Yet until now, the complete history of Star Wars - its influences and impact, the controversies it has spawned, its financial growth and long-term prospects - has never been told.In How Star Wars Conquered the Universe, veteran journalist Chris Taylor traces the series from the difficult birth of the original film through its sequels, the franchise's death and rebirth, the prequels, and the preparations for a new trilogy. Taylor provides portraits of the friends, writers, artists, producers, and marketers who labored behind the scenes to turn Lucas's idea into a legend. He also jousts with modern-day Jedi, tinkers with droid builders, and gets inside Boba Fett's helmet, all to find out how Star Wars has attracted and inspired so many fans for so long.Since the first film's release in 1977, Taylor shows, Star Wars has conquered our culture with a sense of lightness and exuberance, while remaining serious enough to influence politics around the world and spread a spirituality that appeals to religious groups and atheists alike. Controversial digital upgrades and critically savaged prequels have actually made the franchise stronger than ever. Now, with a new set of savvy bosses holding the reins and Episode VII on the horizon, it looks like Star Wars is just getting started.An energetic, fast-moving account of this creative and commercial phenomenon, How Star Wars Conquered the Universe explains how a filmmaker's fragile dream beat out a surprising number of rivals and gained a diehard, multigenerational fan base - and why it will be galvanizing our imaginations and minting money for generations to come.
Play Between Worlds: Exploring Online Game Culture
T.L. Taylor - 2006
L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.