Book picks similar to
Generation Xbox: How Videogames Invaded Hollywood by Jamie Russell
non-fiction
video-games
gaming
games
The Birth of Korean Cool: How One Nation is Conquering the World Through Pop Culture
Euny Hong - 2014
But the song's international popularity is no passing fad. "Gangnam Style" is only one tool in South Korea's extraordinarily elaborate and effective strategy to become a major world superpower by first becoming the world's number one pop culture exporter.As a child, Euny Hong moved from America to the Gangnam neighbourhood in Seoul. She was a witness to the most accelerated part of South Korea's economic development, during which time it leapfrogged from third-world military dictatorship to first-world liberal democracy on the cutting edge of global technology.Euny Hong recounts how South Korea vaulted itself into the twenty-first century, becoming a global leader in business, technology, education, and pop culture. Featuring lively, in-depth reporting and numerous interviews with Koreans working in all areas of government and society, The Birth of Korean Cool reveals how a really uncool country became cool, and how a nation that once banned miniskirts, long hair on men, and rock ‘n' roll could come to mass produce boy bands, soap operas, and the world's most important smart phone.
Seeing Further: Ideas, Endeavours, Discoveries and Disputes — The Story of Science Through 350 Years of the Royal Society
Bill BrysonJohn D. Barrow - 2010
A twenty-eight year old — and not widely famous — Christopher Wren was giving a lecture on astronomy. As his audience listened to him speak, they decided that it would be a good idea to create a Society to promote the accumulation of useful knowledge.With that, the Royal Society was born. Since its birth, the Royal Society has pioneered scientific exploration and discovery. Isaac Newton, Charles Darwin, Albert Einstein, Robert Hooke, Robert Boyle, Joseph Banks, Humphry Davy, Isambard Kingdom Brunel, John Locke, Alexander Fleming — all were fellows.Bill Bryson’s favourite fellow was Reverend Thomas Bayes, a brilliant mathematician who devised Bayes’ theorem. Its complexity meant that it had little practical use in Bayes’ own lifetime, but today his theorem is used for weather forecasting, astrophysics and stock market analysis. A milestone in mathematical history, it only exists because the Royal Society decided to preserve it — just in case. The Royal Society continues to do today what it set out to do all those years ago. Its members have split the atom, discovered the double helix, the electron, the computer and the World Wide Web. Truly international in its outlook, it has created modern science.Seeing Further celebrates its momentous history and achievements, bringing together the very best of science writing. Filled with illustrations of treasures from the Society’s archives, this is a unique, ground-breaking and beautiful volume, and a suitable reflection of the immense achievements of science.
Disney Version PB
Richard Schickel - 1985
Some howled in protest at this criticism of their hero, but they failed to see that Mr. Schickel's book acknowledged Disney's profound influence on American popular culture. The Disney Version takes us from Walt's wandering youth through the desperate gamble of opening his own animation studio, his daring decision to crash Hollywood, the sudden and inspired invention of Mickey Mouse - and on to the creation of a multimillion-dollar international entertainment empire. Throughout, Mr. Schickel asks penetrating questions about Disney's achievements and shortcomings, and about the enormous popularity of the "Disney version."
The Japanese Mind: Understanding Contemporary Japanese Culture
Roger J. Davies - 2002
Readers of this book will gain a clear understanding of what really makes the Japanese, and their society, tick. Among the topics explored: aimai (ambiguity), amae (dependence upon others' benevolence), amakudari (the nation's descent from heaven), chinmoku (silence in communication), gambari (perseverence), giri (social obligation), haragei (literally, "belly art"; implicit, unspoken communication), kenkyo (the appearance of modesty), sempai-kohai (seniority), wabi-sabi (simplicity and elegance), and zoto (gift giving), as well as discussions of childrearing, personal space, and the roles of women in Japanese society. Includes discussion topics and questions after each chapter.
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
Inside Apple
Adam Lashinsky - 2011
Based on numerous interviews, this book reveals exclusive new information about how Apple innovates, deals with its suppliers, and is handling the transition into the post Jobs era.
The Filter Bubble: What the Internet is Hiding From You
Eli Pariser - 2011
Instead of giving you the most broadly popular result, Google now tries to predict what you are most likely to click on. According to MoveOn.org board president Eli Pariser, Google's change in policy is symptomatic of the most significant shift to take place on the Web in recent years - the rise of personalization. In this groundbreaking investigation of the new hidden Web, Pariser uncovers how this growing trend threatens to control how we consume and share information as a society-and reveals what we can do about it.Though the phenomenon has gone largely undetected until now, personalized filters are sweeping the Web, creating individual universes of information for each of us. Facebook - the primary news source for an increasing number of Americans - prioritizes the links it believes will appeal to you so that if you are a liberal, you can expect to see only progressive links. Even an old-media bastion like "The Washington Post" devotes the top of its home page to a news feed with the links your Facebook friends are sharing. Behind the scenes a burgeoning industry of data companies is tracking your personal information to sell to advertisers, from your political leanings to the color you painted your living room to the hiking boots you just browsed on Zappos.In a personalized world, we will increasingly be typed and fed only news that is pleasant, familiar, and confirms our beliefs - and because these filters are invisible, we won't know what is being hidden from us. Our past interests will determine what we are exposed to in the future, leaving less room for the unexpected encounters that spark creativity, innovation, and the democratic exchange of ideas.While we all worry that the Internet is eroding privacy or shrinking our attention spans, Pariser uncovers a more pernicious and far-reaching trend on the Internet and shows how we can - and must - change course. With vivid detail and remarkable scope, The Filter Bubble reveals how personalization undermines the Internet's original purpose as an open platform for the spread of ideas and could leave us all in an isolated, echoing world.
Free: The Future of a Radical Price
Chris Anderson - 2009
Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.
Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of
Stuart Ashen - 2017
You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.
Fulfillment: Winning and Losing in One-Click America
Alec MacGillis - 2021
. . It takes a skillful journalist to weave data and anecdotes together so effectively." —Carolyn Kellogg, Los Angeles TimesAn award-winning journalist investigates Amazon’s impact on the wealth and poverty of towns and cities across the United States.In 1937, the famed writer and activist Upton Sinclair published a novel bearing the subtitle A Story of Ford-America. He blasted the callousness of a company worth “a billion dollars” that underpaid its workers while forcing them to engage in repetitive and sometimes dangerous assembly line labor. Eighty-three years later, the market capitalization of Amazon.com has exceeded one trillion dollars, while the value of the Ford Motor Company hovers around thirty billion. We have, it seems, entered the age of one-click America—and as the coronavirus makes Americans more dependent on online shopping, its sway will only intensify.Alec MacGillis’s Fulfillment is not another inside account or exposé of our most conspicuously dominant company. Rather, it is a literary investigation of the America that falls within that company’s growing shadow. As MacGillis shows, Amazon’s sprawling network of delivery hubs, data centers, and corporate campuses epitomizes a land where winner and loser cities and regions are drifting steadily apart, the civic fabric is unraveling, and work has become increasingly rudimentary and isolated.Ranging across the country, MacGillis tells the stories of those who’ve thrived and struggled to thrive in this rapidly changing environment. In Seattle, high-paid workers in new office towers displace a historic black neighborhood. In suburban Virginia, homeowners try to protect their neighborhood from the environmental impact of a new data center. Meanwhile, in El Paso, small office supply firms seek to weather Amazon’s takeover of government procurement, and in Baltimore a warehouse supplants a fabled steel plant. Fulfillment also shows how Amazon has become a force in Washington, D.C., ushering readers through a revolving door for lobbyists and government contractors and into CEO Jeff Bezos’s lavish Kalorama mansion.With empathy and breadth, MacGillis demonstrates the hidden human costs of the other inequality—not the growing gap between rich and poor, but the gap between the country’s winning and losing regions. The result is an intimate account of contemporary capitalism: its drive to innovate, its dark, pitiless magic, its remaking of America with every click.
The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies
Erik Brynjolfsson - 2014
Digital technologies—with hardware, software, and networks at their core—will in the near future diagnose diseases more accurately than doctors can, apply enormous data sets to transform retailing, and accomplish many tasks once considered uniquely human.In The Second Machine Age MIT’s Erik Brynjolfsson and Andrew McAfee—two thinkers at the forefront of their field—reveal the forces driving the reinvention of our lives and our economy. As the full impact of digital technologies is felt, we will realize immense bounty in the form of dazzling personal technology, advanced infrastructure, and near-boundless access to the cultural items that enrich our lives.Amid this bounty will also be wrenching change. Professions of all kinds—from lawyers to truck drivers—will be forever upended. Companies will be forced to transform or die. Recent economic indicators reflect this shift: fewer people are working, and wages are falling even as productivity and profits soar.Drawing on years of research and up-to-the-minute trends, Brynjolfsson and McAfee identify the best strategies for survival and offer a new path to prosperity. These include revamping education so that it prepares people for the next economy instead of the last one, designing new collaborations that pair brute processing power with human ingenuity, and embracing policies that make sense in a radically transformed landscape.A fundamentally optimistic book, The Second Machine Age alters how we think about issues of technological, societal, and economic progress.
Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate
Zoe Quinn - 2017
Surely these things would never happen to you.Zoe Quinn used to feel the same way. Zoe is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. The hordes answered in the form of a so-called movement known as #gamergate--they hacked her accounts, stole nude photos of her, harassed her family, friends and colleagues, and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she has raised her voice and speaks out against this vicious online culture and for making the internet a safer place for everyone.In the several years since #Gamergate started, Quinn has helped thousands of people with her advocacy and online abuse crisis resource Crash Override Network. From locking down individuals' personal accounts and information to working with tech companies and lawmakers alike to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves--and now she wants to share that information with you.Crash Override offers an up close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Quinn uses her story--as target and as activist--to provide an accessible, personal, and human look at the ways the internet impacts our lives and culture. Through anecdotes from the eye of the storm to practical advice for keeping yourself and others safe online, Crash Override combines memoir, manifesto, and map to a better future for our online lives.
I Want My MTV: The Uncensored Story of the Music Video Revolution
Craig Marks - 2011
It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.
Androids: The Team That Built the Android Operating System
Chet Haase - 2021
But they couldn't get investors interested. Today, Android is a large team at Google, shipping an operating system (including camera software) to over three billion devices worldwide.This is the inside story, told by the people who made it happen.“What are the essential ingredients that lead a small team to build software at the sheer scale and impact of Android? We may never fully know, but this first person account is probably the closest set of clues we have.”–Dave Burke, VP of Android Engineering“Androids captures a strong picture of what the early development of Android, as well as the Android team, was like.”–Dianne Hackborn, Android Framework Engineer“Androids is the engaging tale of a motley group of coders with a passion to make insanely great products who banged out the operating system when that idea seemed nuts.True to his geek genes, Chet Haase tells this remarkable tale of technical and business success from the trenches, an inspiring, massive collective effort of dozens of programmers who flipped their seemingly late timing to their advantage, and presaged a generation of platform builders. Read Androids to discover what it takes to create a hot tech team that shipped a product running today on more than 3 billion devices.”–Jonathan Littman, co-author of The Entrepreneurs Faces: How Makers, Visionaries and Outsiders Succeed, and author of The Fugitive Game
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.