Animal Crossing: New Leaf - Prima Official Game Guide


Stephen Stratton - 2013
    ·      Discover something new every day – this guide will show you what special things you can do each day of the year, right down to the best time to do it so that you don’t miss a thing. ·      Detailed furniture catalog – see how to acquire each piece of furniture for customizing your house and each accessory for your character. ·      Checklists for everything – keep track of items you get with checklists that cover each type of collectable. ·      Smaller trim size for portability and over 400 pages of content.

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.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Hit Makers: The Science of Popularity in an Age of Distraction


Derek Thompson - 2017
    Each blockbuster has a secret history--of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience.In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable.Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century--people's attention.From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular.In Hit Makers, Derek Thompson investigates: - The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses - Why Facebook is the world's most important modern newspaper - How advertising critics predicted Donald Trump - The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history - How Barack Obama and his speechwriters think of themselves as songwriters - How Disney conquered the world--but the future of hits belongs to savvy amateurs and individuals - The French collector who accidentally created the Impressionist canon - Quantitative evidence that the biggest music hits aren't always the best - Why almost all Hollywood blockbusters are sequels, reboots, and adaptations - Why one year--1991--is responsible for the way pop music sounds today - Why another year --1932--created the business model of film - How data scientists proved that "going viral" is a myth - How 19th century immigration patterns explain the most heard song in the Western Hemisphere

The PlayStation Dreamworld


Alfie Bown - 2017
    The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

Design Like Apple: Seven Principles for Creating Insanely Great Products, Services, and Experiences


John Edson - 2012
    And all of these capabilities are founded in a deep and rich embrace of what it means to be a designer.Design Like Apple uncovers the lessons from Apple's unique approach to product creation, manufacturing, delivery, and customer experience.Offers behind-the-scenes stories from current and recent Apple insiders Draws on case studies from other companies that have mastered the creative application of design to create outrageous business results Delivers how-to lessons across design, marketing, and business strategy Bridging creativity and commerce, this book will show you to how to truly Design Like Apple.

Distrust That Particular Flavor


William Gibson - 2012
    "Wired" magazine sent him to Singapore to report on one of the world's most buttoned-up states. "The New York Times Magazine" asked him to describe what was wrong with the Internet. Rolling Stone published his essay on the ways our lives are all "soundtracked" by the music and the culture around us. And in a speech at the 2010 Book Expo, he memorably described the interactive relationship between writer and reader.These essays and articles have never been collected-until now. Some have never appeared in print at all. In addition, "Distrust That Particular Flavor" includes journalism from small publishers, online sources, and magazines no longer in existence. This volume will be essential reading for any lover of William Gibson's novels. "Distrust That Particular Flavor" offers readers a privileged view into the mind of a writer whose thinking has shaped not only a generation of writers but our entire culture.

The Next 100 Years: A Forecast for the 21st Century


George Friedman - 2008
    It imagines passing clouds to be permanent and is blind to powerful, long-term shifts taking place in full view of the world.” —George Friedman In his long-awaited and provocative new book, George Friedman turns his eye on the future—offering a lucid, highly readable forecast of the changes we can expect around the world during the twenty-first century. He explains where and why future wars will erupt (and how they will be fought), which nations will gain and lose economic and political power, and how new technologies and cultural trends will alter the way we live in the new century.The Next 100 Years draws on a fascinating exploration of history and geopolitical patterns dating back hundreds of years. Friedman shows that we are now, for the first time in half a millennium, at the dawn of a new era—with changes in store, including:• The U.S.-Jihadist war will conclude—replaced by a second full-blown cold war with Russia.• China will undergo a major extended internal crisis, and Mexico will emerge as an important world power.• A new global war will unfold toward the middle of the century between the United States and an unexpected coalition from Eastern Europe, Eurasia, and the Far East; but armies will be much smaller and wars will be less deadly.• Technology will focus on space—both for major military uses and for a dramatic new energy resource that will have radical environmental implications.• The United States will experience a Golden Age in the second half of the century.Written with the keen insight and thoughtful analysis that has made George Friedman a renowned expert in geopolitics and forecasting, The Next 100 Years presents a fascinating picture of what lies ahead.For continual, updated analysis and supplemental material, go to www.Stratfor.com

El Clasico: Barcelona v Real Madrid: Football's Greatest Rivalry


Richard Fitzpatrick - 2012
    

The Falsification of History: Our Distorted Reality


John Hamer - 2012
    This has been perpetrated by the systematic, ongoing falsification of history in much the same way as perpetrated by the powers that be in the suspiciously prophetic novel ‘1984’, by George Orwell. We have all been deceived on a monumental scale by a tiny clique of people who by their own birthright and bloodlines absolutely believe that they have the divine right to rule over us by whatever method best suits their purposes. In order to achieve this they have lied, deceived, murdered and even committed genocide down the millennia in an attempt to bring their ultimate goal to fruition. Find out about the use of drugs, vaccinations, micro-chipping, mind control, trans-humanism and 24/7 distractions such as non-stop sports, entertainments and the invasive ‘celebrity culture’ that attempts to pervade our whole lives.

Empires of the Sky: Zeppelins, Airplanes, and Two Men's Epic Duel to Rule the World


Alexander Rose - 2020
    As the Wrights labored to invent the airplane, Zeppelin fathered the wondrous airship, sparking a bitter rivalry between the two types of aircraft and their innovators that would last for decades in the quest to control one of humanity's most inspiring achievements.And it was the airship -- not the airplane -- that would lead the way. In the glittery 1920s, the count's brilliant protégé, Hugo Eckener, achieved undreamt-of feats of daring and skill, including the extraordinary Round-the-World Voyage of the Graf Zeppelin. At a time when America's airplanes -- rickety deathtraps held together by glue, screws, and luck -- could barely make it from New York to Washington, Eckener's airships serenely traversed oceans without a single crash, fatality, or injury. What Charles Lindbergh almost died doing -- crossing the Atlantic in 1927 -- Eckener effortlessly accomplished three years before the Spirit of St. Louis even took off. Even as the Nazis sought to exploit Zeppelins for their own nefarious purposes, Eckener built his masterwork, the behemoth Hindenburg -- a marvel of design and engineering. Determined to forge an airline empire under the new flagship, Eckener met his match in Juan Trippe, the ruthlessly ambitious king of Pan American Airways, who believed his fleet of next-generation planes would vanquish Eckener's coming airship armada.It was a fight only one man -- and one technology -- could win. Countering each other's moves on the global chessboard, each seeking to wrest the advantage from his rival, the two men's struggle for mastery of the air was not only the clash of technologies, but of business, diplomacy, politics, personalities, and their vastly different dreams of the future.Empires of the Sky is the sweeping, untold tale of the duel that transfixed the world and helped create our modern age.

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!


Brian Tinsman - 2003
    Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

Nerd Do Well


Simon Pegg - 2009
    Having blasted onto the small screens with his now legendary sitcom Spaced, his rise to nation's favourite son status has been mercurial, meteoric, megatronnic, but mostly just plain great.From his childhood (and subsequently adult) obsession with Star Wars, his often passionate friendship with Nick Frost, and his forays into stand-up which began with his regular Monday morning slot in front of his 12-year-old classmates, this is a joyous tale of a homegrown superstar and a local boy made good.

Secrets and Lies: Digital Security in a Networked World


Bruce Schneier - 2000
    Identity Theft. Corporate Espionage. National secrets compromised. Can anyone promise security in our digital world?The man who introduced cryptography to the boardroom says no. But in this fascinating read, he shows us how to come closer by developing security measures in terms of context, tools, and strategy. Security is a process, not a product – one that system administrators and corporate executives alike must understand to survive.This edition updated with new information about post-9/11 security.

xkcd: volume 0


Randall Munroe - 2009
    While it's practically required reading in the geek community, xkcd fans are as varied as the comic's subject matter. This book creates laughs from science jokes on one page to relationship humor on another.xkcd: volume 0 is the first book from the immensely popular webcomic with a passionate readership (just Google "xkcd meetup").The artist selected personal and fan favorites from his first 600 comics. It was lovingly assembled from high-resolution original scans of the comics (the mouseover text is discreetly included), and features a lot of doodles, notes, and puzzles in the margins.The book is published by Breadpig, which donates all of the publisher profits from this book to Room to Read for promoting literacy in the developing world.