Commodork: Sordid Tales from a BBS Junkie


Rob O'Hara - 2006
    As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.

Invitations to Love: Literacy, Love Letters, and Social Change in Nepal


Laura M. Ahearn - 2001
    Laura M. Ahearn shows that young Nepalese people are applying their newly acquired literacy skills to love-letter writing, fostering a transition that involves not only a shift in marriage rituals, but also a change in how villagers conceive of their own ability to act and attribute responsibility for events. These developments have potential ramifications that extend far beyond the realm of marriage and well past the Himalayas.The love-letter correspondences examined by Ahearn also provide a deeper understanding of the social effects of literacy. While the acquisition of literary skills may open up new opportunities for some individuals, such skills can also impose new constraints, expectations, and disappointments. The increase in female literacy rates in Junigau in the 1990s made possible the emergence of new courtship practices and facilitated self-initiated marriages, but it also reinforced certain gender ideologies and undercut some avenues to social power, especially for women. Scholars, and students in such fields as anthropology, women's studies, linguistics, development studies, and South Asian studies will find this book ethnographically rich and theoretically insightful. Laura M. Ahearn is Assistant Professor of Anthropology, Rutgers University.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Bumper to Bumper


Doug DeMuro - 2016
    Bumper to Bumper is newer, longer, and better, touting mostly original stories that include the time Doug crashed his brand-new Porsche company car into a tree, the real story behind the time Doug crushed a Chrysler PT Cruiser, the time Doug bribed a government official in South Africa, the time Doug got detained at the Canadian border on an automotive press trip, and the story of Doug’s relationship with automakers. Also, Doug wrote this description himself in the third person.

Mind Games: The True Story of a Psychologist, His Wife, and a Brutal Murder


Carlton Smith - 2007
    Dr. Felix Polk was a married psychologist living in Berkeley, California. At forty years old, he had a successful practice and a towering reputation until he began a scandalous affair with one of his patients- Susan Bolling. She was fifteen years old. A troubled teenage girl. After divorcing his first wife, Felix married Susan. Susan would later claim that her marriage was built on lies, manipulation, and psychological abuse. She tried to divorce Felix, but no settlement could be reached. Susan seemed to believe that Felix had stashed up to $40 million in a secret bank account in the Caribbean. She wanted her half or else. A case that stunned the nation. In October 2002, Felix was found stabbed to death in his own home. Susan insisted she acted in self-defense. But what would a jury think when Susan claiming she was the victim of Felix's manipulation became her own defense attorney? This is the true story of marriage, murder, and mind games.

Fallout 3 Game of the Year Edition - Prima Official Game Guide


David Hodgson - 2009
    • Covers the entire main game and all five Add-On games: Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta.• Your Essential Wasteland Companion: walkthroughs and over 200 detailed maps give you all the tactics, locations, items, and rewards!• Info and stats on all the perks, armor, weapons, items, factions, and entities you'll encounter.• Moral compass choices revealed! Villain or virtuous? Our guide's flowcharts will let you know which road to follow for your chosen path.• Giant map poster to guide you through the Wasteland.

A Long Bright Future


Laura L. Carstensen - 2009
    Supersized life spans are going to radically alter society, and present an unprecedented opportunity to change our approach not only to old age but to all of life’s stages. The ramifications are just beginning to dawn on us.... yet in the meantime, we keep thinking about, and planning for, life as it used to be lived. In A Long Bright Future, longevity and aging expert Laura Carstensen guides us into the new possibilities offered by a longer life. She debunks the myths and misconceptions about aging that stop us from adequately preparing for the future both as individuals and as a society: that growing older is associated with loneliness and unhappiness, and that only the genetically blessed live well and long. She then focuses on other important components of a long life, including finances, health, social relationships, Medicare and Social Security, challenging our preconceived notions of “old age” every step of the way.

Doctor, Doctor: A True Story of Obsession, Addiction, and Psychological Manipulation


Merry Freer - 2014
    Although smart and successful in a controlled and stable workplace, she has been taught since childhood to substitute her own judgement for that of others, leaving her naïve, gullible and ill-prepared to effectively manage the complexities of her new life.When Susan meets Mark, a charismatic and charming doctor, she thinks she has found the kind of love and passion she has longed for. But things are not as they appear with Mark, and slowly she becomes aware of the deceptive life he is leading. Seeking counsel and solace in a trusted therapist, she encourages Mark to accompany her to a session.The three year odyssey begins with intense therapy - appointments orchestrated by a psychiatrist who develops a personal stake in the couple’s progress. Secrets, lies, and silent pacts draw Susan, inexperienced and trusting, deeply into Mark’s treatment plan. The shrewd therapist’s unorthodox and manipulative schemes break all the rules, taking Susan into a world of drama, deceit, betrayal, and an excruciatingly close encounter with the law – an encounter that forces her to choose between saving Mark or saving herself.

Electricity and Magnetism


Elisha Gray - 2010
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

Marketplace 3.0: Rewriting the Rules of Borderless Business


Hiroshi Mikitani - 2013
    And that evolution has huge implications for everything we see, buy and do online. Rejecting the zero-sum, vending-machine model of ecommerce practiced by other leading internet retailers, who view the Internet purely as a facilitator of speed and profit, Hiroshi Mikitani argues for an alternate model that benefits merchants, consumers, and communities alike by empowering players at every step in the process. He envisions retail "ecosystems," where small and mid-sized brick-and-mortar businesses around the world partner with online marketplaces to maximize their customer bases and service capabilities, and he shows why emphasizing collaboration over competition, customization over top-down control, and long-term growth over short-term revenue is by far the best use of the Internet's power, and will define the 3.0 era.Rakuten has already pioneered this new model, and Marketplace 3.0 offers colorful examples of its success in Japan and around the world. Mikitani reveals how the company enforces a global mindset (including the requirement that all its employees speak English, even in Tokyo); how it incorporates new acquisitions rather than seeking to completely remake or sell them for a quick profit; and how it competes with other retailers on speed and quality, without sacrificing the public good. Marketplace 3.0 is an exciting new vision for global commerce, from a company that's challenging all the accepted wisdom.

The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3


David Shippy - 2009
    This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.

Life with an Autistic Son


B's Dad - 2013
    He did not crave my company, cling to and cuddle me endlessly. He showed no need to bond with me, his father, and we did not. He exhausted me, he frustrated me and he scared me. I came to dread coming home from work sometimes, or those moments when it was my turn to wrestle him into bed and begin the long struggle to settle him. I said things that will forever haunt me, like “What is wrong with that child?” and “Is he always going to be this annoying?” What I didn't know then was that he was autistic.When that realisation came, so did the beginning of my mission to understand my son, and to understand autism. This book chronicles that search for understanding and answers. It documents one parent’s attempts to come to terms with, and accept, his child. It is raw and real, sometimes confused and frightened but also, I’d like to think, written with warmth and love and an ability to smile through difficult times.This book is for anyone starting out on a pathway with their child that they did not expect. It’s also for people who, like me, are a little further down that road but still learning, still asking questions and still getting it wrong sometimes. You are not alone.

Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution


Dean Takahashi - 2002
    It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.

Gamer Theory


McKenzie Wark - 2007
    Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.