Book picks similar to
Trigger Happy: Videogames and the Entertainment Revolution by Steven Poole
non-fiction
games
video-games
game-design
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
The Studs Terkel Reader: My American Century
Studs Terkel - 1997
A personal selection of the best interviews from eight classic books by America's much-loved pre-eminent oral historian, Studs Terkel.
Ethnography and Virtual Worlds: A Handbook of Method
Tom Boellstorff - 2012
Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results.Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongameDraws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of WarcraftProvides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issuesGuides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research resultsAddresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography
The Language of New Media
Lev Manovich - 2001
He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database.Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media.
The Order of Things: An Archaeology of the Human Sciences
Michel Foucault - 1966
The result is nothing less than an archaeology of the sciences that unearths old patterns of meaning and reveals the shocking arbitrariness of our received truths.In the work that established him as the most important French thinker since Sartre, Michel Foucault offers startling evidence that “man”—man as a subject of scientific knowledge—is at best a recent invention, the result of a fundamental mutation in our culture.
The New Digital Age: Reshaping the Future of People, Nations and Business
Eric Schmidt - 2013
And, the Director of Google Ideas, Jared Cohen, formerly an advisor to both Secretaries of State Condoleezza Rice and Hillary Clinton.Never before has the future been so vividly and transparently imagined. From technologies that will change lives (information systems that greatly increase productivity, safety and our quality of life, thought controlled motion technology that can revolutionize medical procedures, and near-perfect translation technology that allows us to have more diversified interactions) to our most important future considerations (curating our online identity and fighting those who would do harm with it) to the widespread political change that will transform the globe (through transformations in conflict, increasingly active and global citizenries, a new wave of cyber-terrorism and states operating simultaneously in the physical and virtual realms) to the ever present threats to our privacy and security, Schmidt and Cohen outline in great detail and scope all the promise and peril awaiting us in the coming decades.
The Cult of Mac
Leander Kahney - 2004
Apple's machines have legions of loyal, sometimes demented fans. The Cult of Mac surveys the devoted following that has grown up around Macintosh computers. Like fans of a football team or a rock group, Macintosh fanatics have their own subculture, with clearly defined obsessions, rites, and passages. Famously dedicated to their computers, many Mac fans eat, sleep, and breathe the Macintosh. Fans who get Mac tattoos and haircuts, people who attend Apple Store openings like they are Grateful Dead shows, counterculture icons who love the Mac, people who turn old Macs into aquariums (or bongs), Ellen Fein lookalike contests, erotic fiction featuring Steve Jobs; it's all here. Technology reporter Leander Kahney exposes all sides of Mac fanaticism, from the innocuous to the insane.
A Geek in Japan: Discovering the Land of Manga, Anime, Zen, and the Tea Ceremony
Hector Garcia Puigcerver - 2011
Designed to appeal to the generations of Westerners who grew up on Pokemon, manga and video games, A Geek in Japan reinvents the culture guide for readers in the Internet age.Spotlighting the originality and creativity of the Japanese, debunking myths about them, and answering nagging questions like why they're so fond of robots, author Hector Garcia has created the perfect book for the growing ranks of Japanophiles in this inspired, insightful and highly informative guide.
Planet Simpson: How a Cartoon Masterpiece Defined a Generation
Chris Turner - 2004
Since first airing in 1987 as a cartoon interlude on the short-lived "Tracey Ullman Show," "The Simpsons" has deliciously skewered the foibles of American life, evolving into a cultural institution that reaches across the generations. As satire, it's sharp and funny. As a pop phenom, it's in a league of its own. And with Planet Simpson, it finally gets the sprawling, multidimensional critical look it so richly deserves. "Smart and funny, Turner writes with fitting enthusiasm for his subject while working in seemly references to cultural theory and TV-insider politics. His book is just the thing for fellow fans, and for anyone interested in how pop phenomena came to be." -Hollywood Reporter This book was not prepared, licensed, approved, or endorsed by any entity involved in creating or producing the television series "The Simpsons."
Television Culture
John Fiske - 1987
The author examines both the economic and cultural aspects of television, and investigates it in terms of both theory and text-based criticism. Fiske introduces the main arguments from current British, American, Australian and French scholarship in a style accessible to the student, providing an integrated study of approaches to the medium.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Nick MontfortMark Sample - 2012
The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
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.
Game Boys: Professional Videogaming's Rise from the Basement to the Big Time
Michael Kane - 2008
Red Sox. Lakers vs. Celtics. And now . . . Team 3D vs. CompLexity. That would be America’s next celebrated rivalry if the men in Game Boys had their way. 3D and CompLexity are two of the top professional “e-sports” teams in the U.S. Their battle for dominance, as juicy as any feud in “real” sports, leads the action in Michael Kane’s engaging and lively chronicle of the lifestyle and business of gaming. We’ve come a long way since Pac-Man. Today’s games are more elaborate, popular, and addictive than ever. For the elite players, gaming is a full-fledged career that pays big money in prizes and corporate sponsorships. Gamers win, lose, strategize, fight, sign with rival teams, get berated by sideline-pacing coaches. Some use performance-enhancing drugs. And now they’re going on TV. Are they really the “athletes” of tomorrow? They act like they are. Game Boys is a pioneering narrative of the rivalries, quirks, and dramas of a subculture on the cusp of big things. At its most personal, it’s a classic sports tale of victory and defeat, punched up for the millennial generation. It’s also an engrossing business-meets-popculture narrative that reveals the entrepreneurial ingenuity involved in bringing gaming onto broadcast TV, in the vein of the X-Games or televised poker. Game Boys is an engrossing read for technophiles, gamers, parents, and anyone interested in the business of sports and trends in pop culture.
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2
Dave Shreiner - 1999
The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. It is far and away the most important book on OpenGL, and is commonly referred to by programmers simply as the Red book. Last summer the OpenGL Architectural Review Board (ARB) announced the release of the version 2.0 standard, incorporating the OpenGL Shader Language (GLSL) officially into the spec. This is the biggest change in OpenGL since its inception. This new edition will provide basic information about GLSL itself, as well as all the other changes to the 1.5 and 1.0 versions. the official, comprehensive guide to GLSL itself. A few years ago, pundits were predicting the imminent demise of OpenGL. Far from expiring, however, OpenGL has had a resurgence in the last couple years, and has solidified its position as the defacto standard for high-quality computer graphics. This book remains the necessary guide for any developer doing graphics programming. The sample source code in the book will be available on the book's web site.
Content: Selected Essays on Technology, Creativity, Copyright, and the Future of the Future
Cory Doctorow - 2008
Content is the first collection of Doctorow’s infamous articles, essays, and polemics.Here’s why Microsoft should stop treating its customers as criminals (through relentless digital-rights management); how America chose copyright and Happy Meal toys over jobs; why Facebook is taking a faceplant; how Wikipedia is a poor cousin of The Hitchhiker’s Guide to the Galaxy; and, of course, why free e-books kick ass.Accessible to geeks and noobs (if you’re not sure what that means, it’s you) alike, Content is a must-have compilation from Cory Doctorow, who will be glad to take you along for the ride as he effortlessly surfs the zeitgeist.