The Image: A Guide to Pseudo-Events in America


Daniel J. Boorstin - 1961
    Boorstin’s prophetic vision of an America inundated by its own illusions has become an essential resource for any reader who wants to distinguish the manifold deceptions of our culture from its few enduring truths.Cover design by Matt Dorfman.

The Information Diet: A Case for Conscious Consumption


Clay A. Johnson - 2011
    Not eating, but gorging on information ceaselessly spewed from the screens and speakers we hold dear. Just as we have grown morbidly obese on sugar, fat, and flour—so, too, have we become gluttons for texts, instant messages, emails, RSS feeds, downloads, videos, status updates, and tweets.We're all battling a storm of distractions, buffeted with notifications and tempted by tasty tidbits of information. And just as too much junk food can lead to obesity, too much junk information can lead to cluelessness. The Information Diet shows you how to thrive in this information glut—what to look for, what to avoid, and how to be selective. In the process, author Clay Johnson explains the role information has played throughout history, and why following his prescribed diet is essential for everyone who strives to be smart, productive, and sane.In The Information Diet, you will:Discover why eminent scholars are worried about our state of attention and general intelligenceExamine how today’s media—Big Info—give us exactly what we want: content that confirms our beliefsLearn to take steps to develop data literacy, attention fitness, and a healthy sense of humorBecome engaged in the economics of information by learning how to reward good information providersJust like a normal, healthy food diet, The Information Diet is not about consuming less—it’s about finding a healthy balance that works for you

Go To: The Story of the Math Majors, Bridge Players, Engineers, Chess Wizards, Maverick Scientists, and Iconoclasts-- the Programmers Who Created the Software Revolution


Steve Lohr - 2001
    Lohr maps out the unique seductions of programming, and gives us an intimate portrait of the peculiar kind of genius that is drawn to this blend of art, science, and engineering, introducing us to the movers and shakers of the 1950s and the open-source movement of today. With original reporting and deft storytelling, Steve Lohr shows us how software transformed the world, and what it holds in store for our future.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Introducing Postmodernism


Richard Appignanesi - 1995
    Has the 21st century resolved the question of postmodernism or are we more than ever ensnared in its perplexities? Postmodernism seemed to promise an end to the grim Cold War era of nuclear confrontation and oppressive ideologies. Fukuyama's notoriously proclaimed end of history, the triumph of liberal democracy over Communist tyranny, has proved an illusion. We awoke in the anxious grip of globalization, unpredictable terrorism and unforeseen war. Introducing Postmodernism traces the pedigrees of postmodernism in art, theory, science and history, providing an urgent guide to the present. Derrida, Baudrillard, Foucault and many other icons of postmodern complexity are brilliantly elucidated by Richard Appignanesi and enlivened by the Guardian's Biff cartoonist Chris Garratt.

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.

Beginning C++ Through Game Programming


Michael Dawson - 2004
    If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming

The Search: How Google and Its Rivals Rewrote the Rules of Business and Transformed Our Culture


John Battelle - 2005
    In its sweeping survey of the history of Internet search technologies, its gossip about and analysis of Google, and its speculation on the larger cultural implications of a Web-connected world, it will likely receive attention from a variety of businesspeople, technology futurists, journalists, and interested observers of mid-2000s zeitgeist. This ambitious book comes with a strong pedigree. Author John Battelle was a founder of The Industry Standard and then one of the original editors of Wired, two magazines which helped shape our early perceptions of the wild world of the Internet. Battelle clearly drew from his experience and contacts in writing The Search. In addition to the sure-handed historical perspective and easy familiarity with such dot-com stalwarts as AltaVista, Lycos, and Excite, he speckles his narrative with conversational asides from a cast of fascinating characters, such Google's founders, Larry Page and Sergey Brin; Yahoo's, Jerry Yang and David Filo; key executives at Microsoft and different VC firms on the famed Sandhill road; and numerous other insiders, particularly at the company which currently sits atop the search world, Google. The Search is not exactly the corporate history of Google. At the book's outset, Battelle specifically indicates his desire to understand what he calls the cultural anthropology of search, and to analyze search engines' current role as the "database of our intentions"--the repository of humanity's curiosity, exploration, and expressed desires. Interesting though that beginning is, though, Battelle's story really picks up speed when he starts dishing inside scoop on the darling business story of the decade, Google. To Battelle's credit, though, he doesn't stop just with historical retrospective: the final part of his book focuses on the potential future directions of Google and its products' development. In what Battelle himself acknowledges might just be a "digital fantasy train", he describes the possibility that Google will become the centralizing platform for our entire lives and quotes one early employee on the weightiness of Google's potential impact: "Sometimes I feel like I am on a bridge, twenty thousand feet up in the air. If I look down I'm afraid I'll fall. I don't feel like I can think about all the implications." Some will shrug at such words; after all, similar hype has accompanied other technologies and other companies before. Many others, though, will search Battelle's story for meaning--and fast. --Peter Han

The 100 Most Pointless Things in the World


Alexander Armstrong - 2012
    From the presenters of the hit BBC One TV show, Pointless, comes a collection of musings on some of the most pointless things, places and facts in everyday modern life.This book is the perfect blend of the obscure, the fascinating and the downright silly.

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

Smart Mobs: The Next Social Revolution


Howard Rheingold - 2002
    The coming wave, says Rheingold, is the result of super-efficient mobile communications-cellular phones, personal digital assistants, and wireless-paging and Internet-access devices that will allow us to connect with anyone, anywhere, anytime. From the amusing ("Lovegetty" devices in Japan that light up when a person with the right date-potential characteristics appears in the vicinity) to the extraordinary (the overthrow of a repressive regime in the Philippines by political activists who mobilized by forwarding text messages via cell phones), Rheingold gives examples of the fundamentally new ways in which people are already engaging in group or collective action. He also considers the dark side of this phenomenon, such as the coordination of terrorist cells, threats to privacy, and the ability to incite violent behavior. Applying insights from sociology, artificial intelligence, engineering, and anthropology, Rheingold offers a penetrating perspective on the brave new convergence of pop culture, cutting-edge technology, and social activism. At the same time, he reminds us that, as with other technological revolutions, the real impact of mobile communications will come not from the technology itself but from how people use it, resist it, adapt to it, and ultimately use it to transform themselves, their communities, and their institutions.

Maestro Mario: How Nintendo Transformed Videogame Music into an Art


Andrew Schartmann - 2013
    for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?

Invasion of the Space Invaders


Martin Amis - 1982
    Delving into the electric atmosphere of the arcades where he misspent his youth, he asks: Why did Space Invaders invade our hearts and minds? How much time, loose change and sex appeal did they cost us? And most importantly, which secret cheats and tactics must we master to reach the next level?Part cautionary tale, part celebration of a lifelong addiction, this is an essential manual for many a self-confessed cyber geek, computer nerd and joystick junkie.

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.

The Dark Net: Inside the Digital Underworld


Jamie Bartlett - 2014
    A world that is as creative and complex as it is dangerous and disturbing. A world that is much closer than you think.The dark net is an underworld that stretches from popular social media sites to the most secretive corners of the encrypted web. It is a world that frequently appears in newspaper headlines, but one that is little understood, and rarely explored. The Dark Net is a revelatory examination of the internet today, and of its most innovative and dangerous subcultures: trolls and pornographers, drug dealers and hackers, political extremists and computer scientists, Bitcoin programmers and self-harmers, libertarians and vigilantes.Based on extensive first-hand experience, exclusive interviews and shocking documentary evidence, The Dark Net offers a startling glimpse of human nature under the conditions of freedom and anonymity, and shines a light on an enigmatic and ever-changing world.