Book picks similar to
I Am Error: The Nintendo Family Computer / Entertainment System Platform by Nathan Altice
non-fiction
nonfiction
games
gaming
The Information: A History, a Theory, a Flood
James Gleick - 2011
The story of information begins in a time profoundly unlike our own, when every thought and utterance vanishes as soon as it is born. From the invention of scripts and alphabets to the long-misunderstood talking drums of Africa, Gleick tells the story of information technologies that changed the very nature of human consciousness. He provides portraits of the key figures contributing to the inexorable development of our modern understanding of information: Charles Babbage, the idiosyncratic inventor of the first great mechanical computer; Ada Byron, the brilliant and doomed daughter of the poet, who became the first true programmer; pivotal figures like Samuel Morse and Alan Turing; and Claude Shannon, the creator of information theory itself. And then the information age arrives. Citizens of this world become experts willy-nilly: aficionados of bits and bytes. And we sometimes feel we are drowning, swept by a deluge of signs and signals, news and images, blogs and tweets. The Information is the story of how we got here and where we are heading.
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.
WTF?: What's the Future and Why It's Up to Us
Tim O'Reilly - 2017
In today’s economy, we have far too much dismay along with our amazement, and technology bears some of the blame. In this combination of memoir, business strategy guide, and call to action, Tim O'Reilly, Silicon Valley’s leading intellectual and the founder of O’Reilly Media, explores the upside and the potential downsides of today's WTF? technologies. What is the future when an increasing number of jobs can be performed by intelligent machines instead of people, or done only by people in partnership with those machines? What happens to our consumer based societies—to workers and to the companies that depend on their purchasing power? Is income inequality and unemployment an inevitable consequence of technological advancement, or are there paths to a better future? What will happen to business when technology-enabled networks and marketplaces are better at deploying talent than traditional companies? How should companies organize themselves to take advantage of these new tools? What’s the future of education when on-demand learning outperforms traditional institutions? How can individuals continue to adapt and retrain? Will the fundamental social safety nets of the developed world survive the transition, and if not, what will replace them? O'Reilly is "the man who can really can make a whole industry happen," according to Eric Schmidt, Executive Chairman of Alphabet (Google.) His genius over the past four decades has been to identify and to help shape our response to emerging technologies with world shaking potential—the World Wide Web, Open Source Software, Web 2.0, Open Government data, the Maker Movement, Big Data, and now AI. O’Reilly shares the techniques he's used at O’Reilly Media to make sense of and predict past innovation waves and applies those same techniques to provide a framework for thinking about how today’s world-spanning platforms and networks, on-demand services, and artificial intelligence are changing the nature of business, education, government, financial markets, and the economy as a whole. He provides tools for understanding how all the parts of modern digital businesses work together to create marketplace advantage and customer value, and why ultimately, they cannot succeed unless their ecosystem succeeds along with them.The core of the book's call to action is an exhortation to businesses to DO MORE with technology rather than just using it to cut costs and enrich their shareholders. Robots are going to take our jobs, they say. O'Reilly replies, “Only if that’s what we ask them to do! Technology is the solution to human problems, and we won’t run out of work till we run out of problems." Entrepreneurs need to set their sights on how they can use big data, sensors, and AI to create amazing human experiences and the economy of the future, making us all richer in the same way the tools of the first industrial revolution did. Yes, technology can eliminate labor and make things cheaper, but at its best, we use it to do things that were previously unimaginable! What is our poverty of imagination? What are the entrepreneurial leaps that will allow us to use the technology of today to build a better future, not just a more efficient one?
Whether technology brings the WTF? of wonder or the WTF? of dismay isn't inevitable. It's up to us!
Fumbling the Future: How Xerox Invented, Then Ignored, the First Personal Computer
Douglas K. Smith - 1988
The more knowledgable of them will add the likes of Microsoft, Ashton-Tate, Compaq, and Borland. But no one will say Xerox. Fifteen years after it invented personal computing, Xerox still means "copy." More than anything, Fumbling the Future is a tale of human beings whose talents, hopes, fears, habits, and prejudices determine the fate of our largest organizations and of our best ideas. In an era in which technological creativity and economic change are so critical to the competitiveness of the American economy, Fumbling the Future is a parable for our times.
Gamification by Design
Gabe Zichermann - 2011
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
Program or Be Programmed: Ten Commands for a Digital Age
Douglas Rushkoff - 2010
But for all the heat of claim and counter-claim, the argument is essentially beside the point: it’s here; it’s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? “Choose the former,” writes Rushkoff, “and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make.” In ten chapters, composed of ten “commands” accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe.In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age––and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as “viral media,” “social currency” and “screenagers.” He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust, as well as the current financial crisis. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.“Douglas Rushkoff is one of the great thinkers––and writers––of our time.” —Timothy Leary“Rushkoff is damn smart. As someone who understood the digital revolution faster and better than almost anyone, he shows how the internet is a social transformer that should change the way your business culture operates." —Walter Isaacson
The Legend of Zelda (Legends of Localization, #1)
Clyde Mandelin - 2015
Because it's a long way from Japan to the West, even for a legendary hero.
Hey! Listen!: A journey through the golden era of video games
Steve McNeil - 2019
He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!
Once Upon Atari: How I made history by killing an industry
Howard Scott Warshaw - 2020
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Computer Lib/Dream Machines
Ted Nelson - 1974
His rallying cry "Down with Cybercrud" is against the centralization of computers such as that performed by IBM at the time, as well as against what he sees as the intentional untruths that "computer people" tell to non-computer people to keep them from understanding computers. In Dream Machines, Nelson covers the flexible media potential of the computer, which was shockingly new at the time.
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.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
Ejb 3 in Action
Debu Panda - 2007
This book builds on the contributions and strengths of seminal technologies like Spring, Hibernate, and TopLink.EJB 3 is the most important innovation introduced in Java EE 5.0. EJB 3 simplifies enterprise development, abandoning the complex EJB 2.x model in favor of a lightweight POJO framework. The new API represents a fresh perspective on EJB without sacrificing the mission of enabling business application developers to create robust, scalable, standards-based solutions.EJB 3 in Action is a fast-paced tutorial, geared toward helping you learn EJB 3 and the Java Persistence API quickly and easily. For newcomers to EJB, this book provides a solid foundation in EJB. For the developer moving to EJB 3 from EJB 2, this book addresses the changes both in the EJB API and in the way the developer should approach EJB and persistence.
This Is How They Tell Me the World Ends: The Cyberweapons Arms Race
Nicole Perlroth - 2021
One of the most coveted tools in a spy's arsenal, a zero day has the power to silently spy on your iPhone, dismantle the safety controls at a chemical plant, alter an election, and shut down the electric grid (just ask Ukraine).For decades, under cover of classification levels and non-disclosure agreements, the United States government became the world's dominant hoarder of zero days. U.S. government agents paid top dollar-first thousands, and later millions of dollars- to hackers willing to sell their lock-picking code and their silence. Then the United States lost control of its hoard and the market. Now those zero days are in the hands of hostile nations and mercenaries who do not care if your vote goes missing, your clean water is contaminated, or our nuclear plants melt down.Filled with spies, hackers, arms dealers, and a few unsung heroes, written like a thriller and a reference, This Is How They Tell Me the World Ends is an astonishing feat of journalism. Based on years of reporting and hundreds of interviews, The New York Times reporter Nicole Perlroth lifts the curtain on a market in shadow, revealing the urgent threat faced by us all if we cannot bring the global cyber arms race to heel.