Book picks similar to
EarthBound by Ken Baumann


video-games
non-fiction
nonfiction
games

The Man Who Loved Books Too Much: The True Story of a Thief, a Detective, and a World of Literary Obsession


Allison Hoover Bartlett - 2009
    Most thieves, of course, steal for profit. John Charles Gilkey steals purely for the love of books. In an attempt to understand him better, journalist Allison Hoover Bartlett plunged herself into the world of book lust and discovered just how dangerous it can be.John Gilkey is an obsessed, unrepentant book thief who has stolen hundreds of thousands of dollars worth of rare books from book fairs, stores, and libraries around the country. Ken Sanders is the self-appointed "bibliodick" (book dealer with a penchant for detective work) driven to catch him. Bartlett befriended both outlandish characters and found herself caught in the middle of efforts to recover hidden treasure. A cat-and-mouse chase that not only reveals exactly how Gilkey pulled off his dirtiest crimes, where he stashed the loot, and how Sanders ultimately caught him but also explores the romance of books, the lure to collect them, and the temptation to steal them. Bartlett looks at the history of book passion, collection, and theft through the ages, to examine the craving that makes some people willing to stop at nothing to possess the books they love.

Designers & Dragons: The '70s


Shannon Appelcline - 2014
    The first in a four volume series, this book has more interesting tidbits than a hundred pop up videos. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Whether you’re a long-time gamer who greets each mention of a ’70s title with “I remember that!” or a new-to-the-hobby sort who wants to know how we got here in the first place, Shannon Appelcline’s meticulously researched history won’t disappoint.

The Killer Across the Table: Unlocking the Secrets of Serial Killers and Predators with the FBI's Original Mindhunter


John E. Douglas - 2019
    In this riveting work of true crime, he spotlights four of the most diabolical criminals he’s confronted, interviewed and learned from. Going deep into each man’s life and crimes, he outlines the factors that led them to murder and how he used his interrogation skills to expose their means, motives, and true evil. Like the hit Netflix show, The Killer Across the Table is centered around Douglas’ unique interrogation and profiling process. With his longtime collaborator Mark Olshaker, Douglas recounts the chilling encounters with these four killers as he experienced them—revealing for the first time his profile methods in detail. Going step by step through his interviews, Douglas explains how he connects each killer’s crimes to the specific conversation, and contrasts these encounters with those of other deadly criminals to show what he learns from each one. In the process, he returns to other famous cases, killers and interviews that have shaped his career, describing how the knowledge he gained from those exchanges helped prepare him for these.A glimpse into the mind of a man who has pierced the heart of human darkness, The Killer Across the Table unlocks the ultimate mystery of depravity and the techniques and approaches that have countered evil in the name of justice.

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.

How to Do Nothing: Resisting the Attention Economy


Jenny Odell - 2019
    Here, Jenny Odell sends up a flare from the heart of Silicon Valley, delivering an action plan to resist capitalist narratives of productivity and techno-determinism, and to become more meaningfully connected in the process.

The Art of Failure: An Essay on the Pain of Playing Video Games


Jesper Juul - 2013
    When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

The Lost Tribe of Coney Island: Headhunters, Luna Park, and the Man Who Pulled Off the Spectacle of the Century


Claire Prentice - 2014
    Within weeks it would be the talk of the nation.For the first time, The Lost Tribe of Coney Island unearths the incredible true story of the Igorrotes, a group of “headhunting, dog eating” tribespeople brought to America from the Philippines by the opportunistic showman Truman K. Hunt. At Luna Park, the g-string-clad Filipinos performed native dances and rituals before a wide-eyed public in a mocked-up tribal village. Millions of Americans flocked to see the tribespeople slaughter live dogs for their daily canine feasts and to hear thrilling tales of headhunting. The Igorrotes became a national sensation—they were written up in newspaper headlines, portrayed in cartoons, and even featured in advertising jingles, all fueled by Truman’s brilliant publicity stunts.By the end of the summer season, the Igorrote show had made Truman a rich man. But his genius had a dark side and soon he would be on the run across America with the tribe in tow, pursued by ex-wives, creditors, Pinkerton detectives, and the tireless agents of American justice.Award-winning journalist Claire Prentice brings this forgotten chapter in American history to life with vivid prose and rich historical detail. The book boasts a colorful cast of characters, including the mercurial Truman Hunt; his ambitious, young Filipino interpreter, Julio Balinag; Fomoaley Ponci, the tribe’s loquacious, self-important leader; Luna Park impresarios Fred Thompson and Elmer “Skip” Dundy; and Frederick Barker, the government man dead set on bringing Truman to justice.At its heart, The Lost Tribe of Coney Island is a tale of what happens when two cultures collide in the pursuit of money, adventure, and the American Dream. It is a story that makes us question who is civilized and who is savage.

Cockpit Confidential: Everything You Need to Know about Air Travel: Questions, Answers, & Reflections


Patrick Smith - 2013
    Patrick Smith, airline pilot and author of the web's popular Ask the Pilot feature, separates the fact from fallacy and tells you everything you need to know...-How planes fly, and a revealing look at the men and women who fly them-Straight talk on turbulence, pilot training, and safety-The real story on congestion, delays, and the dysfunction of the modern airport-The myths and misconceptions of cabin air and cockpit automation-Terrorism in perspective, and a provocative look at security-Airfares, seating woes, and the pitfalls of airline customer service-The colors and cultures of the airlines we love to hateCockpit Confidential covers not only the nuts and bolts of flying, but also the grand theater of air travel, from airport architecture to inflight service to the excitement of travel abroad. It's a thoughtful, funny, at times deeply personal look into the strange and misunderstood world of commercial flying.It's the ideal book for frequent flyers, nervous passengers, and global travelers.Refreshed and vastly expanded from the original Ask the Pilot, with approximately 75 percent new material.

Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

Women in Clothes


Sheila Heti - 2014
    It is essentially a conversation among hundreds of women of all nationalities—famous, anonymous, religious, secular, married, single, young, old—on the subject of clothing, and how the garments we put on every day define and shape our lives. It began with a survey. The editors composed a list of more than fifty questions designed to prompt women to think more deeply about their personal style. Writers, activists, and artists including Cindy Sherman, Kim Gordon, Kalpona Akter, Sarah Nicole Prickett, Tavi Gevinson, Miranda July, Roxane Gay, Lena Dunham, and Molly Ringwald answered these questions with photographs, interviews, personal testimonies, and illustrations. Even our most basic clothing choices can give us confidence, show the connection between our appearance and our habits of mind, express our values and our politics, bond us with our friends, or function as armor or disguise. They are the tools we use to reinvent ourselves and to transform how others see us. Women in Clothes embraces the complexity of women’s style decisions, revealing the sometimes funny, sometimes strange, always thoughtful impulses that influence our daily ritual of getting dressed.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

The Woman in the Strongbox


Maureen O'Hagan - 2018
    Her real identity was buried so deep it would take five years to unearth. Who was Lori Ruff?Maureen O’Hagan’s The Woman in the Strongbox is part of Missing, a collection of six true stories about finding, restoring, or accepting the losses that define our lives—from the mysterious to the inspiring. Each story can be read—or listened to—in a single sitting.

Adulting: How to Become a Grown-up in 468 Easy(ish) Steps


Kelly Williams Brown - 2013
    . . if you wear a business suit to job interviews but pajamas to the grocery store . . . if you have your own apartment but no idea how to cook or clean . . . it's OK. But it doesn't have to be this way.Just because you don't feel like an adult doesn't mean you can't act like one. And it all begins with this funny, wise, and useful book. Based on Kelly Williams Brown's popular blog, ADULTING makes the scary, confusing "real world" approachable, manageable-and even conquerable. This guide will help you to navigate the stormy Sea of Adulthood so that you may find safe harbor in Not Running Out of Toilet Paper Bay, and along the way you will learn:What to check for when renting a new apartment-Not just the nearby bars, but the faucets and stove, among other things.When a busy person can find time to learn more about the world- It involves the intersection of NPR and hair-straightening.How to avoid hooking up with anyone in your office -- Imagine your coworkers having plastic, featureless doll crotches. It helps.The secret to finding a mechanic you love-Or, more realistically, one that will not rob you blind.From breaking up with frenemies to fixing your toilet, this way fun comprehensive handbook is the answer for aspiring grown-ups of all ages.New York Times Bestseller.