Book picks similar to
Persuasive Games: The Expressive Power of Videogames by Ian Bogost
games
non-fiction
game-design
video-games
The Culture of Connectivity: A Critical History of Social Media
José van Dijck - 2013
The Culture of Connectivity studies the rise of social media in the first decade of the twenty-first century up until 2012, providing both a historical and a critical analysis of the emergence of major platforms in the context of a rapidly changing ecosystem of connective media. Such history is needed to understand how these media have come to profoundly affect our experience of online sociality. The first stage of their development shows a fundamental shift. While most sites started out as amateur-driven community platforms, half a decade later they have turned into large corporations that do not just facilitate user connectedness, but have become global information and data mining companies extracting and exploiting user connectivity. Author and media scholar Jos van Dijck offers an analytical prism to examine techno-cultural as well as socio-economic aspects of this transformation. She dissects five major platforms: Facebook, Twitter, Flickr, YouTube, and Wikipedia. Each of these microsystems occupies a distinct position in the larger ecology of connective media, and yet, their underlying mechanisms for coding interfaces, steering users, and filtering content rely on shared ideological principles. At the level of management and organization, we can also observe striking similarities between these platforms' shifting ownership status, governance strategies, and business models. Reconstructing the premises on which these platforms are built, this study highlights how norms for online interaction and communication gradually changed. "Sharing," "friending," "liking," "following," "trending," and "favoriting" have come to denote online practices imbued with specific technological and economic meanings. This process of normalization, the author argues, is part of a larger political and ideological battle over information control in an online world where everything is bound to become social. Crossing lines of technological, historical, sociological, and cultural inquiry, The Culture of Connectivity will reshape the way we think about interpersonal connection in the digital age.
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.
Landscape and Memory
Simon Schama - 1995
He tells of the Nazi cult of the primeval German forest; the play of Christian and pagan myth in Bernini's Fountain of the Four Rivers; and the duel between a monumental sculptor and a feminist gadfly on the slopes of Mount Rushmore. The result is a triumphant work of history, naturalism, mythology, and art. "A work of great ambition and enormous intellectual scope...consistently provocative and revealing."--New York Times"Extraordinary...a summary cannot convey the riches of this book. It will absorb, instruct, and fascinate."--New York Review of Books
Poetry, Language, Thought
Martin Heidegger - 1971
Essential reading for students and anyone interested in the great philosophers, this book opens up appreciation of Heidegger beyond the study of philosophy to the reaches of poetry and our fundamental relationship to the world. Featuring "The Origin of the Work of Art," a milestone in Heidegger's canon, this enduring volume provides potent, accessible entry to one of the most brilliant thinkers of modern times.
Mediated: How the Media Shapes Your World and the Way You Live in It
Thomas de Zengotita - 2004
From Princess Diana's funeral to the prospect of mass terror, from oral sex in the Oval Office to cowboy politics in distant lands, from high school cliques to marital therapy, from blogs to reality TV to the Weather Channel, Mediated takes us on an original and astonishing tour of every department of our media-saturated society. The implications are personal and far-reaching at the same time. Thomas de Zengotita is a contributing editor at Harper's Magazine and holds a Ph.D. in anthropology from Columbia University. He teaches at the Dalton School and at the Draper Graduate Program at New York University. "Reading Thomas de Zengotita's Mediated is like spending time with a wild, wired friend-the kind who keeps you up late and lures you outside of your comfort zone with a speed rap full of brilliant notions."-O magazine "A fine roar of a lecture about how the American mind is shaped by (too much) media...."-Washington Post "Deceptively colloquial, intellectually dense...This provocative, extreme and compelling work is a must-read for philosophers of every stripe."-Publishers Weekly
The Future Was Here: The Commodore Amiga
Jimmy Maher - 2012
The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Orientalism
Edward W. Said - 1978
This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Essential, and still eye-opening, Orientalism remains one of the most important books written about our divided world.
From the Beast to the Blonde: On Fairy Tales and Their Tellers
Marina Warner - 1994
Why are storytellers so often women, and how does that affect the status of fairy tales? Are they a source of wisdom or a misleading temptation to indulge in romancing?
But is It Art?: An Introduction to Art Theory
Cynthia A. Freeland - 2001
Thisoften leads exasperated viewers to exclaim--is this really art?In this invaluable primer on aesthetics, Freeland explains why innovation and controversy are so highly valued in art, weaving together philosophy and art theory with many engrossing examples. Writing clearly and perceptively, she explores the cultural meanings of art in different contexts, and highlights the continuities of tradition that stretch from modern, often sensational, works back to the ancient halls of the Parthenon, to the medieval cathedral of Chartres, and to African nkisi nkondi fetish statues. She explores the difficulties of interpretation, examines recent scientific research into the ways the brain perceives art, and looks to the still-emerging worlds of art on the web, video art, art museum CD-ROMS, and much more. In addition, Freeland guides us through the various theorists of art, from Aristotle and Kant to Baudrillard. Lastly, throughout this nuanced account of theories, artists, and works, Freeland provides us with a rich understanding of how cultural significance is captured in a physical medium, and why challenging our perceptions is, and always has been, central to the whole endeavor.It is instructive to recall that Henri Matisse himself was originally derided as a "wild beast." To horrified critics, his bold colors and distorted forms were outrageous. A century later, what was once shocking is now considered beautiful. And that, writes Freeland, is art.
Twitter and Tear Gas: The Power and Fragility of Networked Protest
Zeynep Tufekci - 2017
An incisive observer, writer, and participant in today’s social movements, Zeynep Tufekci explains in this accessible and compelling book the nuanced trajectories of modern protests—how they form, how they operate differently from past protests, and why they have difficulty persisting in their long-term quests for change. Tufekci speaks from direct experience, combining on-the-ground interviews with insightful analysis. She describes how the internet helped the Zapatista uprisings in Mexico, the necessity of remote Twitter users to organize medical supplies during Arab Spring, the refusal to use bullhorns in the Occupy Movement that started in New York, and the empowering effect of tear gas in Istanbul’s Gezi Park. These details from life inside social movements complete a moving investigation of authority, technology, and culture—and offer essential insights into the future of governance.From New York Times opinion columnist Zeynep Tufekci, an firsthand account and incisive analysis of the role of social media in modern protest“[Tufekci’s] personal experience in the squares and streets, melded with her scholarly insights on technology and communication platforms, makes [this] such an unusual and illuminating work.”—Carlos Lozada, Washington Post “Twitter and Tear Gas is packed with evidence on how social media has changed social movements, based on rigorous research and placed in historical context.”—Hannah Kuchler, Financial Times
Iconology: Image, Text, Ideology
W.J. Thomas Mitchell - 1986
It is not primarily concerned with specific pictures and the things people say about them, but rather with the way we talk about the idea of imagery, and all its related notions of picturing, imagining, perceiving, likening, and imitating. It is a book about images, therefore, that has no illustrations except for a few schematic diagrams, a book about vision written as if by a blind author for a blind reader. If it contains any insight into real, material pictures, it is the sort that might come to a blind listener, overhearing the conversation the sighted speakers talking about images. My hypothesis is that such a listener might see patterns in these conversations that would be invisible to the sighted participant.
Research Design: Qualitative, Quantitative, and Mixed Methods Approaches
John W. Creswell - 1994
It is a book that models the types of issues that best suit different approaches and allows students to understand when to use mixed methods. Furthermore, its focus on theory and paradigms is done in a way that helps students decode their meaning." --MARTHA MONTERO-SIEBURTH, University of Massachusetts, BostonNew to the Second Edition:Because mixed methods research has come into its own since the publication of the first edition, every chapter now shows how to implement a mixed methods design in your proposal or plan as well as showing how to implement qualitative and quantitative approaches Ethical issues that may arise in quantitative, qualitative and mixed methods designs have been added to a new section in Chapter 3 Writing tips and considerations have been expanded and moved to the first part of the book to get your research plan started in the right direction The latest developments in qualitative inquiry, including advocacy, participatory, and emancipatory approaches have been added to Chapter 10 Mixed methods procedures (Chapter 11) show readers how to identify types of mixed methods strategy, select data collection and analysis approaches, and plan the overall structure of the study
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
The Closing of the American Mind
Allan Bloom - 1987
In this acclaimed number one national best-seller, one of our country's most distinguished political philosophers argues that the social/political crisis of 20th-century America is really an intellectual crisis. Allan Bloom's sweeping analysis is essential to understanding America today. It has fired the imagination of a public ripe for change.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.