Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

The Lego Architect


Tom Alphin - 2015
    You'll learn about styles like Art Deco, Modernism, and High-Tech, and find inspiration in galleries of LEGO models. Then take your turn building 12 models in a variety of styles. Snap together some bricks and learn architecture the fun way!

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

The Sky: The Art of Final Fantasy


Yoshitaka Amano - 2011
    Each hardcover book in The Sky Slipcased Edition is 11 5/8" high by 10 5/8" wide, and printed on glossy stock. Volume 1 contains Amano's work for Final Fantasy I-III, Volume 2 his contributions for Final Fantasy IV-VI, and Volume 3 features his art for Final Fantasy VII-X. The elegant slipcase containing The Sky I, II, and III features the same wraparound exterior artwork as The Sky Boxed Set, with a double-hinged flap that folds around the open edge and is held flat to the back side with a hidden magnetic closure, making it easy both to remove the books and to display the set closed.

Science Ink: Tattoos of the Science Obsessed


Carl Zimmer - 2011
    This fascinating book showcases hundreds of eye-catching tattoos that pay tribute to various scientific disciplines, from evolutionary biology and neuroscience to mathematics and astrophysics, and reveals the stories of the individuals who chose to inscribe their obsessions in their skin. Best of all, each tattoo provides a leaping-off point for bestselling essayist and lecturer Zimmer to reflect on the science in question, whether it's the importance of an image of Darwin's finches or the significance of the uranium atom inked into the chest of a young radiologist.

Designing Virtual Worlds


Richard Bartle - 2003
    It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Accidentally Wes Anderson


Wally Koval - 2020
     Accidentally Wes Anderson began as a personal travel bucket list, a catalog of visually striking and historically unique destinations that capture the imagined worlds of Wes Anderson. Now, inspired by a community of more than one million Adventurers, Accidentally Wes Anderson tells the stories behind more than 200 of the most beautiful, idiosyncratic, and interesting places on Earth. This book, authorized by Wes Anderson himself, travels to every continent and into your own backyard to identify quirky landmarks and undiscovered gems: places you may have passed by, some you always wanted to explore, and many you never knew existed. Fueled by a vision for distinctive design, stunning photography, and unexpected narratives, Accidentally Wes Anderson is a passport to inspiration and adventure. Perfect for modern travelers and fans of Wes Anderson's distinctive aesthetic, this is an invitation to look at your world through a different lens.

Level Up!: The Guide to Great Video Game Design


Scott Rogers - 2010
    Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

The Art of The Last of Us


Rachel Edidin - 2013
    Featuring concept art, character designs, and astonishing settings and landscapes, The Art of The Last of Us provides a unique look at one of the gaming world’s most eagerly anticipated titles.

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.

Trespass: A History Of Uncommissioned Urban Art


Carlo McCormick - 2010
    Yet unsanctioned public art remains the problem child of cultural expression, the last outlaw of visual disciplines. It has also become a global phenomenon of the 21st century. Made in collaboration with featured artists, Trespass examines the rise and global reach of graffiti and urban art, tracing key figures, events and movements of self-expression in the city's social space, and the history of urban reclamation, protest, and illicit performance. The first book to present the full historical sweep, global reach and technical developments of the street art movement, Trespass features key works by 150 artists, and connects four generations of visionary outlaws including Jean Tinguely, Spencer Tunick, Keith Haring, Os Gemeos, Jenny Holzer, Barry McGee, Gordon Matta-Clark, Shepard Fairey, Blu, Billboard Liberation Front, Guerrilla Girls and Banksy, among others. It also includes dozens of previously unpublished photographs of long-lost works and legendary, ephemeral urban artworks. Also includes: • Unpublished images of street art by Keith Haring and Jean-Michel Basquiat • Unpublished photographs by Subway Art luminary Martha Cooper • Unpublished photos from the personal archives of selected artists • Incisive essays by Anne Pasternak (director of public arts fund Creative Time) and civil rights lawyer Tony Serra • Special feature: exclusive preface by Banksy

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

The Art of World of Warcraft


Blizzard Entertainment - 2005
    This beautiful hardbound book contains sketches, concepts, and final colored art for the following:- All eight races: Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll, and Undead- Monsters: from the Ancients to Magnataurs to Yeti- Environments: landscapes and flora, from the magnificent beauty of Emerald Paradise to the bleak wasteland of Desolace- Structures & Weapons: buildings, transports, arms, and armor- Cinematics: from storyboard to finished art- Promotional: full-page artwork, special drawings from Korea, and the Blizzard 2003 Christmas Card