Book picks similar to
Videogames for Humans by Merritt Kopas
non-fiction
video-games
games
gaming
How I Resist: Activism and Hope for a New Generation
Maureen JohnsonSabaa Tahir - 2018
They're ready to stand up and be heard - but with much to shout about, where they do they begin? What can I do? How can I help? How I Resist is the response, and a way to start the conversation. To show readers that they are not helpless, and that anyone can be the change. A collection of essays, songs, illustrations, and interviews about activism and hope, How I Resist features an all-star group of contributors, including John Paul Brammer, Libba Bray, Lauren Duca, Modern Family's Jesse Tyler Ferguson and his husband Justin Mikita, Alex Gino, Hebh Jamal, Malinda Lo, Dylan Marron, Hamilton star Javier Muñoz, Rosie O'Donnell, Junauda Petrus, Jodi Picoult, Jason Reynolds, Karuna Riazi, Maya Rupert, Dana Schwartz, Dan Sinker, Ali Stroker, Jonny Sun (aka @jonnysun), Sabaa Tahir, Shaina Taub, Daniel Watts, Jennifer Weiner, Jacqueline Woodson, and more, all edited and compiled by New York Times bestselling author Maureen Johnson. In How I Resist, readers will find hope and support through voices that are at turns personal, funny, irreverent, and instructive. Not just for a young adult audience, this incredibly impactful collection will appeal to readers of all ages who are feeling adrift and looking for guidance. How I Resist is the kind of book people will be discussing for years to come and a staple on bookshelves for generations.
Blood, Class and Empire: The Enduring Anglo-American Relationship
Christopher Hitchens - 1990
But as events have shown, especially in the wake of 9/11, the political and cultural ties between America and Britain have grown stronger. Blood, Class and Empire examines the dynamics of this relationship, its many cultural manifestations -- the James Bond series, PBS "brit Kitsch," Rudyard Kipling -- and explains why it still persists. Contrarian, essayist and polemicist Christopher Hitchens notes that while the relationship is usually presented as a matter of tradition, manners, and common culture, sanctified by wartime alliance, the special ingredient is empire; transmitted from an ancien regime that has tried to preserve and renew itself thereby. England has attempted to play Greece to the American Rome, but ironically having encouraged the United States to become an equal partner in the business of empire, Britain found itself supplanted.
Art Made from Books: Altered, Sculpted, Carved, Transformed
Laura Heyenga - 2013
Art Made from Books is the definitive guide to this compelling art form, showcasing groundbreaking work by today's most showstopping practitioners. From Su Blackwell's whimsical pop-up landscapes to the stacked-book sculptures of Kylie Stillman, each portfolio celebrates the incredible creative diversity of the medium. A preface by pioneering artist Brian Dettmer and an introduction by design critic Alyson Kuhn round out the collection. Presented in an unusual, tactile package with an exposed spine, this is an essential addition to the libraries of book lovers and art aficionados.
Stonewall
Martin Duberman - 1993
At a little after one a.m. on the morning of June 28, 1969, the police carried out a routine raid on the bar. But it turned out not to be routine at all. Instead of cowering -- the usual reaction to a police raid -- the patrons inside Stonewall and the crowd that gathered outside the bar fought back against the police. The five days of rioting that followed changed forever the face of lesbian and gay life. In the years since 1969, the Stonewall riots have become the central symbolic event of the modern gay movement. Renowned historian and activist Martin Duberman now tells for the first time the full story of what happened at Stonewall, recreating in vivid detail those heady, sweltering nights in June 1969 and revealing a wealth of previously unknown material. This landmark book does even more: it unforgettably demonstrates that the Stonewall riots were not the beginning -- just as they were certainly not the end -- of the ongoing struggle for gay and lesbian rights. Duberman does all this within a narrative framework of novelistic immediacy. Stonewall unfolds through the stories of six lives, and those individual lives broaden out into the larger historical canvas. All six came of age in the pre-Stonewall era, and all six were drawn into the struggle for gay and lesbian rights as a result of the upheaval at the Stonewall bar and the events that followed.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Not That Bad: Dispatches from Rape Culture
Roxane GayLisa Mecham - 2018
Cultural critic and bestselling author Roxane Gay has edited a collection of essays that explore what it means to live in a world where women are frequently belittled and harassed due to their gender, and offers a call to arms insisting that "not that bad" must no longer be good enough.
Modern Love: True Stories of Love, Loss, and Redemption
Daniel Jones - 2019
A man's promising fourth date ends in the emergency room. A female lawyer with bipolar disorder experiences the highs and lows of dating. A widower hesitates about introducing his children to his new girlfriend. A divorcée in her seventies looks back at the beauty and rubble of past relationships.These are just a few of the people who tell their stories in Modern Love, Revised and Updated, featuring dozens of the most memorable essays to run in The New York Times "Modern Love" column since its debut in 2004.Some of the stories are unconventional, while others hit close to home. Some reveal the way technology has changed dating forever; others explore the timeless struggles experienced by anyone who has ever searched for love. But all of the stories are, above everything else, honest. Together, they tell the larger story of how relationships begin, often fail, and--when we're lucky--endure.Edited by longtime "Modern Love" editor Daniel Jones and featuring a diverse selection of contributors--including Mindy Hung, Trey Ellis, Ann Hood, Deborah Copaken, Terri Cheney, and more--this is the perfect book for anyone who's loved, lost, stalked an ex on social media, or pined for true romance: In other words, anyone interested in the endlessly complicated workings of the human heart.
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.
Why Are Faggots So Afraid of Faggots?: Flaming Challenges to Masculinity, Objectification, and the Desire to Conform
Mattilda Bernstein Sycamore - 2012
Whatever happened to sexual flamboyance and gender liberation, an end to marriage, the military, and the nuclear family? As backrooms are shut down to make way for wedding vows, and gay sexual culture morphs into “straight-acting dudes hangin’ out,” what are the possibilities for a defiant faggotry that challenges the assimilationist norms of a corporate-cozy lifestyle?Why Are Faggots So Afraid of Faggots? challenges not just the violence of straight homophobia but the hypocrisy of mainstream gay norms that say the only way to stay safe is to act straight: get married, join the military, adopt kids! Mattilda Bernstein Sycamore reinvokes the anger, flamboyance, and subversion once thriving in gay subcultures in order to create something dangerous and lovely: an exploration of the perils of assimilation; a call for accountability; a vision for change. A sassy and splintering emergency intervention!Called "startlingly bold and provocative" by Howard Zinn, and described as "a cross between Tinkerbell and a honky Malcolm X with a queer agenda" by The Austin Chronicle, Mattilda Bernstein Sycamore is undoubtedly one of America's most outspoken queer critics. She is the author of two novels, including, most recently, So Many Ways to Sleep Badly, and is the editor of four nonfiction anthologies, including Nobody Passes: Rejecting the Rules of Gender and Conformity and That’s Revolting! Queer Strategies for Resisting Assimilation.
Girls Can Kiss Now: Essays
Jill Gutowitz - 2022
There’s the time the FBI showed up at her door because of something she tweeted about Game of Thrones. The pop songs that have been the soundtrack to the worst moments of her life. And of course, the pivotal day when Orange Is the New Black hit the airwaves and broke down the door to Jill’s own sexuality. In these honest examinations of identity, desire, and self-worth, Jill explores perhaps the most monumental cultural shift of our lifetimes: the mainstreaming of lesbian culture. Dusting off her own personal traumas and artifacts of her not-so-distant youth she examines how pop culture acts as a fun house mirror reflecting and refracting our values—always teaching, distracting, disappointing, and revealing us. Girls Can Kiss Now is a fresh and intoxicating blend of personal stories, sharp observations, and laugh-out-loud humor. This timely collection of essays helps us make sense of our collective pop-culture past even as it points the way toward a joyous, uproarious, near—and very queer—future.
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.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.
I'm Afraid of Men
Vivek Shraya - 2018
Throughout her life she's endured acts of cruelty and aggression for being too feminine as a boy and not feminine enough as a girl. In order to survive childhood, she had to learn to convincingly perform masculinity. As an adult, she makes daily compromises to steel herself against everything from verbal attacks to heartbreak.With raw honesty, Shraya delivers an important record of the cumulative damage caused by misogyny, homophobia, and transphobia, releasing trauma from a body that has always refused to assimilate. I'm Afraid of Men is a journey from camouflage to a riot of color and a blueprint for how we might cherish all that makes us different and conquer all that makes us afraid.
Letters of Note: An Eclectic Collection of Correspondence Deserving of a Wider Audience
Shaun Usher - 2013
Kennedy, Groucho Marx, Charles Dickens, Katharine Hepburn, Mick Jagger, Steve Martin, Clementine Churchill, Ray Bradbury, Kurt Vonnegut and many more.
Rogue Leaders: The Story of LucasArts
Rob Smith - 2008
Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.