Book picks similar to
Videogames for Humans by Merritt Kopas
non-fiction
video-games
games
nonfiction
Trash: Stories
Dorothy Allison - 1988
The limitless scope of human emotion and experience are depicted in stories that give aching and eloquent voice to the terrible wounds we inflict on those closest to us. These are tales of loss and redemption; of shame and forgiveness; of love and abuse and the healing power of storytelling. A book that resonates with uncompromising candor and incandescence, Trash is sure to captivate Allison's legion of readers and win her a devoted new following.
Make: Wearable Electronics: Design, Prototype, and Wear Your Own Interactive Garments
Kate Hartman - 2013
Whether it be for fashion, function, or human connectedness, wearable electronics can be used to design interactive systems that are intimate and engaging.Make: Wearable Electronics is intended for those with an interest in physical computing who are looking to create interfaces or systems that live on the body. Perfect for makers new to wearable tech, this book introduces you to the tools, materials, and techniques for creating interactive electronic circuits and embedding them in clothing and other things you can wear.Each chapter features experiments to get you comfortable with the technology and then invites you to build upon that knowledge with your own projects. Fully illustrated with step-by-step instructions and images of amazing creations made by artists and professional designers, this book offers a concrete understanding of electronic circuits and how you can use them to bring your wearable projects from concept to prototype.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
EarthBound
Ken Baumann - 2014
An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
Here We Are: Feminism for the Real World
Kelly JensenNova Ren Suma - 2017
Forty-four writers, dancers, actors, and artists contribute essays, lists, poems, comics, and illustrations about everything from body positivity to romance to gender identity to intersectionality to the greatest girl friendships in fiction. Together, they share diverse perspectives on and insights into what feminism means and what it looks like. Come on in, turn the pages, and be inspired to find your own path to feminism by the awesome individuals in Here We Are.Welcome to one of the most life-changing parties around!
The Argonauts
Maggie Nelson - 2015
At its center is a romance: the story of the author's relationship with the artist Harry Dodge. This story, which includes Nelson's account of falling in love with Dodge, who is fluidly gendered, as well as her journey to and through a pregnancy, offers a firsthand account of the complexities and joys of (queer) family-making.Writing in the spirit of public intellectuals such as Susan Sontag and Roland Barthes, Nelson binds her personal experience to a rigorous exploration of what iconic theorists have said about sexuality, gender, and the vexed institutions of marriage and child-rearing. Nelson's insistence on radical individual freedom and the value of caretaking becomes the rallying cry of this thoughtful, unabashed, uncompromising book.
Disability Visibility: First-Person Stories from the Twenty-first Century
Alice WongChristie Thompson - 2020
Some disabilities are visible, others less apparent—but all are underrepresented in media and popular culture. Now, just in time for the thirtieth anniversary of the Americans with Disabilities Act, activist Alice Wong brings together this urgent, galvanizing collection of contemporary essays by disabled people.From Harriet McBryde Johnson’s account of her debate with Peter Singer over her own personhood to original pieces by authors like Keah Brown and Haben Girma; from blog posts, manifestos, and eulogies to Congressional testimonies, and beyond: this anthology gives a glimpse into the rich complexity of the disabled experience, highlighting the passions, talents, and everyday lives of this community. It invites readers to question their own understandings. It celebrates and documents disability culture in the now. It looks to the future and the past with hope and love.
Never Use Futura
Douglas Thomas - 2017
Richard Nixon used it for his presidential campaign, as did Hillary Clinton. Indeed, Futura is one of the most used fonts in the world today—the typeface of modern design—more so even than Helvetica. This fascinating book explores the cultural history and uses of a face that's so common you might not notice, until you start looking, and then you can't escape it. Douglas Thomas traces Futura from its Bauhaus-inspired origin in Paul Renner's 1924 design, to its current role as the go-to choice for corporate work, logos, motion pictures, and advertisements. Never Use Futura is illuminating, sometimes playful, reading, not just for type nerds, but for anyone interested in how typefaces are used, take on meaning, and become a language of their own.
The Stonewall Reader
New York Public Library - 2019
Drawing from the New York Public Library's archives, The Stonewall Reader is a collection of first accounts, diaries, periodic literature, and articles from LGBTQ magazines and newspapers that documented both the years leading up to and the years following the riots. Most importantly the anthology spotlights both iconic activists who were pivotal in the movement, such as Sylvia Rivera, co-founder of Street Transvestites Action Revolutionaries (STAR), as well as forgotten figures like Ernestine Eckstein, one of the few out, African American, lesbian activists in the 1960s. The anthology focuses on the events of 1969, the five years before, and the five years after. Jason Baumann, the NYPL coordinator of humanities and LGBTQ collections, has edited and introduced the volume to coincide with the NYPL exhibition he has curated on the Stonewall uprising and gay liberation movement of 1969.
Dear Heartbreak
Heather DemetriosVarian Johnson - 2018
If you’ve felt this way, you’re not alone…In this powerful collection, YA authors answer real letters from teens all over the world about the dark side of love: dating violence, break-ups, cheating, betrayals, and loneliness. This book contains a no-holds-barred, raw outpouring of the wisdom these authors have culled from mining their own hearts for the fiction they write. Their responses are autobiographical, unflinching, and filled with love and hope for the anonymous teen letter writers.Featuring Adi Alsaid, Becky Albertalli, Libba Bray, Heather Demetrios, Amy Ewing, Zach Fehst, Gayle Forman, Corey Ann Haydu, Varian Johnson, A.S. King, Nina LaCour, Kim Liggett, Kekla Magoon, Sarah McCarry, Sandhya Menon, Cristina Moracho, Jasmine Warga, and Ibi Zoboi.
Invent Your Own Computer Games with Python
Al Sweigart - 2009
The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Bitch Doctrine: Essays for Dissenting Adults
Laurie Penny - 2017
From the shock of Donald Trump's election and the victories of the far right to online harassment and the transgender rights movement, this darkly humorous collection is an unflinching look at the definitive issues of our age.Penny is lyrical and passionate in her desire to confront injustice; she writes at the raw edge of the zeitgeist at a time when it has never been more vital to challenge social norms. This revelatory, revolutionary collection will give readers hope and tools for change from a bitch who wants to get stuff done.
Coroner
Thomas T. Noguchi - 1983
Noguchi recounts his colorful and stormy career, explains his innovative techniques, and reveals the full story behind his most fascinating investigations, including the deaths of Marilyn Monroe, Robert F. Kennedy, Sharon Tate, Janis Joplin, William Holden, Natalie Wood, John Belushi, and many more.
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.