Book picks similar to
Pikachu's Global Adventure: The Rise and Fall of Pokémon by Joseph Tobin
non-fiction
japan
game-design
nonfiction
A Creator's Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms
Andrea Phillips - 2012
Through her guidance, the reader is able to understand the fundamentals of transmedia and the power it can have when used with a compelling and strong story.--David Gale, Executive Vice President, MTV Cross Media"Transmedia storytelling is a bold and exciting new arena for creativity and innovation. . . . Andrea Phillips provides a compelling, thoughtful, and clear guide to a next generation of creators in this medium. She demystifies the process and proves that you, too, can push the envelope and be part of the future of storytelling."--Michelle Satter, Founding Director, Sundance Institute Feature Film Program"An excellent and fair-minded primer and survey of the underpinnings and fast-evolving techniques behind multiplatform narrative. Andrea Phillips is one of a small handful of writers capable of both practicing and clearly conveying the principles of transmedia storytelling. Highly recommended!" --Jeff Gomez, CEO, Starlight Runner Entertainment"A no-nonsense guide for the fun-filled and strangely awesome world of transmedia storytelling."--C. C. Chapman, coauthor of Content Rules and Amazing Things Will HappenIncludes Q&A sessions with the world's leading experts in transmedia storytellingAbout the Book: What is transmedia storytelling and what can it do for you?It's the buzzword for a new generation--a revolutionary technique for telling stories across multiple media platforms and formats--and it's rapidly becoming the go-to strategy for a wide variety of businesses. If you work in marketing, entertaining, or advertising, transmedia storytelling is a must-have tool for pulling people into your world.Why do you need A Creator's Guide to Transmedia Storytelling?If you want to attract, engage, and captivate your audience, you need this book. Written by an award-winning transmedia creator and renowned games designer, this book shows you how to utilize the same marketing tools used by heavy-hitters such as HBO, Disney, Ford, and Sony Pictures--at a fraction of the cost.You'll learn how to:Choose the right platforms for your story Decide whether to DIY or outsource workFind and keep a strong core production teamMake your audience a character in your storyGet the funding you need--and even make a profitForge your own successful transmedia careerWith these proven media-ready strategies, you'll learn how to generate must-read content, must-see videos, and must-visit websites that will only grow bigger as viewers respond, contribute, and spread the word. You'll create major buzz with structures such as alternate reality games and fictional character sites--or even "old-fashioned" platforms such as email and phone calls. The more you connect to your audience and the more you get them involved in the storytelling process, the more successful you will be.This isn't the future. This is now. This is how you tell your story, touch your audience, and take your game to the next level--through transmedia storytelling.
The Managed Heart: Commercialization of Human Feeling
Arlie Russell Hochschild - 1983
But what happens when this system of adjusting emotions is adapted to commercial purposes? Hochschild examines the cost of this kind of "emotional labor." She vividly describes from a humanist and feminist perspective the process of estrangement from personal feelings and its role as an "occupational hazard" for one-third of America's workforce.
A Modern History of Japan: From Tokugawa Times to the Present
Andrew Gordon - 2002
He takes students from the days of the shogunate--the feudal overlordship of the Tokugawa family--through the modernizing revolution launched by midlevel samurai in the late nineteenth century; the adoption of Western hairstyles, clothing, and military organization; and the nation's first experiments with mass democracy after World War I. Gordon offers the finest synthesis to date of Japan's passage through militarism, World War II, the American occupation, and the subsequent economic rollercoaster. But the true ingenuity and value of Gordon's approach lies in his close attention to the non-elite layers of society. Here students will see the influence of outside ideas, products, and culture on home life, labor unions, political parties, gender relations, and popular entertainment. The book examines Japan's struggles to define the meaning of its modernization, from villages and urban neighborhoods, to factory floors and middle managers' offices, to the imperial court. Most importantly, it illuminates the interconnectedness of Japanese developments with world history, demonstrating how Japan's historical passage represents a variation of a process experienced by many nations and showing how the Japanese narrative forms one part of the interwoven fabric of modern history. With a sustained focus on setting modern Japan in a comparative and global context, The Modern History of Japan is ideal for undergraduate courses in modern Japanese history, Japanese politics, Japanese society, or Japanese culture.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
A Composer's Guide to Game Music
Winifred Phillips - 2014
Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field.Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.
Heidegger and a Hippo Walk Through Those Pearly Gates: Using Philosophy (and Jokes!) to Explore Life, Death, the Afterlife, and Everything in Between
Thomas Cathcart - 2009
That is, Death. The authors pry open the coffin lid on this one, looking at the Big D and also its prequel, Life, and its sequel, the Hereafter. Philosophers such as Schopenhauer, Nietzsche, Camus, and Sartre have been wrestling with the meaning of death for as long as they have been wrestling with the meaning of life. Fortunately, humorists have been keeping pace with the major thinkers by creating gags about dying. Death's funny that way--it gets everybody's attention. Death has gotten a bad rap. It's time to take a closer look at what the Deep Thinkers have to say on the subject, and there are no better guides than Cathcart and Klein.
Anime: from Akira to Princess Mononoke, Experiencing Contemporary Japanese Animation
Susan J. Napier - 2001
However, anime is much more than children's cartoons. It runs the gamut from historical epics to sci-fi sexual thrillers. Often dismissed as fanciful entertainment, anime is actually quite adept at portraying important social and cultural issues like alienation, gender inequality, and teenage angst. This book investigates the ways that anime presents these issues in an in-depth and sophisticated manner, uncovering the identity conflicts, fears over rapid technological advancement, and other key themes present in much of Japanese animation.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Made in China: Women Factory Workers in a Global Workplace
Pun Ngai - 2005
The dagongmei are women in their late teens and early twenties who move from rural areas to urban centers to work in factories. Because of state laws dictating that those born in the countryside cannot permanently leave their villages, and familial pressure for young women to marry by their late twenties, the dagongmei are transient labor. They undertake physically exhausting work in urban factories for an average of four or five years before returning home. The young women are not coerced to work in the factories; they know about the twelve-hour shifts and the hardships of industrial labor. Yet they are still eager to leave home. Made in China is a compelling look at the lives of these women, workers caught between the competing demands of global capitalism, the socialist state, and the patriarchal family.Pun Ngai conducted ethnographic work at an electronics factory in southern China’s Guangdong province, in the Shenzhen special economic zone where foreign-owned factories are proliferating. For eight months she slept in the employee dormitories and worked on the shop floor alongside the women whose lives she chronicles. Pun illuminates the workers’ perspectives and experiences, describing the lure of consumer desire and especially the minutiae of factory life. She looks at acts of resistance and transgression in the workplace, positing that the chronic pains—such as backaches and headaches—that many of the women experience are as indicative of resistance to oppressive working conditions as they are of defeat. Pun suggests that a silent social revolution is underway in China and that these young migrant workers are its agents.
Addiction by Design: Machine Gambling in Las Vegas
Natasha Dow Schüll - 2012
"Addiction by Design" takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward.Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schull shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible--even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schull describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems--all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two."Addiction by Design" is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life.
GenderQueer: Voices From Beyond the Sexual Binary
Joan NestleLucas Dzmura - 2002
The questions go beyond the nature of male/female to a yet-to-be-traversed region that lies somewhere between and beyond biologically determined gender. In this groundbreaking anthology, three experts in gender studies and politics navigate around rigid, societally imposed concepts of two genders to discover and illuminate the limitless possibilities of identity. Thirty first-person accounts of gender construction, exploration, and questioning provide a groundwork for cultural discussion, political action, and even greater possibilities of autonomous gender choices. Noted scholar Joan Nestle is joined by internationally prominent gender warrior Riki Anne Wilchins and historian Clare Howell to provide a societal, cultural, and political exploration of gender identity.Marketing Plans: National Advertising: The Advocate Academic mailing to gender studies and queer studies professors Media campaign hilighting authors Nestle and WilchinsJoan Nestle is the cofounder of the Lesbian Herstory Archives in New York and the writer and editor of six books including the groundbreaking Women on Women series. Riki Anne Wilchins is the executive director of GenderPAC, the national gender advocacy group, and the cofounder of the Gender Identity Project of New York City's Lesbian and Gay Center. She is the author of Read My Lips: Sexual Subversion and the End of Gender. Clare Howell is a senior librarian at the Brooklyn Public Library.
Eurogames: The Design, Culture and Play of Modern European Board Games
Stewart Woods - 2012
Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Pokemon Ruby & Sapphire (Prima's Official Strategy Guide)
Elizabeth M. Hollinger - 2003
Defeat Team Aqua and Team Magma! ·Tips for winning the Pokémon Contests ·Locations to all Secret Bases and Battle Towers ·Thorough Pokédex, featuring Ruby and Sapphire Pokémon, with locations, statistics, and skills ·Strategy to win all 2-on-2 battles and beat all enemy Pokémon Trainers ·Complete walkthrough of the vast new Pokémon world, including all cities, towns, streets, and dungeons ·Detailed moves list ·Tips to capturing, evolving, and customizing your Pokémon ·Detailed charts for Technical and Hidden Machines
The CRPG Book Project - Expanded Edition
Felipe Pepe - 2018
The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.
Final Fantasy Ultimania Archive Volume 1
Yoshitaka Amano - 2018
Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.