Book picks similar to
Pikachu's Global Adventure: The Rise and Fall of Pokémon by Joseph Tobin
non-fiction
japan
game-design
nonfiction
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Against Love: A Polemic
Laura Kipnis - 2003
Love is, as everyone knows, a mysterious and all-controlling force, with vast power over our thoughts and life decisions.But is there something a bit worrisome about all this uniformity of opinion? Is this the one subject about which no disagreement will be entertained, about which one truth alone is permissible? Consider that the most powerful organized religions produce the occasional heretic; every ideology has its apostates; even sacred cows find their butchers. Except for love.Hence the necessity for a polemic against it. A polemic is designed to be the prose equivalent of a small explosive device placed under your E-Z-Boy lounger. It won't injure you (well not severely); it's just supposed to shake things up and rattle a few convictions.
A Poetics of Postmodernism: History, Theory, Fiction
Linda Hutcheon - 1988
It continues the project of Linda Hutcheon's Narcissistic Narrative and A Theory of Parody in studying formal self-consciousness in art, but adds to this both an historical and an ideological dimension. Modelled on postmodern architecture, postmodernism is the name given here to current cultural practices characterized by major paradoxes of form and of ideology. The "poetics" of postmodernism offered here is drawn from these contradictions, as seen in the intersecting concerns of both contemporary theory and cultural practice.
Remediation: Understanding New Media
Jay David Bolter - 1998
In this richly illustrated study, Jay David Bolter and Richard Grusin offer a theory of mediation for our digital age that challenges this assumption. They argue that new visual media achieve their cultural significance precisely by paying homage to, rivaling, and refashioning such earlier media as perspective painting, photography, film, and television. They call this process of refashioning "remediation," and they note that earlier media have also refashioned one another: photography remediated painting, film remediated stage production and photography, and television remediated film, vaudeville, and radio.
Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate
Zoe Quinn - 2017
Surely these things would never happen to you.Zoe Quinn used to feel the same way. Zoe is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. The hordes answered in the form of a so-called movement known as #gamergate--they hacked her accounts, stole nude photos of her, harassed her family, friends and colleagues, and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she has raised her voice and speaks out against this vicious online culture and for making the internet a safer place for everyone.In the several years since #Gamergate started, Quinn has helped thousands of people with her advocacy and online abuse crisis resource Crash Override Network. From locking down individuals' personal accounts and information to working with tech companies and lawmakers alike to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves--and now she wants to share that information with you.Crash Override offers an up close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Quinn uses her story--as target and as activist--to provide an accessible, personal, and human look at the ways the internet impacts our lives and culture. Through anecdotes from the eye of the storm to practical advice for keeping yourself and others safe online, Crash Override combines memoir, manifesto, and map to a better future for our online lives.
Men, Women, and Chain Saws: Gender in the Modern Horror Film
Carol J. Clover - 1992
Carol Clover argues, however, that these films work mainly to engage the viewer in the plight of the victim-hero - the figure, often a female, who suffers pain and fright but eventually rises to vanquish the forces of oppression.
How to Take Smart Notes: One Simple Technique to Boost Writing, Learning and Thinking – for Students, Academics and Nonfiction Book Writers
Sönke Ahrens - 2017
This book helps students, academics and nonfiction writers to get more done, write intelligent texts and learn for the long run. It teaches you how to take smart notes and ensure they bring you and your projects forward. The Take Smart Notes principle is based on established psychological insight and draws from a tried and tested note-taking-technique. This is the first comprehensive guide and description of this system in English, and not only does it explain how it works, but also why. It suits students and academics in the social sciences and humanities, nonfiction writers and others who are in the business of reading, thinking and writing. Instead of wasting your time searching for notes, quotes or references, you can focus on what really counts: thinking, understanding and developing new ideas in writing. It does not matter if you prefer taking notes with pen and paper or on a computer, be it Windows, Mac or Linux. And you can start right away.
The PlayStation Dreamworld
Alfie Bown - 2017
The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Paying for the Party: How College Maintains Inequality
Elizabeth A. Armstrong - 2013
Five years later, one is earning a good salary at a prestigious accounting firm. With no loans to repay, she lives in a fashionable apartment with her fiance. The other woman, saddled with burdensome debt and a low GPA, is still struggling to finish her degree in tourism. In an era of skyrocketing tuition and mounting concern over whether college is "worth it," Paying for the Party is an indispensable contribution to the dialogue assessing the state of American higher education. A powerful expose of unmet obligations and misplaced priorities, it explains in vivid detail why so many leave college with so little to show for it.Drawing on findings from a five-year interview study, Elizabeth Armstrong and Laura Hamilton bring us to the campus of "MU," a flagship Midwestern public university, where we follow a group of women drawn into a culture of status seeking and sororities. Mapping different pathways available to MU students, the authors demonstrate that the most well-resourced and seductive route is a "party pathway" anchored in the Greek system and facilitated by the administration. This pathway exerts influence over the academic and social experiences of all students, and while it benefits the affluent and well-connected, Armstrong and Hamilton make clear how it seriously disadvantages the majority. Eye-opening and provocative, Paying for the Party reveals how outcomes can differ so dramatically for those whom universities enroll.
Tiger Head, Snake Tails: China Today, How It Got There and Why It Has to Change
Jonathan Fenby - 2012
But the last major nation under Communist rule also has a history of catastrophe and tragedy, tyranny and repression, abject poverty, unfair business practice and inherent corruption under a nebulous system of leadership, and now faces environmental degradation and a demographic time bomb.In this compelling and lucid account based on years of research and first-hand experience, Jonathan Fenby links together the myriad features of today's China. He delivers a unique and coherent picture of its essence and evolution and contemplates its future - both alone and connected to the world around it.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
The Difficulty of Being Good: On the Subtle Art of Dharma
Gurcharan Das - 2009
The Mahabharata is obsessed with the elusive notion of dharma - in essence, doing the right thing. When a hero falters, the action stops and everyone weighs in with a different and often contradictory take on dharma. The epic's characters are flawed, but their incoherent experiences throw light on our familiar dilemmas. Gurcharan Das's best-selling book India Unbound examined the classical aim of artha, material well being. This, his first book in seven years, dwells on the goal of dharma, moral well being. It addresses the central problem of how to live our lives in an examined way - holding a mirror up to us and forcing us to confront the many ways in which we deceive ourselves and others. What emerges is a doctrine of dharma that we can apply to our business decisions, political strategies and interpersonal relationships - in effect, to life itself.
Takashi Murakami
Takashi Murakami - 2007
Drawing from street culture, high art, and traditional Japanese painting, Murakami takes the contemporary art trend of mixing high and low to an unprecedented level (critics call him the new Warhol), producing original paintings and sculptures as well as mass-produced consumer objects such as toys, books, and most famously, a line of handbags for Louis Vuitton. A committed supporter and spokesperson for Japanese artists and a powerful commentator on postwar culture and society, Murakami has organized influential exhibitions of Japanese art as well as a biannual art fair in Tokyo. Murakami has positioned himself as a new type of artist for the twenty-first century: a hybrid of creator, entrepreneur, and cultural ambassador.In conjunction with the first major retrospective of his work, Murakami traces Murakami’s global impact socially, culturally, and art historically. Essays focus on Murakami’s early works, which were based on a social critique of Japan’s rampant consumerism; the development of his characters; his work with anime, fantasy; otaku culture; and his engagement with global pop culture. Representing output from original works of art to mass-produced multiples, the catalogue also considers the implications of Murakami’s working methods within the tradition of the Western avant-garde.
A Traveller's History of Japan
Richard L. Tames - 1993
This clearly written history explains how a country embedded in the traditions of Shinto, Shoguns and Samurai has achieved stupendous economic growth and dominance in this century.
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures
Kurt KalataKevin J. Anderson - 2011
A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).