Hit Makers: The Science of Popularity in an Age of Distraction


Derek Thompson - 2017
    Each blockbuster has a secret history--of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience.In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable.Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century--people's attention.From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular.In Hit Makers, Derek Thompson investigates: - The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses - Why Facebook is the world's most important modern newspaper - How advertising critics predicted Donald Trump - The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history - How Barack Obama and his speechwriters think of themselves as songwriters - How Disney conquered the world--but the future of hits belongs to savvy amateurs and individuals - The French collector who accidentally created the Impressionist canon - Quantitative evidence that the biggest music hits aren't always the best - Why almost all Hollywood blockbusters are sequels, reboots, and adaptations - Why one year--1991--is responsible for the way pop music sounds today - Why another year --1932--created the business model of film - How data scientists proved that "going viral" is a myth - How 19th century immigration patterns explain the most heard song in the Western Hemisphere

It Doesn't Have to Be Crazy at Work


Jason Fried - 2018
    Now, they build on their message with a bold, iconoclastic strategy for creating the ideal company culture—what they call "the calm company." Their approach directly attack the chaos, anxiety, and stress that plagues millions of workplaces and hampers billions of workers every day.Long hours, an excessive workload, and a lack of sleep have become a badge of honor for modern professionals. But it should be a mark of stupidity, the authors argue. Sadly, this isn’t just a problem for large organizations—individuals, contractors, and solopreneurs are burning themselves out the same way. The answer to better productivity isn’t more hours—it’s less waste and fewer things that induce distraction and persistent stress.It’s time to stop celebrating Crazy, and start celebrating Calm, Fried and Hansson assert.Fried and Hansson have the proof to back up their argument. "Calm" has been the cornerstone of their company’s culture since Basecamp began twenty years ago. Destined to become the management guide for the next generation, It Doesn't Have to Be Crazy at Work is a practical and inspiring distillation of their insights and experiences. It isn’t a book telling you what to do. It’s a book showing you what they’ve done—and how any manager or executive no matter the industry or size of the company, can do it too.

Make It Till You Make It: 40 Myths & Truths About Creating


Brendan Leonard - 2016
    Nobody gets tapped with a magic wand and suddenly has the ability to produce art, music, photos, films, or writing—they just do it. And you probably should too. Make It Till You Make It breaks down 40 myths and truths about the pursuit of creative expression, whether you want to make $0 a year doing your thing or $100,000 a year.

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.

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2


Dave Shreiner - 1999
    The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. It is far and away the most important book on OpenGL, and is commonly referred to by programmers simply as the Red book. Last summer the OpenGL Architectural Review Board (ARB) announced the release of the version 2.0 standard, incorporating the OpenGL Shader Language (GLSL) officially into the spec. This is the biggest change in OpenGL since its inception. This new edition will provide basic information about GLSL itself, as well as all the other changes to the 1.5 and 1.0 versions. the official, comprehensive guide to GLSL itself. A few years ago, pundits were predicting the imminent demise of OpenGL. Far from expiring, however, OpenGL has had a resurgence in the last couple years, and has solidified its position as the defacto standard for high-quality computer graphics. This book remains the necessary guide for any developer doing graphics programming. The sample source code in the book will be available on the book's web site.

Killing Fairfax: Packer, Murdoch and the Ultimate Revenge


Pamela Williams - 2013
    

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

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.

Click: What Millions of People are Doing Online and Why It Matters


Bill Tancer - 2008
    As online directories replace the yellow pages, search engines replace traditional research, and news sites replace newsprint, we are in an age in which we've come to rely tremendously on the Internet--leaving behind a trail of information about ourselves as a culture and the direction in which we are headed. With surprising and practical insight, Tancer demonstrates how the Internet is changing the way we absorb information and how understanding that change can be used to our advantage in business and in life.Click analyzes the new generation of consumerism in a way no other book has before, showing how we use the Internet, and how those trends provide a wealth of market research nearly as vast as the Internet itself. Understanding how we change is integral to our success. After all, we are what we click.

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Go Put Your Strengths to Work: 6 Powerful Steps to Achieve Outstanding Performance


Marcus Buckingham - 2007
    He offers a six-step plan for six weeks of reading and habit-forming action for discerning strengths, along with optional tools to enhance the process such as online questions for measuring strengths and downloaded films (two of which are free). The steps of his plan are belief that the best way to compete is capitalizing on your strengths, identifying your strengths and weaknesses, volunteering your strengths at work, lessening the impact of your weaknesses on your team, effectively communicating the value of your strengths while limiting work utilizing weaknesses, and building habits and pushing activities that play to strength. Although everyone will not agree with all the elements of Buckingham's approach, he offers valuable insight into maximizing employees' strengths rather than the more common focus on weaknesses and failure. Mary WhaleyCopyright © American Library Association. All rights reserved --This text refers to an out of print or unavailable edition of this title.

Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It


Mike Monteiro - 2019
    Guns, which lead to so much death, work exactly as they’re designed to work. And every time we “improve” their design, they get better at killing. Facebook’s privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their “real names” iniative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter’s toxicity and lack of civil discourse is working exactly as it’s designed to work.The world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all.Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network’s interface allows a stalker to find their victim, that’s on us. The monsters we unleash into the world will carry your name.This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we’ve excluded from these decisions is the biggest (and stupidest) political act we’ve made as a society.If you’re a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you’re working on. You’ll learn how to present your concerns. You’ll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You’ll learn how to make a case using data and good storytelling. You’ll learn to say NO in a way that’ll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.

HYPERGROWTH: How the Customer-Driven Model Is Revolutionizing the Way Businesses Build Products, Teams, & Brands


David Cancel - 2017
    The key to achieving HYPERGROWTH is being customer-driven. So if you’re ready to start putting your customers first, keep reading... What You’ll Learn: A New Approach to Product Management and Developing SaaS Products People Love Today, there’s no excuse for not communicating with customers on a daily basis. Messaging has exploded, new generations are focused on 1:1 communication by default, and artificial intelligence is finally coming so we can deliver 1:1 at scale. So why would you build a product, or a company, without leaning into the advantages of that ecosystem? In his new book, HYPERGROWTH, serial entrepreneur and Drift co-founder/CEO David Cancel shares a modern approach for building products and structuring teams that makes customer communication a central priority. The book tells the story of how Cancel’s customer-driven approach started out as a test with a product team (Performable), transformed an entire organization (HubSpot), and sparked a new movement (Drift). What’s Inside: Practical Advice and Frameworks for Becoming Customer-Driven and Growing Your Business Responsive Development (RD): a new approach to building products that adds the customer back into the equation The Burndown Framework: a framework for implementing Responsive Development that’s faster and more flexible than Agile. The Three-Person Team: the customer-driven way to structure engineering teams. Each team consists of a tech lead who manages two other engineers. Getting Rid of Roadmaps: through building a culture of transparency and accountability and working closely with internal customers, you can release product updates more rapidly and iteratively. The Spotlight Framework: a framework for helping you focus on the right parts of customer feedback so you can take the appropriate next steps. The framework breaks feedback down into three main categories: user experience issues, product marketing issues, and positioning issues. Who This Book Is For: Entrepreneurs, Startup Founders, Product Managers, Product Teams, Marketing Teams … Entire Companies! Every part of your business can benefit from being customer-driven. With the rise of SaaS and the on-demand economy, customer expectations have changed. Customers expect their voices to be heard. They find value in being part of a community, and being part of that journey of creating the product. So stop running your business like we’re still living in the 2000s. It’s time to take a customer-driven approach. Here’s what people are saying about the book: “David Cancel is one of the best when it comes to building products that customers love. And now he’s sharing his wisdom and writing the book explaining how he does it. This is a must read for any entrepreneur or business owner.” -MARK ROBERGE Senior Lecturer, Harvard Business School, Former SVP of Sale and Services at HubSpot ”When it comes to building business software, there’s no one better than David Cancel, and I saw fi

Rise of the Robots: Technology and the Threat of a Jobless Future


Martin Ford - 2015
    In Rise of the Robots, Silicon Valley entrepreneur Martin Ford argues that this is absolutely not the case. As technology continues to accelerate and machines begin taking care of themselves, fewer people will be necessary. Artificial intelligence is already well on its way to making “good jobs” obsolete: many paralegals, journalists, office workers, and even computer programmers are poised to be replaced by robots and smart software. As progress continues, blue and white collar jobs alike will evaporate, squeezing working- and middle-class families ever further. At the same time, households are under assault from exploding costs, especially from the two major industries—education and health care—that, so far, have not been transformed by information technology. The result could well be massive unemployment and inequality as well as the implosion of the consumer economy itself.In Rise of the Robots, Ford details what machine intelligence and robotics can accomplish, and implores employers, scholars, and policy makers alike to face the implications. The past solutions to technological disruption, especially more training and education, aren't going to work, and we must decide, now, whether the future will see broad-based prosperity or catastrophic levels of inequality and economic insecurity. Rise of the Robots is essential reading for anyone who wants to understand what accelerating technology means for their own economic prospects—not to mention those of their children—as well as for society as a whole.

The Idea Factory: Bell Labs and the Great Age of American Innovation


Jon Gertner - 2012
    From the transistor to the laser, it s hard to find an aspect of modern life that hasn t been touched by Bell Labs. Why did so many transformative ideas come from Bell Labs? In "The Idea Factory," Jon Gertner traces the origins of some of the twentieth century s most important inventions and delivers a riveting and heretofore untold chapter of American history. At its heart this is a story about the life and work of a small group of brilliant and eccentric men Mervin Kelly, Bill Shockley, Claude Shannon, John Pierce, and Bill Baker who spent their careers at Bell Labs. Their job was to research and develop the future of communications. Small-town boys, childhood hobbyists, oddballs: they give the lie to the idea that Bell Labs was a grim cathedral of top-down command and control.Gertner brings to life the powerful alchemy of the forces at work behind Bell Labs inventions, teasing out the intersections between science, business, and society. He distills the lessons that abide: how to recruit and nurture young talent; how to organize and lead fractious employees; how to find solutions to the most stubbornly vexing problems; how to transform a scientific discovery into a marketable product, then make it even better, cheaper, or both. Today, when the drive to invent has become a mantra, Bell Labs offers us a way to enrich our understanding of the challenges and solutions to technological innovation. Here, after all, was where the foundational ideas on the management of innovation were born. "The Idea Factory" is the story of the origins of modern communications and the beginnings of the information age a deeply human story of extraordinary men who were given extraordinary means time, space, funds, and access to one another and edged the world into a new dimension."