Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

Mastering VMware vSphere 4


Scott Lowe - 2009
    Coverage Includes: Shows administrators how to use VMware to realize significant savings in hardware costs while still providing adequate "servers" for their users Demonstrates how to partition a physical server into several virtual machines, reducing the overall server footprint within the operations center Explains how VMware subsumes a network to centralize and simplify its management, thus alleviating the effects of "virtual server sprawl" Now that virtualization is a key cost-saving strategy, Mastering VMware vSphere 4 is the strategic guide you need to maximize the opportunities.

This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming


Paul "ReDeYe" Chaloner - 2020
    Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.

Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

For the Win


Kevin Werbach - 2012
    The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business.For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!

The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary


Eric S. Raymond - 1999
    According to the August Forrester Report, 56 percent of IT managers interviewed at Global 2,500 companies are already using some type of open source software in their infrastructure and another 6 percent will install it in the next two years. This revolutionary model for collaborative software development is being embraced and studied by many of the biggest players in the high-tech industry, from Sun Microsystems to IBM to Intel.The Cathedral & the Bazaar is a must for anyone who cares about the future of the computer industry or the dynamics of the information economy. Already, billions of dollars have been made and lost based on the ideas in this book. Its conclusions will be studied, debated, and implemented for years to come. According to Bob Young, "This is Eric Raymond's great contribution to the success of the open source revolution, to the adoption of Linux-based operating systems, and to the success of open source users and the companies that supply them."The interest in open source software development has grown enormously in the past year. This revised and expanded paperback edition includes new material on open source developments in 1999 and 2000. Raymond's clear and effective writing style accurately describing the benefits of open source software has been key to its success. With major vendors creating acceptance for open source within companies, independent vendors will become the open source story in 2001.

The Legend of Zelda (Legends of Localization, #1)


Clyde Mandelin - 2015
    Because it's a long way from Japan to the West, even for a legendary hero.

8-Bit Apocalypse: The Untold Story of Atari's Missile Command


Alex Rubens - 2018
    and its iconic game, Missile Command, were at the forefront of the industry’s explosion, helping usher in both the age of the video game and the gamer lifestyle. In 8-Bit Apocalypse, tech insider Alex Rubens delves into electronic history to tell of an era when arcade games were designed, written, and coded by individual designers. He interviews major figures including Atari founder Nolan Bushnell and Missile Command creator David Theurer, who suffered from frequent nightmares of nuclear holocaust as he worked on the game. The first in-depth, personal history of the era, 8-Bit Apocalypse combines Rubens’s tech industry knowledge and experience as a gaming journalist to conjure the wild silicon frontier of the ’80s.

On Target: How the World's Hottest Retailer Hit a Bull's-Eye


Laura Rowley - 2003
    On Target is the first in-depth look at the business leaders and strategies that made Target such a runaway success. The company's easily recognizable red-and-white logo, youthful television advertisements, and upscale partnerships-with designers like Michael Graves, Mossimo, and Todd Oldham-have not only removed the stigma traditionally attached to discount store shopping, but actually made it hip to be frugal. In the process, the company has cemented its place as the favorite discount retailer of middle- and upper-income families across the country. In On Target, award-winning business journalist Laura Rowley examines the methods and the success of the company from its shrewd merchandising strategy to its clever marketing campaigns, ingenious branding effort, and extensive philanthropy . An excellent education in how to beat the competition even in a crowded and weak retail market, Target's story details the history and incredible success of a unique company and an enticing, unmistakable brand. Both insightful and entertaining, On Target offers important business lessons for executives and managers in need of a bull's-eye.Laura Rowley (Maplewood, NJ) is an award-winning television, radio, and print journalist specializing in business reporting. She is the personal finance and career columnist for Self magazine and has also been published in The New York Times, Parents, and Newsweek. As a reporter and producer for CNN in New York, she reported on air for Your Money and Business Unusual, and produced live programs for CNNfn. She has also appeared on Good Morning America, Oxygen Media, and CNBC.

The Legend of Zelda: Hyrule Historia


NintendoHeidi Plechl - 2011
    This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!

Game Engine Black Book, Wolfenstein 3D


Fabien Sanglard - 2017
    How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.

Playing With Power: Nintendo NES Classics


Garitt Rocha - 2016
    3, Donkey Kong, and The Legend of Zelda!Interviews and commentary from Nintendo visionaries who pioneered this era of gaming.A showcase of vintage advertising and priceless excerpts from Nintendo Power magazine back issues!Plus hand-drawn maps, character and game environment art, and much more!

Without Their Permission: How the 21st Century Will Be Made, Not Managed


Alexis Ohanian - 2013
    And when that power is harnessed to create new communities, technologies, businesses or charities, the results can be absolutely stunning. In this book, Alexis will share his ideas, tips and even his own doodles about harnessing the power of the web for good, and along the way, he will share his philosophy with young entrepreneurs all over the globe. At 29, Ohanian has come to personify the dorm-room tech entrepreneur, changing the world without asking permission. Within a couple of years of graduating from the University of Virginia, Ohanian did just that, selling reddit for millions of dollars. He's gone on to start many other companies, like hipmunk and breadpig, all while representing Y Combinator and investing in over sixty other tech startups. Without Their Permission is his personal guidebook as to how other aspiring entrepreneurs can follow in his footsteps.