How We Got to Now: Six Innovations That Made the Modern World


Steven Johnson - 2014
    Filled with surprising stories of accidental genius and brilliant mistakes—from the French publisher who invented the phonograph before Edison but forgot to include playback, to the Hollywood movie star who helped invent the technology behind Wi-Fi and Bluetooth—How We Got to Now investigates the secret history behind the everyday objects of contemporary life. In his trademark style, Johnson examines unexpected connections between seemingly unrelated fields: how the invention of air-conditioning enabled the largest migration of human beings in the history of the species—to cities such as Dubai or Phoenix, which would otherwise be virtually uninhabitable; how pendulum clocks helped trigger the industrial revolution; and how clean water made it possible to manufacture computer chips. Accompanied by a major six-part television series on PBS, How We Got to Now is the story of collaborative networks building the modern world, written in the provocative, informative, and engaging style that has earned Johnson fans around the globe.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

What Just Happened: A Chronicle from the Information Frontier


James Gleick - 2002
    These machines had wondrous powers, yet made unexpected demands on their owners. Telephones broke free of the chains that had shackled them to bedside tables and office desks. No one was out of touch, or wanted to be out of touch. Instant communication became a birthright. A new world, located no one knew exactly where, came into being, called "virtual" or "online," named "cyberspace" or "the Internet" or just "the network." Manners and markets took on new shapes and guises. As all this was happening, James Gleick, author of the groundbreaking" Chaos," columnist for" The New York Times" "Magazine," and--very briefly--an Internet entrepreneur, emerged as one of our most astute guides to this new world. His dispatches--by turns passionate, bewildered, angry, and amazed--form an extraordinary chronicle. Gleick loves what the network makes possible, and he hates it. Software makers developed a strangely tolerant view of an ancient devil, the product defect. One company, at first a feisty upstart, seized control of the hidden gears and levers of the new economy. We wrestled with novel issues of privacy, anonymity, and disguise. We found that if the human species is evolving a sort of global brain, it's susceptible to new forms of hysteria and multiple-personality disorder. "What Just Happened" is at once a remarkable portrait of a world in the throes of transformation and a prescient guide to the transformation still to come.

Game Over, Press Start to Continue: How Nintendo Conquered the World


David Sheff - 1993
    Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.

Writing on the Wall: Social Media - The First 2,000 Years


Tom Standage - 2013
    Indeed, as Tom Standage reveals in his scintillating new book, social media is anything but a new phenomenon.From the papyrus letters that Roman statesmen used to exchange news across the Empire to the advent of hand-printed tracts of the Reformation to the pamphlets that spread propaganda during the American and French revolutions, Standage chronicles the increasingly sophisticated ways people shared information with each other, spontaneously and organically, down the centuries. With the rise of newspapers in the nineteenth century, then radio and television, “mass media” consolidated control of information in the hands of a few moguls. However, the Internet has brought information sharing full circle, and the spreading of news along social networks has reemerged in powerful new ways.A fresh, provocative exploration of social media over two millennia, Writing on the Wall reminds us how modern behavior echoes that of prior centuries-the Catholic Church, for example, faced similar dilemmas in deciding whether or how to respond to Martin Luther's attacks in the early sixteenth century to those that large institutions confront today in responding to public criticism on the Internet. Invoking the likes of Thomas Paine and Vinton Cerf, co-inventor of the Internet, Standage explores themes that have long been debated: the tension between freedom of expression and censorship; whether social media trivializes, coarsens or enhances public discourse; and its role in spurring innovation, enabling self-promotion, and fomenting revolution. As engaging as it is visionary, Writing on the Wall draws on history to cast new light on today's social media and encourages debate and discussion about how we'll communicate in the future.

The Pun Also Rises: How the Humble Pun Revolutionized Language, Changed History, and Made Wordplay More Than Some Antics


John Pollack - 2011
    But this attitude is a relatively recent development in the sweep of history. In The Pun Also Rises, John Pollack — a former Presidential Speechwriter for Bill Clinton, and winner of the world pun championship — explains how punning revolutionized language and made possible the rise of modern civilization. Integrating evidence from history, pop culture, literature, comedy, science, business and everyday life, this book will make readers reconsider everything they think they know about puns.

Grunt: The Curious Science of Humans at War


Mary Roach - 2016
    Mary Roach dodges hostile fire with the U.S. Marine Corps Paintball Team as part of a study on hearing loss and survivability in combat. She visits the fashion design studio of U.S. Army Natick Labs and learns why a zipper is a problem for a sniper. She visits a repurposed movie studio where amputee actors help prepare Marine Corps medics for the shock and gore of combat wounds. At Camp Lemmonier, Djibouti, in east Africa, we learn how diarrhea can be a threat to national security. Roach samples caffeinated meat, sniffs an archival sample of a World War II stink bomb, and stays up all night with the crew tending the missiles on the nuclear submarine USS Tennessee. She answers questions not found in any other book on the military: Why is DARPA interested in ducks? How is a wedding gown like a bomb suit? Why are shrimp more dangerous to sailors than sharks? Take a tour of duty with Roach, and you’ll never see our nation’s defenders in the same way again.

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

Humans: A Brief History of How We F*cked It All Up


Tom Phillips - 2018
    In the seventy thousand years that modern human beings have walked this earth, we've come a long way. Art, science, culture, trade - on the evolutionary food chain, we're real winners. But, frankly, it's not exactly been plain sailing, and sometimes - just occasionally - we've managed to really, truly, quite unbelievably f*ck things up.From Chairman Mao's Four Pests Campaign, to the American Dustbowl; from the Austrian army attacking itself one drunken night, to the world's leading superpower electing a reality TV mogul as President... it's pretty safe to say that, as a species, we haven't exactly grown wiser with age. So, next time you think you've really f*cked up, this book will remind you: it could be so much worse

Red: A History of the Redhead


Jacky Colliss Harvey - 2015
    A book that breaks new ground, dispels myths, and reinforces the special nature of being a redhead, with a look at multiple disciplines, including science, religion, politics, feminism and sexuality, literature, and art. With an obsessive fascination that is as contagious as it is compelling, author Jacky Colliss Harvey (herself a redhead) begins her exploration of red hair in prehistory and traces the redhead gene as it made its way out of Africa with the early human diaspora to its emergence under Northern skies. She goes on to explore red hair in the ancient world; the prejudice manifested against red hair across medieval Europe; red hair during the Renaissance as both an indicator of Jewishness during the Inquisition and the height of fashion in Protestant England, under the reign of Henry VIII and Elizabeth I; the modern age of art and literature, and the first positive symbols of red hair in children's characters; modern medicine and science and the genetic and chemical decoding of red hair; and finally, red hair in contemporary culture, from advertising and exploitation to "gingerism" and the new movement against bullying.

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.

Sons of Cain: A History of Serial Killers from the Stone Age to the Present


Peter Vronsky - 2018
    15,000 BC) to today. Delving further back into human history and deeper into the human psyche than Serial Killers--Vronsky's 2004 book, which has been called "the definitive history of the phenomenon of serial murder"--he focuses strictly on sexual serial killers: thrill killers who engage in murder, rape, torture, cannibalism and necrophilia, as opposed to for-profit serial killers, including hit men, or "political" serial killers, like terrorists or genocidal murderers.These sexual serial killers differ from all other serial killers in their motives and their foundations. They are uniquely human and--as popular culture has demonstrated--uniquely fascinating.

So You've Been Publicly Shamed


Jon Ronson - 2015
    The shamed are people like us - people who, say, made a joke on social media that came out badly, or made a mistake at work. Once their transgression is revealed, collective outrage circles with the force of a hurricane and the next thing they know they're being torn apart by an angry mob, jeered at, demonized, sometimes even fired from their job. People are using shame as a form of social control.