Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do


Lawrence Kutner - 2008
    Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

Palm Beach Babylon: The Sinful History of America's Super-Rich Paradise


Murray Weiss - 1992
    Starting with the island's founder Henry Flagler, and updated for Kindle, "Palm Beach Babylon" chronicles the Kennedys, the Trumps, the Dodges, Helmsleys, Pulitzers, Vanderbilts, Mizners and Madoffs, and many more "Titans of Industry" and "Royalty." "The history is solid, the writing stylish," wrote renowned author Pete Hamill. "Riveting," exclaimed Nicholas Pileggi, author of "Wiseguy" and "Casino." The New York Times declared "Palm Beach Babylon" the best book ever written on the storied tropical island, where the "Rich and Famous" flock every winter to indulge in a world that only money can pierce. "Murray Weiss and Bill Hoffmann have . . . produced an intriguing account of the wagers of too much wealth and too much leisure time," wrote Dominick Dunne, the best selling novelist and true-crime expert. And as one reader posted along with 5-Stars: A REAL PAGE TURNER: I loved this book because it had all the allure of great fiction, yet it was about real people who, although they live in a real place (Palm Beach, FL), seem more like Great Gatsby characters than anything else! It also provides a fascinating historical perspective of the glamorous Palm Beach, how it was built, the man who built it, and the wealthy who flocked to it.

Three Years in the Klondike (1904)


Jeremiah Lynch - 1904
    He had, therefore, full opportunities of seeing the country and its life from various points of view. He has utilized his observations in an entertaining book. It is not — and does not pretend lo be — a scientific work, or technical in any sense. It gives, however, an excellent idea of conditions and ways of living in the Klondike at all seasons, and of the hardships which the pioneers had to undergo. Nothing but gold — the prospect of wealth — could induce men to live in such a climate, and to combat the many difficulties which it entails. Mr. Lynch, a Californian of means and position, arrived at Dawson in the summer of 1898. As the first discoveries of gold in the Klondike valley were made in August of 1896, Mr. Lynch found a mining town not two years old, unpaved and insanitary, crowded with adventurers of every nation, in fact still a typical “ tough" mining-camp, except that lawlessness and crime were sternly repressed by the vigilant Mounted Police. He spent the following winter in the town, making expeditions to the gold-bearing creeks, examining mines and studying the methods of working them. Early in the spring of 1899 he bought a claim which he believed would repay him and set himself at once to develop it thoroughly. During his stay he had seen Dawson transformed into a paved, sewaged, well built, well lighted city, and the streets, no longer thronged with rough-mannered miners and adventurers, had become the promenade of well dressed business men and ladies (real ladies !) intent on shopping. As one of the earliest of the new species of Klondike miner, he is able to give an account of the transition that took place, largely owing to the enterprise of men of his own stamp, and the book is an interesting addition to Klondike literature. Mr. Lynch's narrative is plainly written, in a way which leads one to believe in its substantial truth. It reads well, and brings out many points which will interest the miner, as well as the casual reader. He had confidence in the future of the country, and believed that it would hold a large population for many years, in spite of the drawbacks of climate.

Lives in Ruins: Archeologists and the Seductive Lure of Human Rubble


Marilyn Johnson - 2014
    The news is full of archaeology: treasures found (British king under parking lot) and treasures lost (looters, bulldozers, natural disaster, and war). Archaeological research tantalizes us with possibilities (are modern humans really part Neandertal?). Where are the archaeologists behind these stories? What kind of work do they actually do, and why does it matter?Marilyn Johnson’s Lives in Ruins is an absorbing and entertaining look at the lives of contemporary archaeologists as they sweat under the sun for clues to the puzzle of our past. Johnson digs and drinks alongside archaeologists, chases them through the Mediterranean, the Caribbean, and even Machu Picchu, and excavates their lives. Her subjects share stories we rarely read in history books, about slaves and Ice Age hunters, ordinary soldiers of the American Revolution, children of the first century, Chinese woman warriors, sunken fleets, mummies.What drives these archaeologists is not the money (meager) or the jobs (scarce) or the working conditions (dangerous), but their passion for the stories that would otherwise be buried and lost.

Sid Meier's Memoir!: A Life in Computer Games


Sid Meier - 2020
    Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

The Tourist Gaze: Leisure And Travel In Contemporary Societies


John Urry - 1990
    Urry develops this analysis through various levels - historical, economic, social, cultural and visual.Mass tourism is charted from its origins in the English seaside resorts to its development as a global industry. The economic impact and complex social relations involved in international tourism are explored. Changing patterns of tourism are shown to be connected to the broader cultural changes of postmodernism and related to the role of the service and middle classes. The author argues that we

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

The Case of the Missing Moon Rocks


Joe Kloc - 2012
    Decades ago, astronauts brought back 850 pounds of rocks from their lunar journeys; the U.S. gave some away as “goodwill” gifts to the world’s nations. Over time, many of them disappeared, stolen or lost in the aftermath of political turmoil, and offered for millions on the black market. Gutheinz, first as a NASA investigator and then the leader of a intrepid group of students, has dedicated his life to getting them back. Author Joe Kloc tells a wild story of geopolitics, crime, science, and one man’s obsession with keeping the moon out of the wrong hands.

The Art Of Computer Game Design


Chris Crawford
    The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

Stonehenge: Exploring the Greatest Stone Age Mystery


Mike Parker Pearson - 2012
    Stonehenge A striking and original interpretation of the awesome Stone Age site from one of the world's foremost archaeologists on death and burial Full description

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

Electronic Dreams: How 1980s Britain Learned to Love the Computer


Tom Lean - 2016
    In those heady early days of computing, Britannia very much ruled the digital waves.Electronic Dreams looks back at how Britain embraced the home computer, and at the people who drove the boom: entrepreneurs such as Clive Sinclair and Alan Sugar seeking new markets; politicians proclaiming economic miracles; bedroom programmers with an unhealthy fascination with technology; and millions of everyday folk who bought into the electronic dream and let the computer into their lives. It is a history of home computers such as the Commodore VIC20, BBC Micro, and ZX Spectrum; classic computer games like Manic Miner and Elite; the early information networks that first put the home online; and the transformation of the computer into an everyday object in the British home.Based on interviews with key individuals, archive sources, and study of vintage hardware and software, and with a particular focus on the computer's place in social history, Electronic Dreams is a nostalgic look at how a depressed 1980s Britain got over its fear of microchips and embraced the computer as a “passport to the future.”

Imagined Communities: Reflections on the Origin and Spread of Nationalism


Benedict Anderson - 1983
    In this widely acclaimed work, Benedict Anderson examines the creation and global spread of the 'imagined communities' of nationality.Anderson explores the processes that created these communities: the territorialization of religious faiths, the decline of antique kingship, the interaction between capitalism and print, the development of vernacular languages-of-state, and changing conceptions of time. He shows how an originary nationalism born in the Americas was modularly adopted by popular movements in Europe, by the imperialist powers, and by the anti-imperialist resistances in Asia and Africa.This revised edition includes two new chapters, one of which discusses the complex role of the colonialist state's mindset in the develpment of Third World nationalism, while the other analyses the processes by which, all over the world, nations came to imagine themselves as old.

Tesla Motors: How Elon Musk and Company Made Electric Cars Cool, and Sparked the Next Tech Revolution


Charles Morris - 2014
    The most trusted sources in the auto industry have called its Model S the most advanced, safest and best-performing car ever built - and it doesn’t use a drop of gasoline. Tesla has changed the way the public perceives electric vehicles, and inspired the major automakers to revive their own dormant efforts to sell EVs. However, even amidst the avalanche of media coverage that followed the triumph of the Model S, few have grasped the true significance of what is happening. Tesla has redefined the automobile, sparked a new wave of innovation comparable to the internet and mobile computing revolutions, and unleashed forces that will transform not just the auto industry, but every aspect of society. The Tesla story is one part of an ongoing tide of change driven by the use of information technology to eliminate “friction” such as geographic distance, middlemen and outdated regulations. Tesla is simply applying the new order to the auto industry, but the automobile is such a pervasive influence in our lives that redefining how it is designed, built, driven and sold will have sweeping effects in unexpected areas. Just as Tesla built the Model S as an electric vehicle “from the ground up,” it has taken an outsider’s approach to the way it markets its cars. Its direct sales model has drawn legal challenges from entrenched auto dealers, who fear that their outdated business model will be destroyed. Its systems approach to the software and electronics in its cars has highlighted how far behind the technological times the major automakers are. It’s easy to see why readers find Tesla irresistible. CEO Elon Musk is a superstar entrepreneur, a “nauseatingly pro-US” immigrant and the leader of two other cutting-edge companies. Tesla dares to challenge the establishment behemoths and, so far at least, has handily beaten them at their own game. In this history of the 21st century’s most exciting startup, Charles Morris begins with a brief history of EVs and a biography of Tesla’s driving force, Elon Musk. He then details the history of the company, told in the words of the Silicon Valley entrepreneurs who made it happen. There are many fascinating stories here: Martin Eberhard’s realization that there were many like himself, who loved fast cars but wanted to help the environment and bring about the post-oil age; the freewheeling first days, reminiscent of the early internet era; the incredible ingenuity of the team who built the Roadster; Tesla’s near-death experience and miraculous resurrection; the spiteful split between the company’s larger-than-life leaders; the gloves-off battles with hostile media such as Top Gear and the New York Times; and the media’s ironic about-face when the magnificent Model S won the industry’s highest honors, and naysayers became cheerleaders overnight. And the story is just beginning: Tesla has breathtakingly ambitious plans for the future.This book was updated May 1, 2015 to include the latest on the Gigafactory and the D package.