The Gutenberg Galaxy: The Making of Typographic Man


Marshall McLuhan - 1962
    It gave us the concept of the global village; that phrase has now been translated, along with the rest of the book, into twelve languages, from Japanese to Serbo-Croat. It helped establish Marshall McLuhan as the original 'media guru.' More than 200,000 copies are in print. The reissue of this landmark book reflects the continuing importance of McLuhan's work for contemporary readers.

Grand Theft Auto IV Signature Series Guide


Tim Bogenn - 2007
     Maps: Score health, armor, and weapons no matter where you are in Liberty City. Our maps show you where to find them in every mission. Pick-ups, collectibles, places of interest--everything you need and everywhere you need to be in a dedicated map section. Secrets: Our detailed collection maps and descriptions reveal precise locations for all Unique Stunt Jumps and "Hidden Packages" in Liberty City. Multiplayer: When you're ready to take your game online, come armed with exclusive hints and tactics for all Multiplayer modes. Bonus Fold-out: This giant map of Liberty City features the locations and details for all Odd Jobs--with poster art on the other side! Platform: PS3, Xbox 360 Genre: Action/Adventure This product is available for sale worldwide.

Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Non-Places: Introduction to an Anthropology of Supermodernity


Marc Augé - 1992
    This invasion of the world by what Marc Auge calls ‘non-space’ results in a profound alteration of awareness: something we perceive, but only in a partial and incoherent manner. Auge uses the concept of ‘supermodernity’ to describe the logic of these late-capitalist phenomena—a logic of excessive information and excessive space. In this fascinating and lucid essay he seeks to establish and intellectual armature for an anthropology of supermodernity. Starting with an attempt to disentangle anthropology from history, Auge goes on to map the distinction between place, encrusted with historical monuments and creative social life, and non-place, to which individuals are connected in a uniform manner and where no organic social life is possible.Unlike Baudelairean modernity, where old and new are interwoven, supermodernity is self-contained: from the motorway or aircraft, local or exotic particularities are presented two-dimensionally as a sort of theme-park spectacle. Auge does not suggest that supermodernity is all-encompassing: place still exist outside non-place and tend to reconstitute themselves inside it. But he argues powerfully that we are in transit through non-place for more and more of our time, as if between immense parentheses, and concludes that this new form of solitude should become the subject of an anthropology of its own.

The Story of Us


Tim Urban - 2019
    I’m Tim. I’m a single cell in society’s body. U.S. society, to be specific.So let me explain why we’re here.As a writer and a generally thinky person, I’ve spent a lot of my life thinking about the society I live in, and societies in general. I’ve always imagined society as a kind of giant human—a living organism like each of us, only much bigger.When you’re a single cell in the body of a giant, it’s hard to understand what the giant’s doing, or why it is the way it is, because you can’t really zoom out and look at the whole thing all at once. But we do our best.The thing is, when I’ve recently tried to imagine what society might look like, I haven’t really been picturing this:Giant stick figure: "I am grown up."Based on what I see around me, in person and online, it seems like my society is actually more like this:Giant stick figure throwing a giant tantrum because their chocolate ice cream fell on the ground.Individual humans grow older as they age—but it kind of seems like the giant human I live in has been getting more childish each year that goes by.So I decided to write a blog post about this. But then something else happened.When I told people I was planning to write a post about society, and the way people are acting, and the way the media is acting, and the way the government is acting, and the way everyone else is acting, people kept saying the same thing to me.Don’t do it. Don’t touch it. Write about something else. Anything else. It’s just not worth it.They were right. With so many non-controversial topics to write about, why take on something so loaded and risk alienating a ton of readers? I listened to people’s warnings, and I thought about moving on to something else, but then I was like, “Wait what? I live inside a giant and the giant is having a six-year-old meltdown in the grocery store candy section and that’s a not-okay thing for me to talk about?”It hit me that what I really needed to write about was that—about why it’s perilous to write about society."

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.

The Psychology of Poker


Alan N. Schoonmaker - 2000
    To be successful, you must be able to master all of them and then apply them at the appropriate times. They include proper hand selection, appropriate aggression, bluffing, semi-bluffing, understanding tells and telegraphs, choosing the right games, and reading hands. These skills do not come easily since they require unnatural actions. You cannot win just by "doing what comes naturally." This book does not provide strategic advice; you should get it from other Two Plus Two books. Dr. Schoonmaker is concerned only with the way that psychological factors affect your own and your opponents� ability to play properly. For example, have you ever wondered why some players seem extremely aggressive while others are passive? Why some are tight and others loose? Furthermore, have you ever wondered why some tactics seem to come naturally to you while others don�t? This text will answer many of these questions. It will explain why you and your opponents play the way you do. Many people know how to play properly, but play poorly. Simply learning strategy does not mean that you will apply it properly. The author also suggests strategic adjustments that you should make to improve your results against different kinds of players, and he suggests personal adjustments that will help you to play better and enjoy the game more.

Mothers and Others: The Evolutionary Origins of Mutual Understanding


Sarah Blaffer Hrdy - 2009
    From this new form of care came new ways of engaging and understanding each other. How such singular human capacities evolved, and how they have kept us alive for thousands of generations, is the mystery revealed in this bold and wide-ranging new vision of human emotional evolution."Mothers and Others" finds the key in the primatologically unique length of human childhood. If the young were to survive in a world of scarce food, they needed to be cared for, not only by their mothers but also by siblings, aunts, fathers, friends--and, with any luck, grandmothers. Out of this complicated and contingent form of childrearing, Sarah Hrdy argues, came the human capacity for understanding others. Mothers and others teach us who will care, and who will not.From its opening vision of "apes on a plane"; to descriptions of baby care among marmosets, chimpanzees, wolves, and lions; to explanations about why men in hunter-gatherer societies hunt together, "Mothers and Others" is compellingly readable. But it is also an intricately knit argument that ever since the Pleistocene, it has taken a village to raise children--and how that gave our ancient ancestors the first push on the path toward becoming emotionally modern human beings.

The Gift: The Form and Reason for Exchange in Archaic Societies


Marcel Mauss - 1923
    The gift is a perfect example of what Mauss calls a total social phenomenon, since it involves legal, economic, moral, religious, aesthetic, and other dimensions. He sees the gift exchange as related to individuals and groups as much as to the objects themselves, and his analysis calls into question the social conventions and economic systems that had been taken for granted for so many years. In a modern translation, introduced by distinguished anthropologist Mary Douglas, The Gift is essential reading for students of social anthropology and sociology.

Smart Power: Climate Change, the Smart Grid, and the Future of Electric Utilities


Peter Fox-Penner - 2010
    This and other developments will prompt utilities to undergo the largest changes in their history. Smart Power examines the many facets of this unprecedented transformation. This enlightening book begins with a look back on the deregulatory efforts of the 1990s and their gradual replacement by concerns over climate change, promoting new technologies, and developing stable prices and supplies. In thorough but non-technical terms it explains the revolutionary changes that the Smart Grid is bringing to utility operations. It also examines the options for low-carbon emissions along with the real-world challenges the industry and its regulators must face as the industry retools and finances its new sources and systems. Throughout the book, Peter Fox-Penner provides insights into the policy choices and regulatory reform needed to face these challenges. He not only weighs the costs and benefits of every option, but presents interviews with informed experts, including economists, utility CEOs, and engineers. He gives a brief history of the development of the current utility business model and examines possible new business models that are focused on energy efficiency.Smart Power explains every aspect of the coming energy revolution for utilities in lively prose that will captivate even the most techno-phobic readers.

Social Change in Modern India


M.N. Srinivas - 2000
    While concepts like Sanskritization and Westernization have helped the understanding of complex, often seemingly contradictory trends in society, Prof. Srinivas' essay on the study of one's own society continue to engage scholars, opening the way to an understanding of sociological writing itself as a text. This revised edition of the 1966 original includes these classic essays, as also an appendix where Prof. Srinivas deals with the problem of changing values in Indian society today.

Arcade Mania: The Turbo-Charged World of Japan's Game Centers


Brian Ashcraft - 2008
    Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.

Chicken: The Dangerous Transformation of America's Favorite Food


Steve Striffler - 2005
    He also reports on the way chickens are raised today and how they are consumed. What he discovers about America’s favorite meat is not just unpleasant but a powerful indictment of our industrial food system. The process of bringing chicken to our dinner tables is unhealthy for all concerned—from farmer to factory worker to consumer. The book traces the development of the poultry industry since the Second World War, analyzing the impact of such changes as the destruction of the family farm, the processing of chicken into nuggets and patties, and the changing makeup of the industrial labor force. The author describes the lives of immigrant workers and their reception in the small towns where they live. The conclusion is clear: there has to be a better way. Striffler proposes radical but practical change, a plan that promises more humane treatment of chickens, better food for the consumer, and fair payment for food workers and farmers.

A History of Video Games in 64 Objects


World Video Game Hall of Fame - 2018
    Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

The Faceless Villain: A Collection of the Eeriest Unsolved Murders of the 20th Century: Volume One


Jenny Ashford - 2017
    This volume is comprised of the years 1900 through 1959, and includes all of the best known cases of the period, as well as many more lesser-known murders, all presented in a compelling chronological narrative that takes the reader on a grisly journey through the blood-soaked avenues of early twentieth century crime. Featuring: The Peasenhall Murder. The Seal Chart Murder. The Atlanta Ripper. The Villisca Axe Murders. The Axeman of New Orleans. The Green Bicycle Case. Little Lord Fauntleroy. Hinterkaifeck Farm. The St. Aubin Street Massacre. The Wallace Case. The Atlas Vampire. The Brighton Trunk Crime. The Cleveland Torso Murderer. The Horror in Room 1046. Who Put Bella in the Wych Elm? The Pitchfork Murder. The Sodder Children. The Phantom Killer. The Black Dahlia. Somerton Man. The Grimes Sisters. The Boy in the Box. And Much More!