Book picks similar to
Archaeogaming: An Introduction to Archaeology in and of Video Games by Andrew Reinhard
archaeology
history
non-fiction
game-studies
Empires of the Word: A Language History of the World
Nicholas Ostler - 2005
From the uncanny resilience of Chinese through twenty centuries of invasions to the engaging self-regard of Greek and to the struggles that gave birth to the languages of modern Europe, these epic achievements and more are brilliantly explored, as are the fascinating failures of once "universal" languages. A splendid, authoritative, and remarkable work, it demonstrates how the language history of the world eloquently reveals the real character of our planet's diverse peoples and prepares us for a linguistic future full of surprises.
Dark Emu
Bruce Pascoe - 2014
The evidence insists that Aboriginal people right across the continent were using domesticated plants, sowing, harvesting, irrigating and storing – behaviours inconsistent with the hunter-gatherer tag. Gerritsen and Gammage in their latest books support this premise but Pascoe takes this further and challenges the hunter-gatherer tag as a convenient lie. Almost all the evidence comes from the records and diaries of the Australian explorers, impeccable sources.
1491: New Revelations of the Americas Before Columbus
Charles C. Mann - 2005
Mann radically alters our understanding of the Americas before the arrival of Columbus in 1492.Contrary to what so many Americans learn in school, the pre-Columbian Indians were not sparsely settled in a pristine wilderness; rather, there were huge numbers of Indians who actively molded and influenced the land around them. The astonishing Aztec capital of Tenochtitlan had running water and immaculately clean streets, and was larger than any contemporary European city. Mexican cultures created corn in a specialized breeding process that it has been called man’s first feat of genetic engineering. Indeed, Indians were not living lightly on the land but were landscaping and manipulating their world in ways that we are only now beginning to understand. Challenging and surprising, this a transformative new look at a rich and fascinating world we only thought we knew.
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Jet Age Man: SAC B-47 and B-52 Operations in the Early Cold War
Earl J. McGill - 2011
To some, nuclear deterrence appeared as utter madness, and was in fact commonly referred to as M.A.D. The concept of Mutually Assured Destruction provoked protests and marches, and the architect of M.A.D, General Curtis LeMay, became a symbol of madness himself.
Lydia's Open Door: Inside Mexico's Most Modern Brothel
Patty Kelly - 2008
By delving into lives that would otherwise go unremarked, Kelly documents the modernization of the sex industry during the neoliberal era in the city of Tuxtla Gutiérrez and illustrates how state-regulated sex became part of a broader effort by government officials to bring modernity to Chiapas, one of Mexico's poorest and most conflicted states. Kelly's innovative approach locates prostitution in a political-economic context by treating it as work. Most valuably, she conveys her analysis through vivid portraits of the lives of the sex workers themselves and shows how the women involved are neither victims nor heroines.
Criminal sociology
Enrico Ferri - 1884
You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.
Galileo's Middle Finger: Heretics, Activists, and the Search for Justice in Science
Alice Domurat Dreger - 2015
For two decades, historian Alice Dreger has led a life of extraordinary engagement, combining activist service to victims of unethical medical research with defense of scientists whose work has outraged identity politics activists. With spirit and wit, Dreger offers in Galileo’s Middle Finger an unforgettable vision of the importance of rigorous truth seeking in today’s America, where both the free press and free scholarly inquiry struggle under dire economic and political threats.This illuminating chronicle begins with Dreger’s own research into the treatment of people born intersex (once called hermaphrodites). Realization of the shocking surgical and ethical abuses conducted in the name of “normalizing” intersex children’s gender identities moved Dreger to become an internationally recognized patient rights’ activist. But even as the intersex rights movement succeeded, Dreger began to realize how some fellow progressive activists were employing lies and personal attacks to silence scientists whose data revealed uncomfortable truths about humans. In researching one such case, Dreger suddenly became the target of just these kinds of attacks.Troubled, she decided to try to understand more—to travel the country to ferret out the truth behind various controversies, to obtain a global view of the nature and costs of these battles. Galileo’s Middle Finger describes Dreger’s long and harrowing journeys between the two camps for which she felt equal empathy: social justice activists determined to win and researchers determined to put hard truths before comfort. Ultimately what emerges is a lesson about the intertwining of justice and of truth—and a lesson of the importance of responsible scholars and journalists to our fragile democracy.
Changing the Game: How Video Games Are Transforming the Future of Business
David Edery - 2008
Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor forceencouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunitiesand avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and servicesand have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way
Sociology: A Very Short Introduction
Steve Bruce - 1999
Drawing on studies of social class, crime and deviance, work in bureaucracies, and changes in religious and political organizations, this Very Short Introduction explores the tension between the individual's role in society and society's role in shaping the individual, and demonstrates the value of sociology as a perspective for understanding the modern world.
Excellent Sheep: The Miseducation of the American Elite and the Way to a Meaningful Life
William Deresiewicz - 2014
His students, some of the nation’s brightest minds, were adrift when it came to the big questions: how to think critically and creatively, and how to find a sense of purpose.Excellent Sheep takes a sharp look at the high-pressure conveyor belt that begins with parents and counselors who demand perfect grades and culminates in the skewed applications Deresiewicz saw firsthand as a member of Yale’s admissions committee. As schools shift focus from the humanities to "practical" subjects like economics and computer science, students are losing the ability to think in innovative ways. Deresiewicz explains how college should be a time for self-discovery, when students can establish their own values and measures of success, so they can forge their own path. He addresses parents, students, educators, and anyone who's interested in the direction of American society, featuring quotes from real students and graduates he has corresponded with over the years, candidly exposing where the system is broken and clearly presenting solutions.
The Art of Alien: Isolation
Andy McVittie - 2014
Taking players back to the survival horror atmosphere of the first film, ALIEN: ISOLATION features Amanda Ripley as the hero trying to survive on a decommissioned space station. The Art of ALIEN: ISOLATION is the ultimate gallery of the eagerly anticipated game, featuring extensive concept and development art, and creator and artist commentary throughout.
The Great Divide: History and Human Nature in the Old World and the New
Peter Watson - 2012
By 15,000 BC, humans had migratedfrom northeastern Asia across the frozen Beringland bridge to the Americas. When the world warmed up and the last Ice Age came to an end,the Bering Strait refilled with water, dividing America from Eurasia. This division—with two great populations on Earth, each unaware of theater—continued until Christopher Columbus voyaged to the New World in the fifteenth century.The Great Divide compares the development of human kind in the Old World and the New between 15,000 BC and AD 1500. Watson identifies three major differences between the two worlds—climate, domesticable mammals, and hallucinogenic plants—that combined to produce very different trajectories of civilization in the two hemispheres. Combining the most up-to-date knowledge in archaeology, anthropology, geology, meteorology, cosmology, and mythology, this unprecedented, masterful study offers uniquely revealing insight into what it means to be human.
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures
Kurt KalataKevin J. Anderson - 2011
A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).
Aftershock: The Ancient Cataclysm That Erased Human History
Brien Foerster - 2016
Global sea levels, as the result of rapidly melting polar ice rose by more than 300 feet in a very short period of time, causing the planet to become unstable.In Egypt, Peru, Bolivia, Lebanon and other locations we see the existence of ancient damaged but very sophisticated megalithic stone structures which we would be hard pressed to re-create today. They hint that once upon a time one or "Atlantean" civilizations indeed did exist