The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't


Nick Yee - 2014
    Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.

Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence


Gerard Jones - 2002
    From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.

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.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

A State of Emergency


Richard Chambers - 2021
    The electrifying behind-the-scenes account of a year that brought Ireland to the brink and back - the inside story of Ireland’s struggle to contain Covid-19.Based on a wealth of original research and over a hundred interviews with cabinet members, public health officials, frontline workers, and ordinary people on whom the crisis exacted a personal toll, A State of Emergency is the incendiary untold story of Ireland’s response to the biggest public health emergency of the past century.Ranging from the halls of Government Buildings, where conflict between the new Cabinet and its public health advisors threatened to derail the official response, to the frontlines of the containment effort itself, where doctors, nurses, and the communities they served found themselves pushed to breaking point, A State of Emergency is a landmark work of journalism and a riveting insider account of the struggle to bring Ireland back from the brink.

Feeding Desire: Fatness, Beauty and Sexuality Among a Saharan People: Fatness and Beauty in the Sahara


Rebecca Popenoe - 2003
    Feeding Desire analyses this beauty ideal in the context of Islam, conceptions of health, and notions of desire Full description

Move up


Clotaire Rapaille - 2013
    Si todos debemos movernos para sobrevivir, vale la pena preguntarse: ¿qué factores de nuestro entorno nos impulsan a movernos y cuáles, por el contrario, nos detienen? ¿Por qué algunas personas tienen la oportunidad de moverse hacia donde quieren y otras no? ¿Por qué ciertas sociedades evolucionan y otras no? Para responder a estas interrogantes, los autores del libro estudiaron los códigos culturales y el comportamiento Bio-Lógico de 71 países para desarrollar un índice de que permite medir la movilidad social dentro de estas sociedades.Andrés Roemer y Clotaire Rapaille señalan que las culturas más exitosas son aquellas que han sabido preservar los mejores aspectos de su tradición, al mismo tiempo que han estado dispuestas a innovar y buscar nuevos horizontes. Se trata de sociedades abiertas al cambio y sin temor al statu quo. Otra clave del éxito evolutivo de las sociedades es el equilibrio entre el aspecto biológico (determinado por cuatro factores: supervivencia, sexo, seguridad y superación) y el aspecto cultural. El reto, concluyen los autores, es aprender a armonizar nuestros instintos (nuestro cerebro reptiliano) con nuestras emociones (nuestro cerebro límbico) y nuestra lógica (el neocórtex).ENGLISH DESCRIPTION If we all know we must move to survive, shouldn’t we ask ourselves which factors in our environment propel us and which halt us? Why do certain societies evolve while others don’t? In this book, Andrés Roemer and Clotaire Rapaille point out that the most successful cultures are those that are not afraid of the status quo: they have learned to preserve the best qualities of their traditions while being open to innovation and to uncovering new horizons. Another key to the success of these societies is the equilibrium between biological and the cultural aspects. The challenge is to harmonize our instincts, our emotions, and our logic.

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

The Artificial Ape: How Technology Changed the Course of Human Evolution


Timothy Taylor - 2010
    Unlike our cousins who subsist on raw food, spend their days and nights outdoors, and wear a thick coat of hair, humans are entirely dependent on artificial things, such as clothing, shelter, and the use of tools, and would die in nature without them. Yet, despite our status as the weakest ape, we are the masters of this planet. Given these inherent deficits, how did humans come out on top?In this fascinating new account of our origins, leading archaeologist Timothy Taylor proposes a new way of thinking about human evolution through our relationship with objects. Drawing on the latest fossil evidence, Taylor argues that at each step of our species' development, humans made choices that caused us to assume greater control of our evolution. Our appropriation of objects allowed us to walk upright, lose our body hair, and grow significantly larger brains. As we push the frontiers of scientific technology, creating prosthetics, intelligent implants, and artificially modified genes, we continue a process that started in the prehistoric past, when we first began to extend our powers through objects.Weaving together lively discussions of major discoveries of human skeletons and artifacts with a reexamination of Darwin's theory of evolution, Taylor takes us on an exciting and challenging journey that begins to answer the fundamental question about our existence: what makes humans unique, and what does that mean for our future?

Unexplained Mysteries: Ancient Aliens Or Lost Technology?: The Missing Tech Behind The World's Greatest Structures (UFOs, ETs, and Ancient Engineers Book 1)


Robert Jean Redfern - 2015
    Not just because these structures are beautiful and shrouded in mystery, but because they were constructed on a scale we can't comprehend, thousands of years ago. The Missing Tech Behind The World’s Greatest Structures Modern science claims everything boils down to physical labor and primitive tools, yet can't replicate an effective recreation strategy. Let's explore: - The Great Pyramids Of Giza - Stonehenge - Derinkuyu Underground City - Pumapunku and some more added information about: - Gobekli Tepe - Nan Madol - Hypogeum of Hal-Saflieni - Coral Castle - Russian Megalithic Stones Ancient engineers? Forgotten technology? Let us know what you think! Take action and grab your copy now!

Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution


Heather Chaplin - 2005
    What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.