Book picks similar to
Roll the Bones: The History of Gambling by David G. Schwartz
history
non-fiction
nonfiction
gambling
The Fall of the House of Zeus: The Rise and Ruin of America's Most Powerful Trial Lawyer
Curtis Wilkie - 2010
A brother-in-law of Trent Lott, the former U.S. Senate Majority Leader, Scruggs made a fortune taking on mass tort lawsuits against “Big Tobacco” and the asbestos industries. He was hailed by Newsweek as a latter day Robin Hood, and portrayed in the movie, The Insider, as a dapper aviator-lawyer. Scruggs’ legal triumphs rewarded him lavishly, and his success emboldened both his career maneuvering and his influence in Southern politics--but at a terrible cost, culminating in his spectacular fall, when he was convicted for conspiring to bribe a Mississippi state judge.Here Mississippi is emblematic of the modern South, with its influx of new money and its rising professional class, including lawyers such as Scruggs, whose interests became inextricably entwined with state and national politics.Based on extensive interviews, transcripts, and FBI recordings never made public, The Fall of the House of Zeus exposes the dark side of Southern and Washington legal games and power politics: the swirl of fixed cases, blocked investigations, judicial tampering, and a zealous prosecution that would eventually ensnare not only Scruggs but his own son, Zach, in the midst of their struggle with insurance companies over Hurricane Katrina damages. In gripping detail, Curtis Wilkie crafts an authentic legal thriller propelled by a “welter of betrayals and personal hatreds,” providing large supporting parts for Trent Lott and Jim Biden, brother of then-Senator Joe, and cameos by John McCain, Al Gore, and other DC insiders and influence peddlers.Above all, we get to see how and why the mighty fail and fall, a story as gripping and timeless as a Greek tragedy.
Twisty Little Passages: An Approach to Interactive Fiction
Nick Montfort - 2003
Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Tools and Weapons: The Promise and the Peril of the Digital Age
Brad Smith - 2019
This might seem uncontroversial, but it flies in the face of a tech sector long obsessed with rapid growth and sometimes on disruption as an end in itself. Now, though, we have reached an inflection point: Silicon Valley has moved fast and it has broken things. A new understanding has emerged that companies that create technology must accept greater responsibility for the future. And governments will need to regulate technology by moving faster and catching up with the pace of innovation that is impacting our communities and changing the world.In Tools and Weapons, Brad Smith takes us into the cockpit of one of the world's largest and most powerful tech companies as it finds itself in the middle of some of the thorniest emerging issues of our time. These are challenges that come with no preexisting playbook, including privacy, cybercrime and cyberwar, social media, the moral conundrums of AI, big tech's relationship to inequality and the challenges for democracy, far and near. While in no way a self-glorifying "Microsoft memoir," the book opens up the curtain remarkably wide onto some of the company's most crucial recent decision points, as it strives to protect the hopes technology offers against the very real threats it also presents. Every tool can be a weapon in the wrong person's hands, and companies are being challenged in entirely new ways to embrace the totality of their responsibilities. We have moved from a world in which Silicon Valley could take no prisoners to one in which tech companies and governments must work together to address the challenges and adapt to the changes technology has unleashed. There are huge ramifications to be thought through, and Brad Smith provides a marvelous and urgently necessary contribution to that effort.
The Future Was Here: The Commodore Amiga
Jimmy Maher - 2012
The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world’s first true multimedia personal computer.Maher argues that the Amiga’s capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga’s technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.