Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line


Ken Williams - 2020
    The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.

Let That Sh*t Go


Nina Purewal - 2019
    But It Doesn’t Have To Be.■ get Rid Of Past And Future Worries■ love Yourself Unconditionally■ accept What You Can’t Control■ live Authentically■ use The “f”word (forgivness)In Let That Sh*t Go, the authors share the wisdom they’ve gained though decades of practising and teaching others to find peace of mind. Learn to put your life in perspective, take each day one step at a time and steal moments of calm amid the chaos. And remember: it’s not worth holding onto that sh*t.NINA PUREWAL founded Pure Minds, a company that conducts mindfulness and meditation workshops for the public and corporate sector. KATE PETRIW is the founder of Mind Matters, an organization that holds mental health workshops focused on reducing stress and negative thinking patterns. “Stomach stress gurgles are no match for this spinning Rolodex of chill pills.”NEIL PASRICHA, #1 Bestselling Author

Dark Souls: Design Works


From Software - 2011
    Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators.

You Died: The Dark Souls Companion


Keza MacDonald - 2016
    It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

Go! More Than a Game


Peter Shotwell - 2003
    In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game uses the most modern methods of teaching, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combininatroics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.

Chainmail Bikini: The Anthology of Women Gamers


Hazel Newlevant - 2015
    The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, how games can connect us with each other and teach us about ourselves.

Pokemon Yellow - Prima's Official Strategy Guide


Elizabeth M. Hollinger - 1999
    Are you ready for the ultimate Poke mon experience? - Maps for every area- Tips to find and catch all 150 Poke mon- In-depth walkthroughs of every area- Detailed stats for every Poke mon- Complete machine, and ability descriptions- All item and machine locations revealed- Covers Red, Blue, and Yellow versions!

The Mystery Science Theater 3000: Amazing Colossal Episode Guide


Trace Beaulieu - 1996
    The answer, my friend, is right in this here official, 100%-MST3K-sanctioned book. Or maybe you know all about the adventures of Joel, Mike, and the 'bots in the not-too distant future. Then you can skip those pages. Really. We won't tell. You still need this book. Because it's got more cool stuff from the writers and performers of MST3K. More of what you'll find in the "Mystery Science Theater 3000 Amazing Colossal Episode Guide" * More than 120 synopses of the more than 120 episodes of the Peabody Award-winning show * More fascinating, outrageous facts and tidbits about the making of each episode * More photos than your average issue of "Tiger Beat" * More of the most disgusting things ever seen on-screen by the MST3K writers * More than 49 (50, to be exact) of the most obscure wisecracks * More quizzes, worksheets, and a ten-step plan to help you gain control of your finances and your life (well, not really...) * More about your Area and what it can do for you * More Beverly Garland! Miles and Miles O'Keefe! * And much, much more!

Suburban Legends: True Tales of Murder, Mayhem, and Minivans


Sam Stall - 2006
    They said nothing bad could ever happen here.But they were wrong.This collection of terrifying true stories exposes the dark side of life in the ’burbs—from corpses buried in backyards and ghosts lurking in fast food restaurants to UFOs, vanishing persons, bizarre apparitions, and worse.Consider:•  The Soccer Mom’s Secret. Meet Melinda Raisch of Columbus, Ohio. She’s the wife of a dentist. A mother of three. A PTA member. And she has enough murderous secrets to fill a minivan.•  Noise Pollution. More than 100 residents of Kokomo, Indiana, claim their small town is under attack by a low-pitched humming sound that erodes health and sanity. Too bad they’re the only ones who can hear it.•  Death Takes a Holiday Inn. There’s nothing more reassuring than a big chain hotel in a quaint small town—unless it’s the Holiday Inn of Grand Island, New York, where you’ll spend the night with the spirit of a mischievous little girl.So lock your doors, dim the lights, and prepare to stay up all night with this creepy collection of true tales. We promise you’ll never look at white picket fences the same way again!Sam Stall lives with his wife, Jami, in the quintessentially Middle American town of Indianapolis, Indiana. Their home sits on quiet, tree-lined Primsrose Avenue, part of a beautiful suburban area where nothing bad ever happens (except the tragic events described on pages 16, 178, and 216).

Game Boys: Professional Videogaming's Rise from the Basement to the Big Time


Michael Kane - 2008
    Red Sox. Lakers vs. Celtics. And now . . . Team 3D vs. CompLexity. That would be America’s next celebrated rivalry if the men in Game Boys had their way. 3D and CompLexity are two of the top professional “e-sports” teams in the U.S. Their battle for dominance, as juicy as any feud in “real” sports, leads the action in Michael Kane’s engaging and lively chronicle of the lifestyle and business of gaming. We’ve come a long way since Pac-Man. Today’s games are more elaborate, popular, and addictive than ever. For the elite players, gaming is a full-fledged career that pays big money in prizes and corporate sponsorships. Gamers win, lose, strategize, fight, sign with rival teams, get berated by sideline-pacing coaches. Some use performance-enhancing drugs. And now they’re going on TV. Are they really the “athletes” of tomorrow? They act like they are. Game Boys is a pioneering narrative of the rivalries, quirks, and dramas of a subculture on the cusp of big things. At its most personal, it’s a classic sports tale of victory and defeat, punched up for the millennial generation. It’s also an engrossing business-meets-popculture narrative that reveals the entrepreneurial ingenuity involved in bringing gaming onto broadcast TV, in the vein of the X-Games or televised poker. Game Boys is an engrossing read for technophiles, gamers, parents, and anyone interested in the business of sports and trends in pop culture.