Book picks similar to
Understanding Video Games: The Essential Introduction by Simon Egenfeldt-Nielsen
non-fiction
games
video-games
video-game-studies
Architecture: Form, Space, & Order
Francis D.K. Ching - 1979
K. Ching. Each page has been meticulously revised to incorporate contemporary examples of the principles of form, space, and order - the fundamental vocabulary of every designer. The result is a beautifully illustrated volume that embraces today's forms and looks at conventional models with a fresh perspective. Here, Ching examines every principal of architecture, juxtaposing images that span centuries and cross cultural boundaries to create a design vocabulary that is both elemental and timeless. Among the topics covered are point, line, plane, volume, proportion, scale, circulation, and the interdependence of form and space. While this revision continues to be a comprehensive primer on the ways form and space are interrelated and organized in the shaping of our environment, it has been refined to amplify and clarify concepts. In addition, the Second Edition contains numerous new hand-rendered drawings; expanded section on openings and scale; examples of contemporary architectural design elements; expanded chapter on design principles; new glossary and index categorized by the author; and new 8 1/2 x 11 upright trim. In the Second Edition of Architecture: Form, Space, and Order, the author has opted for a larger format and crisper images. Mr. Ching has retained the style of his hand-lettered text, a hallmark of each of his books. This rich source of architectural prototypes, each rendered in Mr. Ching's signature style, also serves as a guide to architectural drawing. Doubtless, many will want this handsomevolume for the sheer beauty of it. Architects and students alike will treasure this book for its wealth of practical information and its precise illustrations. Mr. Ching has once again created a visual reference that illuminates the world of architectural form.
How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
N. Katherine Hayles - 1999
While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age.Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman."Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems.Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
Between Men: English Literature and Male Homosocial Desire
Eve Kosofsky Sedgwick - 1985
Hailed by the New York Times as "one of the most influential texts in gender studies, men's studies and gay studies," this book uncovers the homosocial desire between men, from Restoration comedies to Tennyson's Princess.
An Illustrated History of the USA
Bryn O'Callaghan - 1990
It traces the history of the USA from the time of the Amerindians, through to the arrival of the Europeans, to the present day. Topics covered include colonial life, the Civil War and the American involvement in Vietnam.
A History of the Modern Middle East
William L. Cleveland - 1993
After introducing the reader to the region's history from the origins of Islam in the seventh century, Cleveland focuses on the past two centuries of profound and often dramatic change. While built around a framework of political history, the book also carefully integrates social, cultural, and economic developments into a single, carefully crafted account. The revised and updated third edition of this benchmark text places the developments of the 1990s in a new historical perspective and includes an examination of key events of the early twenty-first century. An epilogue offers a critical evaluation, from a historian's perspective, of the al-Qa'ida attacks of September 11th, 2001 and the early phases of the US occupation of Iraq.
Investigating the Social World: The Process and Practice of Research
Russell K. Schutt - 1995
In this new Seventh Edition of his perennially successful social research text, author Russell K. Schutt continues to make research come alive through stories that illustrate the methods presented in each chapter, and hands-on exercises that help students learn by doing. Investigating the Social World helps readers understand research methods as an integrated whole, appreciate the value of both qualitative and quantitative methodologies, and understand the need to make ethical research decisions. New to this Edition: * upgraded coverage of research methods to include the spread of cell phones and the use of the Internet, including expanded coverage of Web surveys * larger page size in full color allows for better display of pedagogical features * new 'Research in the News' boxes included within chapters * more international examples * expanded statistics coverage now includes more coverage of inferenctial statistics and regression analysi
Groundwork of the Metaphysics of Morals
Immanuel Kant - 1785
In Kant's own words its aim is to search for and establish the supreme principle of morality, the categorical imperative. This edition presents the acclaimed translation of the text by Mary Gregor, together with an introduction by Christine M. Korsgaard that examines and explains Kant's argument.
Literary Theory: The Basics
Hans Bertens - 2000
Providing the ideal first step in understanding the often bewildering world of literary theory, this text is an easy to follow and clearly presented introduction to this fascinating area.
The Mushroom at the End of the World: On the Possibility of Life in Capitalist Ruins
Anna Lowenhaupt Tsing - 2015
Through its ability to nurture trees, matsutake helps forests to grow in daunting places. It is also an edible delicacy in Japan, where it sometimes commands astronomical prices. In all its contradictions, matsutake offers insights into areas far beyond just mushrooms and addresses a crucial question: what manages to live in the ruins we have made? A tale of diversity within our damaged landscapes, The Mushroom at the End of the World follows one of the strangest commodity chains of our times to explore the unexpected corners of capitalism. Here, we witness the varied and peculiar worlds of matsutake commerce: the worlds of Japanese gourmets, capitalist traders, Hmong jungle fighters, industrial forests, Yi Chinese goat herders, Finnish nature guides, and more. These companions also lead us into fungal ecologies and forest histories to better understand the promise of cohabitation in a time of massive human destruction.By investigating one of the world's most sought-after fungi, The Mushroom at the End of the World presents an original examination into the relation between capitalist destruction and collaborative survival within multispecies landscapes, the prerequisite for continuing life on earth.
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
The Norton Anthology of Theory and Criticism
Vincent B. Leitch - 2001
+ XXXVIII) ranges from Gorgias and Plato to Sigmund Freud and Mikhail Bakhtin. Each of the 147 contributions has a headnote introducing the writer and making connections to other critics, theorists and movements. An introduction surveys the history of theory and criticism.
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
Theater: The Lively Art
Edwin Wilson - 1995
Created for Theater Appreciation courses that cover both history and elements, Theater: The Lively Art, 6/e remains a comprehensive introductory theater text: an introduction to the audience's experience of theater, an investigation of the elements of theater, and a study of the important developments in the history of theater.
Diagnostic and Statistical Manual of Mental Disorders
American Psychiatric Association - 2013
Their dedication and hard work have yielded an authoritative volume that defines and classifies mental disorders in order to improve diagnoses, treatment, and research.The criteria are concise and explicit, intended to facilitate an objective assessment of symptom presentations in a variety of clinical settings -- inpatient, outpatient, partial hospital, consultation-liaison, clinical, private practice, and primary care. New features and enhancements make DSM-5 easier to use across all settings:- The chapter organization reflects a lifespan approach, with disorders typically diagnosed in childhood (such as neurodevelopmental disorders) at the beginning of the manual, and those more typical of older adults (such as neurocognitive disorders) placed at the end. Also included are age-related factors specific to diagnosis. - The latest findings in neuroimaging and genetics have been integrated into each disorder along with gender and cultural considerations.- The revised organizational structure recognizes symptoms that span multiple diagnostic categories, providing new clinical insight in diagnosis. - Specific criteria have been streamlined, consolidated, or clarified to be consistent with clinical practice (including the consolidation of autism disorder, Asperger's syndrome, and pervasive developmental disorder into autism spectrum disorder; the streamlined classification of bipolar and depressive disorders; the restructuring of substance use disorders for consistency and clarity; and the enhanced specificity for major and mild neurocognitive disorders).- Dimensional assessments for research and validation of clinical results have been provided.- Both ICD-9-CM and ICD-10-CM codes are included for each disorder, and the organizational structure is consistent with the new ICD-11 in development.The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, is the most comprehensive, current, and critical resource for clinical practice available to today's mental health clinicians and researchers of all orientations. The information contained in the manual is also valuable to other physicians and health professionals, including psychologists, counselors, nurses, and occupational and rehabilitation therapists, as well as social workers and forensic and legal specialists.
Power-Up: How Japanese Video Games Gave the World an Extra Life
Chris Kohler - 2004
Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.