Good Cop, Bad Daughter: Memoirs of an Unlikely Police Officer


Karen Lynch - 2014
    Lynch reflects on her difficult childhood with her bi-polar mother, and comes to realize her chaotic past unwittingly provided the perfect foundation for her chosen career.

Talking Music: Conversations With John Cage, Philip Glass, Laurie Anderson, And 5 Generations Of American Experimental Composers


William Duckworth - 1995
    Herein, John Cage recalls the turning point in his career; Ben Johnston criticizes the operas of his teacher Harry Partch; La Monte Young attributes his creative discipline to a Morman childhood; and much more. The results are revelatory conversations with some of America's most radical musical innovators.

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.

Sach Kahun Toh: An Autobiography


Neena Gupta - 2021
    It details the big milestones in her life, her unconventional pregnancy and single parenthood, and a successful second innings in Bollywood. A candid, self-deprecating portrait of the person behind the persona, it talks about her life's many choices, battling stereotypes, then and now, and how she may not be as unconventional as people think her to be.

Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Half-Real: Video Games Between Real Rules and Fictional Worlds


Jesper Juul - 2005
    We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.

The Devil behind the Mirror: Globalization and Politics in the Dominican Republic


Steven Gregory - 2006
    Grounded in ethnographic fieldwork conducted in the adjacent towns of Boca Chica and Andrés, Gregory's study deftly demonstrates how transnational flows of capital, culture, and people are mediated by contextually specific power relations, politics, and history. He explores such topics as the informal economy, the making of a telenova, sex tourism, and racism and discrimination against Haitians, who occupy the lowest rung on the Dominican economic ladder. Innovative and beautifully written, The Devil behind the Mirror masterfully situates the analysis of global economic change in everyday lives.

Nisa: The Life and Words of a !Kung Woman


Marjorie Shostak - 1981
    This book is the story of the life of Nisa, a member of the !Kung tribe of hunter-gatherers from southern Africa's Kalahari desert. Told in her own words--earthy, emotional, vivid--to Marjorie Shostak, a Harvard anthropologist who succeeded, with Nisa's collaboration, in breaking through the immense barriers of language and culture, the story is a fascinating view of a remarkable woman.

The Reason Revolution: Atheism, Secular Humanism, and the Collapse of Religion


Dan Dana - 2014
    It focuses squarely on the inherent irrationality of religion, and reveals its utter irreconcilability with science. Offering several "reconciliation theories" to people of faith, it forces every reader to make a choice.Contents The Reason Revolution in historical context Questioning belief Reasons for skepticism Secular humanism as an alternative worldview Political implications of atheism The collapse of religion Hopeful predictions Reconciliation theories Comments by clergyCall to action

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.