Book picks similar to
The State of Play: Creators and Critics on Video Game Culture by Daniel GoldbergOla Wikander
non-fiction
video-games
nonfiction
gaming
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
Lizzie Stark - 2012
A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.
This Book Is Overdue!: How Librarians and Cybrarians Can Save Us All
Marilyn Johnson - 2010
In defiance of doomsayers, Johnson finds librarians more vital and necessary than ever, as they fuse the tools of the digital age with love for the written word and the enduring values of truth, service to all, and free speech. This Book Is Overdue! is a romp through the ranks of information professionals who organize our messy world and offer old-fashioned human help through the maze.
The Pleasures of Reading in an Age of Distraction
Alan Jacobs - 2011
Americans are not reading enough, they say, or reading the right books, in the right way. In this book, Alan Jacobs argues that, contrary to the doomsayers, reading is alive and well in America. There are millions of devoted readers supporting hundreds of enormous bookstores and online booksellers. Oprah's Book Club is hugely influential, and a recent NEA survey reveals an actual uptick in the reading of literary fiction. Jacobs's interactions with his students and the readers of his own books, however, suggest that many readers lack confidence; they wonder whether they are reading well, with proper focus and attentiveness, with due discretion and discernment. Many have absorbed the puritanical message that reading is, first and foremost, good for you--the intellectual equivalent of eating your Brussels sprouts. For such people, indeed for all readers, Jacobs offers some simple, powerful, and much needed advice: read at whim, read what gives you delight, and do so without shame, whether it be Stephen King or the King James Version of the Bible. In contrast to the more methodical approach of Mortimer Adler's classic How to Read a Book (1940), Jacobs offers an insightful, accessible, and playfully irreverent guide for aspiring readers. Each chapter focuses on one aspect of approaching literary fiction, poetry, or nonfiction, and the book explores everything from the invention of silent reading, reading responsively, rereading, and reading on electronic devices. Invitingly written, with equal measures of wit and erudition, The Pleasures of Reading in an Age of Distraction will appeal to all readers, whether they be novices looking for direction or old hands seeking to recapture the pleasures of reading they first experienced as children.
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
Greg Toppo - 2015
Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
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.
How to Read a Poem and Fall in Love with Poetry
Edward Hirsch - 1999
Turn on a single lamp and read it while you're alone in an otherwise dark room or while someone sleeps next to you. Say it over to yourself in a place where silence reigns and the din of culture-the constant buzzing noise that surrounds you-has momentarily stopped. This poem has come from a great distance to find you." So begins this astonishing book by one of our leading poets and critics. In an unprecedented exploration of the genre, Hirsch writes about what poetry is, why it matters, and how we can open up our imaginations so that its message-which is of vital importance in day-to-day life-can reach us and make a difference. For Hirsch, poetry is not just a part of life, it is life, and expresses like no other art our most sublime emotions. In a marvelous reading of world poetry, including verse by such poets as Wallace Stevens, Elizabeth Bishop, Pablo Neruda, William Wordsworth, Sylvia Plath, Charles Baudelaire, and many more, Hirsch discovers the meaning of their words and ideas and brings their sublime message home into our hearts. A masterful work by a master poet, this brilliant summation of poetry and human nature will speak to all readers who long to place poetry in their lives but don't know how to read it.
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.
8-Bit Apocalypse: The Untold Story of Atari's Missile Command
Alex Rubens - 2018
and its iconic game, Missile Command, were at the forefront of the industry’s explosion, helping usher in both the age of the video game and the gamer lifestyle. In 8-Bit Apocalypse, tech insider Alex Rubens delves into electronic history to tell of an era when arcade games were designed, written, and coded by individual designers. He interviews major figures including Atari founder Nolan Bushnell and Missile Command creator David Theurer, who suffered from frequent nightmares of nuclear holocaust as he worked on the game. The first in-depth, personal history of the era, 8-Bit Apocalypse combines Rubens’s tech industry knowledge and experience as a gaming journalist to conjure the wild silicon frontier of the ’80s.
Critical Play: Radical Game Design
Mary Flanagan - 2009
Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Lost At Sea: The Jon Ronson Mysteries
Jon Ronson - 2012
Collected here from various sources (including the Guardian and GQ America) are the best of his adventures. Always intrigued by our ability to believe the unbelievable, Jon meets the man preparing to welcome the aliens to earth, the woman trying to build a fully-conscious robotic replica of the love of her life and the Deal or No Deal contestants with a fool proof system to beat the Banker. Jon realises that it’s possible for our madness to be a force for good when he meets America’s real-life superheroes or a force for evil when he meets the Reverend ‘Death’ George Exoo, who has dubiously assisted in more than a hundred mercy killings.He goes to a UFO convention in the Nevada desert with Robbie Williams, asks Insane Clown Posse (who are possibly America’s nastiest rappers) whether it’s true they’ve actually been evangelical Christians all along and rummages through the extensive archives of Stanley Kubrick. Frequently hilarious, sometimes disturbing, always entertaining, these compelling encounters with people on the edge of madness will have you wondering just what we’re capable of.
The World Beyond Your Head: On Becoming an Individual in an Age of Distraction
Matthew B. Crawford - 2015
Crawford explored the ethical and practical importance of manual competence, as expressed through mastery of our physical environment. In his brilliant follow-up, The World Beyond Your Head, Crawford investigates the challenge of mastering one's own mind.We often complain about our fractured mental lives and feel beset by outside forces that destroy our focus and disrupt our peace of mind. Any defense against this, Crawford argues, requires that we reckon with the way attention sculpts the self.Crawford investigates the intense focus of ice hockey players and short-order chefs, the quasi-autistic behavior of gambling addicts, the familiar hassles of daily life, and the deep, slow craft of building pipe organs. He shows that our current crisis of attention is only superficially the result of digital technology, and becomes more comprehensible when understood as the coming to fruition of certain assumptions at the root of Western culture that are profoundly at odds with human nature.The World Beyond Your Head makes sense of an astonishing array of common experience, from the frustrations of airport security to the rise of the hipster. With implications for the way we raise our children, the design of public spaces, and democracy itself, this is a book of urgent relevance to contemporary life.
A Framework for Understanding Poverty
Ruby K. Payne - 1995
The reality of being poor brings out a survival mentality, and turns attention away from opportunities taken for granted by everyone else. If you work with people from poverty, some understanding of how different their world is from yours will be invaluable. Whether you're an educator--or a social, health, or legal services professional--this breakthrough book gives you practical, real-world support and guidance to improve your effectiveness in working with people from all socioeconomic backgrounds. Since 1995 A Framework for Understanding Poverty has guided hundreds of thousands of educators and other professionals through the pitfalls and barriers faced by all classes, especially the poor. Carefully researched and packed with charts, tables, and questionnaires, Framework not only documents the facts of poverty, it provides practical yet compassionate strategies for addressing its impact on people's lives.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
Koji Kondo's Super Mario Bros. Soundtrack
Andrew Schartmann - 2015
(1985) score redefined video game music. With under three minutes of music, Kondo put to rest an era of bleeps and bloops-the sterile products of a lab environment-replacing it with one in which game sounds constituted a legitimate form of artistic expression. Andrew Schartmann takes us through the various external factors (e.g., the video game crash of 1983, Nintendo's marketing tactics) that coalesced into a ripe environment in which Kondo's musical experiments could thrive. He then delves into the music itself, searching for reasons why our hearts still dance to the “primitive” 8-bit tunes of a bygone era.What musical features are responsible for Kondo's distinct “Mario sound”? How do the different themes underscore the vastness of Princess Peach's Mushroom Kingdom? And in what ways do the game's sound effects resonate with our physical experience of the world? These and other questions are explored within, through the lens of Kondo's compositional philosophy-one that would influence an entire generation of video game composers. As Kondo himself stated, “we [at Nintendo] were trying to do something that had never been done before.” In this book, Schartmann shows his readers how Kondo and his team not just succeeded, but heralded in a new era of video games.