In 1974, Gary Gygax and Dave Arneson published the tabletop game
Dungeons & Dragons, a fantasy role-playing game. Through the next 40
years, computer game developers used these fantasy worlds as archetypes
for the budding virtual game worlds These games would become as varied
as books in a library, but the essence of each was built upon community.
People gathered and played...together. Dungeons & Dreamers: A story
of how computer games created a global community follows the designers,
developers, and players who built the virtual games and communities
that define today's digital entertainment landscape and explores the
nature of what it means to live and thrive in virtual communities.
Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."
Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.
In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around.
Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps.
With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.
The official book behind the Academy Award-winning film The Imitation Game, starring Benedict Cumberbatch and Keira Knightley
It is only a slight exaggeration to say that the British mathematician Alan Turing (1912-1954) saved the Allies from the Nazis, invented the computer and artificial intelligence, and anticipated gay liberation by decades--all before his suicide at age forty-one. This New York Times–bestselling biography of the founder of computer science, with a new preface by the author that addresses Turing's royal pardon in 2013, is the definitive account of an extraordinary mind and life.
Capturing both the inner and outer drama of Turing’s life, Andrew Hodges tells how Turing’s revolutionary idea of 1936--the concept of a universal machine--laid the foundation for the modern computer and how Turing brought the idea to practical realization in 1945 with his electronic design. The book also tells how this work was directly related to Turing’s leading role in breaking the German Enigma ciphers during World War II, a scientific triumph that was critical to Allied victory in the Atlantic. At the same time, this is the tragic account of a man who, despite his wartime service, was eventually arrested, stripped of his security clearance, and forced to undergo a humiliating treatment program--all for trying to live honestly in a society that defined homosexuality as a crime.
The inspiration for a major motion picture starring Benedict Cumberbatch and Keira Knightley, Alan Turing: The Enigma is a gripping story of mathematics, computers, cryptography, and homosexual persecution.
Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.